Just fought a match in Stronghold, have not done it since it first came out. Now, I may not fully understand the base archers just outside the gates, but I thought they were able to one-shot players like the base defenders in WvW. Well, the opposing team had 4 necros, at least 2 minion builds and they just camped right outside our starting gate. It was a good tactic. the defenders just aimed at the minions, while the players destroyed our team until we got smart and tried something different. Like I said it was a good tactic, but again I thought it would be impossible with the defenders being designed to prevent just that.
First I’m glad to see necros getting some attention. However, is anyone else thinking it’s a bit ridiculous in PvP with all the necros? I like necros, so this is not a hate thread, but I’m just asking for honest opinions.
I play PvP every day and it seems so different, I had 2 matches today where 6 or more of the 10 players were necros. So there must have been some change to warrant this, because it’s not been this crazy before.
In the past 2 days I have not been able to play a match without 20+ minions and reaper shrouds pulled off at the last minute before the last of their HP vanishes, just to be about full when the shroud ends. Again to all the sensitives here, not hating here, I know that there’s been crazy stuff before which eventually settles out somehow.
The map bonus system of central Tyria is pretty straightforward. However it would be super nice if a point tracker, much like the ones for HoT, would be added. The feature is already there, I’m suggesting adding it above the mini-map for the central Tyria maps so one knows how many points to the next reward.
I echo most everyone here. Price is way too high, kind of a rip off IMO.
I initially thought it was a bag slot in my inventory panel, and I thought “genius!” What a brillant idea. I was so excited to buy 1 or 2. Then I opened TP and finally read the fine print more carefully and saw it was for just 1 tiny slot. Then I decided, I’d save my 2000 gems for something else.
We got new outfits but bundled with dyes, weapon skins, minis, and other useful stuff. We have bag slot expansions bundled with boosters, and we have different utility boosters bundled together.
It’s a new trend it seems. I understand why they do it. It helps to promote items not usually purchased and increases the quantity of gems used to make a transaction. Would you normally buy this item for 800 gems? Well, for 400 gems more you get 5x more stuff!
It may be a new trend, but I don’t like it, and has stopped me from buying some items. For example, I like the bandit sniper outfit, but I’m not going to buy it at that value. I know I get all of those nifty things, but I only limit myself to $20 big ones when I make a purchase and I like to get more for my buck. Previously, when things went on sale I could drop $20 and get several cool things and be satisfied. If this trend becomes the norm then I’ll have to drop $35 to get one thing I want and what was ever bundled with it.
Do you like bundles on the TP and have you been OK spending more?
Ya, another suggestion thread that will probably not amount to anything or never be read by the devs, but I had a couple of ideas since HoT release and I thought I’d put forth.
I am assuming that soon they will change up the dailies to include more aspects of the new, yet slim content. On the other hand they might not, so they don’t alienate the players with the expansion. So, really who knows? Let’s assume that there is a new daily coming out (4th or 5th time, I lose track).
The previous iteration of dailies I really liked since we could pretty much just play the game and earn our daily while doing whatever we wanted, but I don’t see that system coming back, since it’s all about choice now and trying to get us to diversify and not spend all our time in one map.
So, keeping the same principle in mind, I really think we need a daily dungeon system. I know the goal stated by Mr. Economy Expert was to de-incentivize dungeons, but let’s face it, there are lots of reasons new players and token farmers need to be there. So at least a few times a month there would be a influx of players in a particular dungeon helping the entire community. Now, in the spirit of GW1, that could take the form of a targeted boss bounty, or an entire enemy clear (vanquish), or just any path completion.
Also, to continue the bounty idea, why not give an unique name to a few champs (at least 1 in every map). For that daily you would need to go slay that specific champ and that would bring the player community back to those often empty maps. Lot better than trying to find 4 random events, just to miss out by the time you get there. Of course there are problems with players camping while waiting for champ to spawn. So, why not make it that you have to kill 3 – 5 specific champs and bring back proof of kill (no champ bags) to collect reward (equivalent or better than the loot left out) The would need to make these doable only once, to mitigate problems like we had with the QD champ train)
For some maps they already have something like this in place which is rewarding in itself. For example, Fire shaman in Iron Marches or Ogre wars. Some of these champs are already at the end of some event chain, they would just need make that end champ drop some proof of kill to turn in for reward.
In the spirit of Nicholas the Traveler from GW1, I would also like the idea of collecting some obscure junk item quests, but I don’t think that would ever be something they would do.
One little itty bitty part that has me leaning towards the idea of new dailies is Stronghold. Only on days that have PvP kills, profession winner, and rank pts or rewards is it possible to get all 3 dailies in one match. On days where it involves pt capture/defender it doesn’t make much sense to play Stronghold if you are just trying to get your dailies quick. So I would imagine that at some pt, something Stronghold specific, like Lord/guard killer, or spending X amount of supply, gate breaking, hero summoning, etc… to make it’s way in. However, Courtyard never had points and had this exact same issue. Yet, I would think that they would want to give more incentive for people to play Stronghold and right now the daily system doesn’t really support that idea at the moment. Ideally it would be nice for them to make PvP dailes that didn’t force you to play one game mode over the other, but I don’t see Anet making that happen, since they have a track record of “guiding” us how we choose what to play.
If they did reinvent the dailies, what would you like to see?
The part that surprises me the most? There’s not 10+pages of this thread by now!!
Really, nothing they do about wanting us to pay real $ for stuff surprises me. It does get worse and worse and I don’t see it ending anytime soon. I get that they are a business and need $ to make new content, but the timing of this! Really? To nerf the number one way of making gold, promising a shift of that gold to another game mode – which had an unmentioned catch, and then to show this advert all within one month! I don’t like to “read between the lines” but it doesn’t “feel” right. Especially, when you combine that with all the additional stuff requiring more gold to get. This makes we wonder what will be Anet’s next move to limit our gold earnings, but increase the demand for gems.
Well at least they don’t make us watch videos that we have to pay to be disabled or flash annoying adverts in our game UI, and we’re still getting gold for events!
So, from what I understand there is nothing really new (perhaps new markets for mats but those will stabilize eventually). Just the old list for making gold minus the dungeon runs. So if I get this right basically it’s SW and world bosses until those get nerfed too.
…dungeon reward nerds …
I’ve sometimes thought it but I’ve never said it!
I’m thinking that was either an error on my part, auto-correct, or possibly a Freudian slip?
With the dungeon reward nerds how do you make gold now? Since parties for dungeon running are harder to find – some would say non-existent, how do you make your liquid gold now? I’ve heard that the move of rewards from dungeons to fractals wasn’t exactly sufficient. I’m assuming raids gold isn’t exactly that quick or easy to obtain either.
I have crafted 3 full berserker sets of ascended armor for each armor class (light, medium, and heavy). I have 2 mains and 11 alts and always adding more. I am not sure of how to best utilize them, so I thought I’d get some input. This is for mostly PvE and some WvW obviously since everything is available for PvP. I also have raids in the back of my mind, but that’s not a major factor – yet.
My first thought is to take advantage of the account bound status and switch sets between alts. The problem are which runes to equip. So I’ve been researching which runes will be the best for the 3 classes of that armor type. So, any ideas which runes will fit the heavy, med, and light armor sets so that they best fit all 3 classes for that armor type?
I understand that things are in a state of flux right now and that balances are coming. I also understand that builds are changing especially due to the raids. So this might not be a completely desirable solution.
I usually stick to my mains, but occasionally I like to try out the alts escpecially after class balances or new stories drop (like HoT). Since HoT arrived, I’ve been switching more frequently to alts so that I can max elite specializations.
However, my 2nd idea is just to pick 3 mains (Guard, Thief, and Mes or Necro – I can’t decided which light class) and gear them with ascended that way they are the best suited for use.
So what’s the best method for picking runes sets for my 3 sets of ascended gear (light, med, and heavy) between all my alts?
Just curious, what rewards, other than gold, do you think would get more people playing dungeons closer to the level they were at before?
Let’s not forget that this is exactly what they wanted, so…… I wouldn’t expect any changes/QoL on dungeons anytime soon if ever. Dungeons are dead, there have not been any real improvements for over 2 years, the design team is gone and now they nerf rewards so people will play other stuff. The only incentive to play is for people who don’t have the stuff you are talking about and there is supposed to be enough of them at the same time to keep runs going (of course there isn’t-but that’s the Anet belief) Time and time again, they forget that we players want to be rewarded for our time and difficulty, and before they were in a really good spot. Now the “joy” of broken dungeons is supposed to keep us players playing? (even the ones who have maxed their tokens, gear, titles) It just makes no sense!!
The ones who really suffer here are the new players who want to get these rewards but can’t because, as you guys are pointing out, it’s very difficult to find an experience party anymore. This really has to be one of the biggest bonehead moves they’ve done. If they are so concerned about liquid rewards, there are plenty of other rewards that would get all players playing dungeons again, but again when the focus is to de-incentive dungeons, I don’t anticipate them ever doing anything to improve the situation. Maybe when people get bored of HoT stuff?
Watched the following video from Brazil: https://www.youtube.com/watch?v=IMxrq_0mDvI. Basically it’s about how Anet has just made fractals worse when they’ve tried to make them better. I’m not a big fractal person, but I’m just curious about a few things:
1. Has fractals been more/less fun since the xpac dropped?
2. Do you see yourself doing more/less or the same ?
3. Since they are now a bigger focus than vanilla dungeons, are they satisfactory the way they are or do they need something more?
I tried searching the forum, but their tool is less than useful. I know that in a recent patched they reduced the requirement of a rank from 4 or something like that. So my question, is what is the ideal order to unlock masteries to finish the HoT story. I plan to go back and finish the others later, but right now I just want to do the story first.
Thanks.
Last year, the end of the event was uncertain too. I don’t remember when it ended but it caught people with surprise and caused quite a bit of grief because they couldn’t exchange all their nougats, skulls, and fangs for the rarer item because the vendor disappeared also. Nothing was ever done, so the lesson to be learned here, is that if you have any of those items you’d like to exchange do so now because Anet hasn’t/isn’t telling us when vendors are going to vanish.
The one for candy corn cobs will likely remain all year again.
If memory serves me correctly, they nerfed a lot of it’s usefulness because some thought it was a pay 2 win sort of thing especially concerning WXP. Perhaps they didn’t bring it back intentionally?
True, and that’s what I’ve thought. Like I said I haven’t played it yet so I’m not judging. I kinda figured this was what to expect so I’m surprised by the reaction so far. Maybe a better question is HoT really that grindy? What in it makes grindy and does it take or add to the fun?
Simple question.
I haven’t played through HoT yet, so I am not in a position to judge. I’ve seen the countless posts on reddit and here about the grind, grind, grind, and more grind. So I’m not trying to ask is what Anet done in HoT truly grind or is it player drama and over-reaction, but why would they put so much of this perceived “grind” into their first x-pac.
If the content like masteries, scavenger hunts, crafting, etc… truly increased grind then I would guess that Anet put that in there to appease to our requests for end-game content and hold us over until the next new content. If so, maybe they’ve misinterpret what we want and put this “grind” in because they think we’ll enjoy it and spend hours of our lives basking in it. If the devs realize that we the players find this level of grind unenjoyable, then perhaps, they put this “grind” in because it’s the best they can do and lack the imagination & talent for something else that’s both satisfying and not “grind” Personally, I doubt that because they do have amazing talent, so maybe then this was done because they thought the player base would find it fantastic?
If you’re one of the many who have abandoned dungeons (except for a few key areas) what incentive would bring you back? I thought I’d try some constructive input, before giving into my cynical nature. I really think they should do something to give incentive to dungeons. I know it was made clear that they want to take the focus off dungeons and put them on fractals. I think that’s dangerous for the new player base that they want to cultivate, since they are an integral part of the game.
Obviously, gold is out of the question, and I doubt account bound stuff would help. I would imagine XP for masteries or something that could be sold for gold, but then again all Anet would do is turn it into another grind fest behind RNG.
So is there really any hope for vets continuing dungeons or are the new players left without your help and stuck in lfg hell?
Thank God.. story gates are a pacing nightmare.
Thanks Matt.
Now here come the complaints that the masteries gating was removed.
The only people who will complain are people who already grinded out the mastery. I think the rest of us will be celebrating.
Fix the Elite Specialization . I want to play my class not PvE for it.
Totally this. I bought the expac for new elite specs. Instead I got enforced BS pve grinds again and again and again for every single character.
Also +1, having to grind for the new spec is a chore and not fun. We should be playing the new spec while we adventure in HoT. At this point, we have to explore nearly all of HoT and finish most of the content just in order to play the spec. It should never work like that.
I figured that the elite spec would have been unlocked as part of story. Kind of an epic way of showing character progression and incorporating elite spec into lore. Kind of the way the first game showed ascension. I haven’t played the story yet, so I don’t know if the elites are even explained in the story. Maybe they are, but it doesn’t sound like it.
However, I think it would have been a nice trade-off if it was implemented that way. You could play the story and fast track your unlock, or grind the 400 points. It gives you a choice to play your way. I think anytime a developer implements trade-offs and choice, it only makes the game stronger. Locking things away behind high value gates, doesn’t.
Not to be a negative Nelly, but you haven’t been able to play your own way for awhile now. Pretty much since feature pack 2, is when it really hit.
Would you like to see them add one someday?
If so, what would it be and where would it go? I thought Ascalonian lore would fit nicely maybe in the old city itself, but with the dungeon that theme might seem a tad overdone. My other thoughts were the human rebels down south, the Ogres east, or just some crazy sized boss from the swamp or lake.
Whatever the reason, they don’t have one. All the other starter areas (1-15) have one. I figure that’s it because that map has the “beginner” dungeon, but Caledon & QD have both. Plains of Ashford does have a guild mission tho.
I don’t think they would ever add one, but I think it’s a shame. The other 4 areas gets the random influx of players in the starting zones due to a WB popping, leaving Plains of Ashford rather quiet (which on the other hand could be kinda nice). However, when you think of world zones, Char areas do not get much attention. The only WB I can think of is the Shatterer, and to a lesser degree there are the two minor world bosses from Ogre wars, and that Fire Shaman up in Iron Marches. I used to do them all the time but when WB became scheduled, I all but forgot about them.
Just seems a little unbalanced. What do you think?
while we are at it. Let’s remove drops from the games, give no rewards for karma, xp, or gold after event completion, and only award unique map/event currencies that are tradeable for items which are account bound.
Wait a minute isn’t that what they did with that Mordem event last month? Maybe this isn’t kitten sarcastic/unrealistic as it sounds?
After thinking about it after awhile, I don’t envy your job, John. Seldom does your line of work bring good news. When you do announce something it often hits many players right where it hurts too. It’s necessary holistically, but you are many a player’s killjoy.
John, a few questions. Can you explain to me how the change to dungeon rewards is positive for the community? With all the new players, don’t you think they will find it harder to run them without some sort of incentive. Do you think that tokens and drops will be sufficient to maintain the current frequency of dungeon runs or do you expect them to “fade into black”? If so, what is even the purpose of keeping this content in game, especially considering all the skips, exploits, and brokenness since launch? I understand that you are just the economics guy, but I would hope that at some point this was discussed.
I feel sorry for all of the new players who have yet to complete dungeons after this change, I expect to see many unanswered lfg, do you really think that’s positive for our community?
Would you rather have Anet stuck with previous lore and used Mursaat or are you happier they came up something new?
Simple question here. Lots of people were assuming Mursaat. I suppose they could still be revealed later somehow. They are now adding a new type never before seen in GW1. So which do you prefer? Anet to stick with and further flesh out older lore or come up with new stuff?
Although doubtful, I hope that they reply to this or at least acknowledge these concerns because they are very legitimate. I think many valid things have already been brought up so I would have much to add. I would like to say because of the current RNG skew I have never use real $ to buy BL keys at full price. When they are on sale, I’ll buy some but I still have not received anything stellar in 3 yrs. Just not worth it Anet unless the RNG is better or keys cost less. Just my two coppers.
On the flip side of things, I think the slot machine feel of things does provide them ample sales. People do like their gambling.
For instance start an event in the south center of kessex hills, and from there two events in opposite paths sprout up, effectively forcing the zerg to split up to cover both events, and have them meet back up in the north center for some larger than usual event, and have it split off back around again. That way new players can go the full course and it eliminates those with way points and prior knowledge gimping the events.
This is what I’m saying. How is it that simple ideas like these are overlooked? This seems so much better than what was originally planned/designed, and I bet he is not a paid game designer either (I could be wrong tho)
I for one appreciate the announcement Gaile, but at what point exactly does this sort of thing stop happening?
I can completely understand unforseen bugs that need to be fixed. Things get overlooked, sure, but this event like others in past seems to have it biggest flaw rooted firmly in the planning phase. The cost and rewards of items were established by someone, the event times were planned and coordinated and then implemented. The only thing I can think of that might be buggy is the lack of loot (blooms) dropping from events. Even so, grind does not equal reward here, and that seems solely a design issue.
I like Anet and I like what they do, but sometimes things like these make me say Whiskey Tango Foxtrot!!! (if you know what I mean) Some things just seem so out of touch with what your customers want and when the questions/rage happens, someone quickly says “Oh! it’s not working as intended, we’ll look into it!” Which then makes me wonder about how the whole mess gets tested and the green light for release.
If there is an established check and balance system there, it would seem obvious to me, that someone would say, “this makes no sense, maybe we should think about this”. But, these things get released anyhow, and then damage control/PR begins. It’s a cycle that’s happened more than enough times and makes me wonder how things are run there. Again, I can understand if these are bugs, but some of these seem like the problem is in the design not the programming.
I’m not going to focus on the hours of grind is severely out of touch with rewards gained. I think that’s rather obvious. What I don’t get is how the mastermind (dev/admin) behind this whole event did not realize this. If this was intentional, and not some sort of oversight, this really is a bit insulting to us players.
I get that we are not owed anything and that vet players who have done LS1 before may not need any of the rewards. However, you had your very first opportunity to bring new players and old together. You could have added some fuel to the excitement, but that rather backfired. Instead, new players at these events quickly see the discontent through map chat. New players aren’t stupid either. They can quickly calculate how much time is needed to earn for the more expensive rewards. This is their first big event and if they are F2P, I would you think you would want them to pay for the expansion. After an event like this, I’d be more than hesitant to pay the $$ if this is the trend of events. That leaves a sour taste in an event that could have had the opposite affect.
With the new event it would have been so much better to have loot/champ bags drop from the mobs. Imagine the excitement for new players at receiving loads of champ bags/gold and for us vets pinging the drops in map chat for those more exclusive items we just received. I realize that this event is modeled after Scarlet’s invasion events, and I remember the excitement from players during those events as they got their drops.
You blew it, well done /clap clap clap.
Ultimately, if this isn’t obvious already, players want thier rewards = to time spent. That’s the bottom line. It would have been better IMO to bring back the Crown Pavilion to bring new and vet players together.
I’ve been PvPing for awhile, but there’s still a lot of room for improvement. One trick I have yet to master (if it’s even a real trick) is how to progress through the stomp (finish) animation quickly. Every now and then I find players who have like a 1 second stomp. In the animation. their hand goes up, but they don’t pause at the height, and come straight back down to complete the stomp. While mine have that 1 to 2 sec pause at the zenith.
Today, while I was playing my guard, there was a warrior (not zerker) who would successfully complete his stomp on me before I could get my #2 downed skill off. My screen would go red when I went downed and it seems before I could really do much, I would already be dead and need to wp. I wasn’t killed by dps because I would have the finisher sticking out of my corpse. I’m pretty sure it wasn’t lag either, because my ping is very good.
I’ve played others too, tho not often, who go through the finisher animation quickly. I thought at first it was lag, but it doesn’t seem to be the case, but that’s always a good excuse too. I’ve tried weapon swap in animation but that interrupts the finisher. So any tips?
3 Anniversaries now, and they sure don’t seem to be as fun as they were in GW1. Don’t know the reason why, but they always seem kinda anticlimatic. This is not another post about how the weeks of sales are lackluster. I don’t want to focus on how many Queen Jennah’s my alts have, or these cool titles of Loyal & Veteran that I have. And I especially don’t want to focus on all the community grumpiness every single time we hit an anniversary.
There has been some good things (Birthday blaster, Boosters, and new finisher coming up), but I have to wonder why can’t celebrate like they did in GW1. That’s what I want to focus on.
Some of my best memories from GW1 was during their anniversaries. Man, did they know how to make a player have some fun. We had festivities for players to compete and participate in. We had great rewards that could be earned. Birthday cupcakes anyone? We had presents that had chances of providing random, sometimes exciting, minis. It only got better. Even by 2015. We had the anniversary weaponsmith, the Proof of Legend, and even a voucher for a free bank tab.
My point is, that GW1 anniversaries are exciting. It offers rewards for playing their game and even encourages players to invest time to earn more rewards. I still enjoy logging into my alts to see what cool mini they get this year. (even tho I already bought all of them) I enjoyed that randomness between my characters. For a brief moment, the game felt special and I felt more rewarded for all the cool things I could do for being loyal rather than this very, cool title I have.
None of that excitement has ever occurred during GW2 anniversaries. I just don’t get it. It seems so “night & day”. I understand that they are different creative teams, and the importance of the gem shop, but it just seems they are excessively stingy. Even after 10 years and a game that’s passed it’s prime, they still know how to celebrate. However, I have zero hope that the 4th anniversary will be any better.
(edited by Kythan Myr.4719)
What if they announced 3 PvE maps for HoT?
in Guild Wars 2: Heart of Thorns
Posted by: Kythan Myr.4719
So with 3 legendaries announced for HoT, (but more on the way) it seem to deflate a lot of peoples hype. Personally I don’t care that much about those, I’m waiting for the difficult stuff to be announced.
I got to wondering though, about what other things are still uncertain that could possibly have the same effect as this legendary announcement. PvE maps seem a topic that has had quite a bit of discussion, seems most expect something small like 3 or 4. Others a bit more. We know that there will be 3 biomes, and that their will be a smaller footprint compared to a traditional MMOs, and that they are supposed to be feature rich.
So the question is: If you found out today that Anet was only releasing 3 avg size PvE maps (with more on the way), what would be your reaction?
Just saying every map I’ve gone to is complaining about Rev. Before this weeks beta testing everyone was excited, and all I’ve heard today is to not bring them to this or that event. Some points are valid like they are not complete but isn’t the whole point to be testing and trying to push the limits of what’ there? So wouldn’t it make sense to put them in those situations? Granted it would make even more sense if the profession was complete.
It’s ironic because when it’s finished and finalized everyone will be complaining about the balancing and the bugs, and be asking Anet why they didn’t do more testing before they released it.
You just can’t make anyone happy anymore can you?
Next they need to make a wooden potato
I agree that these things are sorely needed in this game, but sadly:
AIN’T GONNA HAPPEN!
You might want to take some time to read through all the changes in the game release notes thread:
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-June-23-2015/first#post5217689There’s a lot to take in.
Thank you. Believe it or not, I have and and I can’t find it mentioned, I even used my browser’s search on page and came up empty for the word persona. I’m glad that’s it rolled in, but where is this stuff mentioned?
Dunno, but I’m more curious as to why they didn’t make them character bound and make those, not traits that make that weapon type do more damage, recharge faster.
They could lower them from 20% to 10% if it is a balance issue, make it more of a grind, and maybe make it so you have the title up. Sounds more complicated, but after losing so many traits and them rolling/removing some of the weapon specific traits it seems more viable now especially if it would have kept a bit more traits that didn’t make the cut.
I just logged on my mesmer and didn’t see the trait. Checked the wiki and it confirmed that it was removed. When I was playing in PvP I thought the shatter affect was around me too, so I thought maybe it was automatic now. I tried searching this forum, but the search bar says no results found – it says that also, if you type in mesmer.
Unless you have proof someone will just say it was lag.
To me it’s more of a problem that the grandmaster traits aren’t desirable. I don’t play guardian but looking at your grandmaster options, they’re all pretty weak and that is just lame.
Ok, I’ve thought pretty much the same too, but I thought it was just me. Maybe I don’t see the potential. But then, Dragonhunter also seems kinda, well you know….. Maybe there’s no Guardian love anymore. Trying to look on the bright side, Guard is still a good class to bring in any group, right?
Also this brings up a valid question. I’ve been using the Tier 1 -3 naming because I thought they did away with the whole Adept, Master, Grandmaster thing, am I wrong? I don’t mind using it because it’s the old way and at the moment most people know what that means. If they are stilled called that, I’d like to know because I don’t want to sound even more of an idiot.
My opinion: some parts of the game must be easy or for casual players, whereas other parts should more challenging (e.g. some temples, bosses, etc.). However, for those harder parts, the rewards need to be increased since the current ones don“t worth the extra effort.
Wait.. Doesn’t that completely destroy the argument for more challenging content? I mean if the purpose is to get better rewards, then you turn the game into a progression grind quest like WoW and every other MMO out there.
If Challenging content is so important to a certain group of people, then shouldn’t the content itself be reward enough?
Yes, maybe once or twice, but you need something to keep you coming back. Look at champ trains and SW. Why do people keep coming back over and over to do those?
First off, let me say I am not a game designer, developer, or programmer of any sort. I do not claim to have any idea about what takes to design and develop software. I am aware of bug testing and understand that takes up a huge amount of time.
My question is do you think that the amount of bugs/problems that are introduced after a patch, whether small or big, is acceptable for a company of Anet’s size?
I always expect issues to arise after a patch like with the Symbolic Avenger and Grenadier traits. Sometimes, some of these things that have happened over the past 3 years has been like “c’mon how did you not know this was going to happen -didn’t you do any testing first?” Anet is usually good about fixing things quickly and slapping a band-aid on it. However there are some things that are still bugged unfixed since launch. There a several dynamic events that produce items for Treasure Hunter that still get hung and you have to wait for a release for it to get reset.
My biggest reason for asking is because after I read another separate post, I am concerned about the potential brokeness, quality of HoT when it is released. Will it be in the same state? Will we grow to love the Reveanant only to find the things we love get nerfed into oblivion because they were to OP. I am hoping they are testing and trying to avoid this, but each time there is a new patch something arises that makes me think “did you not test for that?”
I know some things are unexpected like the HoM issue, but how did they not know that removing the cond-cap was going to cause the world bosses to melt like butter and not have issued the HP already within the first patch and not after. Then maybe they would have had more time to test and appropriately balance some of these that arise.
TL/DR: Again I don’t claim to be an expert, and I know there will be always be bugs, but do you think the quality of bugs are acceptable? Do you think there are some things that could have been caught with basic testing? Do you think this will affect the quality of HoT?
This is not a thread complaining about Guards or Anet’s fixes. In fact, if Anet even reads this thread, I am not even trying to sound like many of the trait QQers out there. I’m just trying to point out a limit of the new trait setup and hope that it is something that is taken in consideration. When there are T3 traits that are lackluster, I am forced to take one of those traits, I cannot simply choose another T2 or T1 trait like we could in the old system.
New fix for the Guard was to temporarily disable symbolic avenger and I am OK with that. However I want to use the two other previous traits in that line too: Fiery Wrath , and Zealous Blades. That leaves me with two Grandmaster traits now Expeditious Spirit and Shattered Aegis. Both are not lucrative to me in the slightest. Since I am not taking spirit weapons (which I still don’t understand how they are useful in the slightest btw – it’s a garbage mechanic IMO) I’m left with the Aegis trait. That trait can be useful, but when I block an attack for damage is kind of unreliable, unless I use it with the shout: Retreat, but you removed Superior Aria too (and don’t get me started on that).
So what would be ideal for me with Symbolic Avenger disabled? I would double dip in T2. Since I am using radiance and have the minor trait that causes blindness, it would make sense to use both Zealous Blades (since I’m using GS) and Blinding Jeopardy. I know that by limiting one trait from each Tier makes thing much, much, much easier on your balancing/dev teams, but it limits us and removes creativity. There are so many times I have been trying to make new builds, and I find I’d like three lower tier options rather than the T3 options given to me. I understand that every skill has had careful considerations and testing, but some of your choices really make little or no sense. Maybe these skills are tested in environments that I don’t play in and then don’t see their full potential.
So, please consider, allowing us to choose multiple traits from lower tiers. Of course T3 would be limited to just 1 choice, but perhaps T2 gets up to 2 choices and T1 could get 3. It would restore some flexibility and creativity, while creating more work/frustrations on your balancing team I know. In an ideal world it would be nice to have more T1 and T2, but that would drive the OCD/symmetrically inclined people nuts, I know.
To the players: if you were not limited to 1 trait per tier, what would be your choices for your 3 traits and why? Knowing you could of course not choose more than 1 T3 trait.
I don’t see the flaw exposed in your argument. Anet disabling a buged trait has nothing to do with them splitting up traits into 3×3 tiers.
Now if the bug in Symbolic Avenger meant they had to disable all 3 GM traits, sure then you might have a point. But it doesn’t so your point is moot.
Also we are unfortuntaly still in a balance and bugfix phase (which is not desirable but to be expected after such a big patch/change). The fact that anet went out of their way to just deactivate the trait instead of just fixing it with the next content patch should show just how unbalanced and broken the trait was (still waiting on the engi grenade fix).
I play guardian as my main twink (and main dungeon/fractal runner for 50s) and I have to say, any player currently complaining about guardians state in the game should really take a step back. The class is already on the breaking pointof being totally unbalanced (FMW is way out there). If this small trait change gets you riled up, don’t be happy for the rebalance of some skills that are bound to happen.
EDIT: anet did actually disable the grenadier trait as well. going to keep the post as is since all it shows is them acting on game breaking things
The point of my argument is that sometimes you don’t want the T3 trait because it doesn’t fit was well as taking a second T2 or T1 trait. As it stands right now you can only take 1 T1, 1 T2, and 1 T3. What if the available choices between the 3 traits of each tier don’t fit with your playstyle and seems inefficient/unoptimal? You are basically shoe horned into something less than ideal and that stinks. Temporarily removing one of the T3 traits only highlighted that problem because now you only had 2 choices of T3 which doesn’t fit as well my first two selected T1 and T2 traits. Taking a second T2 trait IMO would have been better than taking any of the left over T3 traits. Sure I can do that and move on, but why?
Since the game launched that has always been an option, and now we have less choices and not everything seems to make sense. Sure the new system is pretty and streamlined and it’s cool little sounds and graphics of streaming whatever is nice eye-candy. But at the end of the day I want my build to be traits that blend well together and not be how about how visually, symmetrically even it looks.
How is it taking you so godkitten long to fix this, anet!?
Get off your kitten and patch teq. The only way people are able to beat this is by abusing bugged guardian damage.
No one is currently using the SA from guardian unless you are referring to the previous victories when it was enabled. In case you didn’t see the TTS/GSCH Teq post right above, EG is saying that they beat it with time to spare.
Superior Aria still exists, it was bundled into Pure of Voice….
Holy Kitten batman! You’re right! I missed that completely! I feel better now taking shouts. Thanks!
What are the chances, now that this isn’t a problem, that the trait will never be fixed and remain disabled forever?
I highly doubt that, what is most likely that will never be fixed is the Teq Crit box
This is not a thread complaining about Guards or Anet’s fixes. In fact, if Anet even reads this thread, I am not even trying to sound like many of the trait QQers out there. I’m just trying to point out a limit of the new trait setup and hope that it is something that is taken in consideration. When there are T3 traits that are lackluster, I am forced to take one of those traits, I cannot simply choose another T2 or T1 trait like we could in the old system.
New fix for the Guard was to temporarily disable symbolic avenger and I am OK with that. However I want to use the two other previous traits in that line too: Fiery Wrath , and Zealous Blades. That leaves me with two Grandmaster traits now Expeditious Spirit and Shattered Aegis. Both are not lucrative to me in the slightest. Since I am not taking spirit weapons (which I still don’t understand how they are useful in the slightest btw – it’s a garbage mechanic IMO) I’m left with the Aegis trait. That trait can be useful, but when I block an attack for damage is kind of unreliable, unless I use it with the shout: Retreat, but you removed Superior Aria too (and don’t get me started on that).
So what would be ideal for me with Symbolic Avenger disabled? I would double dip in T2. Since I am using radiance and have the minor trait that causes blindness, it would make sense to use both Zealous Blades (since I’m using GS) and Blinding Jeopardy. I know that by limiting one trait from each Tier makes thing much, much, much easier on your balancing/dev teams, but it limits us and removes creativity. There are so many times I have been trying to make new builds, and I find I’d like three lower tier options rather than the T3 options given to me. I understand that every skill has had careful considerations and testing, but some of your choices really make little or no sense. Maybe these skills are tested in environments that I don’t play in and then don’t see their full potential.
So, please consider, allowing us to choose multiple traits from lower tiers. Of course T3 would be limited to just 1 choice, but perhaps T2 gets up to 2 choices and T1 could get 3. It would restore some flexibility and creativity, while creating more work/frustrations on your balancing team I know. In an ideal world it would be nice to have more T1 and T2, but that would drive the OCD/symmetrically inclined people nuts, I know.
To the players: if you were not limited to 1 trait per tier, what would be your choices for your 3 traits and why? Knowing you could of course not choose more than 1 T3 trait.