(edited by Knote.2904)
The only thing i would fear is people running only bunkers to troll
Sure, then set a time limit and the team with the highest Damage Output wins. That’s my 5second solution to this problem. I’m sure there are tons of other great solutions.
And some kind of stealth reveal if gameplay is stalled for too long.
IMO you wouldn’t even need it. For one you could limit classes to 1 per type, and if they try to stealth the whole fight (arena should be small), you can aoe damage them. If they attack you they reveal themselves for 4 seconds , so you can immob/spike/cleave where he is. Regardless, if they’re stealth they’re not doing much damage, so you’d win for most damage as the match ends.
But definitely yes, a countermeasure to gimmick kitten like that should be in place.
Well unless the arena is the size of a closet I’d imagine you could stay stealthed indefinately w/o taking dmg.
I’ll say it again, they don’t need to make attacks require endurance.
You can have attacks that sacrifice defense to use, look like Engineer’s Flamethrower auto, you have to commit to a target to use it, no kiting, no dodging. Of course, the dmg is pathetic and doens’t match the risk, but you get the idea.
Having longer channels/cast times on big, well telegraphed, and hard hitting attacks can have plenty of risk.
The problem with that is that you can just move out of the way of any attack with a long startup time, and in gw2 at the moment there’s no concept of a recovery time since you can just move to cancel most attacks.
Ele churning earth is a good example – long startup, good damage, can cancel at any time.
There’s no evidence of the gameplay you’re suggesting with this skill. It’s impossible to land without lightning flash. If anything, skills like this are less about risk/reward and more about team play – slow skills that require someone else to lock down your target.Sure, my suggestion of using energy to fuel attacks isn’t the only way to go, but i don’t think the risk/reward gameplay i want can be achieved just by tweaking startup times and damage in the current system. There needs to be some new mechanic (even if it’s just an uncancelable recovery time after some attacks)
I’d be interested to hear how you imagine the gameplay would look like if your changes were implemented. Can you run through a scenario like i did, and show how longer cast times can provide risk/reward?
Well Churning Earth is probably more of the most exaggerated example out there, since it’s probably the hardest ability to land on any player in the game. I’m not saying everything should be that extreme, it would just need strike a balance.
Taking that example though, in a game that’s a little more slowed down, as in, less dodge spam, and less overall passive dmg spam, something like Churning Earth (considering the dmg output could have the channel condensed slightly) combined with an immobilize or CC would then start a chain of counters.
Immobilized, pop cooldown to break immobilize (or stun) and spend a dodge. Or sit there and pop Aegis or an invuln, or blind them. Or interupt them, maybe the Ele pops invuln/shield to prevent those, then you’d have to just use something defensive, or ultimately eat the dmg and fall behind.
That sort of gameplay is already there for Churning Earth (though it could be helped too), but that sort of counterplay should be there more often.
The only thing i would fear is people running only bunkers to troll
Sure, then set a time limit and the team with the highest Damage Output wins. That’s my 5second solution to this problem. I’m sure there are tons of other great solutions.
And some kind of stealth reveal if gameplay is stalled for too long.
PVE:
As a last question: Could the ppl on anet watch their “manifesto” again and tell the ppl on forums: How is this game’s pve not about “swinging your sword” over and over again?
( like Paul Barnet saying: there will not be a healer going i heal and i heal again / facepalm)3 Days after release of manifesto, Colin talked more about what was in the manifesto, and what you think it means and what he was actually talking about is 2 different things.
Erm, and what could he possibly have been talking about when he said “you swing your sword, then swing it again”?
It’s ironic considering this is probably the most autoattack-dominated game out there.
The whole paragraph that that phrase comes from what talking about doing boring grinds to get to do the fun tasks/stuff. Read my post above this one.
You mean like how I had to spend the past week leveling my Engy to 80 through boring hearts/DE’s until I could do the fun stuff at 80?
New gear tier to grind hours for.
People grind a path of champs in a couple zones for the most money now instead of trying to aoe tag events in Orr.
Champs give good loot now.
Class Balance rollercoasters.
Big balance patch coming on Tuesday.
Lots of new achievements and skins. Good achievement rewards/skins for achievement points, so achievements are good to get now, but Living World achievements are temporary (….)
Living World is 2 week temporary content, if you missed it, well then you’re a terrible person and Anet doesn’t care about you. =p
Living World becoming less temporary content, but the skin/chieve is still temporary.
They tried to redo Tequatl open world boss fight to make it hard like a raid boss, but they screwed up by basically mixing 2 things that should never be mixed. Open World randoms and hard content that requires organization, on top of that, it requires 80-100+ people to even do in the first place which is also a massive mistake. Hopefully they’ll learn what not to do next time.
Dynamic Events are still boring and unrewarding, and 100%‘ing a zone hasn’t changed, hopefully that’s next on their revamps.
WvW has gotten a ton of changes.
Spvp has more features/solo queue even though it also has it’s problems still.
LFG thing was finally added, it works pretty well for what it does.
Account Based wallet for all currency of all kinds that’s shared amongst all chars.
Karma was handed out like candy from certain parts of the game for a long time I think, then they recently hardcore nerfed it so it’s hard to get again, basically back to the way it was last October, mainly from events. Daily reward is poop now.
Greens/Blues are no longer just vendor trash. Magic Find was finally removed from gear, and now you can get up to 300% extra ACCOUNT-WIDE magic find, by salvaging greens/blues and consuming the “luck” they drop, so that’s nice.
Legendaries are a still a b***h to get because Precursors are still RNG-based junk, and prices rise along with the inflation.
Can’t think of much more, so there you go.
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Yeah. I found it really funny (not!) when the most common argument against letting people use normal utility skills in elite slot was “that would be too OP”.
Yeah that’s pretty sad. I never liked what Anet did with elites in this game, the long CD “I Win” button was a terrible idea. I believe they went this route because of following League of Legends and was hoping elites would be that “epic” moment in combat, when that would only be annoying to play with.
Ultimates in LoL/DotA completely define their characters, you can’t have that here, where these 3 min Elites are just “tacked on”. And in making sure they weren’t too strong, they kitten a lot of them which just defeats the whole purpose. And as I said I never liked long cd I Win buttons.
I loved how Elites were in GW1, you could make a build around them, and they weren’t all just I Win buttons, they were more like regular abilities, just “stronger” in some fashion.
I really think they should’ve carried that idea over to this game, just make it so the Elite slot is just a 4th Utility Slot, except any abilties slotted there are “improved” in some way.
Like say an Elementalist had Glyph of Lesser Elemental, putting that utility skill in the Elite slot would make it Glyph of Greater Elemental instead. Then the current Elite skills would just be remade into normal utility skills, with an improved Elite version. That would’ve been way more interesting and added more customization.
But I’m afraid it’s a little too late for something that awesome.
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Actually, psychological studies have indicated that people get happier if they have less choices.
This is a game not life. Games that give much more player customization are always better well received.
True, but for Guild Wars 1 that’s hundreds of skills. Here’s it’s just a handful. And all weapons are viable at least.
Exactly, if only 30% of the skills in a game are useful, then statistically having 1000 skills gives 300 useful skills, where as a game with 100 skills only has 30.
GW1 may have had a lot of duds, but a lot more viable options as well. I spent HOURS upon HOURS constantly customizing builds on a single character just playing PvP casually, silly builds, gimmicky builds, w/e. I had a ton of fun doing that, I don’t care if top level of pvp or dungeon only had X builds.
IMO having more customization would have been much better for “esports” just by simply making the casual pvp more fun, that’s what’s important for an esports is the casual playerbase that plays/watches. And would even make top level of play deeper. Not to mention so I don’t get bored after 100%‘ing 2 zones on a single character since there’s only a handful of useful abilities/weapons there lol.
Given the fact that Blizzard couldn’t (didn’t?) even balance WoW for the insane amount of money they got each month, I really doubt this is a money issue. In general I mean.
Just because it’s hard to perfectly balance a game doesn’t mean they shouldn’t try. And just because it’s hard to balance a game doesn’t mean you should reduce peoples’ options. Look where that got us. Way less skills/builds and the balance is a mess a year in, might as well go all out and let us atleast have fun with more skills/build options.
It’s a bad idea to dumb down a game to make it easier for people to play, instead you should make it more intuitive and easy to learn for new players. When I first started playing GW1, the amount of abilities (besides being incredibly exciting) was intimidating, atleast going into PvP, but it was really easy to learn all the abilities just because of how simple/intuitive they were, and because a very clear cast bar UI told me which abilities were being used and I could even read their tooltips lol, I got the hang of it quickly.
So that means we don’t need more skills, just more choices? I think the real issue here is that people want to play a damage dealer in a game that’s about more than just damage. It’s like wanting to fly an X-Wing through Star Trek Online.
Yeah, but it’s kind of the same thing. There just needs to be more ways to customize your playstyle, whether that’s alternative weapon skills for weapons, or a redone trait system to allow more options, or new traits that change how skills work, or new traits that give AND take so they’re meaningful decisions.
Also I think you have that backwards, people want to play something other than a pure damage dealer in a game that’s ONLY about dealing damage lol.
So how is this better than games where you have a random weapon that only matters for the attack animation?
The thing you’re forgetting here is that all of this was design intent. The the devs intended to do things differently and wheter you agree with them or not, they’re not gonna change their game design because it’s a LOT of work and would essentially just turn the game back into a WoW clone.
ArenaNet made the choice to make skill sets instead of skill slots. Personally, I think it has worked out relatively well.
I’m fine with the way they did weapons, but just adding alternative weapon skills would easily add more customization. And there are some weapons that are well designed enough to go either Condi or Power dmg fairly well. If there was a rework to how Condition Dmg scaled it could be done even better as well.
Also I don’t like the “will turn into a WoW-clone” argument. (Arguably it’s already a wow clone with the new gear grind hue hue). But adding new skills/choices/variety/builds/etc isn’t going to make the game a WoW-clone.
The way weapon sets are set up, and with the way traits are, there’s really not much you can do to customize your “PLAYSTYLE”, you could customize a build to a degree, but not really your “playstyle”, since a weapon set is always going to have the exact same playstyle no matter what. If there was customization/traits that actually CHANGED how abilities work, that may have been the case.
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I see that you are new in this game.. Why did you bought this game if you dont like it ?
More flawed arguments.
“I dislike this one thing in this game”
“Why do you hate this game?”
Lol.
PVE:
As a last question: Could the ppl on anet watch their “manifesto” again and tell the ppl on forums: How is this game’s pve not about “swinging your sword” over and over again?
( like Paul Barnet saying: there will not be a healer going i heal and i heal again / facepalm)3 Days after release of manifesto, Colin talked more about what was in the manifesto, and what you think it means and what he was actually talking about is 2 different things.
Erm, and what could he possibly have been talking about when he said “you swing your sword, then swing it again”?
It’s ironic considering this is probably the most autoattack-dominated game out there.
I understand and appreciate the OP’s opinion, but GW2 is a radically different game from GW1, and it’s on purpose. They brought a flavor of GW1 over to this game, but it really is doing it’s own thing. There really isn’t a reason to change it to that or it would just be too much of the same. I understand wanting a ton of diversity, but that comes in trait assignment really. Build changes can range from subtle to pretty drastically different. Hey, if you like GW1’s combat it is still around to play! That’s a great thing.
It’s not about having GW1’s combat, it’s about having the diversity, there’s VERY little in this game.
Using the “It’s a different game” card is wrong, all you’re saying is “It’s inferior but it’s on purpose! For the sake being different!”, that’s just, ugh.
It might seem a little wonky, but what if we could choose to have our weapons show while using kits instead of the kit weapon (or lack of weapon). I mean, we can turn a scoped rifle into a shotgun, or a pistol into a flamethrower, so why not?
Grenades – Rifle/Pistol just becomes a grenade launcher.
Flamethrower – Rifle/Pistol becomes a flamethrower, simple.
Bomb – Weapons could just stay in hand as we kneel to lay bombs.
Elixir Gun – Rifle/Pistol become elixir launchers, not far-fetched.
Tool Kit – Rifle/Pistol could replace Wrench/Pry Bar and we could rifle butt/pistol whip people instead, with a purple glow on the Pry Bar attack.
Why not? I wouldn’t mind changing up the animation after “throwing” grenades since forever, and instead start launching them from my guns lol. And Pistol/Pistol with Flamethrower could have the Flamethrower animation appear from both guns.
…
Because engi has tons of explo finisher (it seems like u don’t use them for some reason) which give us reatliation in a light field. And this is totally kitten because no one needs 3 seconds of retaliation. A water field would give AoE-healing with an explo finisher. But this is not the problem, the problem is: light field destroys any combofield+finisher for this 10 seconds. No fire bomb + explo finisher for AoE-might. No healing turret + explo finisher for AoE healing. No poison grenade + explo finisher for AoE weakness. It’s just an annoying field vor explo finishers which blocks everything for 10 seconds.
And there you go, that is exactly the reason why they do not want to give engineer such a simple source of waterfield. Because we have so many blasts.
Obviously we have healing turret, but to use the water field you have that slight sacrifice of having to use your #6 healing skill, mayby when your party needs it and not you. Same with the ranger heal.
Making the light field to heal same, but faster, that would be a nice reasonable boost idd. But not the waterfield.
This is flawed logic again.
We already have decent access to water fields with just healing turret, but you can’t use the same blast finisher more than once per cooldown…
If I just used all my blast finishers in my healing turret water field, I don’t have anymore to use on my Super Elixir water field……..
All this would do is give Engy’s more options. Take Healing Turret? Or take Elixir Gun? Flexibility.
If we had more 100% projectile finishers, or if light blast finishers did an aoe cleanse I’d be more than fine with it being a light field. Like if Elixir Gun #1 or #2 was a 100% finisher that would be pretty good.
Condensing Super Elixir into a 5 second water field would be amazing though and wouldn’t be a piddly 10 second heal that covers other fields with a crappy light field lol.
I’ll say it again, they don’t need to make attacks require endurance.
You can have attacks that sacrifice defense to use, look like Engineer’s Flamethrower auto, you have to commit to a target to use it, no kiting, no dodging. Of course, the dmg is pathetic and doens’t match the risk, but you get the idea.
Having longer channels/cast times on big, well telegraphed, and hard hitting attacks can have plenty of risk.
1. Transparency and humbleness. Not that I’m accusing Anet of anything, but being as honest and humble as possible is definately by far my personal favorite trait amongst game devs when they communicate. Just something simple like :
Angry Player : “This is a joke this X problem is messing up Y and you caused this to happen when the hell are you gonna fix this BS?”
Dev : “You’re right, that was a bad call on our part and we’re going to be fixing/changing it very soon.”
———————————————————————————————————————-
2. Just be a regular forum poster. If you guys are peaking around in class forums out of curiosity looking up recent complaints or ideas or anything and feel like chiming in, DO SO! I can only assume you’re told not to, to avoid some kind of issues?
Player : “Engy Flamethrower is still garbage, here are some simple ideas I had to help it.”
Curious Dev : “I like the 2nd idea, we’ll be taking another little pass pretty soon, we’ll mark it on our list.”
Player : “Ranger pet AI is still garbage, and the health buff did nothing to help it survive one shots and massive aoe why is this still not fixed???”
Dev : “We’ve been thinking of a few simple solutions to this problem, here they are, tell us what you guys think”
Or
Dev : “Unfortunately we won’t be able to remedy this for awhile, for X reasons, we know it’s an issue and we’ll be trying some smaller bandaid fixes to help it along in the meantime.”
That’s all I could really ask of you guys, just pop in and post more often, even just to show that you’re watching, and that you’re paying attention. I can understand the risk of accidentally creating expectations on things you may discuss, but if you’re completely honest this shouldn’t be a huge problem.
Even if it’s bad news like “Sorry, but there’s no way we’ll be able to fix this for quite a long time”, I’d rather know straight up that be strung along wondering if it will be fixed or if you even know about it. Then hopefully have some other fixes/love in other areas to make up for it of course. =p
The recent surge of transparency is really refreshing though, I’m pretty happy.
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Turret cooldowns are way too long.
I don’t think any should be over 30seconds tops.
I so agree but TBH this would end up being OP. Turret detonations are a blast finisher and a Knock back having 3-4 of them on a <30sec CD could be considered OP for sure.
I would be happy if the upcoming “Pet” HP buff effected Turrets and i would wet myself if we could summon our deployed turrets to a target location.
Lol, how would that be OP?
You’re giving up every single utility slot, you detonate them and you’re stuck with nothing but some toolbelt attacks and a single weapon set for 30 seconds lol.
Is it me or does this seem to be ridiculously broken and needs to be hotpatched?..
No, this is one of those nice unintended features that adds depth to the game in a “easy to learn hard to master” sort of way.
Just like jumpcasting or weaving in Aion, or even weaving/animation-canceling on a Great Weapon Fighter in Neverwinter, it makes a boring auto attack chain into an interesting attack sequence that takes skill to practice and pull off.
IMO I think something like that should happen with autos in this game, every auto should have a chain and there could be clever use of sheathing to stall auto chains. Sort of like you can stall Ranger Greatsword auto to save the evade or even double evade.
It would be even better if auto chains lasted longer and didn’t cancel when you use a different attack. Like how Mesmer Sceptre Auto works.
(edited by Knote.2904)
Turret cooldowns are way too long.
I don’t think any should be over 30seconds tops.
Personally they shouldn’t be above 15 seconds if we pick them up because 1: they weren’t destroyed requiring longer period to put them back together 2: how hard is it for an engineer to plop one down and hit the on switch.
I’ve been asking for that for months now it’s ridiculous the sheer lack of sensibility put into the process of this class sure it’s fantasy but cmon even fantasy worlds have physics.
What we need for turrets to finally be viable:
- 90% AOE immunity
- a trait whether grandmaster or not, that allows them to be mobile
- faster CDs when we pick them up (mentioned above)
- smarter attacks (which is on the way according to their Oct 15th preview)
- the inability to tab target them (which means enemies must click target them directly to hit it)
- the Mortar Elite should have 100% immunity to AOEs because it’s an elite duh, and it should fire by itself when we’re not standing in it.
Then turrets will be viable, there’s a sheer lack of understanding of the needs of pet classes in the balance of this game that goes beyond the engineer I’m afraid! Oh and btw these things are well tested in other games have been using them for years (cept the 100% immunity thing for elite) and it’s worked out very well.
Oh dear god… if mortar elite used only the auto attack (i mean cmon balance purposes) while not on it… oh i’d be in love!! plop that baby down somewhere and suddenly the extremely powerful team fight elite becomes a really good 1v1 elite as well!!
And i’d LOVE, my turrets to have shorter CD when i pick them up and go, i mean 15s on all of them may be -too- low, but i do think the CD should be lowered by at least half when we pick them up… i mean kitten… when your rocket turret dies you’re without it FOREVER.
PS: I’m almost positive they’ve made it so turrets now attack your target.
If anything, I think they should all be 10s if you pick them up, except for maybe healing turret, that could stay at 15 seconds.
Then just reduce the cooldowns on Rocket/Thumper turrets to like 30-35 seconds.
If they die or are placed out of reach (using ranged placement) then you still get the full cooldown. The 10s cooldown for pick up would just help making them mobile.
50 second cooldown on any turret is just ludicrous. Being able to keep thumper with you just for pve tanking would be amazing.
How about a bonus that makes it so you do a massive aoe knockback when attacked and there is multiple enemies nearby, and then stealths you.
Would be good for escaping zergs as a roamer, and also ruins the GvG thing more.
200g? The amount I spent was no where near that number. I just refined ori and ancient wood I gathered, made some sharpening stones and crafted a few exotics. I think I spent less than 25. Also the 200g on the website is due to the inflated prices that will eventually drop. oh from 450 I just refined ascended mats I got from champ loot bags.
Yes 200g. You speculated in wood/ore, as did I thankfully. Regardless its 200g.
Collect the stuff yourself and it is significantly less than 200G
WHY?!?? Why does this flawed logic always pop up in MMO’s?
It’s called opportunity cost.
If we had 5 point conquest maps that were a bit bigger, 8v8 wouldn’t be too bad, and high-lander mode would be pretty interesting IMO.
Think of it like there being 5 roles in LoL, but instead it’s just for each class.
ICD of 1 second.
Buff dmg by like 20-30%.
For the same reasons Auras/Armors were given a 1 second ICD.
Retaliation has been/is very binary, using it often doesn’t feel that rewarding, and using any sort of fast attack against it is infuriating and sometimes impossible (flamethrower). And ever since 2 second cooldowns were slapped onto the on crit Sigils around release, there isn’t much benefit for a rapid-hit attack to be rapid-hit.
The change, with the dmg buff, would hopefully make it a little better against slower attacks w/o being absolutely broken against any sort of multi-hit attack.
I also think Projectile Finishers should be changed. IMO There should be no 20% chance projectile finishers. Leave the auto’s that have 100% finishers as they are, since it’s the added utility those specific Auto’s have, but remove the rest.
I think Projectile Finishers should be something that requires thought like the other finishers, having abilities that can do a 100% projectile finisher per projectile would make things much more interesting.
If for example Engy had a multi-dart attack that sprayed 5 projectiles instantly at a target, you could drop a Fire Field and suddenly the attack is a 5 second burn, or even cleansing with a Light Field.
As it is projectile finishers are usually pointless, since it’s either only on 1 projectile, or a low chance on auto’s which is unreliable and also weak.
Assuming the leaked notes are correct for a second, how will the condition stacking change work with combo fields? For example, Frozen Ground causes kittens of 2 sec chill each, but projectile finishers only cause 1 sec chill each. Hence it would actually be disadvantgeous to use finishers on the combo field!
The same goes for Healing Rain and Healing Spring, with the regeneration boon.
Will combos be excluded?
I don’t think so.
I think the change is very messy and will break a lot of parts of the game IMO.
It also does nothing to solve condition stacking aside from preventing people from stacking 1 minute of poison or w/e on people in WvW that refuse to take cleansing.
Could Flamethrower get some love too? I’m really hoping it gets some this patch, but just in case.
The auto is so weak despite the risk involved in the ability. You have to commit to do dmg with it, no kiting, no interupting it, can’t use it when Retaliation is near, but there is also no great use of having a 5 attacks/second attack to make up for it besides the weak bleed on crit minor trait.
The range is also incredibly short, so much so that you can knock people out of your range. I propose it be boosted to 750 unless it receives some good dmg boosts. There should be more crit proc traits available to abuse with Flamethrower to offset the punishment Retaliation provides, that would be a good way to indirectly buff the dmg.
I would also like to see Incendiary Ammo get bit of a change, instead of 4s burn x3, which is usually wasted and overkill and doesn’t synergize with flamethrower’s own attacks. I’d rather see it become something like 1s burn across 12 attacks or something like that.
This would synergize with the Flamethrower well for letting you spread out burning more, instead of wasting it all on one target using a single attack.
If not, then atleast just hard-buff the dmg or scaling on the Flamethrower auto to something a little more scary, it has more than enough risk to justify that.
Tbh, I’m not really sure what Flamethrower does that Bomb Kit doesn’t do better. If anything Flamethrower deserves more auto DPS than Bomb Kit considering the risk and the fact that you can’t kite and have to commit with Flamethrower.
(edited by Knote.2904)
Ye haha i can just imagine it, going up to like a group, starting that flamethrower and seeing your health drop
I once did a (double) aoe retal mesmer build and a necro in deathshroud used his aoe lifetap skill and died instantly.
5 players x 2 retaliation each x 9 tics from life tap = 90 tics of retaliation x 300 = 27,000 dmg
That’s still 14,500 dmg even with just 1 regular aoe retaliation, it’s a really broken mechanic, it needs to have a 1 second ICD and buff the dmg a little.
TBH, I think they should just take Foefire and turn it into a MOBA-esque map. I think the gate/keep/lord thing is fantastic and I’ve won games just harassing and “split pushing” and drawing people to defend. That and I despise the classic conquest cap point objectives.
The thing I really like about a “siege” style map is that it opens up more strategies and build options I think.
Using the Ascalon Fractal map for some kind of progressive attack/defend siege map would be pretty interesting too.
I want to echo the people who have recently been requesting in-game polls. Since currently there has been no real acknowledgement or response to player dissatisfaction with the pace of Living Story releases, I have chosen to simply not log in at all to avoid being counted as a “satisfied customer” in your concurrency metrics.
An in-game poll where I would have the chance to have my opinions actually be counted would be something worth logging in for.
I think this is an idea worth discussion for sure. But i have a question:
Would in game polls affect the immersion for the player?
Chris
You mean like how when you finish beating scarlet, or finish a dungeon, this magic UI window pops up to just hand you rewards instead of fishing them out of a chest? =p
Perhaps you could just add a button on said window that lets you give input/feedback, it becomes optional then.
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Wouldn’t they make more money making them soulbound like the tools?
They should become chain skills.
If it blocks then the skill turns into the counter attack skill for you to use like Larcenous Strike.
Turret cooldowns are way too long.
I don’t think any should be over 30seconds tops.
The most common situation that causes this is when you initiate a shatter then stealth. Shatter hits them and you out of stealth. Any other explanation?
Any sort of direct dmg done by you breaks your stealth.
If staff auto or GS bounce projectile is still out there bouncing around it will do direct dmg to targets.
Chaos Storm also does direct dmg per pulse and that will pull you out of stealth if it hits anyone.
Shatter dmg comes from YOU not your clones, where as phantasm/clone attacks are based on the illusion. Thus shatter dmg will do direct dmg (from you) and pull you out.
Lol I thought I read this somewhere.
http://forum-en.guildwars2.com/forum/game/gw2/What-A-Dev-Think-About-The-Official-Forums/2845309
The thread is gone now though.
http://www.mistleague.com/what-a-dev-think-about-the-official-forums/
I feel like I’ve read this exact post in another thread..
i realy hope dual pistol for thief will be viable. i dont need it to be over the top, but where it is compared to the other options thief has its quite poor. even with all the pistol related traits you wont be a threat to any player who know’s his/her skills. and even pve (especially in low levels) is 3-3 or 3-3-3 for the mob to die, there is hardly any interesting things you can do. please make this happen!
I wish all the dual pistols were viable as standalones.
Even Engy D/D is kinda bleh, just because the auto is so weak. I wish it could stand on it’s own feet like Rifle can.
Dual Pistol is so nice cosmetically but it is bleh on both thief/engy.
To be perfectly honest, I don’t play this game competitively whatsoever. I only kitten around casually occasionally (which still isn’t even as fun as playing GW1 casually, unlimited builds and all).
However, I really don’t think this patch is going to really change much, it’s filled with what seems like a lot of nice changes and some nice balance changes surely, but it’s not going to single-handedly fix the game, and I don’t expect it to.
From what I’ve seen, with the devs being seemingly less stubborn and more communicative, it looks like months from now it could possibly get somewhere good, I would just suggest people stop looking for it to become a great game right now and just let it go and be patient.
I know it’s the constant heartache of wanting this game to be great that causes most of the trash talking on the game, since I did it myself, but just get over it and let go lol.
Only thing I could really ask of the devs, is to temporarily let go of the aspect of making this an esports and just focus 100% on making it as fun as possible, casually. I know that’s probably not going to be possible or easy since I’m assuming the constant push for esports and having tournies like MLG are to get the pvp department the support it needs from the higher-ups, but if you could get me and many others to truly enjoy/become addicted to the game casually then it would be extremely easy to nurture an esports scene (it can do it by itself tbh).
(edited by Knote.2904)
Wait, we’re sprinting?
I thought that was jogging. /shrug
An option I’d really like to see is smart ground targeting when targeting areas that are out of range.
Like if I use a 900 range teleport, but I cast it at 1000 range, then it still casts at it’s maximum 900 range in the direction of where I tried to cast it. Instead, right now it just fails until you target within range, which usually means you’ll waste like 100 range.
This would be a huge QOL change.
Armor set is much harder to design than weapons. All weapons are the exact same across sizes. You just scale them from small (asura) to large (norn/charr)
Armor? Not only do you have to scale for size but you have to scale for race. The layout of armor on Charr is much more different than an Asura, for e.g.
This is why they constantly come out with backpieces. It’s something that scales easily just as weapons do.
What? How is it difficult when they don’t even bother to try?
So far all they do is stretch the human armor over charr models.
What about if they had maps kinda like LOL.. where you had lanes? I dunno throwin ideas on how to increase playbase and fun factor.. b/c you are right 1 map mode is boring.
Making one very solid in depth map could work, but would be a lot of work.
IDK, but having the same very simple game mode gets boring.
I’m pretty sure Anet has this idea that turning Staff into a support weapon and buffing conjures, that Ele staff bunker with conjures is gonna be the “big thing” and Ele will be “viable”.
Completely disregarding the fact that some people don’t want to play bunker on Ele, and may not want Staff to be only good for support, or don’t want to have to use conjures, or the fact that the base class design is still borked.
Temporary content is probably by far the biggest joke I’ve seen out of an MMO.
They do it just so they can bloat their metrics and brag about it.
“Look at all these people just scrambling to do our new content! It must be really good!”
Well, the game has the whole wvw/pve population to pull from, a lot probably aren’t playing because the pvp just isn’t fun or there yet, plus no rewards.
Second, B2P isn’t a big barrier for people if the game is actually good.
They just need to make the game good and fun, there’s a reason people enjoy wvw roaming probably more so than spvp, there’s more build variety.
Anet should just consider focusing 90% on making the game fun, stop trying to squeeze the life out of the game trying to make it balanced. Let everyone be a little OP in their own ways but just give us more options and tweak it.
If Riot had tried forcing LoL into being an esports right out of the gate, that game would’ve never gotten anywhere lol.
Here’s a tip.
Use pistol/pistol or pistol/shield even for power builds when leveling, and get bloodlust and speed sigils on them.
Speed Sigil will give you nearly infinite swiftness alone, and speedy kits or med kit can help supplement that, very handy.
It may be jarring at first, but if they can stay consistent with it, I think this will be better for the game in the end.
I remember when I was used to facerolling in WoW then went back to play Vanguard (that was more like Everquest difficulty) I was getting so irritated just in the tutorial alone til I got better again and it wasn’t a big deal.
This game has been so faceroll/easy for a whole year, people are just too used to it. A few more months of actual difficulty and people will get used to it I think.
I just really hope they add more things like the Mad King dungeon/instance.
No BS. Just go in with your group, do an awesome boss fight, get good rewards, and you can farm it as much as you like (no daily only BS). It’s absolutely amazing.
I hope they do a lot more of those TBH, Fractal is kinda sorta close.
Liadri was ok… I think the design of the boss was nice. However, the camera issues in the arena, and the ground aoe visibility being so ambiguous is really the only thing that made it difficult and frustrating, that’s not a good example of difficulty, that’s just punishing.
You can make stuff clear and intuitive and still very difficult/fun and fights should be.
(edited by Knote.2904)
This is one of the most alt-unfriendly games out there lol.
They need to add an item like this.
I don’t want a metal helm, that’s stupid, I’m an engineer. Why am I shielding my face. I want a maniacal scientist ala the small race in Wildstar. See below:
I want a crazy alchemist look, and for a new kit that throws elixirs for dmg lol.
Yeah, I’m not impressed with Flamethrower at all, the dmg is absolutely terrible. =/
Engy needs more crit proc traits so Flamethrower is worth something dmg wise, and to make up for the fact that it’s terrible against Retaliation.
(edited by Knote.2904)
It could just be a really hairy guy, don’t be so inconsiderate!
It looks less feminine than the new long hair option human males got lmao. Oo