I’ve been noticing a lot of people saying ‘player this’ and ‘player that’ in this thread and I would just like to say that I only use MF gear in open world pve with guild parties, I do not wear it in any real content as people keep claiming >:(
ROFL.
I see what you did there.
If it was made so that each individual in the party got an mf bonus equal to the sum of all party members mf / number of party members then it would be a fair way to balance out a single person running mf gear (since their own mf% would decrease while their party members rose). This would avoid the obviously exploitable situation where everyone runs mf gear in an easy dungeon for 800% mf bonus or something equally ridiculous.
A cap on total MF in dungeons is all that’s needed to remedy that problem IMO. Pretty sure I went over that already but just in case here goes again.
The reason I’d go for a flat cap on MF in groups would be so groups had the option of taking one player fully decked out in MF gear or spreading the stat penalty across several characters. Assuming a group wants to run in MF in the first place that is.
SNIP too long!
I watched your video yesterday evening. I didn´t have time and I was about to go for my daily dose of pool practice but I remembered I wanted to watch it so I did before I left. And there was something rather interesting in it. You say that you do not mind MF being in the game yet you do not want to run with its users in dungeon because they handicap themselves combat wise for profit and that they are working against the group, that everybody has to overcome the handicap. And you proceed to talk about some sugestions people have and so on. There you actually say that sharing MF would null the issues you have with MF. Which is interesting. You wouldn´t mind running a dungeon if MF was shared? Even though the person would be exactly the same? Stat and skill wise MF user is the same and he is still handicaping the party yet you would excuse this for the possible profit for you and the party. You do not mind the handicap as far as you profit on it?
We shouldn´t really get into this discussion about selfishness. this is suggestion forum and I should have posted some so I would like to expand the idea I read in the other MF tread.You would get MF as a buff and it would be the same percentage of you world completition which would fit explorer, traveler. Yet MF should be traded in for something. So you could actually buy it for gold straight from your hero panel. 1% of MF for 1s. So upto 100% for 1G. It would be buff for one hour. And you could actually choose the percentage the same way you select how many items you want to craft. So you could get 50% even when you have 95% of completion. I am not against changing MF, I just don´t like it to be shared and one of the reasons for it is that everybody should be responsible for their own MF. And boosters and food would work the same way as now ofcourse.
Ah! I see! Okay I’ll state myself more clearly.
My orginal solution fir MF was to allow an inspect function. Now it was pointed out to me that this would be a bad idea as it would not spot at MF and people would be excluded for not bringing ‘meta’ gear such as zerkers, so I threw that idea out the window.
My other idea was to allow you MF to be displayed as a “buff” on your character so everyone could see it and ask for you not to use it if they wern’t okay with it which I liked but that might make MF gear useless in groups (which is fine by me) so I decided to go for the middle ground of sharing MF.
Personally I’d rather not run with any MF in a dungeon, But if the groups MF was shared and displayed as a group buff it removes the selfish aspect of MF stats and brings them more in line with the other stats. That is, they can and should, provide benifit to the group. The MF player gets to play with the gear they like (assuming the rest of the team is okay with it, and if they’re not they can ask whoever is running the MF to change) and instead of being despised by players they will be welcomed. It’s just my solution to making MF a socially acceptable stat over a ‘selfish’ one.’
If the player running MF gear was doing so with trinkets or duplicate Transmogrified armour the others would never even know who was running it when he changed gear, but I don’t think MFers would be considered selfish any more if their MF benifted everyone anyway so I doubt that will even become a scenario.
MF being bought as a Mod to armour or earned in other ways is something I like but it comes with a problem.
First (well not for ur world compeltion) it difficult and time consuming to impliment and second what happens to all thoese people that spent gold on MF sets?
And cheers for getting away from the ethics debate
There’s not too much the Dev’s can respond with. You certainly aren’t going to get a “yeah this is correct, we’re going to redesign it in the next expansion…”. That would just eat up engineering expenses for no corresponding benefit in revenue (in the short term).
I love that you put “In the short term” there. I’ve said many times GW2 could stand to learn a few things from WoW. Many assume it’s because I’m a WoW fanboi and I think WoW is better then GW2 (I don’t BTW) and I want the game more like WoW.
Well you hit the nail right on the head there as that’s another thing GW2 should have learned from WoW.
Dumbing down the game to make it apealing to new players got them some revenue in the short term but it’s been driving away their dedicated players that liked the challenge the game presented and, as their subsriptions have been falling ever since, It’s going to cost them money in the long term.
Having content for both ‘casual’ and ‘hardcore’ players is the way to go IMO as you get to keep both demographics. Some casual palyers may decide to seek out more challenges and move into the ‘hardcore’ parts of the content while some of the ‘hardcore’ players may decide to invest less in the game and go back to the ‘casual’ content.
I’m curious as to how player numbers are in GW2 as I’m becoming more Jaded with anet as time goes on as they’re not being clear with what they want GW2 to become… Not that them telling us would make me any less jaded. I’m still waiting for them to give us what they said GW2 would be in their Manifesto.
First up thanks for that pos pointy, I always enjoy a long well written post.
“MF does help peolpe and not only the ones who wears it.”
“People claiming that MF users are selfish are hypocrites for they are selfish as well.”
There is truth in all of your summary except this Pointy and since that’s the question you want answered I’ll get on with it.
We keep coming back to this again and again. Maybe we need to aproach it from another angle to give the Pro-MFers something to think about.
Yes you can still do dungeons in MF because you’re skilled. That’s great! But if you were not getting the ‘benifit’ of increased loot for wearing the sub par MF gear would you still be wearing it?
Let’s say hypotheticly MF didn’t exist in the game. Would you come to dungeon in sub bar gear (Say blues) just to show off that you could do it?
Hypotheticly, Maybe you would! But say during that dungeon an upgrade for your blue gear dropped. Would you then equip that upgrade or would you continue playing in your blue gear to show off your skills?
You’d equip the upgrade of course because there is no benifit for either you or the party for you to continue using that sub par equipment.
However with MF existing in the game there IS now a reason for you to be equiping sub par gear: So you can increase your own personal wealth.
THIS is the problem we have with MF and while I’m sure many would just love to see the stat completley removed from the game (I’d be fine with that) it’s a bit unfair to the players that want it to exist.
So we’ve proposed some middle ground to keep both parties happy. The Anti-MFers get the benifit of the MF as well, which should make them more accepting of the stat in a party, and the Pro-MFers get to keep running their MF gear in dungeons.
Everybody wins.
That’s a post from eariler in this thread so don’t think I’m saying you’re Pro-MF, It’s just that is sums up my problems with MF quite well and why I belive it is a selfish stat.
I just don’t understand how you can believe players that don’t want to run with MF players are selfish.
What’s selfish about wanting an even playing field? Why are they selfish because they don’t want to run with players handicaping themselves so they can (theoretically) have better rewards?
I figured all this was common sense and didn’t need an explination which is why I made the strawman comment in the first place.
If you actually did look up what strawman means then how can you, in all honesty, claim that you have not done just that with this arguement.
I never claimed that my next argument would not be strawman. I said my previous wasn´t or at least wasn´t on purpose.
I was also refering to your previous argument.
You are saying that MF is fine in groups becuase all players are selfish in some reguard. Do I really need to explain more on why this is no basis for an arguement?
I am prety sure I never said that. I said that you are hypocrite.
And saying that a player getting more loot for himself benifits the group because that will make items more avalible on the trading post?
Try looking up supply and demand or inflation this time.
I am prety sure I never said that either. I said in my first post here that MF and the drops a guy gets doesn`t benefit the group yet it benefits everyone. And I add “In long run” in my second post. And by everyone I mean those who buy on TP.
Why do you twist my words and keep insisting that I said something I didn´t?
And why are you still ignoring my question? Even though the answer is obeviously 0, right?[/quote]
I’m hardly twisting your words by any stretch.
I’ve gone over this in detail before but that’s burried away in posts so lets’s go over it all again.
The problem with MF is that is ONLY benifits the player running it. You can say how player skill is more important than gear, and I would certinly agree with you on this, but a skiled player running normal gear IS (statisiticly) going to benifit his team more then a skilled player in regular gear.
Comparing MF to non-zerker gear is not a good comaparison. A player running Apocracerys might be doing less dmg, but they’ll be offering more healing.
Same could be said for a player running soildeirs. Less dmg, but capable of taking more hits. (Which if he died, might be hits directed at you)
However a player running MF is offering nothing else to his group in place of the stats lost.
I stand my stance that players running MF are being selfish by putting their needs above the group.
People using MF to benifit themselves at their teams expense only highlights my problems with the way MF is atm. I don’t want MF removed, I just want the way it works in group play to altered so it’s fairer to the team. There have been some great ideas put foward on how to fix this.
Clarification: “I do not want to run with someone who will penalise himself, and therefore his group, just to increase his own gain.” Spin this arguement any way you want that point is not going to change.
I’m not asking players to get another set. I’m asking them to not run with me while using a MF set.
Players running MF in groups ARE being selfish. There’s no other way to spin it.
“I’m a great player so I can run in sub par MF gear that makes me less of an asset to the the team so I deserve better rewards.”
Or “I don’t know these people so it’s okay for me to limit my performance to benfit myself. What they don’t know won’t hurt them”
Real team spirit right there. I’m sure that’s exactly what anet had in mind when making MF gear.
Lastly, Check the Image link in the OP, it sums up where this conversation is going.
I’ve gone over all of these points already except for your final two. And seeing as that is just you trying to strawman this thread I’m just going to ignore it. :P
I had to google what “to strawman” means and after reading about it I have to say I didn´t do that. I certainly didn´t do it on purpose. It looks like you didn´t want to answer my question and decide to strawman me instead by saying I am strawmaning.
See I didn´t argue with you about MF, I actually said that I understand your point of view and that you are right to certain extent. I merely expressed that I do not like it to be shared among the party and than I pointed out that it actually benefits everyone in a long run. I just expressed my opinion.
Than I pointed out that you choose to be selfish in other areas where you think it is OK. You are selfish but that is OK, someone else is selfish so he is a kitten (I actually wrote “kitten”). And than you ignored me because you didn´t want to answer. My last question have nothing to do with MF and its sharing, it was a question to test your selfishness and hypocrisy and you proved me right by ignoring it.
If you actually did look up what strawman means then how can you, in all honesty, claim that you have not done just that with this arguement.
You are saying that MF is fine in groups becuase all players are selfish in some reguard. Do I really need to explain more on why this is no basis for an arguement?
And saying that a player getting more loot for himself benifits the group because that will make items more avalible on the trading post?
Try looking up supply and demand or inflation this time.
(edited by Kaaboose.3897)
i agree with you Kaaboose
Seems like you’re in the minoity on this! I’m honestly suprised how many find this temporary content so compelling. I thought Limited time events were supposed to be a neat little distraction, not the focus of an MMO.
I just want an option to rebind the key. Maybe we should all just get together and make a post asking for more customisation over the GW2 interface like in GW1?
This is a PC game after all. What’s with the lack of custimization?
You’re right Bright. We should proably just make a post about that as I’ve see other posts similar to this one pop up since the right click targeting option was finally alowed to be disabled.
This is why I loved crab toss so much. How many people did you see go Akitten there? Next to none because they could not possibly get anything from doing so.
However people who akitten constantly in Dragonball will, theroiticly, get all the achivements eventually.
Also, notice how we don’t have any threads whining that dragonball is too hard? This is becuase players don’t HAVE to learn how to play the game to get the achivements.
Once again Anet caters for the people that just want GW2 to be a cow clicker and not an MMO.
(edited by Kaaboose.3897)
90% of the boss fights in dungeons aren’t the hardest part of the dungeon, either.
And you’re okay with that?
First of all…
Same discussion
https://forum-en.gw2archive.eu/forum/game/gw2/Magic-Find-What-I-don-t-like/page/1Second of all…
I do not use MF gear, never have.Now..
Sharing a MF among the party is bad idea. I see the point you make when you say that other stats benefits the party even though they are not shared. But please realize that apart from MF the player also have other stats like power and vitality etc.Lets compare the two closest gears. Zerker and explorer. For it to be easier I will use just stats from chest piece.
Zerker Power 101 Prec 72 Crit 5 MF 0
Explorer Power 72 Prec 72 Crit 0 MF 3Now see that zerker is just x percent more effective in combat than explorer and yet you want the explorer to share 100% of his stat. If you want MF to be shared, and again that is terrible idea, than you would have to calculate the percentage of gear stats effectiveness of player A to player B and than add the percentage of MF to player without it. So, for example, of 100% of MF you would get 20%. The MF guy would have his 100% of course.
Also…
People are saying that FM guy gets better drops. That is incorrect statement. He just have better chance to get the same drops as you. All the players have the same loot tables. He doesn´t get better drops than you, he just gets them more often.Also..
MF stats doesn´t benefit the party but it does benefit you. In fact, it benefits everyone. See the more drops he gets the cheaper the TP prices will be. The more rares he gets the more ectos he can salvage the cheaper the prices will be if he sells it. Be glad there are people with MF if you need ectos or anything for that matter. Without them and farmers the prices would be insane due to selfish nature of people to sell things as expensive as possible.The last sentense makes me think. Have you OP or anyone arguing about MF leacher being selfish, sold something cheaper for actually small to no profit? Like some rare sword sold for 3 silver instead of 25 silver others are seling it for? If not, you are selfish and you want profit rather than helping others. Hypocrites. You argue that MF is selfish yet you are selfish in other areas which in your own mindset is OK. (Giving or selling to your frinds and guildies does not count)
I’ve gone over all of these points already except for your final two. And seeing as that is just you trying to strawman this thread I’m just going to ignore it. :P
I think one example of poorly planned out tells is the Statue of Dwayna…
Soz gotta snip or reply won’t fit!
There is an EVR SO SLIGHTLY differnt animation to the rain of light thing but if she’s on fire (and she usually is) then good luck! That’s a great example of a poor telegraph and I’ve seen that attack wipe groups. I’m not even kidding.
However… I’d like to point Out I’ve done the boss before her (preistess) with 3 players It’s tricky and that’s what i like about it.
See, The priestest summons adds, And she has the ability to resurect thoese adds, quite frequently too. But the res has a range of about 900 yards.
So what we do is get some poor sap to aoe th lot of them and lure them away. While that’s happening One of us focuses the priest WITH A RANGED WEAPON and pulls her away.
My two friends kill the adds the come help me kill her. When she spawns more adds we lure them away again and then it’s back to her.
I gotta say though both the priest and the adds can hit pretty kitten hard and frequently. My guildees and I run mixed builds, I don’t think anyone is zerkers so it might not be possible for 3 META speced players.
I just felt like sharing that as I wish there was more gampley in GW2 combat that required more then the norm.
SNIP! (Sorry!)
If you can snip, I can snip
Snip snippity snip snip!
I think this is a close to agreeing as we’re going to get and I’m happy to leave that there. I want more challing content as well but I really feel like the controls, system and tells are holding us back from getting it.
(edited by Kaaboose.3897)
RNG skins are a terrible idea that works on paper but fails in execution. They only end up alienating the community when the one skin you want can’t be obtained because 1. it’s a super rare random drop in a game that has by default a terrible drop rate and 2. It cannot be bought or sold on TP because it is soul/account bound. I have opened 100 dragon coffers and haven’t gotten a single weapon skin token.
I propose that from now on, all new skins they come up with become available as recipes in the mystic forge and on the gem store no rng needed. Let the players work towards a goal rather than depend on luck.
That is a REALLY good idea. Everyone keeps harping how tradeskills are worthless but if you could use them to craft these items… They’d just get sold and the tradeskills would still be worthless because everyone would just buy them off the TP from the few crafters that did it.
But what if the version you could make from crafting were soulbound on creation? Wouldn’t that encourge more use of tradeskills? You can’t complain “But I’m X tradeskill” since you have the option of learning as many as you want.
This should be disucssed at length IMO, maybe even as it’s own post. I might think on this and even make a new video on it cause I really think you’re on to something here. Anyone got any more thoughts on this?
Heh, I wasn’t expecting my response to the Top 10 video to be displayed so prominently in a youtube video…
I like the idea of a shared MF, especially since MF’s effects on drop rate are fairly abysmal anyways (the massive +200% MF at southsun proved that to me), so a group getting together to pump it up to a collective 1000% would actually start to make a noticeable difference to the drop rate of exotics. Of course, the implementation of bonus chests from world bosses have devalued rares and exotics, so the benefit of MF has gone down with it. I would expect the increased MF from sharing would ironically lower the value of MF further. And ultimately it wouldn’t change anything, it would just make zerging around cursed shore more efficient. The zerkers will still only want other zerkers. The slowdown wouldn’t be worth the increased rate of loot drops to them.
I am never without my MF gear for the most part, because party members aside (I tend to only do dungeons if guildmates feel like it) I am choosing between cheating MYSELF out of better rewards or better stats. Like Cristobal above me said, I don’t know who thought it was a good idea, but I will be using it as long as it exists.
Am I greedy? Well, when almost all my yet to be achievements require inordinate amounts of gold, greed is all pervasive, the veritable background hum in the game. If I am to make the most of my limited time, (which is usually limited to dailies because I need all the freaking laurels I can get to equip all of my characters) I need to feel like I am getting as much coin as I can out of the experience.
Considering there are at least a hundred viable combinations of 1 Major and 2 minor stats without MF (someone else can find the exact number), there are probably some excellent combinations that could replace MF without people’s investment into the gear feeling like a waste. The thing about claiming a game is about skill over stats is that the stats would actually have to be even. Removing MF would help make the game a matter of constructing a better build, and not just me choosing whether I perform suboptimally in combat or in profits.
kitten Talcmaster, I’m sorry I missed your post here for so long. One of the reasons i encourage feedback and comments is it helps think of new ideas, both for GW2 and for videos to make.
Since greed IS built into the very fabric of GW2 considering the cost of desrible items as you described just having MF in its current state is a bad idea in my books. And the value of stats having to be even is right on the money and is currently featuring largley in the Trinity Debate discussion.
Thanks again for the feedback and thoughts, especially considering the honesty of them. Let’s hop Anet managed to see what I missed.
@Kaaboose : my MF solution solve the Trinity/Teamplay issue by adding more realistic roles.
It’s still irrevant. The system you proposed is to exchange stats on gear for a useless selfish stat. How is that going to help?
And don’t even bother repling if it’s to tell us why MF is not a useless/selfish stat. It IS. End of stroy and I’ve had too many threads derailed by that nonsense. Please don’t anyone by into that crap. If you want to discuss MF and how it effects the game look here:
https://forum-en.gw2archive.eu/forum/game/suggestions/A-proposed-change-to-MF-to-benifit-all/
So Redgabber, your solution to make players work as a team is to give them the ability to put stats on their gear that only benifits them? That just gets us further away from team based gameplay in the worst way possible.
hi, just have look to my thread :
i explain how to fix the teamplay by fixing the MF issue.
This is a serious and easy solution to implement
Wait what do you mean by MF? Magic Find right? Sorry but what does that have to do with this thread?
SNIP! (Sorry!)
We’re just going to have to agree to disagree then Bright because you just keep defending the base things that I disagree with in GW2.
The whole reason i want the trinity fixed is so that Anet can start designing fights that REQUIRE 5 players to work together to compelte rather then having the other 4 players as a crutch. It just does not promote teamwork in any way shape or form (Unless you count bragging rights) to have a boss soloable in a group setting.
I’m not asking for a big kitten red circle to apear or even a “Dodge in X seconds” or “This attack will come off cooldown in…” message a la DBM in WoW (kitten I HATED THAT kitten!) I’m just asking for an audio cue or something that doesn’t require me to be 100% focused on the bosses animations.
Once again, You can forgive this in the current system becuase hey, Why would you need to pay attenion to what your team is doing if you can solo the encounter? If they die it’s their fault and you can just solo the boss to show em how it’s done so they get better right?
Don’t you see what is wrong with that? If the encounters DID require you to keep tabs on your teams movements and well being THEN I’m sure you’d be less forgiving for the crappy tells the bosses give.
You confrim all this for me in your reply to Queen on Alpha’s attacks not being threatening.
This is why I believe giving the bosses better tells will lead to more challenging gameplay. The only reason I think you don’t put bad tells into a ‘Major Problem category’ is because you can’t see the problems they will cause if Anet makes other aspects of GW2 combat, such as support and control more involved and challenging.
Besides what on earth is wrong with a bit of audio? As I said it not only makes key attacks easier to anticipate (Even if the cue only gives you 1/2 a seconds warning, or even none with a ranged attack) but it adds to ‘feel’ of the encounter.
Who remembers the charge up attack from dark gia in terrinigma? The massive attacks from ANY boss in the Riaden games? Contra? SMB? DKC?
Or, for something more recent Bayonetta?
Attacks were well telegraphed and had obvious audio cues but did that make them feel any less threatening?
Gah, How did this thread get all the way down here? You higlighted all the problems I have with GW2 combat so long ago and I basicly reposted the same kitten thread (Though not as well written as yours) a week ago.
anyway…
1. It’s not a l2P issue and the current META confrims that. You were just wise to these problems LONG before the META dominated PvE.
2. I think they are varied enough, But defiance makes them useless. Luach skills could be so great for putting a boss in the right place.
3. NO.
4. I’d like to say yes but we’ve always got the dodge mechanic and I think that is why they don’t. Though a skill with a big windup and fired off severale attacks (so you couldn’t dodge them all) would mandate an interupt.
I’ve got a whole post and video going over this very point. It’s in the “Fix the (Un)Holy Trinity” thread in the Suggestions area for those interested.
I won’t try and hijack this post though so a few things:
First here is how Anet envisoned combat in GW2 during late development (BETA):
http://gw2101.gtm.guildwars2.com/en/the-game/combat/healing-death/
Now compare that to what we’ve got and it all comes down to Control (And to a lesser extent support) being borderline useless in PvE.
Defiance DOES need to exist to prevent bosses from being stunlocked into submission or we would have a system even WORSE then the current META.
However Defiance in its current state has destroyed control (Outside of the ones that don’t effect them.. ie REFLECTS) in GW2 PVE.
I’ve suggested in my primary posst that defaince fall off naturally as well as being striped to encouge timed and carful use of control without it being too powerful.
Another option if Anet is too sacred to do that is to give the bosses adds that need to be controled to ensure victory.
Of course then we come into the problems of poor camerawork, team synergy, bad targeting etc. and I won’t flood this post with all my vies and solutions to all that.
In summary Defaince/Unshakable coupled with the current design of bosses in GW2 has killed anets vison of GW2’s Trinity combat.
So the Option to diable Right Click Targeting has finnaly become real! Am I really the only person who finds CTRL Clicking skills a hinderance and wants to turn the feature off? Nobody wants this as well?
THANK YOU ANET! THANK YOU SO MUCH!
And not to sound like a needy kitten but any chance you could give us toggles for a few other things as well such as Ctrl Clicking? Please? I can’t use vent and click skills at the same time
EDIT: Arguments about the focus on the Living story and fears of an oversaturation of Temporary content in GW2 highlight the advatages made this video/post about how the living story could be better presented. Please give it a listen if this concerns you.
Does anyone remeber when we were told GW2 was going to be a living breathing world that responded to player actions? I go over why don’t have this and how we can get it.
What the video covers (for those that don’t want to watch it):
- 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 create 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.
Some things we could see in the future if this system was implimented:
- 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.)
As always I’m open to all forms of feedback including ideas, support and critisim and engourage you to leave your own thoughts on how Guild Wars 2 could better provide a “living” world.
(edited by Kaaboose.3897)
I like the ideas in the OP. They are some solid ideas that could lay the groundwork for a much more interesting combo system.
Personally I feel anet just need to make CROSS-profesion combos more powerful to make the system more viable but that could be done AND fine tunes with the system you have outlined in the first post.
It would need a lot of tweaking and testing but I can see it being a really fun and involed aspect of the game.
Thumbs Up.
I agree, there should be something out there that you can show off to say “check me out, i accomplished X and it was hard.”
The problem is that if Anet introduces items like that (as opposed to titles) you’re gonna see tons of QQ from people whining about how it’s unfair and Anet is catering to the elites and that they want it too and why are you excluding PvPers, etc etc etc.
Which isn’t a reason not to do it, just saying what’s gonna happen if they do.
Yeah it’s incredibly difficult designing ‘skillful’ content. You have so much variety in this game in weapons and classes, it’s only natural that certain classes will succeed better than others. If you make it ‘group skill’, then certain group set-ups will be better than others.
If you make ‘skillful’ content all about player movements, such as jumping puzzles, you will have certain people who are incapable of reacting and making precision moves.
Either way, there will be people who feel it is unfair and will most likely rage about it on the forums.
You can’t have ‘skill’, ‘reward’ and ‘MMO’ in the same sentence without a whole lot of raging going on.
It’s also a bit hard designing ‘skilfull’ content with the current state of the Trinity in GW2. Even with there only being 5 man dungeons, Anet can’t seem to get it right. One of the reasons I think we don’t have challenging content is becuase it would really bring to light the poor design of some parts of GW2 (Targeting, Camera, Boss Tells ETC.)
(edited by Kaaboose.3897)
Once again it all comes down to risk vs reward. While I’d love to see something like this I doubt we will since the casual players will howl about not being able to get said item. And if there’s one thing we should all know by now is that Anet’s main focus is on the casual players.
Bright, stop calling queen bad because she is right on the money in her description of most of the GW2 playerbase. You attest to this in your previous post. Also Queen did not link that video as an example of poorly telegrpahed attacks but as an example of the current state of GW2 combat. I must ask, why are you so deadset againt better visual/audio tells on boss attacks?
If poor boss telegraphing is the only thing making GW2 challenging and giving bosses better visual and audio tells would remove the challenge, then what you are saying is that YOU are a bad player too.
You’re saying the only thing that’s making you a better player then the ‘blind chimpanzees’ is that you can spot these small tells. Or even worse you’ve memorised boss patterns and timing. Once again, you are just defending poor game design because it adds more ‘challenge’ but any gamer worth their salt wants to be challenged by the game, not by shoddy controls, camerawork or glitches (design).
I would LOVE for GW2 to be more challenging and it’s a primary focus of the video. But before Anet can add some interesting and challenging mehcanics they need to fix the basic problems with their system.
These problems at the basic design levels of GW2 need to be fixed before you can hope for any real challenge.
Did you ever stop to think that the reason most of GW2 is mindnumbingly easy is because then players will forgive the crappy targeting system, lack of boss tells and no Trinity?
That is why I belive we aren’t seeing challenging team based combat in GW2, as I said in the video, because Anet just does not know how within the limits of their current flawed system.
(edited by Kaaboose.3897)
Mad you are wasting your time replying to these guys. You have gone over your point in detail several times explaining that properly telegraphing attacks is important to developing a stratgey to a boss.
I’d be surprised if anyone here worked out dodging grubs on Lupi. I’ve only run with the guild before so we’ve always foguht at range and killed them before they could reach him. In fact I wouldn’t be surprised if Anet never even intended for you to dodge them.
As queen said, you shouldn’t be able to beat a boss on your first go but you should be able to work out what killed you, how it did it, and in hindsight be able to work out how to avoid it.
Since your naysayers just keep retreading the same ground over and over hoping you’ll deviate from your stance so they can pick holes in it I’d just agree to disagree at this point.
Hey Kaboose.
What do you think of a system where 10 stacks of defiant is the max, and for every 1 it goes down, the chance to stop an ability is equal to that number * 10
Example.
Alpha starts with 0 defiant stacks. Our mesmer pushes him, now has 5. Carrying a hammer, I hit my 5 skill to knock him down, which has a 50% chance of succeeding due to the 5 stacks of defiant. If it works, the defiant stays. If it doesn’t, then it gets knocked down to 4, until we start the whole system back at whatever pre-determined number the boss is at.
It’s an interesting suggestion but Personally I really don’t like the idea of a control effect working coming down to RNG. I want to know that if I time my control effect right it IS going to work.
At the moment, a lot of PvE is based around ‘if you can avoid damage from the bursts, you’ll survive the pressure’. As an occasional thing, that’s fine, but we really need to see more encounters where the pressure is also a significant threat. The power of reflects is simply coming from the fact that if the majority of an opponent’s damage is from bursts and you can reflect those bursts, you’re both dealing and preventing a lot of damage. However, you can’t keep reflects up permanently, and if damage output is still significant between bursts, then all reflects would do is provide a breather and some additional damage rather than being able to turn a large portion of the target’s damage upon them.
One reason I’m really into the idea of bosses slowly pressuring you (or your group) down is because it gives you time to learn the encounter, And more room for adding in tactics to deal with the boss.
The one hit stuff, While it certianly has a place in GW2 combat, really should not be the norm.
Lastly, one more thing for thoese that seem to think that the whole DPS>ALL metagame is just fine you need to realise that for a TRINITY to work all 3 roles must be of similar importance.
WoW got away with making bosses immune to Stuns and similar abilities because they were not part of the trinity (TANK/DPS/HEAL) but rather an optional extra.
With GW2’s proposed Trinity (Control/Damage/Support)you cannot make bosses immune to these abilities or you have just removed part of the Trinity.
(edited by Kaaboose.3897)
dps=dps/tank=control/healer=support…
A duck by a different name…
Try reading this owl: http://gw2101.gtm.guildwars2.com/en/the-game/combat/healing-death/
Sure there is skill in the “holy trinity”, but it’s nothing compared to a game where the best defensive tool is dodging (controlled entirely by the player and their ability to implement it). I’ll always be more impressed with a person who is able to avoid all forms of damage through timing and coordination more than I’ll be impressed with people who are able to out tank all the damage and healing themselves (or getting healed) constantly. Tanking takes better gear, dodging takes better skill.
There’s no coordination or skilled “team” play with dodge. It’s just a short term damage aversion which is only required because you have very few forms of sustained healing, although there are other forms of damage mitigation such as the protection and aegis boons.
There are some ways a skilled team can “coordinate” to avoid damage, but Kab’s point is that it’s not really required to succeed (where as a healing role is required in a trinity design). If a role is not required to succeed, then maybe it’s not really a defined role, or the game is not designed to utilize the roll well.
In fact if dodge was removed from GW2, you would magically see a greater need for the support role because teams would die without it.
I guess GW2 is more focused on individual player skill whereas most other mmos are focused on team coordination skill. Nothing wrong with either. I’m just a player that values skilled individuals working together over individuals working together skillfully. That’s just my personal preference, nothing more. I just hate having to rely on someone else who might not be up to the task and not being able to succeed because of them. Additionally, I hate it when someone rage quitting equates to the content being uncompletable.
You’re missing the point of MMO’s entirely then random.
Okay guys going to throw my 2 cents in here. Those of you defending the lack of Audio and Visual tells in GW2 are just defending shoddy game design. You want an example of shoddy game design?
The first video linked by the Queen (OP) at 00:52-00:59.
The camera buggs out and you can no longer see the boss.
You can argue until the cows come home that “You don’t need to see the boss because you know what he’s doing.” Or “Manually rotate the camera!” But at the end of the day it’s poor design, plain and simple.
And that’s what all of the posters here calling queen a bad player are defending. Bad game design.
A Player should not have to squint at a boss to pick up subtle changes in animation to determin atatcks that are ment to be avoided. A player should not have to try and see past particle effects to work out what is coming next.
As well as making a fight easier to read and react too Audio and Visual cues also personalise and breath more life into an encounter.
When the animation for that one attack you absolultly dread is mixed in with a cool audio effect it can sent shivers up your spine.
All the posters here defending the current state of boss tells in the game are just encouraging Anet to continue doing things half arsed.I’ve never had to squint to figure out when a boss was about to do a major attack. They are extremely obvious, and highly telegraphed. There are, as has been mentioned only a handful of attack, not even whole bosses, in which this is not completely true.
You learn to read the mob, because they all do it differently, but primarily the situation is rediculous Power Ranger poses and occationally sparkly glowing around their weapon of choice. I’ll admit that the glow could easily be blocked by even minor effects from powers, but the poses are obvious. That is for the player sized bosses. For the big ones it’s generally more obvious.
The only thing those videos had was the boss litterally saying, “I’m about to use this bomb, you better move to the safe area and get ready for it.” It isn’t shoddy design to not announce your big moves when you’re doing an extravigant dance move to point it out.
The camera thing, though, was shoddy design work. I noticed that too, but I assumed that was a failing of the whole game not just that fight and ignored it.
I am, however, encouraging ANet to continue to do what they’re doing. It isn’t kitten, it simple isn’t as over the top obvious as you seem to think is fun. It is exactly as intricate, though, as I think is fun.
Mind telling me how you can tell when these two bosses in this video are going to do their attacks? 14:23 – 14:41
http://youtu.be/XMEq4PAFmnI?t=14m23s
But sure, You go ahead and keep encouraging Anet to cut corners. It’s what’s best for everyone after all.
You go over one of the reasons I want weak atatcks mixed in with the regular ones randomfightfan. It encourages better use of control and support. With the current system it’s easy to just throw up Support effects like the Aegies and have it be effective. If there were weaker attacks in the mix you’d have to be more careful with aegis or it would be wasted.
And yes, I can see that in a group working PERFECTLY together could pull off these fights in pure glass gear, and doing so would be a challenge no doubt! However, for a single palyer this should be impossible.
BTW I prefered Super Mario Bros. 3 to Super Mario World. Don’t get me wrong I lvoed that game but I just had more fun with 3.
Also Mad, Your point about the downed state is right on the money. I’d actually like to see a boss that stomps (or for added hilarity kicked your downed body off a cliff!) if you failed to use the downed state skills to prevent it (or the support from your team)
Once again, this would work with the system I propsed in the video as you’d be encouraged to be careful with control rather then spamming it. (Or desperatle spamming it to get thoese last few stacks of defiant off before the inevatable boot kick!)
“Hey guys, these Fractals things, anyone know some ways to make them harder?”
“Give mobs more HP and more damage, but no new mechanics?”
“Won’t that just make the fight take longer?”
“What do you want us to do then, be creative?”
You want another example of this? Ever play Streets of Rage 3? The janpanese version actually has 1/4 of the amount of enmies with 1/2 the amount of life.
Because of this in the Japanese version (Bare Knuckle 3 if you want to compare) you can mix around your attacks and stragies, especialy with a friend.
In the american version you’re forced to dupe the AI with the same attacks over and over again because if one of these guys hits you that’s pretty much it.
Sound familiar?
I’ve compelted both versions and guess which one I’d recomend.
As far as I’m concerned, any time you NEED a dps, healer, and tank, you will be looking for the specific class(es) to fill those roles. You want to be a dps ranger? Not good enough, be tank or nothing. You want to be a tank warrior? Not good enough, go back to dps. You want to be a dps guardian? Not good enough, go back to support or tank. Stuff like that. At the same time, classes like mesmer, engi, and necro would get the short end of the stick in situations like this. They could do good in certain roles but would get outshined whereas now they can and are completely viable if played right. Skill > all in this game over roll comp.
Random, you do realise this thread is about the Proposed GW2 Trinity, not a classic one right? Check the link in the OP for Anets design on how the Trinity in GW2 was ment to trun out.
That’s what I’m asking for here. Control, Damage, Support, not the classic Tank/DPS/Heals.
I’ll just say if that’s your experience then your experience and my experience were very different. If you haven’t played a fractal 48 yet, you might not see the level of teamwork needed to make a run like that go smooth.
The way fractals scales just compounds the problems in the current META. Toughness, Vitialiy, Healing Power are all useless since if you get get hit by anything it’s going to be a one shot. So all players doing thoese are going to go right to the current beskerker META.
While WoW was also guilty of stright up stat boost for it’s Herioc (Hard) mode encounters they also added in new mechnics to further complicate the fight and challenge the players.
GW2 should be doing the same thing instead of just upping a bosses stats.
I completely understand your “Give a man a fish” philosophy but I choose to believe that players aren’t that lazy. If they are, I also believe the skilled players (since there are so few) would realize they are getting used and either refuse to help or make the skilless reward the skilled for their hard effort. One good (yet controversial) example of this is back when arah p4 was seemingly impossible, skilled groups would sell their slots after they had killed Simin. Now Simin has been nerfed so only the players who can barely beat Lupi fail at Simin (or those who have terrible builds with 0 damage and all tank vs a boss that doesn’t deal damage and is a dps/mechanics and coordination check).
Again you’re bringing up the problem with the curent META. DMG>All. It causes as much class discrimination as the Trinity in WoW did. There should be a place in the game for Toughness, Vitality, Healing power in the game otherwise what’s the point of it being there in the first place? The fact that a build that has any of thoese stats in it is considered ‘bad’ is a huge problem.
Anything can be achieved with enough skill. I don’t see how that should make it impossible to make content for the 99.9% who would find it incredibly challenging. If game makers refrained from making challenging content just because someone somewhere is good enough to solo it, we wouldn’t have any challenging games.
You seem to believe I don’t actually like a challenge in my games simply because I want a system that encourages group play over solo play. I’ve been gaming since the NES era, back where if you didn’t actually get good at a game you would never progress in it. I competled both Ninja Gaiden and Battletoads if you want an indication on how far I’ll presure a challenge if it’s fun and entertaining.
I’ll say it one final time. I do want a challenge in GW2 but with the system as it stands that challenge is not going to be feasable, or perhaps even possible.
What I’m getting from your desire to bring the trinity back is that instead of having a game based around player skill, where if a player is good enough they can do anything, you want a game that significantly devalues skill entirely and promotes class instead. I’d rather play a game that it doesn’t matter what or who you are, you can do anything yourself as long as you’re good enough over a game where it doesn’t matter how good you are, if you don’t have the right team comp, you will never succeed. That means that the 5 most skilled players in this game play the class they love the most but still not be able to beat a lot of content just because their class isn’t the right class.
This is probably why I never played WoW and why I like this game so much (wish there was more content and more difficult/rewarding content but that’s a different subject entirely).
Just because content CAN be solo’d, that doesn’t take anything away from other players being in the group. Unless a player is actively holding a group back, in how the game works now, every player can safely say they helped to make the run as fast and smooth as possible. There is also the added benefit of having exceptionally skilled players helping out not-so-gifted players while they’re still learning. 5 man groups wipe and rage quit on Lupi daily. Having 1 good player carry them through and teach them the ropes will show them that the content is do able and might keep them from rage quitting next time or might motivate them to learning how to do the fight right. It’s the whole “If 1 guy can do this, why can’t me and my 4 friends do it?” kind of motivation or w.e you want to call it. I guess what I’m trying to say is why shouldn’t a player be rewarded for being skilled instead of being rewarded for being the right class?
By the way, the strife lupi solo vid you linked isn’t a legit solo. That was done pre-reckless dodge fix. Before you could dodge out of the bubble with a dodge that had an attack at the end of it. That was considered as much of an exploit as blinking through walls and was fixed. There is a reason why strife’s solo isn’t in the dungeon solo thread.
If you want to see Lupi solo’d at normal speed or faster speed
https://forum-en.gw2archive.eu/forum/community/links/Compilation-of-dungeon-solo-videos-1/page/2#post2132465Or just click the link in my Sig. Also:
http://www.youtube.com/watch?v=kI83CVxZIug&feature=youtu.be
For another warrior doing it twice as fast and without reckless dodge.
I don’t understand how you got the impresion I’m after a class based system based on my previous posts. I go into great detail regularly stating that I do not want the classic Trinity back and that everyone being able to do a bit of everything is very important to Anets idea of the new Trinity.
GW2 in an MMO and one of the things that makes PvE in MMO’s so great is that players need to team up and work together to achive a common goal. Working together is activly encouraged in most aspects of GW2 PvE and that’s one of my favorite things about it but when it comes down to the actual combat this is no longer the case.
I’d also like to point out that having one player be able to carry a group through an encounter is not encouraging the others to work together to improve, it’s doing the opposite. You’re encouraging them to find a good player to do all the work for them. It’s the “Give a man a fish or Teach a man to fish” philopshpy.
And I certinly want player skill to be rewarded as it’s the basis of Risk Vs. Reward and the very reason why ‘hardcore’ guilds exist in the first place.
Lastly your side point here:
(wish there was more content and more difficult/rewarding content but that’s a different subject entirely).
One of the reasons we don’t have more challenging and rewarding GROUP content if because of the way the game currently does not have a trinity. Some solo challenges with apropriate rewards would be great (So long as it was balanced correctly) but Anet can’t really provide a good group challenge when it is possible for a single player to previal.
Okay guys going to throw my 2 cents in here. Those of you defending the lack of Audio and Visual tells in GW2 are just defending shoddy game design. You want an example of shoddy game design?
The first video linked by the Queen (OP) at 00:52-00:59.
The camera buggs out and you can no longer see the boss.
You can argue until the cows come home that “You don’t need to see the boss because you know what he’s doing.” Or “Manually rotate the camera!” But at the end of the day it’s poor design, plain and simple.
And that’s what all of the posters here calling queen a bad player are defending. Bad game design.
A Player should not have to squint at a boss to pick up subtle changes in animation to determin atatcks that are ment to be avoided. A player should not have to try and see past particle effects to work out what is coming next.
As well as making a fight easier to read and react too Audio and Visual cues also personalise and breath more life into an encounter.
When the animation for that one attack you absolultly dread is mixed in with a cool audio effect it can sent shivers up your spine.
All the posters here defending the current state of boss tells in the game are just encouraging Anet to continue doing things half arsed.
Solo chalenges like that SHOULD exist for the players that want them IMO. But that should NOT be possible in a team scenario. If it’s possible to SOLO a team effort then what’s the point in brining a team? There’s no need to work together if each of you is capable of doing the encounter on your own.
What’s the point? Getting the content done 5x faster, thus, 5x easier is one big point in bringing a team. Why solo a dungeon (aside from wanting the challenge and status) if it takes an hour to solo but 10 minutes as a team?
Because these players are after something, ANYTHING, at this point that can provide SOME semblance of a challenge. That’s why they do it.
And IF it is possible to solo boss then how is this boss ever going to pressure a group into working as a team?
What it boils down to is instead of a 5 man team, you have 5 players tackling a single player objective together.
This makes perfect sense in the open world but NOT in a dungeon.I just did an arah run with a group where people left b/c they just couldn’t get past Lupi to save their life. After adding me, they all died to Lupi twice during 1 fight, me needing to keep the boss from resetting and the other guys getting ressed by the guy using up his res orbs. We beat the boss after the 2nd wave of reses finished. I’d be VERY surprised if anyone would consider this boss a soloable objective.
These players are also after rewards. Soloing content takes so much time that it’s not worth the reward. They do it for other reasons. Just because a player has solo’d 5 dungeons doesn’t mean they’ll never group up in those dungeons again. It probably means that player will never solo that content again but will be an invaluable asset to a team. Even the best players like to relax when doing rewarding content every now and again.
With the proper play, any boss in any game is soloable with the proper play. It might take some extreme skill but it’s possible. That still doesn’t make it a non-team objective.
A level 36 engi solo’d the spider queen in ac, yet groups of 5 level 80s wipe there.
Going to bring up WoW once again here. Now I can’t speak for recent content since I stopped playing at the end of CATA but if you did not bring part of WoW’s Trinity to a fight you would not be able to compelte it (There were exceptions but as a general rule this was the case)
At best you could do a 5 man dungeon with 3 guys. 1 DPS, 1 Tank and 1 Healer.
If you remove part of the trinity the group is going to fail. And this is important becuase it gives each player a purpose. A player can say to himself “If it wasn’t for me, the group wouldn’t have been able to overcome this encounter.” They are an important part of the team, as are the rest of their teamates.
Because GW2 has abandoned it’s Trinity Damage is now all that matters and you and your teamates are now just a crutch for an encounter. Yes it’s going to go faster because there are more of you there but if the encounter is soloable then that’s really all you are doing. Speeding up the process. The encounter is still going to finish whether you are there or not.
As such players have lost the feeling of purpose, individuality and meaning in GW2 combat. For a game that claims “The most important thing in any game should be the player, We have built a game for them” this is a real problem.
Also if you want to see LUPI soloed at normal speed look here:
http://www.youtube.com/watch?v=b-WJP0LR5VU
May want to tone down the music next time. Was hard to follow the arguments at points because it was almost drowned out, by what i guess was Mega Man boss anthems.
Yeah I Messed up the sound levels in the original Video. There’s an alternate version here:
http://www.youtube.com/watch?v=cyKpyfkSspg
Great video and some great points.
I don’t mind that there’s a small variety of endgame content. Right now I am satisfied with fractals. They’re difficult, they require you to change your build and they drop some great loot to show off your skill. Honestly I hold players with a fractal weapon in higher prestige than I do legendary weapons. I really like how they designed fractals as well. Usually high end content is difficult to get into. If you don’t know the place you can’t get into a group, creating an elitist wall. You don’t run into this problem because of how it scales. I only wish there were stronger rewards for completing fractals. I’ve spent easily more gold outfitting my fractal runner than I gained back during the runs.
What I am concerned about is that there’s this spiraling death cycle when it comes to repetitive farms. When a specific farm becomes popular it drains population from other content. This makes it more difficult to find groups in other content and thus encourages more players to flood into the repetitive farms. It feeds back on itself. If unchecked the fires of CoF will consume all. The repetition will be a crutch to farming players who no longer know any other content and they can burn out on the game quickly because of the lack of variety.
GW1 did have the elite dungeons for as long as the game was alive. They were fun but there was another thing developers introduced to help with variety. Those were the books. You would obtain a book that would fill up when you completed unique dungeons/missions. If you finished CoF then you would fill the CoF page. You can turn in the book almost at any time but the more pages you filled the better reward you would get. This made it so players wanted to complete stronger varieties of dungeons. This didn’t always work so they implemented a 2nd idea that mixed well. They introduced daily dungeons/missions. Every day it would change and the rewards were fairly good. This bottlenecked players into certain dungeons meaning you could always get a chance to do them if you checked back on frequently. This synergized nicely and I want to know why anet didn’t decide to do this again. Bring back the old book system.
I don’t like the way fractals sclaes because it just makes DMG the be all and end all of your build since if you get hit by anything you’re going to get 1 shot anyway. But all that’s covered in Part 2 of this video “Fix The Guild Wars 2 (Un)Holy Trinity” so check that out for that.
As for the books they were a great idea and I really loved the idea behind it but I do recall people doing “Speed book” runs where they’d get select dungeons ran over and over then hand in all the books at once.
I recall the way I made most of my cakitten the end of GW1 was by running the final EoTN mission for these guys and getting paid quite handsomely for it.
But the idea behind the books was sound.
(edited by Kaaboose.3897)
Not that I don’t want UW or a rewarding challenging area back, but that Dhuum fight was quickly trivialized by gimmicky builds and skills. In the end, it was just a case of your E/Mo tanking Dhuum and not sucking, while the Spiker used PI at the right time. There wasn’t much to that fight once people found out how to abuse the AI.
And this holds true for GW2 as well. I am SO sick of being told “Stand here and the boss won’t hurt you!”
All I ever heard during that First fight in the MF. And now all I hear with NULL as well.
Solo chalenges like that SHOULD exist for the players that want them IMO. But that should NOT be possible in a team scenario. If it’s possible to SOLO a team effort then what’s the point in brining a team? There’s no need to work together if each of you is capable of doing the encounter on your own.
What’s the point? Getting the content done 5x faster, thus, 5x easier is one big point in bringing a team. Why solo a dungeon (aside from wanting the challenge and status) if it takes an hour to solo but 10 minutes as a team?
Because these players are after something, ANYTHING, at this point that can provide SOME semblance of a challenge. That’s why they do it.
And IF it is possible to solo boss then how is this boss ever going to pressure a group into working as a team?
What it boils down to is instead of a 5 man team, you have 5 players tackling a single player objective together.
This makes perfect sense in the open world but NOT in a dungeon.
SNIP
Pretty much summed up the video in a nutshell there Bright, But you went into more detail and used some differnt examples to prove the same thing so I thank you very much for that post.
BTW Anet if you want an example on why there needs to be challenging content in your game have a look at WoW.
They’ve been dumbing down the content so that everybody can play it in the hopes that they could bring more players into the game and make more money.
What has happened instead is the ‘Hardcore’ or even regular players that want something to aspire too have gotten bored and moved away from that game. Their subscription numbers have been droping for the first time since release.
And where are all thoese players? Why their looking for another MMO that can challenge them but since there isn’t really anything challenging around most are in limbo waiting for the next big MMO that will hopefully challenge them.
Wouldn’t it be in NCsofts finacial interests to get some money from these players in waiting before the MMO they want comes along?
You can do so without getting away from your current philosophy to the endgame grind so why not?
There is no point asking for more a challenging and rewarding dungeon/PvE content with the META in it’s current state.
You’re just going to end up with more of the same. Details as to why in this post:
https://forum-en.gw2archive.eu/forum/game/suggestions/Fix-the-Guild-Wars-2-Un-Holy-Trinity/
Also, to the casuals that do not want challenging content we’re not asking for a manditory grind like in WoW to stay comeptative. We’re asking for some optional challenging content that will take us time to learn and master.
And if this was done like the UW/FoW/DoA in GW1 you wouldn’t even be locked out from the rewards that come from it (Minus a title I guess.)
More details on THAT here:
https://forum-en.gw2archive.eu/forum/game/suggestions/Risk-Vs-Reward-in-GW2-The-Underworld/
Risk Vs. Reward in GW2 needs some going over badly.
A chainsaw cannot be infinite…it would need gasoline to run and although there are oil slicks I have yet to see any gasoline pumps!
It’s solar and moon powered.
Just trying to imagine what that would look like with char or asuran (Or maybe SKRITT!) technology blows my mind!
Well scratch that! It must have just been a bug. it seems now mines you set off by accident hurt a lot more the ones he detonate hurt a little less.
Well NULL has been stealth nerfed so that his debuff at 25% no longer builds up over time. The fight can now be kitten derped by all but the most retarted of players GG anet.
Must be a bug since during and after your post, he still built hp over time. I’ve noticed last night he turned more aggressive. Though if done right, and used stability, he will still give you a challenge.
Ooooh! I’m so going to try him out again right now!
Thanks for the reports everybody. The team is looking into this issue now, though there isn’t an ETA for a fix at this time.
Thanks Mark. Always nice to get a responce to these sorts of things.
Though I am surprised that because of the dynamic nature and therefore complexity of these events that there isn’t some kind of PTR version of GW2 so the inherant problems that are bound to arise can get found and stamped out before the offical release.
PvE Balance – (Though not in the same way, In the way Anet promised us during development http://gw2101.gtm.guildwars2.com/en/the-game/combat/healing-death/)
Optional Challenging content – FoW, UW, DoA