I’m just getting seriously bored of the build variety.
It’s either :
Curses Staff + Sceptre/X + Corruptions
or
Spite Staff + AxeDagger/Focus + Wells
There’s just no interesting traits, or combinations for fun effects.
In theory with traits Necro’s (and other classes) should be able to spec into specific playstyles like this. Hopefully it will come to fruition eventually.
Well of Blood = Light Field
Blast Finisher + Light Field = AoE Retaliation.
Putrid Mark trigger + Bone Horror Detonate = Blast Finishers.
Torch could very well make sense.
Spectral (Green) Fire.
I do wish Daggers were ranged though, with dagger just being more of a focus of Athame since it sort of ritualistic/blood themed. And if it was made the bleed condition/healing weapon.
I am surprised they didn’t go with Greatsword, since this game has nothing against the classic caster going melee. Having that tanky Greatsword Shadow Knight theme would’ve fit perfectly I think.
I’m still a little unsure.
My 2 biggest issues with the game really are :
Combat/Skill Creativity and Customization.
Dynamic Events being boring.
If they improve on those atleast show that they’ll try I think I’ll be in for the long haul.
ATM I’m not confident they even recognize there is a problem. I see “We’ll be adding new content for free!!” and stuff, but all I can think of is new zones with recycled dynamic events that are still boring and old content being thrown away.
And with their stance on not balancing til “meta’s” emerge or w/e excuse I’m not even sure if they see the huge lack of variety/customization as an issue.
That said, this game does have immense potential, but so did Vanguard, Minecraft (not that it failed), etc. Basically, we’ll see.
I wouldn’t be surprised if they did tbh.
They made this game way more like your standard MMO than GW1 was.
I miss GW1 style of elites. Not these long cooldown I win buttons or “I almost win” buttons.
Spoken like someone who never played a Thief in GW2 to it’s full potential.
Sorry, but you are just wrong. Thief is clearly light years ahead of Rogue. You would never hear the end of the crying if Rogues had Thieves’ stealth.
I can throw that right back at you.
Stealth is INSANELY strong in this game, stronger than any game out there.
Obviously, you have never played WoW. lol I would take WoW stealth any day.
Quickness is an extremely stupid mechanic, the game is bursty enough w/o it, make quickness classes have to actually set up spike like Ele/Necro/Engy.
The problem is that the classes that have quickness effects have been balanced around them, which is why I am all for removing quickness and balancing classes without the effect (speaking as someone who plays Thief main and Ranger alt).
I agree with your 2nd bit.
But as far as your first I definately disagree. Perma Stealth wouldn’t mean crap in conquest, they have to come out eventually to cap a node or fight someone.
Difference is, wow’s stealth could be broken with dmg, could be seen through, and had only 1-2 ways to go into it IN combat on a long cooldown.
Stealth here can’t be broken, can’t be seen through, works in combat, and has a super short cooldown in comparison and multiple abilities that stealth you.
Do a crap ton of dmg, stealth away, re-open, stealth away, re-open. You can do it as much as you have depending on your build.
I’d take thieves with WoW stealth any day. =p
It does, if it was the last thing put on you. I’ll admit though, condition removal that isn’t instant kinda blows.
Not when conditions get spammed CONSTANTLY just for little procs or just on attacks that apply them.
You’ll almost ALWAYS have another condition cover an immobilize nearly instantly.
There is some massive racial imbalances.
In a game where the only cue on skills is a visual one (animations) asura have too much of an advantage.
At the same time they have the worst camera view, ESPECIALLY in downed state, other races like Norn can see EVERYTHING.
They really should just bring back cast bars, I don’t see how they can fix it outside of completely redo-ing animations to make them much more extreme (which would then just make the game look silly).
Mesmer/Thief has been my most played classes since beta.
Stealth is INSANELY strong in this game, stronger than any game out there.
They both have insanely effective and annoying kill combo’s, on top of the most effective survivability (actual escapes). Oh and Bunker Mesmer is insane. =p
Phantasm builds are broken as hell (phantasms shouldn’t be allowed to be that tanky outside of Defender).
Quickness is an extremely stupid mechanic, the game is bursty enough w/o it, make quickness classes have to actually set up spike like Ele/Necro/Engy.
@Knote: Strange how you reply to the part not aimed for you, but not the part aimed at you, but whatever
Anyway: Nah … I don’t agree with that statement. Sure I can get annoyed with the mindless zerg which often does more harm than good really … in both ends. People are no really forced to improve by playing that way … that is perhaps the biggest harm of all.
That being said, you can do a LOT to avoid the zerg … communication is one. But I don’t think I have seen a game whee people are more silent unless it is for bashing someone.
No matter how good a game you build it can’t make up for peoples ignorance/egoisme. Yes, that is rather rude, but no communication, zero utilization of fields, deliberately running off in the arms of the respawning team, no positioning-awareness, glass-cannon-builds, builds without clear direction … these are some few of the abundance of flaws I see people still practicing. I am still a NOOB at this game, and yet I find so many people being a LOT worse than myself.
1 well playing person makes a lot difference on the map, even in a 8vs8. 2 playing together can defend rather well vs 4 or 5, at least in my experience.
What are you talking about?
And again it’s not me willingly running into an actual group of 5 people, did you read what I typed??
how odd, i actually like the lack of abilities, after years of wow i got sick of having 23 keybinds for umpteen spells you rarely used but had a reason to on the odd occasion during that random boss fight with a weird situation that demanded you use that spell you forget about all the time.
having a strict set of spells the way this game does it really is a breath of fresh air, there is such a thing as to much.
take pandaria, i pop on to the pre expansion patch…my pala has more sodden spells thanks to the talent tree, more i don’t know where to put more i could care less about, what with so many choices already for that odd situation you ended up running out of buttons in a set configuration that just bugs your happiness far to much.
gw2 imo got it just about right, sure i reckon adding another main auto attack type would be a good idea maybe something that has a slightly different purpose but no less potent would allow a broader game play choice but then thats just how i see it now how it has to be.
i play ele main, so staff (current choice) and 4 elements to choose from thats 20 spells which i often use, switching between fire/earth and out of combat air for speed/trap and water for healing i do fine and rather enjoy the variety of gameplay choices open to me.
but each to their own, some will be happy others won’t, can’t please everyone and there is no point in trying either.
For the last time, no is asking for 100 skills on 50 hotbars. Read.
LOL dolyak does NOT give 130 hp tics.
It’s a flat 30 hps. The bit of healing power from the Dwayna runes will probably add more than 30 hps to regen.
I find I spend MORE money in zones that are my level. When you go to a lower level zone you are more powerful if you drop levels down, as opposed to actually being that level, that lets me zerg more stuff, pull multiple mobs, die much much less with less if any repair costs. Travel costs still stink, but that’s something I’ll never understand. It is nice to be able to solo champions and such in lower level zones and not have to worry about other players being on when you can solo a DE.
I do agree though that the rewards need to be looked at.
You’ve just proven that the downscaling system doesn’t work…
the down scaling system works… it’s meant for you to help a friend along who is leveling. Plain and simple.
Feels really close to any other MMO when going down to lower level. 2 shotting mobs instead of 1 shotting lol.
If I’m reading this right
1: waypoint junkies who refuse to walk are spending all their coin on them
2: they’re dying a lot in content that they have massive advantages over
3: they’re not making epic coinage at a rate that they feel is fast enough
4: the drops are not ALWAYS level appropriate
Can we just TL;DR this thread to:
“I want to not have to manage my income and outgoings and get tonz of loot by farming low level content faster”
Seems to me that players just want to be epic rich, epic fast without any care for the ingame economy and how that affects supply and demand, GW2 has it’s own economist, his decisions about money sinks like this are made for a REASON.
Perhaps asking those reasons would be a far better way of approaching the situation instead of “I’m leaving the game as are others, because waypoints cost too much”
No it’s more like “Down-scaling doesn’t work and game doesn’t encourage people to actually participate in lower level areas”
Considering they intended for lower level areas to be played by 80’s as much as Orr for the “everything is endgame” bit, it doesn’t make sense.
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well i actually read every post now, and the example and stuff
so FoV is just zooming out of your character?? -_-
yeah, that’s what i got from all of this, and yes is a simple thing
but it can gives you a LOT of advantages over people with a smaller FoV
lol!i just pressed “Re Pag” and “Av Pag” to increase or reduce it and i always play it at max zoom out, why? because is better, obviously
so if u use a 3rd party program to make it even bigged, yeah it breaks the rules, it gives you an advantage over other players that dont use it, you can see more, and what some1 meant by “u can look around corners”
i think he meant like when u’r in a wall, and ther’s a turn in it, u can move ur camera till the point u see ur character from the side, and that u can see what’s next after the corner, a player with a smaller FoV will have toi be closer to the corner to do that, hence he could be detected/agrod or w/ei always loved being able to zoom out a lot in other games but they all had it locked to a general max for the same reason
and using a program or moding a game file to break that barrier was banable (Lineage 2 had this same thing)
Well then it’s too bad people can already abuse this in pvp.
I’m considering squashing my window for pvp now as the fov boost is just amazing.
Oh and maybe they should start punishing Norn players since they get an amazing camera distance, while Asura are stuck feeling claustrophobic.
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Yeah, the skill system is incredibly shallow. It’s not even that the skills are boring/uninteresting, but just the lack of customization as well that makes it get boring so quick.
I don’t know how anyone can go out into the PvE world and say combat is boring. When you get the right combination of factors (no zergs etc.) many of the events and mini dungeons are a blast to play. My main complaint is that the balance right now is way over on the easy side, but you can circumvent that to some extent by playing content 2-5 levels above and then the combat system with dodge/roll and kiting really shines, especially in those events that throw lots of mobs at you at once. Many of GW2’s skills/traits complement a very mobile play style and are a lot of fun to experiment with.
TBH I don’t know how people can’t say how the combat get’s boring. There are a FEW events that are actually fun, but for the most part they’re all nearly exactly the same (spam waves of basic mobs at you to aoe down over and over). Do this for everything single zone, leveling up with the same pool of skills, change up weapons a couple times.
After 100%ing 4-5 zones you start to get bored. I managed to get one char to 63 by really immersing myself into the lore of each zone to make it less boring, but the basic gameplay shouldn’t be so boring that you HAVE to do that to make it playable, that’s what dissapoints me.
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To this day, I just don’t understand why they didn’t just go with the same skill system they used in GW1.
It’s a proven system. Basically, it’s the system from Magic the Gathering. Huge bank of possible skills, but only 8 to choose. And then there was the Elite slot as a limiter that actually make it more intriguing.
And thus GW1 had the same replayability that Magic does because there’s always a “build” to experiment with. That was the core endgame for most people.
People say there’s no Endgame in GW2, this is one of the primary reasons why.
We need that system back, or at least the ability to swap out weapon skills. This game will not survive the year otherwise; people will just go back to playing pandas.
Yeah I’m not quite sure.
Removing dual-professions alone would’ve made balancing a billion times easier.
In your opinion, of course.
Trying to move, dodge and spam 25 more buttons would be an enormous pain in the patookas in my opinion.
Combat system works okay for me.
No one said anything about having more active skills. Are you even reading. Oo
Here Knote…let me try and explain this to you. The opening statement of any well written treatise generally sets the tone and subject of the material to follow.
OP wrote:
“…..It’s bad enough you only have access to 15 abilities at a time but when those 15 abilities are uninteresting, recycled abilities you’ll see in any other MMO it gets really boring….”
So we only have 15 abilities to choose from? Is that not a blatant comparison to most of the other MMO’s out there? What would be the obvious cure for such a statement? I would suggest more buttons to spam might make OP happier (though I doubt it)
Op again wrote:
“…..You only get 5 abilities on a weapon…..”
Note the use of the word “only”…..so then the obvious suggestion for this statement would be that OP want more abilities? Thats what I take from it in any case.
So my comment was well within the parameters of OP’s original statement. Too kitten bad if you don’t agree.
He’s still talking about the size of the pool of abilities to “choose” from. If they added more utilities to choose from, more alternate weapon skills to choose from, you’d still only have 15 skills at any given time.
And as for “ONLY having access to 15 skills at a time” perhaps you should consider the second part of his sentence, “but when those 15 skills are uninteresting/recycled abilities”, which he’s saying, having access to only a few skills at any given time is fine as long as those skills are interesting enough (cough GW1).
Good job making yourself sound like a condescending twat though, that’s not easy.
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To this day, I just don’t understand why they didn’t just go with the same skill system they used in GW1.
It’s a proven system. Basically, it’s the system from Magic the Gathering. Huge bank of possible skills, but only 8 to choose. And then there was the Elite slot as a limiter that actually make it more intriguing.
And thus GW1 had the same replayability that Magic does because there’s always a “build” to experiment with. That was the core endgame for most people.
People say there’s no Endgame in GW2, this is one of the primary reasons why.
We need that system back, or at least the ability to swap out weapon skills. This game will not survive the year otherwise; people will just go back to playing pandas.
Yeah I’m not quite sure.
Removing dual-professions alone would’ve made balancing a billion times easier.
In your opinion, of course.
Trying to move, dodge and spam 25 more buttons would be an enormous pain in the patookas in my opinion.
Combat system works okay for me.
No one said anything about having more active skills. Are you even reading. Oo
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It shouldn’t.
You can always test this in the mist though.
You kidding right?
A Stealth that lasts 3 – 4 seconds is a huge issue?
Not to mention the long cool down on it, and their dagger skill 5 is a high int skill that actually requires you to HIT a target, meaning spam it twice because you missed the first time that means no more int for heartseeker spam.Most of the time a thief activates their heal stealth is to run away
You’re missing the entire point of this discussion, it’s not the 3-4 second stealth being the issue, it’s being able to stealth over and over again taking advantage of the poor game renderring/culling, appearing to be permanently stealthed. Once you’re being attacked and you can’t see anyone, you’ll understand.
This wasn’t nearly as bad as it is now. Before there used to be culling but it didn’t last as long and atleast showed the person’s name. It’s quite silly now, especially since the culling can keep you nearly invisible as long as your reveal window, for near permanent invisibility.
Mesmer and Thief have been my most played classes in Spvp and partly in PvE and I KNOW stealth is insanely strong in this game. Single strongest defensive (and sometimes offensive/utility) mechanic in the game.
Being able to get away with a glass cannon build and have such good survivability is due to having invis. It’s not just that a thief can burst you down a bit, stealth and redo it once, they can do it multiple times. I have a stealth/glass cannon build that has 30 in shadow arts and 2 stealth utilities, stealth heal, and dagger offhand I can re-open a fight as many times as I want, completely avoid ANY fight I want and come back to burst a single or multiple people and just go forever. It’s insanely easy and forgiving.
You don’t even need to go that far, just the stealth heal and the occasional cloak n dagger alone will give you all the stealth you need to constantly tip fights in your favor.
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It was my opinion since beta that immobilizes are too strong, in most cases they ARE better than stuns.
Simply because of the unreliable ways to remove it and the fact that it’s duration can be so long.
My Longbow warrior build just 30 points in the Power tree will have a 4 and 5 second duration immobilize on 16 seconds or lower cooldown, that’s ridiculous.
Ranger’s are a great example of how stupid immobilize can be, they’re a class that get’s extremely boned by it. They have no RELIABLE ways to remove it, and their stun breaks won’t do anything. Yeah a single evasion that’s nice but when you have 4+ second immobilizes it won’t mean anything.
If condition removals prioritized Immobilize, atleast then they could be a reliable counter.
its not permanent, its a lag/bug
and yes it needs fixing
Well if you have a thief that’s rotating stealth (like CnD) between reveals, and they’re bugged/invis during that reveal window it can seem permanent.
Yes, burst is incredibly strong.
I was really hoping the TTK would finally be longer in an MMO. =/
Oh god, imagine it, heartseeker missile pets.
Oh wait iSwordsman, nevermind. =p
Why can’t you just allow us to choose between either 2 Off/1 Def stats or 2 Def/1 Off stats?
I can understand why you wouldn’t want Vit/Tough/Healing or Cond/Power/Prec amulets.
Yup I get it all the time, it’s ridiculous.
I’m sad at how accurate the Necro description was……….
=/
Pet’s are too “fire and forget” and don’t require nearly as much input as they should.
Could you even the camera distance for the races?
I’m close to giving up on my Asura because I’m tired of feeling claustrophobic. Playing an Asura compared to a Norn is like night and day. Norn can SEE.
Yeah it was the one thing that Anet really let me down on. Probably my biggest dissapointment considering the skill creativity in GW1 was outstanding and I think should be the standard for any MMO nowadays.
I’m assuming they kept it simple because traits were supposed to be there to make them more interesting and synergize with each other, although traits atm sort of fail at that and is something I’m looking forward to see improved.
As someone who has played tons of thief/mesmer since beta.
Yes invis is insanely strong in this game.
Stronger than pretty much any MMO out there.
Apparently you’ve never played WoW with perma stealth?…
Doesn’t even come close. Possible to see people stealthed, can break stealth with damage, very few skills let you break combat with stealth.
Stealth here can be used in combat, doesn’t break on dmg, and you can have multiple stealth skills with short cooldowns.
On top of that, there’s that annoying kitten bug where people are still invisible coming out of stealth for like 1-1.5 seconds and you have to tab target or watch your condition dmg tics.
If they made it so you can still see your dmg numbers on stealthed players, or if that’s too good with conditions, just make them flicker a bit when taking direct dmg (like TF2 stealth).
I can get away with full glass cannon builds on Thief/Mesmer so friggin easily because of stealth.
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I went over this a couple times in the past week or two, but I always get the feeling from these complaints that people aren’t having fun with the game.
If you aren’t having fun with the game, how does making a not-fun game LONGER fix things?
Anyway, I’d like to choose between alternate skills on the 1-5 keys. Even just two options per key per weapon would increase customization immensely. For chains, the last skill would be the customizable one.
Most people are asking for things that add fun to the game.
And I agree 1000% with the alternate weapon skills, it would just be so perfect for customization.
Hi Jon.
Let me offer a rebuke.
http://i.imgur.com/czv8b.jpg
That is all.ANet should really look closer at this. Cuz THIS is what the game looks like when you try to look at something bigger than you.
Fanboys, like it or not, this is real and it’s killing the amazing art.
This is why I’ve started hating my asura. It’s absolutely ridiculous.
DE’s made more challenging, fun and interesting (not just aoe’ing weak mob waves)
More reasons to go back to old zones (rewards adjusted accordingly, as well as adding more things to hunt down for skins or pets, or w/e cosmetic carrots).
More cosmetic carrots (this game is lacking IMO for cosmetics being the ONLY carrot, can give it time though)
Traits continued to be worked on (still too boring and not enough customization)
Combat to be made less auto attacky (Ele/Necro have to rotate for dmg, other classes should be made more interesting in that regard).
More challenges with unique rewards (just pure skill bragging rights sort of stuff, legendaries do NOT count, they are a matter of pure grind)
Meta Events/World Bosses requiring actual map-wide teamwork, hard fights with multiple objectives with unique rewards, along with multiple prerequisite event chains that also require good teamwork to push along. (True PvE WvW sort of thing). Along with more possibilities to actually FAIL.
As much as the hardcore dungeon sounds like it could be nice, it probably wouldn’t happen since Anet is bent on dungeons being 5 man only and people would probably freak out because 10 man would mean “raid”.
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Why can’t we get butt chaps for other races?
It’s like my eyes can finally breath!
The pve is extremely shallow in terms of difficulty for sure. One of the the biggest dissapointments.
As someone who has played tons of thief/mesmer since beta.
Yes invis is insanely strong in this game.
Stronger than pretty much any MMO out there.
Protection Monks would be great for WvW lol.
Can we atleast normalize camera distance between the races?
I’m tired of feeling claustrophobic on my asura after playing any of the 4 other races. Norn/Charr can see EVERYTHING. I almost feel like deleting any of my asura char’s and starting over, it’s ridiculous.
10-15% would make a huge difference……..
I share your view and experienced most of the mentioned issues in your post myself.
Followed the game since Comicom 2010, participated in every BWE/stresstest and played since headstart…
I came to the same conclusion; that technical limitations, questionable coding and some rock solid design decisions (I don’t like) are what made changes which will suffice to make the game playable (aka fun) for me very very unlikely…Just like you I stopped playing.
I even uninstalled the game a couple of days ago because of too many issues and disappointments. Honestly, I gave up on the game.So sad.
Unfortunately I’ve been slowly feeling the same way, there’s just so many little dissapointments adding up, along with the shallowness of the game I just find it hard to log in now and it feels horrible.
Huge WvW performance inconsistencies are one of the big ones.
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The actual reason that the confusion on the 1chain was removed, was because it was on the first attack, meaning mesmers could keep upwards of 18-20 stacks of confusion on a target at all times, since the clones would spam confusion as well. Therefor, the removal was perfectly justified.
…unfortunately they kittened it up by removing it altogether, instead of just moving it to the second attack in the chain so that clones wouldn’t proc it.
Or they could’ve, you know, just reduced the duration so you can’t stack as high.
2s Confusion. Sceptre Clones finally do something useful.
Not broken, but poorly designed.
The fact that they designed some weapons (such as ranger shortbow) to have ALL the dmg in the auto attack and the other 4 abilities be utility on top of quickness (ridiculous mechanic) means you can just burst (well only way TO burst) by popping quickness and spamming the hell out of your iDmg button.
Necro’s I think are a great example of a class that HAS to rotate spells for dmg, elementalist as well, neither can just sit on auto attacks or a single skill for dmg. Elementalists have to actually set up their burst, it’s not as difficult or annoying to counter, and they don’t friggin need quickness for it, Engy as well.
They need to make these classes have more complex burst/spike that actually uses some brain power. As it is these mechanics are the DEFINITION of faceroll. I don’t care that it IS possible to counter, it’s still broken design and requires way less effort to do as opposed to counter. Mesmers sort of have this issue as well (mainly phant. build with phantasms that are too hard to kill).
I’ve played ranger and thief tons with most classes since beta, I’ve done nearly every build I can think of, I’m not biased, I don’t need to L2P. It’s my opinion that it’s poorly designed. Naturally I’m enjoying Ele/Necro more since they require more thought.
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Downed state is ok. But in sPvP all professions need to have the same Skill Set
in PvP
Posted by: Knote.2904
I’ve been wishing for this since beta.
Downed State should be much closer for each class, they can still retain a bit of flavor, but 2nd skill should atleast be quite similar, the 3rd skill could retain flavor but be similar in power (Vengeance versus some others).
IMO downed state should have lower HP in spvp and it be more viable to just “attack” them to death as opposed to either, forcing them to bleed out, or having to stomp. Would make it alot less irritating and vital for stomps to go off, stomps could still be a faster way to finish and the bleeding out option would be less powerful as well.
Definately, although you will see bunker builds getting even more ridiculous if they could do Tough/Vit/Healing.
At the very least should let us choose between 2 offense and 1 defense stat or 2 defense and 1 offense stat.
The risk/reward is completely out of whack in this game. Most people know this by now though.
1. Were you satisfied with the Guild Wars 2 launch and your first week of play?
Yes
2. As of today, do you think ArenaNet has done a good job of taking care of bugs, communicating with their customer base and making most players happy?
No (About 50/50)
3. Are you still recommending Guild Wars 2 to friends?
No (I don’t have many friends that would play anyway or already are)
4. If no new content has been released will you still be playing Guild Wars 2 six months from now?
No (really depends by “content”, fixing DE’s, adding more build variety/customization, more pvp options, then yes)
5. Overall would you say Guild Wars 2 delivers as the game you envisioned it to be?
Yes (give it a 7, it’s still great, but had too many dissapointments to make it a 9-10)
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