Not this high-horse idiocy again.
Very constructive of you.
About as constructive as yet another one of these threads, don’t get kitteny.
Except my post is constructive, and states exactly what I want done. It gets to the point, it gives feedback that can be taken positively or negatively. You choose to take it negatively, get up in arms, and start trolling. What does this mean? It means you’re part of the problem, and not the solution.
Congratulations on being a worthless imbecile!
I’m not gonna use the T word, but constructive my kitten , you’re here to just stir the hornets nest.
Where are the Mods when you need em.
Lots of confusion and mis-communication seems to be taking place on these forums, but hopefully this clears things up:
Good – Dailies that can be completed quickly through whichever facet of gameplay the player enjoys the mostBetter – A daily system that allows players to do multiple dailies if they missed a previous day: i.e. for players that are busy during the week, but that have lots of time to play on the weekends.
This sums it up nicely, thanks lol.
Well, it really depends on what effects it has for people compaired to others. Does it really hurt someone who plays sometimes if someone who plays alot has better armor? For the most part it really doesnt. The only thing that hurts casual sometime players is living story…
The thing is, dailies might “hold back” those who would have the time to play constantly, but that doesn’t necessarily “help” those who don’t have as much time to play, it just punishes those that do.
Hard dailies do hurt casuals though, because if you miss a single day, that’s progress that CANNOT be made up for, it’s lost forever, you’re forever one day behind, being able to save up x7 dailies would make that much more forgiving and would actually be helpful to casuals.
Again casual meaning, players that can’t play a lot.
And repeating again, this isn’t just a change for casual players, but for everyone, even I miss dailies even though I have plenty of time to play, and it’s a sucky feeling. I would much rather be able to save up 2-3 days and pound them all out in one sitting.
As said it works great in other games, don’t let your hipster-esque pride of “WE NEED TO BE DIFFERENT TO BE DIFFERENT” cloud your judgement on a feature that’s simply, superior.
Dailies don’t hurt casuals. Dailies give casuals more time before the pros get everything. I know people that even with time gating, got an ascended weapon in like five days. That’s without buying stuff from the market place. Without that time gating they’d have gotten it on day one.
Time gating makes it fairer for casuals, not less fair.
Otherwise some people would have thousands of laurels by now, and casuals would have far less.
And then you can’t play for w/e reason for a couple days? Then what? You’re behind and there’s no way to make up for that lost progress.
Right by not playing for a couple of days, you miss two laurels. But in those two days other players that had time could be ahead dozens of laurels. Being only two laurels behind isn’t worse than the alternative, is it?
Um, I’m starting to think you haven’t read my post. I never said to remove dailies, that was not the “alternative” I posted.
Dailies don’t hurt casuals. Dailies give casuals more time before the pros get everything. I know people that even with time gating, got an ascended weapon in like five days. That’s without buying stuff from the market place. Without that time gating they’d have gotten it on day one.
Time gating makes it fairer for casuals, not less fair.
Otherwise some people would have thousands of laurels by now, and casuals would have far less.
And then you can’t play for w/e reason for a couple days? Then what? You’re behind and there’s no way to make up for that lost progress.
Let me explain.
Taking a “casual” as in, is generally busy IRL and doesn’t have as much time to play as other players, if everything was time gated DAILY, meaning to keep up progress you have to log in literally every single day, then this actually hurts the casual player more than a “hardcore” player that has more time to play.
This is because someone who is actually busy IRL may not be able to log in to play literally every day, they may have to skip a day or 2 quite regularly, especially if you’re working like 60+ hours a week on top of other responsibilities, logging on every day to do your daily activities becomes a huge PITA.
Even I, as someone with plenty of time to play find Dailies to be a huge PITA, that constant nagging of “you have to log on now if you don’t want to lose progress” is a bad feeling.
Here’s a very simple suggestion Anet, I hope you can make it work too. Let “daily credit” stack up to x7. So each day you get a “daily credit” which gets spent on your daily activities. If you skip a day or two, those credits stack up so on the third day you could log in and get 3 dailies done in that day instead.
This lets you make up for lost time, this is a very simple system even Rift has and it’s fantastic, one of my favorite features. Anet could implement this for everything, Daily achievement, dungeons/meta events, etc. You would just need to have a UI element somewhere to keep track of this like :
Tequatl : x3 dailies remaining
Ascalon Catacombs P1 : x2 dailies remaining.
Ascalon Catacombs P2 : x1 dailies remaining.
Ascalon Catacombs P3 : x1 dailies remaining.
Etc.
If you imagine, you have a very, very busy week and only get to log on maybe on a Tuesday evening to play, you get a daily done and you’re off. Skip ahead to Saturday, you finally have some free time to play hard, you’ve managed to acquire x5 daily credits for everything and plow through them on your weekend off, no stressing.
(edited by Knote.2904)
It ain’t built in a year either by the looks of it.
And that’s cute, whipping out the high horse to berate people for being cynical and bitter, despite the fact that people have given tons of feedback, but when the game has stagnated for so long you can only be so hopeful…. so..
It shouldn’t be instanced. Instancing stuff is the thing you want to avoid the most when you want an mmo that has a living world, which gw2 is set to do. Ofc instancing stuff has it’s advantages but it also locks away players, which is why it isn’t a good solution.
Meanwhile overflow….
Not to mention, it’s not a living world if the same boss attacks the same small spot in the same map, in the same way, over and over…. what’s “living” about that?
I disagree. Fighting him in the open world and not being able to farm him every time you want adds to the content. You actually have to work with others in your server/community and it isn’t a guaranteed zerg win. If they made it instanced people would get a core group to farm it every day, and then it just becomes boring grind again because the content would be so trivial for everyone.
You can have the same open world version, cut down the required amount of people to like 30 and have it scale up, but make it more forgiving, like give it a longer timer.
Then have the instanced versions for organized groups that scale from like 10-60+, which could be harder, then also have a hardmode version, the rewards could be different for all of them too, so the open world version still has a very clear purpose.
If the instanced version for example was just a harder guild mission version, then it would just provide a nice challenge while giving the reward for a guild mission, which is different from the rewards of the open world version.
No need to completely kill off these open world effects, but it’s like Anet baked all the demographics into one clusterf*** event.
It definitely doesn’t need a longer timer. If done right, you can easily have 2-5+ minutes left on the timer. So many servers get discouraged because the first 25% of his health takes up 7-8 minutes of the fight with a good group…the rest is pretty easy from there.
Besides, this post/thread is redundant because Anet’s already confirmed they…
A) Don’t want raids and won’t be implementing them…or anything above 5 members in a group for anything, really. They picked 5 because anything above that requires more time to find groups, and they don’t want people to have to wait for their party to fill up (also a big reason they don’t have the trinity).
B) Want to put in as few instances as possible
C) Want the world to feel living and changing, which random attacks/spawns on the open world promote
D) Are not going to add any hard mode feature. They confirmed that their difficulty that they put in is set that way, otherwise it divides the community. If people want something easy, do CoF, if you want something hard, do open world Tequatl (and hopefully soon other world dragons and bosses).
The biggest problem with having both an open world and instanced version of Teq is very few will want to do both. You’ll have theoretically 33% doing the instanced, 33% doing open world, and 33% doing both. Obviously those numbers aren’t exact, but statistically they should be relatively close in comparison. You’re causing a divide in the community which is never good.
TL;DR
Anet’s already confirmed they don’t want to do instances, raids, or hard mode, and for once I actually agree with them. I don’t see anything changing in Tequatl except possible server capacity, overflow, and/or guesting updates.
A) Don’t want raids and won’t be implementing them…or anything above 5 members in a group for anything, really. They picked 5 because anything above that requires more time to find groups, and they don’t want people to have to wait for their party to fill up (also a big reason they don’t have the trinity).
_
Meanwhile, an event that REQUIRES 80+ people and for them to all be organized, which requires more waiting than any normal “raid”.
B) Want to put in as few instances as possible
Meanwhile overflows.
C) Want the world to feel living and changing, which random attacks/spawns on the open world promote
What exactly is random/changing about the same boss doing the same attacks in the exact same spot 24x a day?
D) Are not going to add any hard mode feature. They confirmed that their difficulty that they put in is set that way, otherwise it divides the community. If people want something easy, do CoF, if you want something hard, do open world Tequatl (and hopefully soon other world dragons and bosses).
HOW in gods name does having an hardmode version of the SAME EXACT fight divide people? Instead they put all the demographics into one clusterf* of a fight which divides people. Overflow issues making it impossible to even play with friends/guildies or even on your own server.
And the fact that it requires as much organizations as it does, basically screws anyone who plays casually or is pugging, while also being a sloppy mess for those that are doing hardcore organization, because they have to deal with the massive amount of randoms also trying to do the event and dealing with overflow, etc. It’s a giant clusterf.
Also zerg content is terrible and Anet really needs to stop it before they ruin all the content in this game.
(edited by Knote.2904)
If they merged it they would probably make it a T2 trait anyway, requiring 20 points.
Having an instanced hard mode version wouldn’t lock anyone out unless the exclusive rewards are too good or unique or something.
It’s the same boss fight.
I disagree. Fighting him in the open world and not being able to farm him every time you want adds to the content. You actually have to work with others in your server/community and it isn’t a guaranteed zerg win. If they made it instanced people would get a core group to farm it every day, and then it just becomes boring grind again because the content would be so trivial for everyone.
You can have the same open world version, cut down the required amount of people to like 30 and have it scale up, but make it more forgiving, like give it a longer timer.
Then have the instanced versions for organized groups that scale from like 10-60+, which could be harder, then also have a hardmode version, the rewards could be different for all of them too, so the open world version still has a very clear purpose.
If the instanced version for example was just a harder guild mission version, then it would just provide a nice challenge while giving the reward for a guild mission, which is different from the rewards of the open world version.
No need to completely kill off these open world effects, but it’s like Anet baked all the demographics into one clusterf*** event.
Yea lets turn GW2 into Rift/WoW, good idea.
Ascended gear says what?
And just because there’s an instanced boss fight doesn’t turn the game into rift/wow, we have dungeons does that make us rift/wow?
Wanting to be different for the sake of being different despite having inferior content just makes you stupid, and a hipster lol.
Back when people were raging about the lacklustre Zhaitan fight, there were tons of threads calling for epic open world bosses.
Now that we have Teq 2.0, we have tons of threads calling for instanced raids.
I think player feedback is important, but devs need to look at the big picture and think about consequences. Not implement every suggestion spewed here and play whack a mole when problems arise.
It’s great that they actually spruced up the fight, it’s how it should’ve been on release however.
Then the fact that they make it REQUIRE 80+ people for some stupid reason, and give no good rewards, massive massive flaws.
The minimum required should be like 30 tops, you have scaling content Anet, use it.
Infact you can have “raid-esque” instance content that SCALES, that’s something other MMO’s don’t have as far as I’m aware, you can have a single raid that scales seemlessly from 10-80 people.
(edited by Knote.2904)
Since you’re implementing new options for ground targeting please include a new option that lets you continually use an ability if you hold down the key.
This is for spammable attacks like Engy Grenades/bombs. I know you guys can already do this, so please!
Welcome to raiding – challenging, team-based combat. WoW has had it since 2004 (as has most games that followed), and it’s said we have to “ask” for it in GW2 in 2013.
They missed the mark by not launching the game with this kind of content. We’d likely be talking a very different story today about GW2 if they had. But that ship as sailed.
This is zerging not raiding.
I WANT raiding.
Give us an instanced version please, thx.
Open world bosses that required a large amount of people, and a high level of teamwork (pre – WoW era) have been called raids for a long time, when did this become not raiding?
I don’t recall raids in Everquest EVER having solo players just coming out of no where to gather up onto a raid boss unorganized.
The amount of organization needed back then is more than what’s needed than even in instanced raids today.
And back then there’s no difference if it was instanced or not because it’s not like you’re having to compete with a giant mob of randoms.
So please, don’t even start lol, this is zerging not raiding.
I hate gathering/exploring.
I hate Living Story.
I hate GW2’s lore.
I hate Childish instances like SAB.
I hate facerollable content, content that takes literally 3 buttons to win – 1, dodge, heal.I love epic group content that requires tons of teamwork, coordination and that takes time to finish and is punishing.
Remember, GW2 takes everything I loved about GW1 and puts it in persistent world.
I’m waiting for content similar to DoA/UW/FoW/Urgorz/The Deep.
This is what’s so frustrating, Anet has shown they can do this, even in GW2.
WHY WON’T THEY DELIVER!!!!???
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Seems people here don’t understand opportunity cost.
“You should already have 200g worth of materials, it doesn’t cost a thing!”
… /facepalm
This needs to be rolled back or fixed, it nerfs the best way to level up alts easily and makes crafting leveling to 80 prohibitively expensive.
It is a fix. It fixes the problem of people leveling up all of their alts for cheap using nothing but crafting. If you’re going to be able to skip straight to max level in an hour with no fighting, it better be expensive.
Doesn’t make any sense to me that they would nerf it that drastically either considering this was supposed to be a game where you could play as you like and we all know a certain portion of every mmo community are simply crafters and nothing more.
If you do nothing but craft, why does it even matter what level you are? The are very few level restrictions on crafting, and you can easily make up the difference in experience from an experience scroll, gathering your own materials, exploring the cities, or daily achievements (including crafter, karma spender, mystic forgesmith, recycler, and laurel vendor).
Why should it be expensive? Levels are completely pointless in this game, why should I have to redo all this boring content (hearts/DEs) that I’ve done fifty billion times just to slowly grind to 80 before I can equip my char in gear and actually start doing stuff?
I’m playing a new char and now I don’t even feel like playing the game, I’m really not in the mood to do all this stupid old boring content for the hundreth time just so I have traits/utilities/gear and the ability to actually play the game (dungeons/wvw/etc).
This is incredibly stupid.
FYI: it was already pricey gold wise at 10 levels per craft.
I don’t really get people being upset about ascended weapons, I mean seriously, those 20 extra points doesn’t really make any difference. If you have full ascended trinkets it makes you better than someone with ascended weapons, and it’s a lot cheaper….
Weapon Dmg is probably by far the most important stat, an extra 100 weapon dmg is huge compared to some small stat gains.
i hate raiding. please never introduce that garbage.
I hate open world zerging, please give the option to do an instanced version with friends/guildies and people that don’t suck. Thanks.
Trahearne’s End
After years of accumulated hatred for this spotlight stealing, ratchet. hot mess, spinach head, the people have had enough. Trahearne, with nearly enough stolen thunder energy, is able to transform into Mega Trahearne, the likes of which you have never seen, a monstrous necrotic plant so large it blocks out the sky, and hogs all the sunlight, plunging Tyria into darkness.
New Area – Trahearne’s Stupid Little Island
A new hub area for the events of “Trahearnes End”, an island off the coast of Orr is available for players to do activities and venture out into the island Trahearne is located in, where new events will be available that also lead up to an epic meta event where you fight Trahearne himself.
New Instanced Content
While the open world meta event to fight Trahearne will be available, where the fight is a little more forgiving, you will also be able to gather your friends and guild mates to enter an instanced version of the fight for extra challenge and rewards. Scaling content allows you to take as little as 10 people to the instanced boss fight, and will even include a Valiant Mode for extra difficulty and skins.
New Jumping Puzzles
More jumping puzzles introduced in “Trahearne’s Stupid Little Island”, which include making it to the top of Mega Trahearne himself! No invisible traps or grinding, just participate in a fun and epic jumping puzzle!
New Achievements
Complete these new achievements for a new backpiece “Trahearne on a Stick”, a pointy stick with Trahearne’s cabbage-like head mounted on top, where it proudly and impress your friends and family!
Future Story
With the death of Trahearne, Scarlet’s boy toy and fellow attention glutton, Scarlet takes advantage of the situation to now steal the show once again, romping across Tyria, invading and never making any meaningful impact, just to have all the attention on her again.
(edited by Knote.2904)
Yeah…trying to join my friends in an organized overflow. I get a message saying it’s full. Gave up a few minutes later.
It’s interesting that the entire challenge of the entire event is dealing with the ego of a lot of different people, possible some trolls and afkers amongst them, and fighting broken game features that don’t have anything to do with the actual fight.
That doesn’t fit my idea of challenging but I guess it is for some.
All this, and then lag, because Anet expects everyone to be able to play with 100+ people on screen spamming particles.
I get like 10-15 FPS, it’s playable but it definately isn’t fun.
You could make the most fun event ever and it’ll be ruined by all the above issues.
I just want things like Mad King Lair, just a simple instanced Boss Arena, pick up randoms or go with friends/guildies and just do an epic well designed boss fight, with ideal rewards to match the difficulty, why is that too much to ask for? =[
That clocktower really was my worst nightmare, I hope I never have to see a jumping puzzle like that ever again. Though many people seem to like it so I’m sure anet will make more jumping puzzles just like it.
Well I know I raged for the first 40 or so attempts before I was able to clear it with 90%+ success rate, but it was definately a thrill, although I know some people can’t or don’t want to do TIMED jumping puzzles.
I’m just asking for more PURE jumping puzzles, not necessarily timed/race ones. But SAB was a let down for me because although there is some jumping puzzles in it, it’s mostly dealing with very obnoxious mechanics/traps and having to grind for lives, you shouldn’t have to grind to participate in this side mini-game, it doesn’t make sense lol.
Welcome to raiding – challenging, team-based combat. WoW has had it since 2004 (as has most games that followed), and it’s said we have to “ask” for it in GW2 in 2013.
They missed the mark by not launching the game with this kind of content. We’d likely be talking a very different story today about GW2 if they had. But that ship as sailed.
This is zerging not raiding.
I WANT raiding.
Give us an instanced version please, thx.
I’m not him obviously.
I just post his video here because I consider it important feedback.http://www.youtube.com/watch?v=qavTsIMGgnQ
Personally I fully believe that he should become a 40 man instanced guild mission, and leave an easier, less rewarding, version on the outside world, with a strict timer, that relies on all the event’s of the surrounding area.
I think so too, a guild mission that scales from 10-40+ people, and the overworld version can be slightly easier with a longer timer or something.
I refuse to partake in stupid zerg fests no matter how good your boss fight is, I’m done zerging in this game, yawn.
I believe that the Instanced Mission should scale on 40-100 persons.
This is the first Raid content, and it’s designed with multiple objectives and roles in combat for a large number of players.Just think for example that 6 people will mount the turrets. If it was a 10 man event, that would leave only 4 people actually approaching the boss to DPS it, there would be none for adds. If the event is tweaked so it wont have adds or any other threat on those on Turrets, then Wipe would no longer be an objective for failure and we’ll be right back where we started with the time limit demanding DPS builds, plus the fight would become easier and we don’t want that. Besides there are already are plenty small team Guild missions out there, and the game desperately needed a big raid mission!
The only reason I suggested as low as 40 people instead of 80 (the current suggested number) is for smaller guilds to have a chance in participating.
I meant scaling, like it could be raid content that actually scales to amount of people you take in, so it could essentially be a 10 man raid, or 20 man raid, or 40 man raid, etc, would scale just like events scale, except also have other things scale like the amount of turrets required and available.
Like 1 turret per 12 people or something.
And still 80 people is too much, I’d do no more than 50-60 personally, but if it scaled fine, let it go up past 100 then for giant guilds.
40 people isn’t a small guild, for a raid, a small guild is like 10-20 man stuff tops.
It could work really easily too, people plant the guild mission flag thing, guildies run up and enter the instance then the pre-teq events are up and the people start em at their leisure, beat it and you get the guild mission rewards, they could also have a hardmode version.
(edited by Knote.2904)
snip
One of Anet’s design goals was for each profession to feel very different. If you’re jealous of engineers, just play one. I guarantee you Anet will not make eles just like a second engineer. Don’t worry, eles will be back to being considered as good as engineers, as they were in the spring of 2013, or considered better than engineers, which is how they were regarded from October of last year up through this March or so. That’s all I was trying to say.
I have been playing one.
The 2 classes are much more alike than you think, Engy is just better developed and it’s core design isn’t inherently flawed like Ele trait/attunement system.
I don’t care if Bunker Ele was overpowered, even then it’s core design was flawed.
So far Engy is a better replacement, same sort of high skill, jack of all trades class but isn’t utter fail, I’ll go enjoy my 0 cooldown kits lol, have fun inflating your ego.
For months, engineers were saying “we’re like eles, but bad.” A few simple fixes later, the profession is fun, complex and 100% viable. Eles will be back in the meta quickly, no need to switch or lobby for massive buffs.
And still won’t be well designed and fluid like Engy.
That doesn’t make much sense to me. Engineers are crazy fun to play but they were kind of thrown together at the end of production (which is why they launched with hundreds of bugs and a couple ridiculously OP skills/traits). Eles were crafted elegantly over a long period of time.
One of the main complaints of engineers everywhere for the first 6 months or so after launch was how much “smoother” playing an ele felt. There was “natural synergy” between their attunements.
Even now, engineer’s best builds revolve around two kits that have 5 of the same skill, just with different conditions. (One reason why I don’t play those builds). I’m not bashing the engineer—by far my favorite profession—but the qq has gotten a bit out of hand if engineers suddenly are fluid and well-designed.
“Elegantly crafted over a long period of time”, what?? Lol.
Ele attunements/traits aren’t that different than back in beta, hell Conjured Weapons are STILL completely gimmicky bad versions of kits with inflated dmg as a bandaid fix to make them get used, even the abilities look like placeholders, boring abilities Ele already has.
Point is Engy having 0 cooldown on swaps makes them completely fluid, you can jump to literally ANY ability and use it when you actually need it, or fly through kits/abilities for dmg output.
If an Ele tries to rotate attunements to use dmg abilities or cooldowns you go through your attunements, use them once, then you’re stuck in an attunement for 9-14 seconds. Not to mention you HAVE to have 30 in Arcana to even have manageable cooldowns.
What’s that? You need to use your shocking aura? Too bad Air is on cooldown right now try again later—splat.
What’s that? You need your toolkit block? Well alright go ahead, oh now you want your flamethrower knockback or blind? Right here buddy.
Engy is basically how Ele should be, but it isn’t, hell Engies even have more combo’s and finishers by themselves than Ele does lol. Triple/Quadruple water/smoke/fire/light blast finishers anyone? Double/triple water fields? Yes please.
Careful what you wish for, they might make them as clunky as Attunements if that happens lol.
Pure jumping puzzles like Clocktower, and instanced boss fights like Mad King Lair.
Honestly these were the most fun content I’ve played, if stuff like this came out every 2 weeks I would be ecstatic. Clocktower had no BS, no lives to grind or invisible or frustrating mechanics like SAB, just pure jumping puzzle awesomeness.
Mad King Lair was just one simple arena and a really fun boss fight, not that many mechanics or anything but still really fun, no zerg fests like Tequatl, just group up with friends/guildies or even randoms and just fight a boss with a team. Oh, and even mad king lair was rewarding, the chest actually dropped some good stuff for the effort, on top of being just pure fun, amazing.
If there were more pure JP’s like CT and instanced boss fights like Tequatl (imagine this with like 10-40 people instead of 80-100 randoms), I would be the happpiest GW2 player.
The cynic in me expects LW to trash on the halloween activities I loved, like “grind candy corn for lives to do Clocktower!” or “Now Mad King is a giant boss for everyone to zerg in Queensdale ENJOY!”, with silly achievements everywhere, GAH.
(edited by Knote.2904)
Retaliation is incredibly broken and needs a rework anyway.
Why would Anet nerf % proc abilities/sigils by slapping ICD’s on them but not nerf Retaliation?
Why are rapid attacks punished but also not rewarded? What’s the point?
I’m not him obviously.
I just post his video here because I consider it important feedback.http://www.youtube.com/watch?v=qavTsIMGgnQ
Personally I fully believe that he should become a 40 man instanced guild mission, and leave an easier, less rewarding, version on the outside world, with a strict timer, that relies on all the event’s of the surrounding area.
I think so too, a guild mission that scales from 10-40+ people, and the overworld version can be slightly easier with a longer timer or something.
I refuse to partake in stupid zerg fests no matter how good your boss fight is, I’m done zerging in this game, yawn.
Well, using a comparison to LoL, new champs constantly being added (and sometimes items) also makes it harder for new players to settle in, but it works.
I would definately prefer having more, rather than less with balance being constricted tightly by the devs (which hasn’t worked out……. at all… so…), not only would the game be more fun, but there would potentially be more viable builds/playstyles.
Also, considering how important casual pvp is, especially if you want an esports, your casual pvp needs to be fun and varied, more skills helps with that, even if at a top level some skills/builds are viable who cares? It’s way more fun during casual pvp, and that’s important : fun.
Another comparison would be DotA, who has more extreme abilities/heroes with the concept of “everyone is overpowered in their own way” which not only opens up for a ton of strategies but is also way more fun even casually.
There are ways to make a game easier for new players to get into besides dumbing it down really hard and constricting the balance to death. Make it intuitive, clear, and easy to learn from mistakes, that’s really what’s most important (and one of GW2’s biggest problems, not the amount of skills).
Ele was my main forever. After playing with others and coming back to it (post nerf) I realized the class is borderline worthless. Now im not saying it cant work, because it does and it works well…. but, every Ele is forced into the same trait lines and similar build altogether. Its really bad. I was all for eles not having weapon swap but eff it you might as well give it to them since staff basically sucks anyway, let us have x/x and staff. Give the staff an auto attack similar to the guardians. With that said, ditch the clones on mesmer auto attack with scepter and increase the attack speed, no one will beg you for MH pistol anymore
I’ve given up hope for Ele as the devs don’t seem to really seem to notice how clunky and poorly designed it is, since they’ve said “Ele is fine”.
I’ve just rerolled to Engy where not only is your skill rewarded, but it’s actually fluid gameplay because of 0 cooldown kits lol, can swap non stop and use any ability I want when I need it, it’s like night and day.
So far Engy is a better replacement, same sort of high skill, jack of all trades class but isn’t utter fail, I’ll go enjoy my 0 cooldown kits lol, have fun inflating your ego.
For months, engineers were saying “we’re like eles, but bad.” A few simple fixes later, the profession is fun, complex and 100% viable. Eles will be back in the meta quickly, no need to switch or lobby for massive buffs.
And still won’t be well designed and fluid like Engy.
Meanwhile Ele’s in the corner sobbing uncontrollably while reading this thread lol.
(edited by Knote.2904)
Well first, as said above the lower the value of gold the lower the value of % gold because the gold drops are a fixed amount.
Anyway the way I look at it, if you farmed for an hour and got like 1 gold from drops, that would’ve been an extra 20 silver from the 20% gold find. If you got like 3 rare drops worth a total of like 1g, that 20% MF is roughly about 20 silver as well, and I think it also factors in for greens/blues.
Since the way I believe it works, and based on my drop rates with and w/o MF, I think it’s basically like : if you have 100% magic find and a 1% drop rate for rares, then you get a 2% drop rate, which means if you loot an average of 1 rare an hour that’s now 2 rares an hour, a 100% increase, so if you would get 3 rares and hour 20% extra MF would be roughly worth 20% of 3 rares, or 60% of 1 rare, somewhat.
I’d say MF, has more potential in the future as an investment too /shrug.
Active dodging/landing key abilities is BOTH strategic and twitch play.
Well fighting games do have a lot of strategy, but I’m still a bit confused as to which direction you wish the game would have taken. It’s much further toward the action side than 90% of other MMOs, which feels like too much to you—but these suggestions basically make it even more action-oriented. I like the feeling I get when I dodge a skill that I was waiting for and trying to avoid, but I also like that that’s not the only part of the game—some of it is positioning, steady damage, math calculations, juggling cooldowns, defensive skills, etc, just like a traditional RPG.
That’s the thing, there’s not that much of that going on, it’s too mindless and spammy atm, there’s not much option for intelligent play/dodging because most of the dmg is coming from non stop spam.
Not very well thought out.
The second you take away auto-attacks damage is the second you destroy power damage, there would be no reason to use power over condition damage.
We already have a condition damage meta, this would make power damage just worthless…
Also from your post history, I notice you play an Elementalist, the class which relies least on using auto-attacks because they spam so much. You would have to lower the damage of all four attunements greatly to compensate for having double the abilities after you removed the auto-attack’s damage.
So because of all that trouble, problems and work alone. I will have to give it a big fat “No”.
That’s not true at all lol.
You’re taking this too literally, reducing dmg from auto’s means reducing the overall dmg output that comes from passive/auto attacks, not the literal base direct dmg from auto attacks…. this also means reducing condition dmg output from auto’s and put more on active skills.
You can’t reduce condition damage without reducing the damage of every condition attack in the game.
I am taking it literally, because honestly this post offends me.
I meant literally as in, “reducing base dmg on autos” when I mean, reducing overall dmg output on passive attacks.
And offended? What? Lol..
If it does actually have a chance to proc per stack of condition applied, then I think you guys might be under estimating how good it is.
Mainly because of the fact that it can turn into a flat amount of duration of a boon, for example if something applies vulnerability x8 then that’s 8 chances to proc a 3s protection, etc.
If it works that way then it’s actually a bit overpowered in some cases.
This is one of those shaky technicalities, that even Avatar suffered from.
Lightning is plasma, but it comes from Air being superheated rapidly, which “heat” is sort of under Fire’s domain.
So who gets to control this? The person who controls heat/fire? Or the person who can control Air?
If a “water bender” can turn water into steam or ice, that means they can control the temperature over water, then shouldn’t an “air bender” be able to control the temperature of gasses? Thus being able to superheat air into lightning, or even condense it.
Shouldn’t an earth bender be able to melt rock into lava/molten rock?
I am actually talking about an ele running 0/30/0/10/30 and yes he is still using cantrips but his burst hits like a truck since my entire team can stack 25 stacks of might easy peasy.
25 stacks of might makes anyone hit like a truck.
Okay it hits like a rocket ship then… Not too mention eles have better team support through better blasts and combo fields.
Blast Finisher=Team friendly
Leap Finisher=selfish….Dude don’t even try. These eles just want to sit around qq because they are having trouble. I have even offered to show them the power of ele, but all they want to do is sit around and whine and hope their class gets a buff so its easier to play.
People with big ego’s like this are part of the problem, keep holding back a poorly designed class so you can feel pro, it’s really sad.
I’ve played Ele since beta, I was doing Staff bunker 1v3-5 BS IN BETA, before it even started becoming popular, blah blah blah, I’m not a noob, the challenge and constantly swapping is why I rolled Ele, it’s not rewarding despite all the effort however, not to mention clunky.
Instead anyone who likes the challenge of a class like Ele should just go play LoL where high skill champs like Anivia/Syndra, etc are actually rewarded for their efforts, this game utterly fails at it, which is funny considering how much it desperately tries to be like LoL.
So far Engy is a better replacement, same sort of high skill, jack of all trades class but isn’t utter fail, I’ll go enjoy my 0 cooldown kits lol, have fun inflating your ego.
Active dodging/landing key abilities is BOTH strategic and twitch play.
Well fighting games do have a lot of strategy, but I’m still a bit confused as to which direction you wish the game would have taken. It’s much further toward the action side than 90% of other MMOs, which feels like too much to you—but these suggestions basically make it even more action-oriented. I like the feeling I get when I dodge a skill that I was waiting for and trying to avoid, but I also like that that’s not the only part of the game—some of it is positioning, steady damage, math calculations, juggling cooldowns, defensive skills, etc, just like a traditional RPG.
That’s the thing, there’s not that much of that going on, it’s too mindless and spammy atm, there’s not much option for intelligent play/dodging because most of the dmg is coming from non stop spam.
Not very well thought out.
The second you take away auto-attacks damage is the second you destroy power damage, there would be no reason to use power over condition damage.
We already have a condition damage meta, this would make power damage just worthless…
Also from your post history, I notice you play an Elementalist, the class which relies least on using auto-attacks because they spam so much. You would have to lower the damage of all four attunements greatly to compensate for having double the abilities after you removed the auto-attack’s damage.
So because of all that trouble, problems and work alone. I will have to give it a big fat “No”.
That’s not true at all lol.
You’re taking this too literally, reducing dmg from auto’s means reducing the overall dmg output that comes from passive/auto attacks, not the literal base direct dmg from auto attacks…. this also means reducing condition dmg output from auto’s and put more on active skills.
I am actually talking about an ele running 0/30/0/10/30 and yes he is still using cantrips but his burst hits like a truck since my entire team can stack 25 stacks of might easy peasy.
25 stacks of might makes anyone hit like a truck.
Hi,
The first video wasn’t even funny. My advice? Don’t play ele, it’s not your cup of tea. Some people just don’t have skills to handle the class.
Watch how this guy beat a thief with his ele and learn a thing or two. The video’s not mine. It’s a guy from NA server.
Another guy that missed the point, watch both videos.
Also, keep in mind that guy has a very specific build that’s basically half tank half dmg build, AND he has to use the hp buffs gained in WvW just to have 14-15k health to even survive.
And he goes toe to toe with glass cannon thieves who can survive w/o the need of all of that.
Not to mention how the poorly designed attunements force him to just rotate cooldowns instead of having the freedom to use them when needed, this forces Ele’s to build bunker builds and always have 30 in Arcana. Are people seeing the problem yet?
(edited by Knote.2904)
Why would you need more than 8 classes? The game would become more about skill and effective tactics and less about having a build that trumps other builds.
How would it become more about skill and tactics? It would be the same as now just less options.
And it would get boring, very fast. If LoL and DotA had only 10 champs/heroes and only one item build per it would get boring.
All it would do is make people choose the most useful alternative, it won’t create playstyles at all. For example:
Take Warrior Main-Hand Sword abilities. Let’s say the Leap #2 skill that cripples could have 2 alternatives.
Alternative 1.) No longer cripples, has 300 less range, but immobilizes for 2 seconds.
Alternative 2.) Gains 300 range, does x3 dmg, Unblockable, but cooldown now twice as long (reduced if it hits).
If you zerg around in WvW you’ll take 1 every time.
Or take the #3 skill that does more dmg if below 50% health.
Alternative 1.) Does bonus dmg the more health target has instead.
Alternative 2.) Reduced power/base dmg, now applies stacks of bleeding based on target health.
Again, 1.
It will just turn weapons in to what trait trees are like, there’s plenty of imaginary diversity, but if you want to play properly you’ll always go down certain lines and take certain traits.
If this is the case then why doesn’t Anet remove every trait and weapon that isn’t used so we all have the exact same character?
Because that would be boring.
Also this is where balancing actually comes into play.
They don’t remove them because pretend diversity is better than no diversity. It’s why for example there’s food that makes you deal more damage while downed. Nobody will use it… but … diversity!
So then, you actually think the game would be better if there was no such thing as builds, each class was just a fixed set of like 15 abilities and that was that? Lol…
Sure would love to play that /sarcasm
… I actually do think the game would probably be better that way. I don’t equate a variety of builds with somehow being good. You could build content around the idea that each class was different but had a fixed set of abilities and probably have it better designed as a result.
Then you would need to have way more than 8 classes or your game would get boring even faster than it already does with limited build diversity, especially in PvE where anything other than glass cannon zerker builds are bunk.
What about T_T, is that better? Look, the face is crying.
Nah just looks goth.
Both power and condition damage scale linearly. Critical damage and damage modifiers are what makes the difference.
Yeah it seems to me they should apply the damage modifiers to condition damage as well. If I had to guess the reason it doesn’t is to avoid “double dipping” since many skills do both power and condition damage. If they did ever add it that way classes like engineer or necro would be ridiculously strong in rampager gear.
So not necessary and would be ridiculous, secondly it wouldn’t make a difference in PvE because of condition caps.
Why do people keep saying that +150 to stats is “broken.”
Look at banners. Banner of Strength gives you +170 to Power and condition damage. Banner of defense gives you +170 Vitality and Toughness. Banner of Discipline dishes out more DPS than banner of strength does.
Are banners broken? Are people “too hard” to kill when they’re within banner range? I mean really now this is just getting silly.
The orb buff is not broken. Stop complaining about it.
Err, those are abilities that take up slots…. but besides that, it’s not that +150 to stats makes people overpowered, it’s that WvW already suffers from stat power creep from PvE, and this just adds to it, then will get even worse with ascended armor, it’ll get to the point where the balance is absolutely out of whack or the entire way fights are handled changes in a negative way.
Perplexity Runes just need a huge duration nerf, or a ICD, but I think a duration nerf would be better.
5 stacks of confusion is one thing…. 5 stacks of confusion with 10 SECOND BASE DURATION is ludicrous lmao.
Should be 3s base like mesmer confusion abilities.
Truth of the matter is; eles do are in a much worse state than people want to admit, since they are still scarred by the old D/D and they simply hate us (despite most of us not ever liked nor played that specc) leaving people who have always played staff and S/F on the dust.
The reasons for this hate..have never been clarified.
All I ever read was : " can’t kill ele too much healing..too annoying to fight", basically the old ele was an overly effective bunker and nothing else, the Devs in their attempt to bring down the bunker spec they nerfed everything else along the road leading the ele to state it is in now.Eles had a single effective bunker build and they nerfed it, that bunker build was created out of necessity from the ele community as the basic ele was already considered UP, as I explained in other thread the design concept of the ele is flawed and completely illogical.
Ele is “jack of all trades..but master of none”, still the devs in their blind attempt to please the pre-release nerf cries , decided to add an inherent low base survivability and poof, the ele on top of being designed to be mediocre at everything it now has the lowest base survivability.
The only thing left was to invest as much as possible in survival traits, now that aspect of the ele has been nerfed , there is nothing left now to compensate for the innate low survivability which is clearly below medium level, therefore the ele is even in a worst state compared to Sept 2012.
The base survivability must be brought up:
1) Reduce CD on attunements
2) Increase base HP or reduce CD of water healing skills ( cleansing wave at 25s CD )
and reduce the nerf on healing trait ( healing ripple -EA cleansing water ) from 50% to 25%
This, on top of more protective abilities baked into Earth Attunement. Right now besides Focus, all Earth Attunement abilities are either CC or Dmg abilities, it doesn’t make sense, pretty much forced to take these super long cooldown defensive utilities to not explode instantly.
Also, make sure to nerf anything that resembles SELFISH bunkering by reworking it into being better for support. Sort of like how Guardian’s breath heal is worse on themselves and better on allies, and is even being buffed to reinforce that.
I want to see Ele that is one : not clunky with pointless attunement cooldowns that denies intelligent cooldown play, and two : be able to build glassy like other classes but able to use base abilities and on top of “player skill” be able to have decent enough survivability, then it can actually be rewarding.
This is also assuming Ele can’t do any stupid cheese like Fresh Air untelegraphed burst crap.
Non-zerker/assassin stat combinations are for WvW/PvP.
Because of failed content design.
Why would any dev design that to be the case lmao.