Don’t forget, it seems that immobilize doesn’t last its full duration on Mai. I’ve used shockwave on my ele several times and each time it hit, I noticed the duration was a about half or a third of the normal duration.
Yeah tell me about that. God I hate defiant! Lucky for us one of the members in my party is trialing a new warrior build with 100% contdion duration. His throw bolas came in VERY handy.
The insta kill mechinc always goes for the player furthest away from mai. Also she turns, faces them, and fires a bolt of electricty at them that can be dodged. Also if you are mobile half the time it misss completely. Once you’ve got that worked out you can predict it to a degree.
That being said I’d also like to see an end to defiant, or at least a newer version of it. Also NONOBDY can tank mai. Not in the traditional sense. Her major attacks are like 100 blades. That is as long as you move out of it you’ll be fine at best, grazed at worst. You CAN stand there and take it IF you have some way of removing the bleed, but that’s not going to be something you can do indefitly.
As for the bombing, It’s rough, but you can bring swiftness, vigor, agies, heals and resses (assuming you’re not the one getting hit) to make it easier.
Guys, I had a thought. I got this after my first go and I can CONFIRM I got hit by cannons during the cannon phase, And I’m also FAIRLY certqain I got hit by the blue stuff as I was kiting mai into it… But I DID manage to dodge every single one of horrics PYSICAL attacks with the cannon. You know the one? Where he physically hits you with the cannon. MAYBE that is what you need to avoid for the achivement. It would make sense wouldn’t it? PERSONAL SPACE? Makes sesne to me, are the people who are claiming they dodge all his cannon attacks sure they never got hit by that?
Just make this dungeon permenant content Anet. It’s your best dungeon by far and PLEASE do not give into these whiny players that want everything handed to them on a silver platter.
The rewards are great, the encoutners are interesting and challenging… I don’t know what else to say except GOOD JOB! Can we have more?
I absolutley LOVE this place. It’s kicked my kitten a few times but that’s just fine! Each try you get better and learn more. I REALLY can’t understand thoese saying the golem boss is harder then the final one. Once you learn the tricks to the beams it’s easy.
The regular mobs encourge ample use of control and support and I tend to adjust my utilities skills throughout the dungeon.
And the Risk Vs. Reward is there too. A guarenteed 1 gold cash just for compelting it, and some really great drops as well.
Just throwing it out there: If every dungeon in GW2 was like this I’d do them all the time!
I feel so bad for many members of my guild. I logged on a little during dragons bash. I did the holograms achivement and got a jde weapon skin from one of the coffers. There were guild members that had farmed and bought thousands of these things and not found ONE ticket.
I would have dearly loved to give the ticket to another member as I really wasn’t that interested in the skin.
Having these account bound is just a way Anet/NCsoft can squeeze more cash from punters desperate for thoese skins.
Now if they could be sold players that really wanted them could get them, They’d have to pay quite a bit I’d wager but the option is there.
@ mad queen
You’re ignoring a lot of supporty things necro brings. They heal a lot on ds 4, heal upon leaving ds (it’s junk but there), regen to allies near mark on #2, summons can take in ally conditions, massive aoe blinds, and a crazy supply of dark fields for added healing with projectiles or more blinds with blast. There’s a good bit more but I can’t think of them atm. They were pretty kitten good back in the day when fear went through defiance but that got nerfed
They won’t be stacking might or fury for the team any time soon but to say they don’t bring anything just isn’t right.
The death shroud heal is only if you specifically trait in it. Same for when leaving death shroud. As for aoe blinds, those come in handy, but that’s about it. It’s really limited when you compare it to a class like the guardian or the warrior. And that’s my biggest issue, the balance between the classes. Is there any reason to go support as a necro? Would your party care much, if one guardian pretty much out does two fully traited necromancers in the support department?
Is there a good reason to build your necromancer around support, when you could also be building him around conditions and aoe?
There is. I have a support necro just to ensure the escort to Balth goes smoothly. He’s well and mark based (Dodging also leaves mark of blood.) with apoc gear.
Of coruse that’s about ALL he’s useful though so don’t think for a moment I’m not saying the system is broken. I’m just saying support is there for them, if the game actually called for it.
Oh and thoese bunker necros in SPvP tear my poor ranger to shreds.
Hello,
it will probably takes 6 months or something for Arenanet to make a proper dungeon, so i think we just need to have patience again, like we have already 6-7 months for our end-game. Now we just have to play lame temporarily content , with achievements as " Pummel pinata’s". I really love GW2, but they are now just slacking,, its a bad thing because players will leave the game of this! But back to our " End-Game", our endgame is now CoF/AC/ARAH etc. Those dungeons are supposed to be hard, but the sad thing they aren’t hard. Our “End-Game” is getting solo’ed by Wars/Guardians. War and guardians can solo AC and CoF and even Arah ( Well, with some skip-exploits, but still, you can’t name it as "End-Game if something is solo able in my opinion). End-Game is supposed to be hard, to challenge players and reward them with gear/tokens etc, Our " End-Game" is like grind grind grind, and grind. Its a bad thing for a game like GW2 cuz GW2 can be a awesome game, but they really need to polish the game.I COMPLETELY AGREE with the Our “End-Game” is getting solo’ed by Wars/Guardians. War and guardians can solo AC and CoF and even Arah ( Well, with some skip-exploits, but still, you can’t name it as "End-Game if something is solo able in my opinion) This is really terrible, its affecting a great deal of the game content. I even added a small suggestion to try and maybe help solve this problem, to maybe solve this.
I’ve said before that’s an interesting idea but it won’t solve the combat problems. https://forum-en.gw2archive.eu/forum/game/suggestions/Fix-the-Guild-Wars-2-Un-Holy-Trinity/ is a much more in depth post on that subject.
At some point in the video, I don’t remember which, the issue of “needing to go to other zones to level up just so you can continue your personal story” was brought up.
This is what killed GW2 for me. It completely interrupted the flow of questing to be stuck in a zone three levels behind your personal story quest, and 2 levels below the lowest nearby reputation heart. So now I have to go find some other zone and grind out hearts so that I can return to the story? I don’t mind if that happens once or twice during the course of the entire leveling up process, but it happened to me several times on my highest level character….who is 32. Seriously? You need to revamp your leveling process if that is constantly occurring.
I mentionend that because it was also a problem for me, especially early on in the PS story when I was really interested in it. I eventually took up crafting, explored the capital cities, farmed a few events and somethimes even did go and compelte other zones but it was pretty immersion breaking.
On the topic of the personal story….one thing I would add to that, maybe even give it a separate number, the glaring lack of lore regarding classes. Seriously, I love GW2’s classes, I’m not bashing them, in fact I wish other fantasy MMOs would include some of the ones that I have yet to see done well outside of GW2, such as the Necromancer, the Engineer, and the Mesmer!
But there is a serious lack of lore surrounding them. I dig that there’s no race-class combination restrictions, but some of them that make zero sense with the lore we have SERIOUSLY need to be addressed. A few examples…
1. If the Charr supposedly distrust magic, why do they let Elementalists, Necros, Mesmers, Guardians, etc run around with no seeming reprecussions?
2. Norns are big into honor, right? Yet no one gives a crap if I run around as a Norn thief?
3. Sylvari are living plants. Their cities are a living tree with living plants serving functions that other cities would use tech for. So how in the world is it that they have necromancers? Or Engineers for that matter?
4. Actually, why the hell do ANY of the races let Necromancers run around??
5. What the hell powers a Guardian’s non-martial ability?You get the idea.
None of these complaints should be taken as “I want race class restrictions”. I don’t. I just want some sort of in-game explanation for ones that seem to not make sense. Throwaway NPC dialogue. Maybe an occasional comment from a NPC city/town guard. Something.
I do like that Anet gave us the freedom of choice with the race/class combinations. And I love your idea of some throwaway dialouge from NPCs as it’s one of the things GW2 has that no other MMO can compete with and I enjoy it immensly.
GW1 had just as many problems (if not more) upon it’s release, in fact we’re getting a lot more than what GW1 had after 9 months of release.
No it didn’t! I was there! GW1 didn’t have a broken guild system on release, or broken skills and traits. There were bugs, for sure. But hell, I don’t even remember there being progression blockers in the story on release. GW2 had much bigger problems on its release.
I really don’t want to watch this video, however, because Kaaboose has a very bigoted point of view which usually reiterates.
You should watch the video, because he raises some very important points.
GW1 had plenty of bugs. A good example of progression blocking is during a long mission a crucial NPC could gett stuck. In fact while most of thoese problems ahve been fixed some are still there.
And boy were there skills that neeed tweaking.
The best example of that (And I know I’ve brought this up before but It’s just such a found memory to me) was that I ran a 8 ranger team in Heros Ascent (Then know as the tomb of primordial kings) that had 8 pets and we regularly held the hall.
We were literally able to nuke down 64 players in the space of a second.
But I digress, we’ve gotten a bit off topic here and should probably get back to the Trinity
This has been an interesting read. I’m curious what people think of the up coming notes and the implications, if at all for points raised in this thread.
I’ll be honest, they sound fun and interesting! But they still won’t solve the PvE Trinity issues.
I find the Lyssa Statue boss one of the better ones in the game. Having thoese mini events on the sides require defenders everynow and again or she resets is a nice touch. Having clones of players too dumb to get out of the red cricles left behind afetr a teleport is also anohter good touch.
She’s also very Zerker unfreidnly because of her invunerability states however conditions can still tick while she’s like that.
And there are the catapaults that can be taken down by a single player, but if they are not cause huge headaches for all.
And lastly the DON’T LOOK AT HER! How many people can’t work out to stand between her and the mobs to face away… well let’s just say it’s a lot.
All in all it’s a great open world fight and I just wish Anet would put this much thought into the other open world bosses.
If I wanted to play WoW I would.
I want to play Guild Wars 2….. oh… I am
This game was advertized as something different from WoW clones. thank goodness it is
Hook, Line and Sinker!
>generalizations< (fixed that for you)
Generalization = American spelling
Generalisation = British spelling.Speaking as a casual gamer here, I agree that there needs to be more permanent content. The living story events sound really interesting (Haven’t had much time to play gw2 so i’ve missed everything past and including the winter event except for part three of the frost and flames living story, so even then the story seemed a bit clunky to me) so i can’t give any insight on what is shallow and what is needed. But here’s what could be done:
Reading up on the past few events, they got one event right, the Karka event. While I’m not saying adding new zones is a must for every new event, it would be nice to have a few more areas open up as well. But what happened after the Karka event was an entire new zone, filled with new enemies and new dynamic quests.
Now since then, there has been the molten alliance from frost and flame and there are the skypirate upcoming next event. A good solution would be to have the remnants of the molten alliance try to strike back at the good citizens of tyria, removing some old dynamic quests in their place and putting in new ones in the relevant areas and even in not so relevant areas. The molten alliance could easily have made a headquarters in or around the volcano near the south of tyria, bringing a literal meaning to the molten alliance. The sky pirates could potentially be grounded (or not, doesn’t relaly matter) as they stick to areas closer to the sea, inhabited by the hylek and quaggans while also potentially bringing the largos to shore, as the pirates could interrupt largos assassinations as well. Again, these would be old areas with old dynamic quests removed and new ones more relevant to the living story. By doing that, you get the temporary content and the bigger part of the story there, you have the permanent content through new additions into the world and even potentially new dungeons.
taking my previous example of the volcano, a new dungeon could be made where the molten alliance has taken residence within and players should destroy them (areas could suddenly be flooded with lava, having players take continuous damage while standing in the lava, dynamic events within dungeons), and the after dungeons could be having the molten alliance fractured, where one path deals with the flame legion, another leads to the dredge and the third could see an insurge of destroyers, irritated by the presence of the once molten alliance and story wise this underground battle could cause the volcano to erupt (if the volcano is dormant, then the destroyer presence could reawaken the volcano).
Just a few ideas.
Always good to hear more ideas. I assumed after release we’d see more dynamic events added to maps over time and still wonder why this hasn’t been the case.
Living Stories to me are nothing but a mask to generate profit from this game. Create content just to remove it a few weeks later, leave players that didn’t play much with a broken quest line, introduce the event’s “special” RNG box, rinse and repeat.
I feel the whole Living Sotry thing is also a mask. It genreates a sense of urgancey. “Hurry and get this done before the time is up or you’ll miss out. Also buy these limited time items before you miss out!”
It’s a mask alright. Using a sense of urgancy to cover shallow content.
(edited by Kaaboose.3897)
I was going to listen to the whole video, but when you basically said "either you agree with me or you have your head up Arenanet kitten I decided you were not worth my time.
I don’t really want more infractions, but go s Blizz d.
No, I said if you agree with me and still type a genric “GW2 is not ment to be like WoW” comment then you have your head up Anet kitten . Maybe if you took your head out of there for a moment you’d hear that?
World of Warcraft represents the classic MMO formula. I found this formula to be highly punitive towards it’s own customer base. Considering the vast amounts of people with the same snotty, impatient, and hostile attitude I sometime wonder how this genre still exists.
ANet took deliberate steps to remove as many of the elements of the classic formula that caused so much anger. If you want to use World of Warcraft as a reference for anything its what not to do.
So we should make GW2 a single player game then right?
Nice to see so many posts, though less nice to see a lot are from the same users.
I’ll state it again in case it wasn’t clear enough in the video, and it really should have been:
GW2 should NOT be a WoW clone. However it could stand to emulate many aspects of WoW while still being GW2.
Marnic I keep seeing the word ‘hardcore’ pop up in your posts. I don’t recall using that word once in the video. Just because I want gameplay that requires more than cow clicking levels of difficulty I’m a hardcore player?
But Marnick, you are probably right. We proabably are a mintorty as anyone seeking any form of challenge in GW2 has probably moved on to other games as you implied. Those are potential customers Anet could be bringing to their game. Why forsake them when they can cater to both crowds?
Oh, and a big congratualtions to Aden Celeste.3650 for being the first fanboi who’s knee-jerk reaction to the threads title prevented him from reading the first line of the post.
I would like the point out the fact the author of the video basically says in the first minute. Either you hate how gw2 is or your a thoughtless fan boy.
Personally, I believe guild wars 2 has a lot of innovative original ideas that need far more polish. However, copying another game is not a way to be innovative. I believe the term “wow clone” comes in here. If everyone is copying wow, then you’ll never get ahead following the pack.
Actually, I say if you are happy with the current state of GW2 then you may as well stop watching because the video isn’t going to concern you. I then go on to say if there are things you don’t like about GW2 and you’d still rathe leave the usual “GW2 isn’t ment to be like WoW” THEN you are a thoughtless fanboy.
Taking the best parts of a game, putting your own spin on those ideas and then combining it with your games goals isn’t copying, It’s how the entire gaming industry works. That’s why genres exist in the first place.
GW2 has already “copyed” WoW by being an MMO if that’s your method of thinking.
The Molten Facility has really given me hope that at least someone on the team knows how to make a good dungeon. If the same ideas that went into creating that are put to use in re-working our current dungeons (and making any new ones), we could see some really nice results.
They put a lot of focus on control and support mechanics. How much faster did the first fight go when you launched that protector away from the center? That’s working with the GW2 Trinity properly.
The Trinity they proosed during development is still possible, But my hopes they will impilment it game wide are dimished more with each patch…
I didn’t watch the video but did read your bullet points. I say instead of making GW2 more like WoW, how about making more like it’s predecessor GW. One of my favorite things about GW was that it wasn’t over when you hit level cap, hell most of the time you still had 75% of the story to go and then there was PvP with HoH, GvG, and Arenas.
More permenet content.
It should go without saying that looking to anything that was successful in the past, be it WoW, GW1 or any other great game should be considered a good thing.
Both WoW and GW1 added plenty of strong permenent content over time, and was their focus over Temporary content.
GW2 should be doing the same.
I’ve read it all Black Box and I’m glad that you feel the same way on what is wrong in GW2 as I do. Our solutions differ a little but the problems we face are the same. It makes me happy to see so many threads like this popping up on the suggestion forums, and even happier that people are spenidn so much time going into the details as well as offering suggestions on how to fix the problems.
If you haven’t already please check out some of my videos and threads on GW2 and how to improve it as they all cover everything you’ve brought up here.
The channel is DodgeThisBam and the most relvent threads here are “Risk Vs. Reward and the Underworld”, “Fix the (Un)Holy Trinity” and “Make GW2 more like World of Warcraft.”
However I’m not tyring to hyjack this thread so if there is something specific in this you’d like my feedback on let me know because going over the lot I’d just be covering the same ground again.
Thanks again for putting so much effort into this post and taking the time to let Anet know what you think could be done to improve thier game, I wish more users would take the time.
Whoa there fanbois! Before you type your reply how about listening to the first mintue of the video. After that you’re welcome to ignore the rest
Now I know there are those that hate videos/my voice so here’s what is covered in this video:
- GW2 and WoW already share many similarities, both good and bad. Anet should be emulating the good things that don’t interfere with its goals while dropping the bad stuff.
- I compare the first 10 months of WoW to the first 10 months of GW2 for thoese that break out the “You can’t compare the two because WoW is older” arguement
- Some things Anet could take from WoW are Clearer Patch Notes, Risk Vs. Reward, Content for long term players, Public Test Realms and More Permenent content.
- Some things GW2 should stop doing that Wow does is Enforcing a Grind/Timesink for challenging content and Dumbing down their game for the casual playerbase.
As always guys I welcome feedback, Ideas and Critisism alike, Though I do ask you keep the rabid fanboism down if you can. If you want to defend the current state of GW2 as being okay I’m cool with that, but give us a bit more then “WoW sucks, GW2 is Great! You Suck!” comments please.
(edited by Kaaboose.3897)
I never found any part of any GW2 story compelling apart from the events. Which is weird. The instances felt generic, rushed and boring. The events however usually placed you with one – three NPCs where you have to travel with them, defend them, help them etc. whilst they usually cracked a few jokes/gave you some backstory. I just feel some of the events which barely have much thought seem more compelling than the personal story. I hate this living story idea, especially because it’s temporary, also it all feels exactly the same as halloween and wintersday. It just all feels very samey and it’s getting old quick.
I still love dungeon runs though and the story modes for the dungeons are possibly the best story content in the game in my opinion. Because you get to follow these characters through a distinct plot, the personal story felt all over the place with no real direction. You just knew you were fighting against Zhaitan, pretty hard to imagine when you never see the dragon until the final dungeon.
And you can’t call a dragon minion a dragon.. look at it… it’s a giant worm with wings, not a dragon.
So you’d be onboard with an event based story in the open world then? Zones changing with the progress of your personal/living story? As I said anet have a few (VERY FEW) events in the open world triggered via your progress in the Personal Story, would you be happy to have such events be the focus of the story ratehr then the instanced zones, or would it feel less personal?
More like – new content – and unavailable. Like the skins. What’s even the point?
So you gamble money on the gem store or the TP. Since it’s limited time content it creats a sense of urgancy and keeps the market stimulated. A real cheap tactic to keep players playing with the shallowest of content.
Guys, I recently made a video detailing the problems with the way temporary content isn’t working as well as a detailed soltuion for it in the “How to Fix the Guild Wars 2 Living Story” thread.
I’m not here to hyjack this post so I won’t leave a link but it offers a middle ground between moving the story along while still giving players access to previous parts of the living story.
One of the worst things about the Living Story is it DISCOURAGES new players from coming to your game and ones that left from coming back because why would they if they’re not able to experiance most of the content added to the game since relase/they left? Isn’t this the sort of thing Anet was trying to avoid by not using subscription fees?
You can’t make orr go back to normal because half of the players and a handful of my characters didn’t kill Zhaitan yet. This is exactly where the problem in gw2 is.
If in real life there’d be a building and you’d destroy it. It’s broken for everyone. So no one else can destroy it. (Molten Facility)
However in gaming if it belongs to the main story you can’t just let Zhaitan die. That would mean that the actual in game story couldn’t be finished anymore. The undead would be gone. Many problems would be solved and many stories would be useless or make no sense.When playing an RPG instead of an MMORPG you can do all this because if you do something there’s no other player missing the content you did.
Sure you can, We went over this in the video and my posts. Different versions of the zones depending on which parts of the story your character has gotten too. It was stated that even though zhiatan was gone that his many of his undead minions remained.
You could complain that the game is not populated enough to pull this off which is why I’ve been preaching merging servers in PvE for an overflow based system for a while now.
If a player wanted to go to a version of the zone that was not relevant to his story he could choose to do so to prevent players from being seperated if they wanted to adventure together in a certain time of the story. Like how players in GW1 could go to past version of campains they were not native too.
No other MMO has done anything like this before and GW2 has a system in place (its current overflow system) that has the ability to pull this off. It really has the potential to become the next evolution of MMO’s.
“But nobody cares about the story in an MMO?” So what? I can see players that don’t give a crap about the story still doing it because their story can trigger events in the open world. You complete your story you can trigger more events and get more loot.
It also will give them the end game they are craving. The last version of zones could be given as a “Hard Mode” where the mobs/events/world bosses in these versions of the zones give much greater rewards but require A LOT of control and support to fight. This also works because players that find these encounters too hard can go back to the previous versions of the zones, this ensures both versions of zones will remain populated.
And later on down the track, say when the expansion comes out, the final version of zones for that (Hell they may even be in zones we know now) will become the new hard endgame zones and the previous endgame zones could be nerfed a little for players that want to experiance that content but found it too difficult.
Open up your mind to the possibilites that lay inside GW2! Arenanet has the tools to do all this. They have the basis for a system like this. I’m not saying do it all at once but update by update this could be turned into a reality.
To those saying they like that the Molten Weapons facility is permanently gone because it feels immersive. What about those of us who weren’t able to play it because of exams or work? That is a piece of content that we know very little about and won’t be able to experience. SO yes the temporary content can be immersive, but only for those who get to play in it and get to play in ALL of it.
I managed to do parts of the Living Story arcs, but there were gaps where I couldn’t play and I imagine it’s the same for a lot of people. It makes it feel very unimmersive because you’ve missed out whole bits but the game treats things as if you know EXACTLY what is going on… Which you don’t.. Even people who did play have no idea what was going on -_-
Another reason why I’d like to world to change depending on where you are up to in your story. You can move through the world at your own pace and as long as there is incentive for players to return to the different versions of the zones (and the fact taht servers would be merged) underpopulation should not be a problem.
The world would be as immersive as you chose it to be. You could select an older or future version of the zone so you could stay with freinds and guildees and as long as you got that “You are experiances events Prior/After X” message you know you’ve borken the forth wall for converniances sake.
This could be built apon for future expansions, with new characters being given the option as to which part of Tyrias timeline they wish to begin at. A world that reacts to the players choices and feel more alive because of it. Cause and effect, a single descion made by a player, cascades out in a chain of events. These events can overlap, intersect and make for some truly amazing in game scenarios, differnt stories combining.
I’ve had this happen in the harathi Hinterlands. I was dragged into a cave and faought a giant, this lead to a further event and us blasting through a wall and into the rear of the centaurs main camp, assasinating some of their leaders. As the fight reached it’s end a player was calling out desperatly for help at the front gates. He’d managed to push the META to the front gates on his own and was now falling. We rushed to the gates, scaled the battlements and leapt down to his aid (that was a long drop!) and managed to save him and continue the META which ended with us facing the modnir shaman.
Two events, two stories merged to form one there, in a small way, but it’s one of my fondest moments from GW2 PvE. Why aren’t there more intersecting events like this? And when you combine personal events of many players, events we are more invested in, well, thoese are the keys to forming gaming memories and experiances that will stay with the player for years to come.
I’m not annoyed that they can attack back really cause it doesnt do nearly enough damage to kill you unless you sit there and let it happen for a minute. but the teleports keep you from getting the kill if you are fighting two people as you have to focus on the one still alive.
But if know that player is going to teleport why are you trying to stomp it right away? Don’t try to stomp it unless the other player goes for the res, THEN stomp. If they teleport the player ressing is inturupted. That’s the difference between a teleport and a Stun/KB/Interupt. The Rupts allow a friendly to continue the res while a teleport does not.
How about adding a new hero slot in the panel for an item that is exclusively +MF% that you can upgrade similar to ascension through MF.
starts at 3%, add doubloons or mats or something to it to upgrade %
Or something like this, yes. As far as the upgrades are expensive enough. Or as far as they get more expensive with MF being increased. Like, upgrades from 0-15% it takes t1 mat, from 15-30% you nee t2 mat and so on. Possible a Mystic Forge recipe where you need the item, t1 – t6 mat, maybe the (increasing amount of) daily coins and some dust perhaps (or wine).
But than again, this would create the problem what to do with current MF equipment and how to compensate the players who bought it for gold/gems/real money.
This or making MF an inherent stat would be fine by me too. I’ve a full set of MF gear for soloing, salvaging and opening bags but I’d be fine if it was rendered useless to get rid of the anti-social aspects of MF. Hell I’d be happy if it was removed all together but I can’t speak for all when I say that which is why I’ve stuck with the idea in the OP.
I fully support the OP. At first I thought it was the lack of Cantha and Elona that irked me, but it’s actually the “dumbing down” of the gameplay, if I may put it that way. Making dishing out damage the only viable way of taking down enemies is boring, and I would love it if we could use control and support more. I miss the smart, challenging gameplay of GW. (No, I’m not saying bring the old trinity back, I just want more pre-battle planning and strategic thinking during the battle.) It’s a good start with giving us combo fields, I love using them, but it’s simply not enough.
Anet mentioend specificly in the “Death and Dying” post that combo feilds were supposed to be a huge part of parties working together. Once again because damage is so promoted Fire+Blast is about the only combo that sees much use. I REALLY miss the combat from the BETA where you needed to use control and support skills or you were toast.
I’ve been going over my old video footage to make sure it’s not just nostaliga and it’s not. Spamming auto attack, or even your attacks without control or support would get you killed! But it seems people complained that made the game too hard so it was dumbed down.
Yeah, but if you keep the dungeon it’s not party of a living story. as a living story always changes and due to the changes you have a loss of certain features. Anet themselves said the living story is a great opportunity for them to test mechanics, features, etcetera.
I don’t know, rejoining the dungeon seems awkward to me. Well it’s pure opinion but I don’t like the idea. Doesn’t mean I don’t like the idea of reusing the mechanics in another way.
As I already said. I’m totally fine with the current living story however it consists of maybe 96% temporal and 4% permanent. That’s not as it should be. It should be 66% temporal and 33% permanent. We have 8 dungeons in Tyria, we can level up to 80 levels. The number 8 appears often. Fractal of the Mists is a special dungeon supposed to give the player a challenge. (the challenge consists of increased enemy strength and health as well as agony. Imo it should consist of interaction difficulty such as given in molten facility but that’s another story)
Honestly I really don’t like the idea of another dungeon as long we can’t level up to 90.
But then again it’s mostly my own opinion.
You could still recycle the molten facility using a living story about the dwarfs and primorodus (or whatever his name was) when the destroyers find the molten facility and adapt the technologies using the power. Unlike fire legion and dredge, this story would be permanent just like Zhaitan is permanent. (also introducing dwarfs and underground cities, as well as the old city of the asura’s)
That’s content right there, my friends.
I like the idea of recycling the dungeon that way, but I feel that having LS and PS merged into the same thing with the zones changing depending on the statge your charactrr is up to is the way to go. It always bugs me that nobody reacts to the defeat of Zhiatain (Not that that encounter gave me any sense of sasisfaction but that’s another post all together) and having zones change in this way would make me feel like my actions were having an effect on the world. A few Examples:
- Parts of orr in the cursed shores could be showing signs of life returning.
- Less undead mobs the further you get away from Orr with the natural creatures of that area coming back and the inhaatints rebuilding.
- Signs of the pact preparing for their future
- Memers of Destinies Edge apearing in events, especially with your factions member showing up in events you create.
- Increased activity from Kralkatoric and Jormags minions.
- Increasing the difficulty and rewards of the world bosses as well as adding failure states in these versions of the zones (So that players not up for such a challenge can go for the safer versions of these encounters.)
Once again I just find that the possibilies for a system like this are endless and if anet even hinted that they might take this into consideration I’d be 100% pumped for GW2 once again.
oh. it is your video. wow. you are fantastic lol
Why thank you!
I put my video there as it saves me the trouble of retreading old gorund all over again.
I go over why the downed state exists, its problems and how it could be tweaked (which it has, both these videos are from BETA) and why it’s such an important part of the game.
Zybak just complains that it’s stupid and it should not exist (Or that it should be a clutch mecahnic that does nothing 99% of the time which is the same thing.)
BTW The ranger has a stun like the guardian but unlike the Guardian it radiates from its target rather then the player.
Teleports are useful for saving your own hide where as the stuns are usefull in that you can save other members from your team from a stomp or a large attack.
Lastly, Only bad or inexperianced players are going to have trouble dealing with the thief or mesmer teleports and if you can’t deal with a downed player having the ability to attack you back you’re probably one of them.
(edited by Kaaboose.3897)
Regardless of the ignorance of a few players, there is a very good reason why the PvE trinity of GW2 consists of Warriors, Guardians, and Mesmers, and none of the other classes come remotely close (Except thieves, but only in the case where damage is for a single target, not multiple; lightning hammer eles can also do passably, but are much squishier than a Warrior and the Warrior affords better utility). It is a combination of the following problems:
- Condition damage is pitifully weak in PvE
- Bleed only stacks to 25, and then damage is lost
- Multiple classes applying poison/burning do not stack in dps with each other, while all power-based damage stacks linearly
- Melee damage is always superior to ranged damage
- The Warrior and Guardian have incredible natural bulk, and can afford to melee more safely than other classes in full berserker gear
- Projectile reflects trivialize content more than quickness ever did
- 100B does stupid high damage in all forms of PvE combat
Nerfing 100B by ~10% (and I say this as a Warrior) is only one step in actually fixing the problem that is GW2’s PvE combat.
THIS is why the falt lies with PvE design and not the warriors themselves. If it was too dangerous to stay in melle as often as you can now that entire list would be nullified.
*Conditions would make a comback because it would be too dangerous to rely on just pysical attacks.
*Ranged would have use over melle for when it is too dangerous to be in melle range.
*If it was too dangerous to be in Melle 100% of the time 100B would have to be used more carefully.
Look for the post “Fix the Guild Wars 2 (Un)Holy Trinity” for more details on this.
I am profoundly unimpressed by that video.
I’ve feel exactly the same way… about the living sotry updates.
P.S I haven’t Played in a very long time…saw this vid and it got me excited for hopefully Good content to come.
Simple translation:
“I have not been in the game for a long time. Have no idea how the game has changed, but watch this video from someone else who has not idea what is going in the game.”
Not in this life time bub.
Before you post a thread like this. Come and see the changes for yourself then post
So you’re saying he should get back into the game, see how much worse it has become and then post? This video is right on the mark and unshamlessly goes over how much anet have done wrong in Guild Wars 2.
Now if the game HAD improved (and in some ways it has, but that’s offset by how much worse it’s gotten in other areas) then I’d agree with your post.
PvP in this game would be perfect if it had no downed state. You cannot win against 2 opponents on your own regardless of skill (unless the 2 players are god awful). If one of the enemies goes to down state, he can heal while you attempt to kill the other. Or the other can heal the downed one while the downed one uses a stun or pushback skill while downed. Downed works great as a second chance in PvE, but in PvP it seems to make your skill not matter.
Also, another reason to remove it is the annoying teleport skills of some classes. They use it right before you finish them or they teleport away while you deal with another enemy and they heal themselves then join their allies, making it impossible for you to win when you are alone. On my thief I can manage to smoke screen and teleport at just the right times that I can be downed for at least a minute while they struggle to finish me when I should be dead since they managed to get my health to 0 before I was downed. Please remove downed state from PvP so those who really know their class and build can do very well against 2+ enemies who are just average
If you want to make a spike build to beat two oppents you can make one. You can also wear down opponents so they both become downed at the same time. It’s not easy, and between players of equal skill it’s not going to happen, but the same can be said if GW2 didn’t have a downed state.
The downed state is just another element of PvP that you have to take into account when fighting.
I’ve a video on this if you want to hear more of my thoughts on the subject.
No! leave my warrior alone will you.
Just buff the other classes.
Buffing the other classes is the same as nerfing the warrior. The same problems will still apply.
The people who arguing against it have spent large amounts of time in this class because they know it’s OP.
My warrior is level 16 and I don’t see nerfing them the solution to the problems in PvE or the META. You nerf the wars the next highest DPS combination will just take it’s place.
The design of the combat is only a problem with condition damage support and CC not being affective against bosses.
That is a REALLY big ‘only’. That is the whole reason people are shouting for this nerf in the first place. And it’s not limited to bosses alone. Even regular mobs are steamrolled by high DPS. While wars have some control and support abilites DPS is where they shine, and since DPS is > EVERYTHING in PvE it’s why they are the most popular class.
Nerf them and what have you solved? Another class will simply take their place. Okay we’ll Nerf that now. Oh look another class! Tell you what we better make them all do the same damage. That will fix it right? Nope, The class that brings the most offensive support is now the favorite! Better make all the buffs the same too! And on it goes… Until people realise that having a system where DMG > then all is boring and leaves little room for tactics, experimentation and varied group compisition.
Again: this is no problem with warriors or berserker gear, it’s a content / difficulty /tactics problem.
If you can finish a dungeon with pure dps in berserker gear in a few minutes, the fail lies within the dungeon development.
Warrior damage is ok, cause thats what they are.
But it should require a good amount of controll and support from your group to get so easily through with this.If the warrior dmg is ok, then are all other professions to weak for pve.
Can’t you hear how stupid this sounds.
He just pointed out that PvE design IS the problem. Can’t you read how stupid you sound?
Don’t post an 8 minute video as the content of your forum post. People aren’t willing to read more than 3 paragraphs of writing, NOBODY wants to sit through 8 minutes of video to try and understand what you’re trying to say >.<.
>.<
- Temporary content is not a good way to push the story or content in GW2 (Except for holiday events)
- Anet wants the game to be about the player and have them feel their actions are making a differnce . The Living story does not do this.
- Events based on PS choices in the open world would make players choices matter and vary zones depending on who was in them. Also makes the player feel like the are making a difference.
- Realms in PvE should be mergerd and based entirly on an overflow system. This not only keep areas populated but could be used to creat versions of zones based on the progress of a players story. (Eg. Flame and Frost could be another step of the PS. Newer players could still play through that content.) NOTE: Players will need the option to maually choose which overflow to go to if they wish to prevent players from being seperated from friends.
- Future LS/EXP zones could have new events/redsinged landscape due to destruction. Having the dragons sitting patently in their domain rather then attacking lands we are familiar with/close too makes them seem like less of a threat.
I hope that helps! EDIT: Actually That would be better off in the OP.
Agreed with the NO-Nerfing. Warriors don’t have controll options and even if 100b seems to rise up a ridiculous damage, the slightest touch interrupts it. You can’t even move while hitting it.
It is natural that warriors bring fury, might and vulnerability. They are the first line of the battlefield.
So no nerfings to the War, instead buff other classes.
Buffing the other classes does the same thing. The problem is not how much damage they can do (Though Crit/crit damage in gerneal could use some tweaking) but that control and support are not needed in most encounters, and even then not enough.
Making everyones damage even would just highlight more what is wrong with GW2 combat in PvE.
The issue isn’t really with class structure, it’s with content design. This dude explains it pretty well.
Cheers brew!
In place of the “Classic Trinity” We now have the DPS>ALL META. GW2 PvE combat was supposed to involve its own take on the classic trinity in the forms of Support, Control and Damage.
Now, while we have these 3 features built into every class, and different classes can do diffeernt roles in different (and more/less effective) ways there is a big problem.
PvE favors Damage heavily over Support and Control. Control is almost NEVER used and support is simply used to further increase Damage.
Brew’s link goes over it in detail but if you don’t trust my words on the matter have a look here at Anets own words on the GW2 Trinity:
http://gw2101.gtm.guildwars2.com/en/the-game/combat/healing-death/
The problem is not that Warriors bring too much damage, but that damage is the be all and end all in GW2 PvE. The Trinity needs to be fixed, not the warriors.
Make MF an inherent stat based off the quality of the gear you are wearing, make MF split among the group, or both.
I just want something better then what we have now. An inherent stat is a good idea though.
Look, to all of those screaming for warrior damage to be nerfed and calling Bright full of crap for saying the problem in PvE is not that warriors do too much dmg but that PvE mechanics are shot just look at this:
Its a video going over WHY PvE in groups has devolved into the current Warrior/Guardain/Memser META and why the other classes are being shunned.
In short you shouldn’t be complaing that the warriors can do more damage then you, you should be complaining why damage is all that matters.
1 phrase to sum it all up.
Time to complete = appropriate rewards.
P.S. CoF path 1 is easier than Shadow Behemoth. Also, people usually cry with baby tears for zerker warrior in cof p1 no matter how many times they die. I think pve atm is quite usekitten th dungeons and open pve need to be adjusted to reward players appropriately.
Risk Vs. Reward is shot to hell.
You should avoid speaking for the entire PvE community about your elitist problems.
Elitist? Just because I don’t like blipping around with way too many waypoints all over the Gw2-world and buttonmash my keyboard or pressing “F” 400 times to “repair” (or whatever “F” does/do), doesn’t make me an elitist.
I just don’t think GW2 is challenging enough. You should at least be forced to make up some kind of plan in your head before rushing into battle = think of which buttons to press in which order cause I rarely do it right now.
And yes, I am talking mostly about normal quests, which shouldn’t be supereasy just because there’s dungeons available too. I think it’s fun to play alone and do normal quests and by making many quests too easy they kind of waste alot of content.
Think of it as raising the volume on the mp3-player. I am not saying I want max volume, I am saying I want the volume raised a little. And I don’t want to just press “F” when interacting with something, cause that’s just braindead to me.
Labeling someone an elitest becuase they ask for more challenging and involved content in GW2 is just ludicrus.
The challenge in GW2 PvE, especially in the open world, is fast reaching Cow Clicking levels of challenge.
You might be happy the majority of Open World content is a mindless zerk, or a spam your attacks until your foe dies but some of us want something a bit more involved, like what was promised to us throughout development.
We’re not asking for the game to become inaccessable to people who want to play with no challenge whatsoever, we’re asking for some content we can do that requires more then one hand to complete.
Reposting for relevance: http://i.imgur.com/8w7birP.png
It’s in the OP tony, and cheers for making that
@kab i think that wow>gw2 and not only that they are not even in the same league but that’s not the issue .
What we know for sure is that Anet wanted to implemented some sort of trinity . After that we can only assume so take your pick :
- they thought that this trinity was going to be good but failed
- they were rushed and the product was released unfinished (which is something that kab thinks)
etcI doubt that major changes will happen any time soon (if ever) because to design a trinity and trinity based dungeons probably takes a lot of time + the fact that ncsoft’s current priority is wildstar .
What we need is this : a modern day old wow (and the graphics in gw2 is definitely a start) + Trion’s improvements of wow in their game rift + your own vision
( but be sure not to stray off too much from wow+rift :P )
You have that you have the greatest game ever made
Not after WoW 2.0 Personally, but I’m sure some are.
I just want the game we were promised in the manifesto and all my improvement videos come down to that.
The potential for Anet to deliver what they promised is all there in GW2, they just need to make it happen.
I honestly think, or thought anyway as I get more skeptikal by the day, that Anet were on their way to evolving the current state of MMOs.
I canot stress how much it breaks my heart to see their desings and dreams of GW2 slowly devolve into a microtrasnaction driven cow clicker.
The Trinity is just one of the many problems that needs to be resolved for anet to realise their original vision.