I don’t really think people want more PvE in WvW to be honest.
Many WvW:ers seems to be very adamant against even the slightest addition of PvE.
well I disagree. When I got into GW2, Its what was expected out of WvW to be a form of RvR.
What separates that from the PvP, is that PvP is just as it title means which is, Player vs Player
Realm vs Realm is factions and their story, fighting against each other. The story could be PvE, from both factions fighting. But it also includes PvP as well
I was thinking.
What did I like about Old AV in vanilla WoW, and how could it improve WvW.
Well I had an idea.
How about adding more objectives and task in the WvW map that doesnt have anything to do with the current building/structure defense/capture,
or the current NPC faction battles.
How about some kind of collection feature around the map for WvW use to upgrade players with special passive buffs
as well as a way for players to collect these resources for spawning special powerful mobile NPC units to attack enemies on the map. Like the Calvary in Old AV, were powerful and useful. Or the boss summon event was also awesome, because they did massive damage and cause major destruction.
Also how about a few Faction Bosses, that arent a push over battle, with powerful NPC guards in the room with them that can do some serious one shot damage to non prepared/skilled players. These bosses can be less defended by walls, and more require player defense themselves, but make these bosses the close to the starter waypoints. This is sort of like the way Old AV main boss structure was designed. They defended by camp, but walls dont need sieging to get to boss. But boss did major damage, as well as being guarded by powerful guards that needed a tactical pull to pull aside a guard to take them out one at a time ,or risk major wipe from Guard’s AoE.
Each Guard could have a unique ability to summon vet pawns that will attack downed players. Could make or break the zerg.
I like that, because its exciting and unpredictable.
Simple question
but how can WvW made MORE FUN?!
EoTM isnt doing it for me without a new layer of gameplay added like Airships battles with ground to air, and air to ground battle.s
maybe Underwater zones in it as well for Navel combat as well.
Some reason, a lot of servers no longer doing TM event anymore. what happen?
Arenanet = Skynet before they get the air support?
bahahahahhahha
I also would like this. Or at least make Elites actually elites, and not just long cooldown utility skills.
Right now, whether you’re in a zerg or with smaller roaming group, once you fall of the map or die for whatever reason, it’s often impossible to get back to your teammates.
The map is big and a little complicated with limited ways of traveling routes to certain positions. It really becomes impossible when certain objectives flip and there’s nobody to help you flip it back.
I find this the biggest flaw in this map design, and hopefully this will get attention. It should be possible to rejoin your guildies or teammates again with some more ease. Enable waypoint building or something.
https://forum-en.gw2archive.eu/forum/wuv/wuv/Airship-battles-in-EoTM-come-on/first#post3605605
Check out my suggestion for Airship that functions as a waypoint that can be destroyed.
I’d leave so fast.
Mind if I ask, but why do you all want to leave, just because others get a faster way to level up or skip levels?
How does somebody’s else level effect you?
They can already choose how fast they want to level to a certain extent. So how would this be any different.
Some people dont enjoy leveling.
MMOs started off with no character levels like GW2 uses. So it can work.
But after Everquest all other MMOs used this Level grind system.
Its not fun for all people that enjoy MMOs or RPGs. So why not make both groups happy and allow them to choose if they want levels or not on their account/character?
I want to add my 2 cent
I been saying this for a while now. Thief stealth is OP.
golems are siege weapons that can move. they do this via the transformation func. it’s not a matter of the engine. it’s not a graphical question. if you can move your character around then that’s proof enough that it can be done if they want to. just develop a way to move up the y axis, and the rest for controls.
I agree. they already do this with water combat
There is Poll on Mounts
So far Majority do not really want mounts.
Every vote counts so please vote
http://www.gw2wvw.net/content/should-gw2-have-mounts-horses-dragons-closes-27feb
Thats not the same. Since these would be vehicles. For battle. not just transportation.
Sounds like a Sylvari Elementalist … Scepter and focus for ranger? Na. Melee Staff? Yes.
Rangers are part Druid. so makes sense.
Porcine F2 just needs to do what ele conjures do, and have the item go straight into your hand on use.
In fact, I would say take it one further, have it go into your hand AND drop one! That ONLY people on YOUR team can pick up! (because its current state is completely laughable—not only do I have to drop and item and pick it up, but I have to pick it up before my enemy can get it!? what)This is probably asking for way too much however. A skill that not only works properly, but is useful too? Gasp.
YAY GREAT IDEA!!
because dolphins are peaceful animals. they would never get into a fight. that’d just be downright rude!
Killer Whales are a type of Dolphin, not a Whale. Their name comes from the fact that they are killers
i dont think the gw2 engine really supports this idea. i cant recall any instance in the game where the player is able to pilot/drive/ride anything at their control. everything is either stationary or given pre-determined paths.
which also explains the lack of mounts.
I dont know about that, since WoW has a old engine and was able to add flying mounts.
Why not GW2 as well?
This could be so cool if we could have Airships in EoTM piloted by players to bomb enemy ground forces and battle other Airships that slowly fly around the map.
Airships could have special abilities like rockets, and bombs of course, but could also have some kind of Ability to carry a certain amount of allies in it, and release them when they are ready, for some kind of air ambush on enemy forces.
There could be a new type of Turret on the ground for battling it out against Airships from the ground, controlled by players of course.
Airships could also have special turrets on them mounted by ride-alongs that debuff enemies and place boon consumable and environmental weapons on the field for allies to use them.
There could even be different types of Airships to use with different roles.
Like a for example:
Support Airship:
Has Healing turret and Boon maker. Also makes Environmental Weapons for ground allies to use. Can Rez down/defeated allies with single use special.
Cargo Airship:
has the most player capacity load. Able to carry more players as ride-alongs. Slower than all others, but with mounted turrets for passengers to use.
Bomber Airships:
Rockets, and bombs. Faster than other ships, but fragile.
Titan Airships:
Great armor on these ships, able to hold a nice sum of passengers, and can spawn other Airships from here. Acts as a timed Waypoint as well for its special ability. Creates Environmental weapons for troops to use. Cost the most to make this ship.
NVM I see this game has better numbers than other WvW modes
Something need ot be done about the damage in EoTM. Its currently over the top from all sources (NPC and Players)
nvm I see its here now. Didnt know about this patch
I havnt played EoTM or been following it much, but how about Meta Events with monsters that are some how Server vs Server related like the bosses in Old AV in WoW effected the battle.
Adds a PvPvE layer of gameplay to the PvP. I love that in a MMO.
When is EoTM coming out?
Ele- sword (main hand) Shield (off hand)
Mesmer- pistol (main hand)
Warrior- torch (off hand)
Guardian- Axe (main hand) Mace (off hand)
Necro- greatsword
Engineer- mace(main hand and Off hand) and hammer and Torch (off hand)
Ranger- staff and Scepter (main hand) and Focus (off hand)
Thief- mace (main and off hand)
I would like to see the ranger get a Staff/ Scepter/ Focus weapon to go with the current list of skills.
take on a magically druid role more than it already does.
Staff, I would like something like the following:
1) Damage channel attack, that heals nearby allies for 5% damage per second.
2)Blow back attack that removes conditions on allies in cone.
3)Lighting ground target attack, that knocks back enemies in the area, and grants allies next attack a chance to discharge lighting (up to 5 allies).
4)Channel healing skill.
5) Druid Form Seed is summoned- that transform the allies that consume Seed into a random creature based on Archetype (Soldier / Adventure/ Scholar) gaining 6 unique skills.
for Scepter I was looking for something like the following:
1)ranged attack chain, final attack granting protection and regen to nearby allies.
2)Rubble attack that sends a wave of rubble and rocks to knock down enemies in its way.
3) a Star beam that damage enemies removing boons and transferring them to nearby allies.
Focus item can be something like the following:
4) Leaf Fall from the sky causing regen and vigor to allies in the ground target, and extending boon duration on effected allies by 1 second per 1second within the Leaf Fall duration area.
5)Vine Field that snares enemies inside of it and damage and causes bleeding, wall of vines make it unable to pass.
Any suggestions on which to get?
So With a lack of clear answer, you think that rifle will not bring anything.
Rejected.
What? you said that!!
A rifle and Bow are two different weapons in this game.
In GW2 weapons have skills linked to them that are unique to them per class.
a Warrior has both Rifle and Bow, yet neither are the same. So your argument is not liable.
What would rifle bring to the table that longbow doesn’t?
umm,,, new skills…
Because Weapon attack range doesnt make weapon skills the same. I hope you know that right.
(edited by Knighthonor.4061)
I just have enough for one of these skills. I am level 40.
Which should I get at the moment for Events/WvW?
I like to play Support role with spirits buffing allies, and healing allies when I can. Thats my favorite role. So kind of stuck between these two skills. which would you all suggest?
For ranger Porcine pet, make Forage into a ground target please.
I have a question.
In I am in a zone that is full, and I waypoint to a nearby waypoint in the zone, will I risk being ported to overflow server when doing that?
Whats the best way to solo grind powercores?
I dont have any real life friends that play GW2 often.
and nobody is answering map request for assistance. so what was the meant way to grind these things solo/ Because I need 20 something more cores.
I am getting extremely annoyed by these probes, They are very hard to solo.
anybody can inform me on this?
Is Compassion Training of any good use?
Apparently there were no levels in the alpha and it freaked out testers so much that they put them back in. People just can’t handle change I guess.
If thats tthe case than why is EQN so popular for getting rid of levels??
Are the Largos those Dark Elf Emo Manta Ray dudes?
Aye.
They look cool. have to admit that.
the primary reason is to gate content.
As a game designer, one of our major concerns is not to overwhelm players by letting them do EVERYTHING right off the start while having no idea how. Levels let us give players an idea of what is within their scope.
Levels also allow us to scale the complexity of the game. Intro zones need to be simple for new players (and less so for experienced players trying out classes they have never used before). However, the game would be extremely dull if the mechanics never evolved beyond that. As the player gains knowledge of mechanics, those mechanics can be combined in new ways to create more and more difficult encounters.
Without level as a gate however, it is far more difficult to design one area to be more complex and difficult than others. We can’t be sure if that player in our “end-game” zone has <1h of /played under their belt, or 100h.
This would be logically true if not for the flaw in this logic which is WvW/SPvP, which is far more harder to master than anything in PvE.
Yet people can freely enter it from low level.
not sure what to use these on. I keep collecting them but they stacking in bags. dont know what to use them on, since the wiki pages also dont explain it.
Is it just me, or does Empower look like a mighty fart?
My UI for events still say Blood and Madness close doors.
How do I complete this?
NVM I see what is wrong. its a toggle option.
(edited by Knighthonor.4061)
Get rid of levels in this game please
Adding some life/soul to the game, never played a mmo with such meh npcs/story and the lack of care for my own characters is shocking could delete at will just the ugh got to level again.(charr tibbit? Was great tho)
wouldn’t even think about deleting my ranger in gw1 or drood/hunter in WoW. Not quite sure why it’s the case for gw2 maybe it’s the shallowness of the game or something at times feels more like and arcade game more than a mmorpg.
I believe it has to do with how unattached the characters are to the world. From the lack of Quest, which IMO, makes your character not seem impactful on the world’s story,
as well as how the lack of quest also makes Events the main story teller outside of personal story missions which dont even seem well linked together.
Dont forget how Anet doesnt even explain the story behind PvP that well.
in WoW, we had a story behind each Battleground in Vanilla WoW. the Horde vs Alliance thing also had a story, even in the PvE it had story. Not here in GW2.
Also the lack of endgame progression interest. Endgame in GW2 didnt interest me. I actually spend more time playing alts now that the server population died down after launch.
Also the later zones arent even interesting beyond the big events. I wouldnt even want to go to those zones if it wasnt for the interesting timed events being there.
Also how Guilds dont feel like they even matter at all. the lack of trinity makes the game feel like a multiplayer solo game. So the community doesnt really attach beyond jokes and trolling in the chat.
so many more…
This is my pov of course, share yours.
But with GW2, as time moves on past the pre beta hype.
What would keep me interested in playing GW2;
*Housing Voxel system-
*New Profession class of Melee Soldier-
*New Large Scale PvP Modes for SPvP-
*New Maps and mechanics for WvW gameplay-
*New Crafting and Gathering system that are more interactive-
*New Teq-ish design type Events for all level ranges-
*New Zones but less Rizen focused-
*New Weapons along with new Weapon options for classes-
*New Skills along with new Skill discovery system-
*Less leveling content, and more Endgame content design. Reduce the need for leveling for low levels.-
*More Minigames that fit into Endgame progression content, instead of a side piece.-
*WvW progression pooled across alts-
*More cross alt interactions between account characters in some major format-
*More Racials and race defined features.-
*New Armor type for new Arch-profession line-
*Fixed to the flawed Control/Damage/Support concept.-
*New Trait system or a new added Talent Tree system for classes and other roles-
I would like to see how others could make suggestions for these ideas. Because new idea on these would totally extend my enjoyment.
(edited by Knighthonor.4061)
you all on the first 2 pages are forgetting what the term “Bug” means.
its a design in the software that wasnt intended. thats what a Bug is. they never intended people to use these items for series forms of PvE, but mainly for small PvE stuff and added role play.
yay this is a great idea. as long as its queueable for pugs. I dont like wasting a server jump to play a dead Teq battle that sent me to a over flow
===
~HYBRID~
Since these new stat changes are built around players making builds and gear to fit their build.
Players can also spec into hybrid gear/build roles, to apply their effect to the needed role.
example. a Player may want to be a combo of Control/Support. They can stack Fortitude/Authority/Rejuvenation and help prevent Defiant from getting to their group for shorter durations than Full Control build players, but can also toss some good regenerations on allies when they need it. Or they could have stacked some
Fortitude/Authority/Power/Wisdom/Toughness, and make a control build that would be all about doing damage to the target while keeping Defiant mobs away from allies, with more defense, at the sacrifice of better damage or better healing.
There are so many ways to combine stat builds, as well as skill builds using this system to keep things unique and interesting.
but Damage would no longer be a role that is most important. Other Stats and other roles are more important in this system to make it so that everybody has a role in the battle. This could lead to some interesting battle fights.
Should my team take 3 control players 1 Damage player, and 1 Support player at the risk of less damage (more Gauged Ultimates in the fight) but less damage in between Ulitimates.
Or should we bring 1 Control player, 3 damage, 1 Support player, in which the control player helps control the Defiant, with Damage players bursting down NPC HP before Ultimate goes off, with the Support player keeping the Damage players up and active as they will be taking more damage.
Or we can make a 2 support player, 2 damage player, 1 control player, into the fight, less CC, but with 2 support players we should be able to negate the Ultimate a bit from the less damage.
Or 2 support players and 3 Damage players, damage down the Defiant, before Ultimates go off, while two support help keep the party up and active, while enhancing boons to improve the damage players.
so many ways to form a party. Risk and Reward.
I posted my suggestion for fixing GW2’s flawed Trinity system.
Check this out. post here as well.
In Guild Wars 2, the Trinity was supposed to be
Control/Support/Damage
Each part working together to win the PvE encounter.
Problem was the Overpowered way Control skills work, as well as the limited usefulness of Support skills, developed Damage into becoming the ultimate role in the game.
Well I have developed a solution to this. My goal is to make ALL THREE ROLES equally useful in the PvE encounters. So of course some changes would need to be made if this solution were to be used. I will try to explain them each.
====
~GENERAL~
Gauged Ultimate skills:
this is a timer , that once depleted will make the Defiant NPC more powerful, and unleashing powerful skills that can do lot more harm to players. There are different levels of Gauged Ultimates. As the timer depletes, if the mob’s HP isnt past a certain percentage, the Defiant unleashes an Ultimate.
======
~CONTROL~
Control, or CC as some call it, is a skill that disables or reduces/controls movement in some way.
Examples from the wiki
Daze
Fear
Float
Chilled
Knockback (Push)
Immobilized
Launch (Blowout)
Pull
Blind
Sink
Crippled
Stun
Petrified
The overpowerness of this comes when players make control builds in numbers. It risk NPC being locked out and becoming just a training dummy with large HP pool.
Unshakeable and Defiant was added to counter this, while the side-effect of this was the elimination of the Control role from the trinity.
My solution to this:
Add a new stat-line to the game called “AUTHORITY”. this stat would be found a new gear set made for Control role.
Defiant: (NPC Boon)
Defiant is a bit different now. Unshakeable is gone. Defiant doesnt make NPC immune to Control effects. But what it does do now is reduce all Control effect’s duration to 0. this is different from Immunity, since it still effects the target mob.
Authority: (New Stat)
this stat increases the duration of all Control skills on Defiant mobs by a Percentage of a second. More Authority equipped, the longer the duration of your CC will last on Defiant mobs.
Fortitude: (New Stat)
Reduces damage from Gauged Ultimate skills, as well as reduce damage from Defiant NPC by percentage.
Toughness:( stat)
Increase Armor, as well as reducing the duration of Control effects used against you.
Players that want to play a control role in the group, need to stack some Authority in their gear/trait build. This will allow their CC skills to have a duration on Defiant mobs, at the sacrifice of a bit of damage stats / damage skills.
Defiant NPC now have a Gauged Ultimate skills that they can use once timer goes down, that has some powerful effects. So group still needs to balance around both Control and Damage. Kill the Defiant NPC before the Gauged Ultimate goes off, while controlling the fight well before the Gauged Ultimate goes off, otherwise NPC will do major damage to players and groups. Players can build up a more defensive control build that is a hybrid of Fortitude and Authority to control the fight as well as resist against mobs of power.
====
~DAMAGE~
Damage role is vital for the group, when it comes beating down a Defiant before Gauged Ultimate timer depletes. But Damage dealers will rely on Control players and Support players to to stay up and max effectiveness during the fight and between Gauged Ultimates.
=====
~SUPPORT~
Deals with maintaining a healthy, and powerful group. Specializes in:
Healing, Rezzing, Booning, Cleansing, weakening.
Some changes made.
Healing Power: (stat)
Effects all sources of healing similar to current system.
Rejuvenation: (New Stat)
Increase the healing effect of Regeneration, and reduces the revival time of down and defeated allies by a percentage.
Wisdom: (New Stat)
Increases the duration of Boons by a percentage of a second.
Support players will be a major part of a group, and helps enhance both damage and control players in the group.
=====
(continued)
Seriously something need to be done about crit and damage in PvP side of this game. In other MMO games I have played, the gear usually has some sort of PvP stat for reducing damage.
This game needs a general damage reduction stat balanced for PvP instead of PvE. Toughness is no good.
Not sure why this was moved to profession forum. I didnt say a thing about any professions.
===========
~HYBRID~
Since these new stat changes are built around players making builds and gear to fit their build.
Players can also spec into hybrid gear/build roles, to apply their effect to the needed role.
example. a Player may want to be a combo of Control/Support. They can stack Fortitude/Authority/Rejuvenation and help prevent Defiant from getting to their group for shorter durations than Full Control build players, but can also toss some good regenerations on allies when they need it. Or they could have stacked some
Fortitude/Authority/Power/Wisdom/Toughness, and make a control build that would be all about doing damage to the target while keeping Defiant mobs away from allies, with more defense, at the sacrifice of better damage or better healing.
There are so many ways to combine stat builds, as well as skill builds using this system to keep things unique and interesting.
but Damage would no longer be a role that is most important. Other Stats and other roles are more important in this system to make it so that everybody has a role in the battle. This could lead to some interesting battle fights.
Should my team take 3 control players 1 Damage player, and 1 Support player at the risk of less damage (more Gauged Ultimates in the fight) but less damage in between Ulitimates.
Or should we bring 1 Control player, 3 damage, 1 Support player, in which the control player helps control the Defiant, with Damage players bursting down NPC HP before Ultimate goes off, with the Support player keeping the Damage players up and active as they will be taking more damage.
Or we can make a 2 support player, 2 damage player, 1 control player, into the fight, less CC, but with 2 support players we should be able to negate the Ultimate a bit from the less damage.
Or 2 support players and 3 Damage players, damage down the Defiant, before Ultimates go off, while two support help keep the party up and active, while enhancing boons to improve the damage players.
so many ways to form a party. Risk and Reward.
In Guild Wars 2, the Trinity was supposed to be
Control/Support/Damage
Each part working together to win the PvE encounter.
Problem was the Overpowered way Control skills work, as well as the limited usefulness of Support skills, developed Damage into becoming the ultimate role in the game.
Well I have developed a solution to this. My goal is to make ALL THREE ROLES equally useful in the PvE encounters. So of course some changes would need to be made if this solution were to be used. I will try to explain them each.
============
~GENERAL~
Gauged Ultimate skills:
this is a timer , that once depleted will make the Defiant NPC more powerful, and unleashing powerful skills that can do lot more harm to players. There are different levels of Gauged Ultimates. As the timer depletes, if the mob’s HP isnt past a certain percentage, the Defiant unleashes an Ultimate.
==============
~CONTROL~
Control, or CC as some call it, is a skill that disables or reduces/controls movement in some way.
Examples from the wiki
Daze
Fear
Float
Chilled
Knockback (Push)
Immobilized
Launch (Blowout)
Pull
Blind
Sink
Crippled
Stun
Petrified
The overpowerness of this comes when players make control builds in numbers. It risk NPC being locked out and becoming just a training dummy with large HP pool.
Unshakeable and Defiant was added to counter this, while the side-effect of this was the elimination of the Control role from the trinity.
My solution to this:
Add a new stat-line to the game called “AUTHORITY”. this stat would be found a new gear set made for Control role.
Defiant: (NPC Boon)
Defiant is a bit different now. Unshakeable is gone. Defiant doesnt make NPC immune to Control effects. But what it does do now is reduce all Control effect’s duration to 0. this is different from Immunity, since it still effects the target mob.
Authority: (New Stat)
this stat increases the duration of all Control skills on Defiant mobs by a Percentage of a second. More Authority equipped, the longer the duration of your CC will last on Defiant mobs.
Fortitude: (New Stat)
Reduces damage from Gauged Ultimate skills, as well as reduce damage from Defiant NPC by percentage.
Toughness:( stat)
Increase Armor, as well as reducing the duration of Control effects used against you.
Players that want to play a control role in the group, need to stack some Authority in their gear/trait build. This will allow their CC skills to have a duration on Defiant mobs, at the sacrifice of a bit of damage stats / damage skills.
Defiant NPC now have a Gauged Ultimate skills that they can use once timer goes down, that has some powerful effects. So group still needs to balance around both Control and Damage. Kill the Defiant NPC before the Gauged Ultimate goes off, while controlling the fight well before the Gauged Ultimate goes off, otherwise NPC will do major damage to players and groups. Players can build up a more defensive control build that is a hybrid of Fortitude and Authority to control the fight as well as resist against mobs of power.
============
~DAMAGE~
Damage role is vital for the group, when it comes beating down a Defiant before Gauged Ultimate timer depletes. But Damage dealers will rely on Control players and Support players to to stay up and max effectiveness during the fight and between Gauged Ultimates.
=============
~SUPPORT~
Deals with maintaining a healthy, and powerful group. Specializes in:
Healing, Rezzing, Booning, Cleansing, weakening.
Some changes made.
Healing Power: (stat)
Effects all sources of healing similar to current system.
Rejuvenation: (New Stat)
Increase the healing effect of Regeneration, and reduces the revival time of down and defeated allies by a percentage.
Wisdom: (New Stat)
Increases the duration of Boons by a percentage of a second.
Support players will be a major part of a group, and helps enhance both damage and control players in the group.
=============
(continued)