GW2 is safe until EQN is out.
then we will see if Sony can live up to the hype or is it another failed vanguard.
unfortunately, GW2 is the best that the gaming industry has to offer to the world from end of 2012…
not sure we need more gimmicky mechanix like the new TA path.
we need the existing bosses to react to players..
using boons and blocks.
players are stacking? use cleaves and/or blowout.
players use LOS? use AOE.
players reach certain amount of condition variety /condition stacks? use cleanses.
players use 100b, pistolwhip, FGS ? use block.
starting my list
6-Anet (LS>LS>LS>LS>Spvp>>scarlet>quaggans>WvW>endgame PVE)
please don’t confuse LS with PVE.
there is one endgame PVE mode, which is fractals that wasn’t on launch and had only one serious overhaul.. that arguably made it worse.
Not sure how defiant is necessary outside open world bosses ,
it is not that i can chain stun or chain kick the boss for the whole fight, and even if i have five warriors with bull rush, it is on 40 seconds CD, and the boss should use stability against it.
and 10% miss on blind is overkill….
it is not the heavies it is the silly sPVP balance that ruins all that is good in PVE.
also: defiant.
i believe that AC is not so difficult on level 80.
two people who know what to do can carry the rest three scrubs. five people who know what to do and when can easily finish each path in 10-15 minutes.
but for level 35 the dungeon is INSANELY kitten
level 35 you just opened a single elite, and the cheap one not the good one,
you don’t have all the utilities yet, so nobody have decent access to stability and everybody is graveling food.
and ofc not the cool traits that come in grandmasters tier, not even in master! (master tier is opened on level 40) .
you have two stats on armor of blue or green quality and not three exotic stats distribution.
so all the mechanics are one hit mechanics and the DPS is around 1/2 of a down-leveled 80 .
which is the real problem.
IMHO the problem with Anet is that they are always trying to invent the wheel, and refuse to adapt an already made solution. it is cool that they are innovative and everything, but sometimes it is good to stick to available solution.
there is a very good game named “DDO” it is very similar to GW2 in many aspects,
-the versatile character builds
-the soft trinity, you don’t have to have tank and healer, and tanks are not always tanks and healers are not always healers.
-the active combat and avoidance of damage through positioning.
all this lead to exactly the same problems like in your points 2 and 3.
what turbine did, is it rewarded the players in dungeons for “playing” and not for “skipping” all mobs in a dungeon are counted, all bosses in the dungeon are counted, all secret chests and doors are counted and all traps are counted.
you get bonus percentage reward for completing mob kills, boss kills, trap disarms, secrets found,
killed 50% of mobs? 10% bonus to all rewards gold and XP.
killed 75% of mobs? 15% bonus to reward.
killed 100% of mobs? 20% bonus to all rewards.
so a party can spend 10 minutes on the dungeon skipping all content and get the basic rewards or it can get all kills, all bosses, all traps , all secrets and get double or triple reward! (20% to mobs, bosses, secret doors, chests traps etc)
they would also give a reward for not killing any mob! for example if you have party of thieves, and you slowly stealth thru the dungeon aggroing nothing, just going silently and disarming traps, and pick the treasure you would get a decent boost to the reward for killing nothing.
if a similar system would have introduced in GW2, then the dungeon runs would be more fun, the rewards are better, and it would help for new people to understand the dungeon instead of just running and skipping.
but for this, anet should reduce the amount of infinitely respawning mobs. this is bad and lazy mechanic that for some reason prominent in GW2…
they said there will not be expansion in 2014
they also said they will introduce new zones and new content via the living story update.
what i think should be is that LS will improve more. some of it improved already.
i think all temporary content that they made should be permanent as a new dungeon or fractal,
like 25 man marionette dungeon, or a lions arch destruction fractal with knights and scarlet etc…
personally i think we don’t need new race at all because there is no difference between races. and they should fix existing professions before introducing new ones.
1- split skills between pvp and pve (yes all CC, we are looking at you!)
2- fix seriously broken stuff ( like thing that announced but dont work… 6 piece runes and effects etc)
3- remove AOE cap, (for everybody including PVE bosses).
4- allow healing power to crit from precision.
5-make shields generally useful and not niche weapon for trolling.
6- rework defiant. completely.
7- improve AI of veteran mobs to be little less dumb.
8- introduce “active blocking” that will use endurance depletion as timer and will block incoming damage derived from the amount of toughness .
9- healing power will reduce condition damage similar to how toughness reduce physical damage.
10- move to rubbish half of the dredge fractal…
Superior Rune of the Elementalist 6/6 set doesn’t work
it doesn’t apply 20% burning and frozen duration.
it is also not a tool-tip issue, the mobs get the “low” frozen/burn duration.
I can post screenshots if needed.
Can someone please post some videos of these no-skip/any class/any build dungeon runs? I would love to see a 1 hour CoF P1 run.
dat damage… o_O
also: yes at least once…
(edited by Lalangamena.3694)
I’d argue that CC is actually pretty effective. For example if you run a hammer guardian build you put a great sword on swap and you can pull mobs a lot more effectively
I would say this is more of an interrupt than a serious CC.
for example: elementalist want to put frozen ground on group of incoming mobs.
the skill is 40 seconds cooldown for 2 seconds of chill… i hope you understand what i am trying to say here…
Goes on the pvp forums, complains about cc spam, bunker meta and condies spam.
Goes on the pve forums, complains about a lack of cc spam, a lack of bunker meta and a lack of condies spam.
yes indeed; but the solution is to make the mobs more closed to players in AI and stats or split the game modes.
also: I am aware that 10 seconds frozen will be OP for PVP. so lets just split skills for PVE because 2 seconds effect on 40 seconds cooldown is a SAD joke.
(edited by Lalangamena.3694)
I wish it was like that on veteran and elite mobs.
I understand that regular mobs are dumb for low level players and lazy players.
but veterans should be exactly like that.
also all dynamic events should spawn veteran mobs and not regular mobs.
also to the AI devs, please see these:
http://www.gdcvault.com/play/1012410/Improving-AI-Decision-Modeling-Through
(edited by Lalangamena.3694)
what loot? o_O ?
another wishful thinking:
get rid of shield of absorption completely.
move shield of judgement to skill 5 make it full circle instead of cone.
make shield 4 protectors strike exactly as current mace 3 is . ( AOE block that damages if you hit it, or cast protection when you are not hit)
now there is a coherent theme to the shield, party support via blocks and protection boons.
make mace 3 stun / daze / attack on 15 sec CD in line for a defensive weapon.
the problem is that damage affect the mobs equally and scale with skills (power+ precision+ crit damage, condition damage+condition duration).
CC is very weak, due to defiant mechanics on bosses and very low duration’s on trash.
defensive traits have very little synergy and healing power scales poorly.
so you cant CC one mobs and focus the other.
you cant outheal mob damage even with full cleric.
all you can do is hit and dodge. who is the master of hit and dodge? yes, berzerker.
-it would be better if after implementing ferocity, they would double the base duration of all undamaging CC (cripple, immobilize, chill, stun)
introduce gear with condition duration as primary stat.
- make healing power affected by precision and crit just like damage.
- make all veteran mobs dodge occasionally and move out of AOE.
- make all veteran mobs use hard CC (knockdown, blowout etc) and soft CC ( cripple, immobilize, chill) and use more boons.
yes, that would make them annoying. but will make dungeons better.
any answer?
15 chars
get any spec from obals guide. ( stickied above)
take scepter/focus
take stand your ground and hallowed ground utilities.
stand at range on the area that increase your damage to boss and pew pew boss.
use stability on pulls and pushes. traited stand your ground is enough for me. hallowed ground is for emergencies.
use focus 5 either to blast mights from hallowed ground or to defend yourself or when you reviving scrubs.
each use of “stand your ground” means five people not pulled to the boss. -> best support ever.
a) – make scepter 2 a symbol. ( symbol of fury? )
b) – make shield actually a decent choice. ( by removing CDs and either removing root from skill 5 or making it reflect projectiles/making it absorb ALL damage not just projectiles.
c) – remove valor 15 ( courageous return) it is an insult not a trait.
put might of the protector instead and put t something like: aegis grant 5 seconds of protection on removal on the 25 points minor.
just a thought,
after the 18 march
is it possible that runes of the thief will be the next thing below scholars?
since staying behind/at side of the target should be easier than staying above 90% hp?
can anybody calculate the difference between 6 ruby orbs and 6 runes of the thief?
only if you intend to craft ascended armors to yourself as you cant buy them (yet?)
all the exotics are cheaper to buy.
directly nerfing condition damage will not achieve anything.
more stat synergy is required.
what should be done is that healing power will affect conditions just like toughness affect direct damage.
this way, if you want to be more resistant to conditions, you should give up some damage and invest into HP.
if you had avoid zergs and rescued the citizens as you should have, this wouldn’t have happened….
here a long whiskers kitty:
^.^
for PVPers:
1- add dueling system and more sPVP modes ( capture the flag etc)
for WWWers:
2- add GVG minimaps.
3- remove AOE damage cap.
for PVErs:
4- remove defiant from instances, it should exist in open world only.
5- make different builds viable, where is support and control?
you are right and you are wrong,
you are right because GW2 is not GW.
to tell you the truth, i didnt like GW1, the fully instanced world, the PVP only endgame, and the lack of jump, drove me off GW1.
but GW2 is not WoW either, far from it.
there is very little mandatory grind in GW2.
you have lots of optional grind though…
you have legendary grind, you have pretty skins grind, you have achievements grind, but you don’t need these.
the only grind is ascended armors ( trinkets you get from laurels and badges so i dont call it a grind…, weapons are also manageable)
but only because you need six of them for each armor you want.
but on the good side, you are not gated by the ascended armor.
fractals? the basic content (1-19) is available with no AR, later content available with infused trinkets etc.
PVE dungeons? they are balanced around exotics, so you don’t need ascended gear.
WWW, this is tricky, this is actually the only place when ascended gear will give you the edge over an opponent, and a skilled player in exotics will prevail mediocre player in full ascended. and the content is open for everybody.
the problem with GW2 is that the game have not decided what kind of game is it,
is it PVP game? the classes are balanced strictly through sPVP, but the sPVP maps are exactly the same! they all have exactly the same game mode -“king of the hill” just the topography is different, what with different types of game play? how is there no “capture the flag” map? no “last man standing” map?
is the game PVE?
then what do i have to do after i got “dungeon master” title? except running cof 1 for gold?
where are the “hard” mode dungeons for PVE guilds?
are these are fractals? then why the fractals are broken to frustration?
why the classes are not balanced around PVE? there are alpha classes ( warrior/guardian) there are situational one trick classes ( mesmer for portal and time wrap, thieves for stealth ) and there are useless classes ( engy, necro, ranger etc) , there are why conditions are not balanced around PVE? what is this “defiant” atrocity?
is this a WWW game?
i agree that it seems that WWW is the only endgame in GW2,because it is infinitely re-playable and they are actually fixed the culling…
but then again, the classism is horrible.
wars guards necroes in. one thief to scout, one mesmer to veil. couple of static field eles but not too much they are squishy.
rangers and engies are out.
and the skill lag.. omg.. have anybody from the development team or QA been into three way on stonemist in EB? it is impossible to play.
i tried that, but i probably suck too much because i couldn’t kick anybody 
very well played !
not to cap to a static number but soft cap around defenders population.
( suggested in numerous different threads)
will reduce zerging and solve off time capping.
weakness is fine, leave it alone.
i just had (as a guard) a speed COF1 with three necros.
PVE as necro is possible , but you will have to start your own groups. as the majority are “LFZERKUR WAR FAST RAN P1”
I also was in parties where the leader kicked rangers, but i never seen necroes being kicked.
power necroes are fun.
Changing AI like that is a very bad idea. This actually happened back in beta, in regards to AOE attacks, to the point where nobody could actually land an aoe attack on a mob and putting aoe on ones self meant that a mob would never engage you in close combat.
I`m a warrior with a rifle…so any change like that would mean that rifle would become a pvp only weapon as my killshots would never land. Some ranged mobs already do break off frequently and that’s ok for them, but if all mobs did that, for, say, thousand blades, then we may as well all just use auto attacks all day and where is the fun in that?
if this is true, I really wish they have left the beta AI.
that would made the GW2 world better interesting place, also would force people to play better, use CC and play together.
shields in this game are below garbage 
I love shields and i wish they were improved…
ok, i will leave the “remove AOE cap” in a different thread. and will try another solution.
soft cap the borderlands population. not by static amount (* i.e. cap at 50 people.. as some other threads say)
but by the amount of the defenders in their own border map.
soft cap is 5 to 10 above the defender population.
i.e. if the defender have 34 people in the border, the invaders will not be able to gather 85 man blob, but will be capped at 39-44 people. so they will not be able to annihilate the map and the defenders will have a chance.
the cap will be soft cap and little higher (5-10 people above), so there will be no situation that the defenders go for WWW embargo with zero participants, and no invader can get to the map.
this implementation will make the borderlands population more or less equal so zerging is still viable but not so productive, by the time you zerg some objective, your opponent who have similar numbers split to three and conquer three of your objectives etc.
also, it will reduce the off time/ night capping .
the central map will remain the blobbing map. i have no problems with this.
they have same armor
warrior have double hit points at base,
almost double burst damage (hundred blades, killshot, eviscerate), same sustain.
better active condition cleansing (cleansing ire)
and better passive healing (adrenal health).
more CC, (hammer/mace etc)
better personal mobility (mobile strikes, warrior sprint, sword 2 GS3 and GS5).
better range (bow and rifle).
warriors are more selfish boonwise.
warriors have only traited selfish reflects and blocks and they are coming instead of DPS thats why nobody use them.
guardians have more blocks and party wide reflects which dont reduce their dps.
guardians have access to party cleanses.
warriors have elite banner.
TLDR:
guardian + warrior are the best roaming duo because they complete each others weaknesses.
more cowbell, it needs more cowbell…
I would like to join and say,
my hat is off, incredible event!
love it so much
feels like the “chronoscope” raid from DDO but on steroids
also, i would like to as … please =^.^=
make the marionette fight an instanced fight for 25 man squad… ( 5 parties of 5)
it would be awesome!
IMHO:
increase gates/walls HP by 50% at base level.
- breaching them them today with ram mastery and siege mastery is really quick and easy.
soft cap the invader population in home borders by the defender population.
-this will make home maps more “fair” to low population worlds AND night capping.
promoting roaming instead of blobbing.
remove AOE damage cap but tune down the AOE damage.
AOE should cover everything in its radius but should not be as strong as single target attack.
add WvW exp for defending the objective on top of the event.
-currently capping objective is lucrative because you also gain WvW exp and loot.
while almost nobody defend objectives.
add camo kits (as traps?).
like long stealth (15 minutes), but breaks on first movement / skill activation.
and the most important:
remove the continuous link between the initiator of damage/condition and its target.
this single move will increase the quality of WWW tremendously.
its an old topic, that was discussed from December 2012
shield 4 will be viable if the effect (damage and protection) will be in radius and not cone.
shield 5 will be viable if the bubble will reflect projectiles or if it will move with the guardian.
but rooting the guardian for 4 seconds while doing absolutely nothing is a waste of weapon.
(not “absolutely” nothing, in the EOTM if you can catch an enemy with no stability on a rope bridge , you can push him down once in 40 seconds)
you do everything in WWW home map, unless its prime time, then you sit in que
When you remove the aoe cap it just benefits the zerg more. I know you all think that a 5 man ground of zerker eles can dominate but consider this: a 40man zerg with 15 warriors would be able to heal 30k hp instantly just by the use of 1 shout, most hammer warriors run 2/3 shouts so you are looking at doing 60-90k hp regen just from the wars. Even assuming you poisoned them all, thats still 40k healing in 2 instant cast shouts, and this doesn’t even include the guards or eles.
They would have 100% protection uptime and almost unlimited condi cleanse so to down that 40 man zerg you would have to hit them with almost 45k direct damage in less than 1 second and make sure you down them all, because if you dont, they will instantly heal back to full hp.
The removal of the aoe cap would make spike damage the meta. It would encourage the instant kill classes that every mmo has discouraged because theres no real flow to combat or time to make any decisions to react. To remove the aoe cap, you would have to seriously redesign every class’s game mechanics from scratch, which we all know a net will not do.
no it wont.
aoe damage cap and aoe healing cap are not the same.
aoe damage cap should be removed.
two/three spreaded parties of 5 will be the new standard group.
boon stripping vs retaliation will be the new zerg meta on larger objectives.
1) try 10/10/30/0/20
where critical strikes 10 is pistol mastery and trickery 20 is ricochet.
2) then stealth
3) discharge pistol 1 into an unsuspecting group….
4) profit
:)
a- guardian shouldn’t die while leveling.
retrait 0/15/30/15/6
b- use GS/ scepter+focus
how to start the fights.
gs 3 jump with blind
gs 5 -pull mobs to you
gs4- put symbol
F1 blind the kittens
gs2- rip them to pieces, spamming F1
if vet/elite/champ or not dead yet, switch to scepter/focus.
focus 5.
scepter 3 immo.
dodge back
scepter 2
spam scepter 1 until you can change to GS again and repeat.
What profession do you associate with each weapon:
1. Sword →warrior
2. Greatsword →warrior
3. Mace →guardian
4. Hammer→guardian
5. Staff→elementalist
6. Focus→elementalist
7. Shield→guardian
8. Torch→ranger
9. Dagger →thief
10. Scepter→necromancer
11. Trident →poseidon
12. Spear→aquaman
13. Harpoon gun →engineer
14. Shortbow→thief
15. Longbow → ranger
16. Axe→warior
17. Pistol→thief/mesmer
18. Rifle→engineer
19. Warhorn→warrior/ranger
conditionmancers are for 1v1 even 1v2 very strong roaming presence.
powermancers are top group zergbusters.
if you are trying to roam as a powermancer and clash ZvZ as conditionmancer, then yes the class is weak.
lack of any significant role except DPS
and AOE cap…
the mobs are waaaaaayyyy to easy.
all regular mobs should be upgraded to vets, all vets should be upgraded to champs.
all champs should be upgraded to hard champs.
also, champs should be able to cleave and AOE everything in its range and not be capped by 5
before that you don’t have any reason to complain.
never
15 chars
you are all noobs,
sigil of conjuration:
http://wiki.guildwars2.com/wiki/Sigil_of_Conjuration
pros: 5 seconds of invulnerability!
cons: ?
when the March patch is out, then sigil of conjuration and sigil of demon summoning on the same weapon.
its like OMG
invulnerability and flesheaver at the same time!
“outnumbered” buff should make all siege skills 20% faster and building siege takes half of supplies.
thats is the only way make it playable.