Don’t cry, Signet of Mercy. Others may forget you, but I will always remember.
Our deficiencies may be overcome by practice and self-discipline.
Going to try to hit multiple points.
Daily AP doesn’t require skill, if the cap is to be removed you might as well make all infinitely repeatable achievements grant infinitely acquirable AP and add infinite achievements for harvesting nodes, killing things, hours spent ingame, etc.. The highest AP on the leaderboards is 32766, and assuming they have the daily limit almost half the AP of grinding achievements for years of base game, two living story seasons, and an expansion is just from logging in and doing some menial tasks. Dailies also grant ridiculous AP per day compared to other achievements that take effort or gold. I could see the cap being removed if: the AP was reduced to 1per, and more AP was placed on actual achievements, but they aren’t going to take AP people already have, or: they add enough achievements/modify existing up to a value so daily AP is small by comparison, in which case the cap could be raised to be always <50% of total AP.
There already is a daily login reward, two infinites are unnecessary. Modifications to the existing system could deal with the mystic stone “issue”. The game also has loyalty rewards in the form of character birthday gifts.
If the only (or primary) reason you log in is for daily AP you probably aren’t an AP hunter because you would be grinding for all the nonsense achievements out there as well, so why bother? That’s like the guy who goes to all the clubs at university to get the free snacks in the first 10 minutes then leaves before the real meeting commences: it isn’t “loyalty”. It’s a game, not a job, the rewards for loyalty should be good memories, collectables, and more fun content in the future. AP shouldn’t affect your desire to log in if the game is fun. Daily Orr Forager is neither interesting nor challenging.
Obtena must be used to settling for low standards and expectations in real life or something.
I’ve never seen someone defend GW2’s most mediocre, bland and noncompetitive profession with all of its uninspiring, mechanically boring, and synergistically lacking traits so hard for so long.
It’s supposed to be a fun video game, not an Excel spreadsheet!Super effective Symbol build! Oh heavens! The possibilities of build diversity scare thee!
When was the last time a non-PvE enemy stood in a symbol for longer than 2 ticks of damage anyway.
But remember; “the Devs don’t balance based on performance”.
Reminder that SYS was from a time where poison and burning stacked duration but not intensity, and confusion didn’t also do flat damage per tick without proc (whittling down instead of condi burst being a thing).
Agreed on the symbol per mainhand.
I’m expecting like a 10% buff to the healing or something. A 10% buff to something worthless is still worthless~
Meanwhile, the warrior’s rifle gets an entire rework.
And ranger sword. But since they’ve actually said something here, I’m willing to hope. Keeping expectations low, mind you (“less-used options”), but hopeful.
Is it a good idea that the Devs make Retaliation scale of toughness instead of something else and that the trait Shattered Aegis scales off toughness as well?
It would make retaliation more usefull and dangerous while not being overpowered.
Oh and thanks for all the reply’s!
I’d be tempted to say no. Soldier’s is the original tank set, and the only set tankier with pure toughness primary is nomad’s. Shattered aegis is straight up an attack, so it should stay power. Just need a redesign, as it (like a few guard traits) seems to be about turning defense into offense or the reverse (greatsword trait) which, while cool in concept doesn’t seem to work effectively in practice.
Like open-world pve? Everything’s viable. I can’t give a build based on maximizing retal off the top of my head, but I figure it would either be soldier’s without taking radiant retaliation (perfect inscriptions and Signet of Judgement comes to mind) or dire with radiant retaliation. A retal build will not in any way be great, but if you just want fun maximizing retal damage/uptime you can make it work.
Don’t argue with Obtena, just ignore him, hes flaming you.
Guardian is now in the end of food chain but hoping some buffs may come in 2 months.
I am/was aware. It was fun for a while but it’s gotten old.
You provided nothing what I’ve asked you to show me. None of what you have posted there contains balance-related statements that demonstrate between-class balancing efforts that originates from a Dev. There is no weaseling here .. I’m asserting that devs don’t balance a class based on what others classes do because of what I see happening in the game, namely the large disparity between class performance. I’m also asserting this isn’t due to incompetence or lack of will to try, but the massive complexity of attempting to do so and accomplishing little.
Despite this strong evidence, you decided to challenge that assertion with random statements about how devs are assessing individual class performances … which, if anything, supports my own hypothesis there is no between-class balancing going on. Only in the most indirect fashion can anyone claim there is between-class balancing because there are overall ranges for damage or healing, etc… but that’s never been a concentrated efforts by devs to make SPECIFIC between-class balance efforts.
Anything else?
Glad to see you’re still editing your posts not five minutes after making them. Nice change by removing the “one of us is bored” thing.
You haven’t asked me to show you anything. And from a previous post, as you say yourself:
I don’t need evidence. I just read words….
You do not ask questions. You just kinda put a bunch of thoughts in the open and claim they’re correct.
You have still answered none of my questions; your weaseling continues. I say they all relate each class to the other eight. Your refutation is: “no they don’t”. I say the chasm between best and worst classes is because the devs are working to abate it but struggling; you say, “no it isn’t”. I ask for further evidence and you give none. You present arguments I’ve already discussed:
Just another example of why you don’t understand why this change is being made. You can cite all the examples of DH getting ROFLstomped you like; it doesn’t really matter because that’s not why Anet is changing stuff. Anet has no aspirations to see DH hit some specific level of PVP performance with respect to other professions. You’re expectations don’t align with theirs.
What do you mean by that? Balance doesn’t exist in a vacuum. The only way DH can be too strong in terms of burst/disruption is in comparison to the other builds/classes available. So any changes they make are by comparison, and are about making the classes hit a specific level of performance. And most of their performance balance is based around PvP.
It is clear there is nothing to be gained in talking with you; you do not present critical thought.
Edit-formatting :^)
(edited by King Cephalopod.7942)
Neither have I. I’ve never read a balance thread where a dev said “Oh, we are changing this because this other class does this” or “This class is the worst performing so here you go”.
Guardian
In keeping with the general theme of improving less used options, we’ve been updating both traits and abilities to be more useful and to have a meaningful impact when you equip them. The dragonhunter elite specialization has proven to have a very solid impact in many areas of the game, but they’ve been a tad too effective in the areas of burst and disruption, and we’ll be looking to make slight adjustments in those areas.RIP Guardians? Taking away what little they had left.
From “Profession Balance Goals Released-Guardian” from a few months ago. Read the “too effective” part and tell me what it means or refers to.
Riddle me this Socrates: if they don’t balance by performance, why do devs change anything at all? Why don’t they just plop things down and leave them from the moment of creation?I don’t see any references there to balance W.R.T. other classes … unless of course ‘burst’ and ‘disruption’ are code names for classes that I’m not familiar with.
If you’re going to threaten me with quotes from Devs to prove me wrong about the existence of between-class balancing goals, efforts, statements, you might want to find ones that are relevant.
Threaten you? Please. You said you haven’t read any, and I provided. I provided one that you commented on. That quotation is perfectly relevant, but since you continue to argue by closing your eyes and plugging your ears I’ll indulge you.
From the patch notes, April 19th 2016:
“Damage Changes
These damage modifiers were reduced, as they applied too much spike damage to targets at range and didn’t allow for enough counterplay. We do want to keep ranged combat viable in WvW scenarios, but we don’t want it to be the best option in open-field combat. As with the other changes, we’ll continue to watch and make adjustments where it’s deemed necessary.
True Shot: The damage of this skill has been reduced by 20%.
Gun Flame: The physical damage of this primal burst has been reduced by 20%. Fixed an issue that allowed this burst to hit enemies twice. This burst no longer pierces but still delivers the area-of-effect attack. Fixed a bug that caused the tool tip to show a decrease in damage when the Burst Mastery trait was in use."
“Engineer
Our goal for this quarter has been to reduce a bit of the scrapper’s survivability while updating the base engineer with multiple weapon and utility quality-of-life changes….”
“Guardian
A large portion of the changes occurring for the guardian are aimed toward reducing the dragonhunter’s group controlling and killing capacity in WvW while toning down its ranged spike damage capability prevalent in other areas….”
“Necromancer
Necromancers have been reaping their way across the game, far and wide. It’s been a glorious sight. With that being said, there are a few areas that we feel need to be balanced, specifically chill application and survivability. In this update we’ll be reducing the overall duration of chill that the necromancer can output by reducing it from their base abilities. Players will also see a reduction in the uptime of Infusing Terror, though the functionality will remain the same…..”
“Revenant
This quarter’s balance changes are focused…while slightly lowering the defensive capabilities of the Shiro legend. Legendary Assassin Stance is expected to be offensive and elusive but was too survivable overall….”
“Thief
…We’ll continue to monitor the effectiveness of Lead Attacks and adjust it accordingly as needed….”
“Warrior
We’re generally happy with the offense and damage potential of the warrior, but survivability and durability in PvP have been observed to be lacking, even when defensive measures are taken. We’re looking to boost defense in areas where the warrior specializes in it. Stability-granting utilities have been refocused and reworked with the new stability cooldown specifically in mind, and the Defense line has gained significant increases. Within this line, Adrenal Health has been transformed from an adrenaline-holding minor trait into one that grants a much stronger healing effect when landing burst abilities….”
The important part were my questions. Fine, claim the citations prove nothing because they do not explicitly state that the developers are making these changes because the class is “strong” or “weak” in those areas. Go ahead and tell me how the wording does not indicate anything. But if you cannot even try to answer my questions then why should I bother looking at anything you write? And why should I let anyone uninitiated be baited into believing you?
What does “too effective” mean? What is the basis for comparison? What is the basis for too anything? What is the basis for comparison in all these changes if not to other classes? If they don’t try to balance classes, why do they change anything at all?
Don’t try to weasel your way out of this. So far you have shown yourself to be completely without reason, trying to ignore points or invalidate them with incorrect assertions. I enjoy wasting time on the forums but your closed-mindedness is decidedly against the purpose of a forum of open discussion, and you are beginning to bore me.
Neither have I. I’ve never read a balance thread where a dev said “Oh, we are changing this because this other class does this” or “This class is the worst performing so here you go”.
Guardian
In keeping with the general theme of improving less used options, we’ve been updating both traits and abilities to be more useful and to have a meaningful impact when you equip them. The dragonhunter elite specialization has proven to have a very solid impact in many areas of the game, but they’ve been a tad too effective in the areas of burst and disruption, and we’ll be looking to make slight adjustments in those areas.RIP Guardians? Taking away what little they had left.
From “Profession Balance Goals Released-Guardian” from a few months ago. Read the “too effective” part and tell me what it means or refers to.
Riddle me this Socrates: if they don’t balance by performance, why do devs change anything at all? Why don’t they just plop things down and leave them from the moment of creation?
Would it be possible/easy to make kicks from WvW for build updates coincide with point ticks or otherwise give a longer grace period? It’s a little vexing being kicked for an update with 1 minute left and +575.
It only works on mobs that give experience (qualify as a kills), so there are a lot of places it doesn’t work. May be one of those?
You see, that’s what actually makes it not a problem. You’re assuming that devs in GW2 and other games are scrambling hard to try to balance all the classes against each other so they are all ‘equivalent’ and they fail at doing so. It’s more like … they don’t and recognize it’s a fools errand to do so. Again … have yet to play, see or hear any MMO accomplish this or make it some penultimate goal. Between class balance is simply not a goal.
I’ve never met someone so aggressively against learning. Go back to the older balance threads I talked to you in and re-read them, or I’ll be forced to start quoting them here. Alternatively, read any of the PvP-based patch notes about how they nerf/buff classes in accordance with perceived PvP performance, which is a direct translation of between class balance. If they aren’t balancing against other classes they aren’t balancing. If that were the case they might as well make Guardian staff autos do 2k base damage +1.5x every stat we have.
K, you hate what they do to the class … let’s not cloud our objective judgement with emotions here. A few skills that were OP’ed were acknowledged and fixed. Yup, it took a few years … again, that’s not unique to GW2. I’ve played lots of MMO’s where specific broken skills were allowed to persist for years.
Oh that’s funny. And just because other MMO’s share a problem doesn’t excuse or justify the failings of this game.
This is WorldvsWorldvsWorld, not partyvsparty or raidvsraid. Some people like to run solo, roam, duel, havoc, whatever. They contribute in their own ways. But I enjoy running face-first at an earth-shatteringly large army at the front of another earth-shatteringly large army to find out what gives first. I’d be willing to bet a good chunk of people who play this mode get a thrill out of the occasional grand-scale warlike combat. Smaller groups can stop massive zergs on objectives if they’re prepared and bunkered-down, but of course they’ll struggle if they’re terribly outnumbered and unprepared. If I wanted a game mode so controlled I’d just play structured PvP.
You’re currently mixing medis and shouts, which I’m not a fan of. Short version: medis are good solo/roaming, AH+shouts in large groups. Using shouts and the shout trait synergizes best with Altruistic Healing, which will most always be at maximum effectiveness on the frontline since you should always be surrounded by 5+ allies. I’d say swap Monk’s Focus for AH, and definitely swap Glacial Heart for Absolute Resolution. You need AR to make Virtue of Resolve somewhat useful; taking renewed focus without it is bleh. From these changes you’ll want to take retreat instead of smite condition, and if you feel like more condicleanse I’d say consider replacing hold the line with purging flames.
Soldier’s is standard armor, but I’m mixed on the trinkets. I think you’d be better off going for knight’s or ascended soldier’s if you can. The healing power from the sapphires isn’t enough to make a difference in survivability, and AH doesn’t scale well with healing anyways. Sentinel’s is decent if you want to make a wall/mad charger, but in that case you might as well go the full mile and run nomad’s armor. Soldier’s trinkets are good because it lets you maximize your damage against objects and structures (siege+gates) with as much survivability as otherwise possible, knight’s trinkets are good because you squeeze out extra damage from crits against players/NPC’s and the higher crit chance gives you the option to run Empowering Might instead of Honorable Staff, which with AH can give a little more survivability. But if you’re comfortable running sentinel’s go ahead, just factor in the damage loss and vitality gain in your playstyle (I turn it to 11 and run deep when I actually use nomad’s).
Durability runes are pretty good. Alternatives (probably inferior) you might consider: Superior Rune of the Trooper to add a condicleanse to shouts on top of Pure of Voice, Superior Rune of Hoelbrak for damages, Superior Rune of Melandru as a cheaper passive defensive rune.
Otherwise it looks good.
This is a piece of consumable entertainment software. Life can deal you a kitten hand and you have to deal, but this is a thing done for fun. When it stops being fun, people do one of two things: complain or quit. Hell, people complain if they’re still having fun but they see something wrong elsewhere. This is an online game with servers, so when enough people quit to drop earnings by whatever margin all the people who still had fun stop having a choice.
Most raid guilds seem to do a fine job clearing both wings weekly, so I fail to see how I need to provide some amazing secret. I did daily fractals for the past few months but stopped about two weeks ago because I got tired of doing them. But you know what’s more important than difficulty? PvE can be changed by the devs. If it gets too hard, they can knock PvE enemies down a peg or two. They can design encounters to capitalize on certain strengths or weaknesses of the classes. It’s designed to be beaten. In PvP and WvW the only things that can be balanced are the classes against each other.
Elite specs are called elite for a reason. And there will be more of them. Which can’t happen soon enough because at the present moment there is a narrowing of build diversity happening (for pvp and any challenging group content). And yes, there are places where I would be very happy that someone didn’t do something to my drink. One understands this once one understands how the world works outside the confines of your sheltered existence. PVE is more than open world, and I think people who do high level fractals and raids would laugh at your idea of easy. PVE is more than just open world. Chrono alacrity builds are in demand, but nothing else from a mesmer is. While druid tops the charts for healing, most classes don’t need that much of it, and so it still gets kicked from groups regularly in favor of other classes, and base rangers even more so. And as I said already, yes eles are doing fine.
That’s cute. Nice high horse, by the way, with that “sheltered existence” stuff, assumptions into underhanded remarks make for perfect arguments. You’d be happy paying for a service and not getting kittened over more than usual? In a nice restaurant in a pricey city? This isn’t some backwater developing group made of two people in a garage, this is a large company.
No matter how you look at it elite specs are kittened. If they’re just better, the first group should’ve only been building on the base class. If they’re alternative to the base class, they need to be at the same power level. They’re neither.
High level fractals and raids? I’ve done high fractals. They’re simply tedious. People can do raids in masterwork gear and undermanned.
If you want my full opinion on it, it’s this:
There was no nerf, therefore I’m happy. Because every time I turn around, one of the professions I play is getting nerfed, and it’s usually because Anet forgets that the game isn’t sololy PvP, so the changes it makes screws with us PvE players as well. I like my guardian, and I’m happy it didn’t get nerfed this time around (unlike my ranger, ele, and mesmer). But all of my classes have been nerfed at some point (into the ground with exception of ele), and it’s almost always because of pvp.
I’ve advocated strongly for a skill split between the two so this can stop happening. Most people only really play one or the other, so people would have one set of skills to learn for their game mode. I know MOST (did not say all, so don’t yell at me about you liking both, I know you exist) pvp people hate having to do pve content, and vice versa, so it wouldn’t be a learning curve issue (unless you like both, in which case you’re really playing two different games anyway).
So yeah… not a troll post. just want nerfs to stop, and game to balance separately around game modes.
Elite specs are still OP as kitten, of course they should get nerfs. As for guardian not getting nerfs being a cause for happiness, do you thank your waiter every time you go to a restaurant and your drink hasn’t been kittened in? PvE is kitten-easy, and your method of counting nerfs by quantity is flawed. Chronos were in demand in raids even after the alacrity nerf, and no class nears the healing support of druid/tempest. Hell, DH was the power damage elite spec but tempest still topped the charts for raid damage.
Altered all guardian-related effects to a bluer shade of blue, which will change to match the newly-introduced “valor” dye when the valor traitline is equipped.
Someone tell me its April 1st today.
It’s always April 1st around these parts.
At least there wasn’t a nerf, like several others got.
Are you suggesting guardian was on par with other classes before, or will be now that the patch has dropped?
So what do you do during that 7 seconds? Flail around or try to auto-attack your target to death?
You say that like every rev skill costs 35 energy.
I dont understand the shield change. What does it mean?
It probably means the skill recharge doesn’t start until the channeling/ability is finished. Like guardian spirit weapons.
And IIIIIIIIIIIIIIII
will always love
yoooooooooooou!
But, I mean, on the bright side at least they didn’t nerf Hammer :P
I’d really love to know why Guardians/DH get no love at all.
The worst part is the silence from this phantom balance team.
For the same reason why warrior and thief were booty buttcheeks for so long, why revs were super OP, and why daredevil, berserker, and dragonhunter elite specs were so disliked when they first came out: the devs don’t understand their own game.
I have to disagree with making shouts heal, that just leaves warrior support builds in the dust. Problem seems that we have shouts for group condicleanse and self-sustain through AH, medis for personal condicleanse and self-sustain through monk’s focus, but then everything else is bleh, and creep made shouts fall off in pvp. The devs probably decided that since guard has healing on some weapons (which was passable at the time) not many utilities needed to have healing (bow of truth why tho?). And then they took tome of courage away and gave it to rangers as an elite spec, so the model doesn’t work anymore. Because signet of courage is kitten .
We did it! Proleague here we come!
Sure, as long as PvP drops this strange amulet/auto unlock system and starts using PvE gear and specs just like WvW.
Balance sustain=Remove vitality & toughness from all amulets.
Done dada!
Don’t give them ideas.
I try to play mostly when my BAC is over 0.10. And then I just bumrush the enemy backline when the commander decides to run deep.
If you die, you have to be patient if you want people to pick you up. Usually wait for frontliners hanging back for cooldown refresh.
http://imgur.com/gallery/M4ZScZa
Off topic (brought to mind from above post) Karl really needs to practice speaking while on camera e.g. Guild Chat. Particularly there was the one GC when discussing the first wave of warrior buffs since HoT (rifle changes) where he struggled to find the Crack Shot trait for a solid two minutes and they had to switch camera focus, probably so somebody could point it out.
Given his performance on GC in general, I’d be willing to attribute it to nerves and flustering which falls on the optimistic end of things. He’s a dev, not a presenter/PR, I know that struggle, whatever. But they chose him to present it. Problem is given the state of Daredevil, Dragonhunter, and Berserker on HoT launch people I know were more than willing to assume the pessimistic end of things that he simply didn’t know what he was doing, or much anything about the classes he was in charge of. Not a good look, that could be clarified by practice in public speaking.
But then again, reading the DH blurb on the HoT website even seems confused. It looks to be written to try to justify the design decisions rather than describe a cool new function.
If anyone knows, would this qualify as LFG abuse under the “report” functionality? Ordinarily I’m all for letting people be kittens, but a forced takeover of an “all welcome” LFG posting seems a bit wack.
Otherwise just gotta keep rolling that LFG RNG and pray you don’t get a bunch of worthless troglodytes; a feat much more difficult than you’d think.
Develop your own opinions. It’ll work out better for everyone.
TBF opinions can be wrong.
Traps take zero skill. It should be a gimmick build and not the main build for a guardian. I’d prefer to see support guard or even medi guard buffed to become meta again.
Were you born yesterday? Traps aren’t passive, and neither are spirit weapons. Traps can be countered by a single button: the dodge key. Not only that, but spirit weapons are some of the worst summons in the game, if not THE worst (shoutouts to bow of truth). By your logic scrapper gyros and ranger pets need a super nerf, to the point where rangers are unplayable since pets are “passive”.
“Even medi guard” bruh where have you been for guardian class discussions? Meditrapper (notice: medis are an important part of this balanced breakfast) is the only build that appears close to useful. The general consensus is the more traps you have the less likely you are to live long enough to actually help.
Well people swear by mace but its a melee weapon man all this posts are making me wonder if playing a guard was really the right choice, ive already spent money on him.
? Mace and sword are both melee. Sword just has projectiles on third strike of auto in melee range, and sword 3 has kittenty projectiles to 600 range but they’re so slow they might as well be melee since they don’t hit otherwise.
He brings up some good points but it’s solely based on PvP for the most part. Made me sad though, such a kittenty class. xD
I mean, it’s not like we have retaliation WvW or PvE builds either.
Man, you got me really good. 8/8
I think it works on the throw but not the pull. Not sure because it’s been a while since I’ve used radiance and DH at the same time.
I agree that guardians can use some help. Just no buffing traps or spirit weapons. Passives are not fun.
U wot m8?
Inb4 hammer damage nerf because “We noticed DH has had too strong a presence in PvE, specifically raids. To compensate we’re slightly buffing the damage of revenant sword and druid staff.”
A spam sandwich heavy on tomatoes and lettuce. I find a nice wheat beer goes nicely with it.
It’s just going to be a minor mid-quarter tweak like they’ve been doing. No long preview notes because it’s unlikely to be anything big. Most likely a shave here and a polish there.
I see mostly DHs running frontline. The new virtues are really good. Durability runes and boon duration food also make a big difference.
What does what you see have to do with why the class has niche demand? The new virtues aren’t what make guardian near-mandatory on frontline, that would be what I listed above. Durability runes and boon food are better served on frontline heralds, but durability runes are still way too good in general. New virtues do have really good active effects, but the cast times means they don’t work as well on the frontline when you’re up to your eyeballs in AoE’s and CC and you need to keep everyone moving forward.
It’s funny because while DH might be suffering in pvp they’re basically mandatory in wvw.
You mean base guardian? I believe that’s due primarily to a shout (“Stand Your Ground”) and a grand master trait (Indomitable Courage). Since I started playing the game those were two pillars that haven’t lost use because stability is helpful, but most everything else offered is replaceable.
Aren’t there already some skill splits though? I.e.: in pvp access to certain stat sets/runes (durability) is barred. If I remember correctly they changed superior sigil of energy so in pvp it only grants vigor. If that isn’t proof enough that it’s too late to simultaneously balance around three separate game modes:
Retaliation is a boon. It scales off power because soldier’s was the original tank set. In PvE it’s negligible because everything does a few hard hits instead of many weak ones, and trying to tank damage and “wear them down” is pointless because the enemies are pretty much health sponges. But in PvP and WvW (according to the wiki) retaliation damage is reduced by one third.
Torment and confusion are terrible PvE condis from what I hear. Most enemies, again, attack infrequently and don’t move around too much. Old content mobs take an action once every few seconds, and you don’t want them moving too much or you waste AoE’s. But (correct me if I’m wrong) one of condi mesmer’s main strengths in PvP lies in confusion.
In WvW structures only take damage from raw power (non crit). It seems to be a balancing point between raw power and condis as well as an immersion aspect, so for instance there’s always some practical reason to take soldier’s over dire. In fractals they changed mechanics to better suit player builds, so you can now make gates bleed and stab ballistae in the eyes (apply condis and crits).
There are a couple ways to try and address these disparities: one is to balance separately between the game modes, which is undesirable because ideally you should be able to use similar builds with comparable performance in all three to success (too late for pvp, hold all these wack amulets and RIP soldier’s). The other is to redo most of the PvE mobs to behave more like players: similar actions/effects, more movement, etc. but this would take an obscene amount of time and work. What we have now is some slight differences between the game modes (except pvp where they’re pretty huge) but balancing has to be tried in all three and it’s failing. Pretty sure nobody plays condi mesmer in PvE.
There are a couple things that bother me about this character. First: no matter how many times and ways she may say she isn’t a child, her actions both in LS2 and HoT (didn’t play LS1) show that she either is or should still be treated as such. Throwing tantrums, running away, endangering herself and others; I actually laughed when in HoT she demanded to be treated as a “regular team member” and my character agreed like an idiot (or a liar depending on how you look at it). The way her character was presented demonstrated she was at least a little unfit to make her own decisions, and the fact that she was agitated because my character kept making sure that she (an underage, rash individual) was absolutely sure she wanted to risk a horrific and gruesome death by performing a dangerous action only reinforced my opinions.
Second, the way she defines “being treated like a member of the team”. Every time her character brings this up in dialogue, what is actually meant is that she wants to be on the frontlines, head of the assault, however you want to put it. Her traits are: genius, physically inept, young, easily frightened. None of these are the kinds of things that would make me want her on a vanguard. Braham is the frontliner. She’s the squishy mage to be kept safe at the back where she can do the most use. Braham would be worthless there. This would be like keeping Braham’s presentation the same but in the lab of HoT having him demand he be treated like an equal member and be allowed to be the one to attempt accessing the Asuran databanks. It wouldn’t make any sense, because part of being a team player is playing to your individual strengths to improve the team. Taimi would be terrible at fighting and making hard decisions (Braham is too for different reasons), but instead of trying to purely make the most of her strengths and let her teammates cover weaknesses, she insists that her weaknesses are actually not. And that’s weird and not how group development works.
As stated above. They were probably too busy trying to solve the extreme negativity and player loss to worry about fixing spaghetti code. In this case I’d be willing to assume cycling ABL back in this quick required the use of panic mode.
This is a discussion because I want to understand how other players play the game.
Other players enjoy different things and make different decisions because of that. I for example would find 2v1 fight waste of my time because it doesnt satisfy me at all and the reward of 1 lootbag is kinda useless to me. For some other player the enemy must die is the very important thing and they enjoy hunting down and destroying their opponents!
Also I believe most of the 1v1 fights aren’t duels that people have agreed to. Its people moving from point A to B and just meeting in the middle by accident and end up fighting. Also there are thieves who hunt for lone targets ect.
I get what you wanted, you asked a simple question that’s fine for answering. I just don’t get how some people are trying to duke it out over some kind of ethos.
Easy there, there’s a time and place for balance complaints but this isn’kitten
On topic: I don’t see why this is so much of a discussion. WvWvW is meant for a bit of freedom. If you want to “duel honorably” go right ahead. But it is competitive so you shouldn’t be surprised if nobody cares about your dueling. I step in on any fight I think stands a chance of winning/forcing a disengage because red is dead and as a frontliner I’m too used to being preyed on by roamers to stand by.
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