if you trait the wells to maximum, you will have an unplayable build.
the duration of the well have to be increased, or the basic CD decreased.
I have seen plenty of published builds/youtube records where WWW wellomancers run with staff and axe/horn
but i never seen power builds with dagger offhand, though it seems like the dagger is better suited for zerg vs zerg clash.
dagger 5 is AOE weakness.
dagger 4 has wonderful synergy with chilling darkness.
dagger range also is 900 while the horn range is much closer.
anybody runs WvW with axe/dagger?
(power builds are: 30/10/0/0/30, 20/20/0/0/30, 0/20/0/20/30 )
5 ruins should also increase dolly speed by 10%.
There is a grand-master trait that gives stability on entering DS
called “foot in grave”
it is so weak.. only three seconds for a grand master trait.
it should be 10 seconds at least, or moved to lower tier.
…
As for the video, plz hit DS 5 before 4. Was a good day when I found out about it.
apologize for asking a noob question, but why?
’dat chat…
…..
three likes:
1) large scale PvP.
2) dynamic fights
3) you don’t have to be the best PVPer to contribute, you can flip camps, run supplies, reconnaissance etc.
three dislikes
1) AOE cap
2) the game meta encourages zerging.
3) the war itself is pointless. there is no visible difference between 1 st and third place.
suggestions for solution
1- AOE cap.
the cap exist because of “smart” damage and conditions, each condition and attack is connected to the initiator of the attack, and if their stats ( aka might, fury etc) is changed the damage is changed, if the initiator is dead, the attack is removed, etc.
it is probably a very smart feature from coder point of view , but IT IS USELESS and it harms the game more than it helps.
make all the damage standardized by the stats at the time of the casting and that’s it! no need to hold a link between the damage effect and the initiator.
the damage calculation should be on server side only, and display only on client side.
this will allow two major things:
-remove AOE cap.
-remove condition cap.
put the developer ego aside, try this for a month on your test server.
2- spice the fights up a little.
on Fridays, at the time of the reset.
there is 1 hour invasion war.
the 1 st place can actually invade the worlds of the two losers.
a gate will open at lions arch map of the winner and it will lead to mount maelstrom of the loser worlds, then during this single hour the invaders should try to reach Lions arch by foot annihilating all that comes on their way ( no way points available! dead invader have to start all over) and the defenders try to stop them.
In GW2
Both systems have pros and cons,but I believe that the old
system was better form a raiders point of view,and the new system
is neither good enough for traditional raiders,nor easy enough for
the casual open world content players.
I would say that the whole game is not good enough for the “old school” MMO player and not casual enough for the whiny masses.
they should nerf dodge.
but nerfing crit is the first step in the right direction.You are kidding right?
they should nerf dodge.
but nerfing crit is the first step in the right direction.Lol, sounds like you are playing the wrong mmo. The whole game is based around active combat.
no,
nerfing “in combat” endurance gain is the only way to save this failed game.
as long as you can dodge every 5 seconds, the only meta is berzerker meta and the only role is DPS role.
this game is bland , unimaginative and quickly getting bored.
nothing wrong with some ‘active combat’ but when MMORPG turns into ‘Prince of Persia’ 3D then it is no longer an MMORPG.
the only skill left is to quickly doubletap direction key.
“I love the 5 people AOE cap. "
“Zerg equals skill”
If GW2 has a traditional Trinity system, what would the game be like?
Pure speculation discussion, so feel free to give your belief of what the game would be like with a traditional Tank/Healer/DPS trinity system.
(excuse the title of thread. limited character prevents title detail)
the game might be playable even after you reach level 80 get dungeon master and got bored from WWW.
they should nerf dodge.
but nerfing crit is the first step in the right direction.
We are trying to take steps to address some of the dominance of Berserker/DPS players. More info next week, I think.
Jon
as people said , the problem is not with Zerk, but with dodges and reflects.
- simple proposal.
a)
remove endurance regeneration in combat.
the only endurance regen in combat is vigor.
halve the speed of vigor. (at least 20 sec to fill half bar)
b)-
blocks and reflects depend on toughness.
maximal achievable toughness in game should provide 95% damage block.
minimal achievable toughness (naked max level char) should provide 10% damage block.
scale the block between thouse values.
reflects should reflect blocked damage % only,
i.e.
maximum toughness character will block and reflect 95% of the damage, and eat 5% of the damage.
minimum toughness character will block and reflect 10% of the damage and eat 90%.
(treat aegis as block)
More like:
1. SPvP is a huge step down from the acclaimed GvG fights that gave GW1 it’s competitive reputation.
2. The build system is made even more restriction by the stupidly low selection of weapons, utilities, healing skills, and elites available to each profession.
3. Too many resources are being used on the wrong things. Instead of improving the core experience, so much development time and talent has been wasted on a lackluster living story arc.
4. Too much emphasis on twitch reactions as a form of skill and not nearly enough emphasis on intelligent skill choice, skill usage, and team coordination. (PvE)
5. Too much emphasis on zerging. Not enough emphasis on small group roaming. (WvW)
6. Rewards for dynamic events, fractals, and many of the more difficult dungeon paths are pitiful.
7. The balance team does next to nothing.
8. Poor stat nomenclature balance – especially in PvE. Con damage is too worthless in PvE, while being overpowered in pvp formats. Berserker is too valuable in PvE content. Healing power is all around meh – unless you’re an SPvP bunker.
9. Underwater combat still feels like an alpha product.
this one nailed it.
AOE cap
15 chars
The endgame is auto attacking. That is why.
this..10 chars
urm,
the game is casual and shallow as a pond of dogpiss..
absolutely no effort is required.
for a whole year you were handed the best gear possible almost as soon as you got the top level, after a year a new weapon type was introduced that require to work casually for about one week for the BIS item for top level!
every released content that is not 1 shot stormed by the most inept of the playerbase is instantly nerfed under the whining of the masses….
and people still complain that it is hard and grindy? I don’t get it….
The problem is that we haven’t gotten anything in WvW since launch while the PvE’ers have gotten constant updates of things they want! … . I’ve never seen a game like Gw2 where the PvE’ers get the benefit of WvW while whole-heartedly disrespecting it.
WHOA WHOA WHOA here, hold your horses….
as a PVE’er i got almost nothing i wanted… I wanted new fractals and class balance and viable support and condition builds…. instead i got my little pony achievement hunt with new shop items every two weeks…
I got so much PVE stuff I liked… , i went to play WWW because they introduced ranks and reward chests and nifty skills n stuff that i wanted to have in PVE but got them in WWW…
of"c that didn’t last for long as WWW is boring and everyone i know quit the game…
the only way to balance classes is to remove the AOE cap.
then PVE and WWW will be balanced.
(SPVP should be removed from GW2, they should open separate game called SPVPW2 -as there are no guilds in SPVP and balance it independently )
next stage, after the above is done is to make support and condition builds worth something…
because mob skipping is the meta.
there is one reason to run all the dungeons
if you want dungeon master title (achievement)
thats why people tend not to run most of them after they finished it.
casual parties don’t have the time to figure the dungeon by themselves and cant find a vet that will explain the dungeons for them because vets don’t run this dungeon
awww, how cute, so many good advices and missing the obvious.
remove the AOE cap.
u are aware of the fact that smaller groups will get wiped in seconds if aoe cap gets removed if they meet a bigger group.
small groups get wiped today when they meet bigger group.
if you remove the AOE cap small group will have a good chance if they are organized and the big group is mindless zerg.
EDIT:
5 man group vs zerg.
1- thief,
1-guard
3- eles or necroes etc
thief spot the zerg, cast shadow refuge on group.
the zerg come close, thief switch to SB
the eles and necros and thief start casting their AOE together
the guard cast sanctuary.
the zerg is busted
(edited by Lalangamena.3694)
awww, how cute, so many good advices and missing the obvious.
remove the AOE cap.
if only they can implement a debuff that make you take more damage if there are more than 5 people within your melee range……
no need to do that, just remove the AOE cap, and see the WWW meta game turn to lots of small organic groups that use CC and thought instead of single mindless auto-attacking Blob.
the only way to discourage Zerging is to remove the AOE cap completely.
only when small smart group can CC (frezing or immobilizing) whole zergs, and then destroy it with couple of well placed AOEs, people will start spreading around and playing with tactics… and not in a mindless blob…
nothing else will work, nothing!
the majority of GW2 players are ADHD kiddies,
older audience moved to serious games.
I always thought that “meta” is an alternative game inside a game,
like the meta in PVE dungeons is skipping mobs.
the meta in class building is maximizing direct DPS via berzerker armor and damage multipliers (crit% , scholar runes, crit damage food, vuln stacks, positioning for thieves etc)
the meta in WWW was arrowcarts, then golems to counter the arrowcarts meta…
, im not bashing on people that use zerker on guardians, just trying to understand why full zerker is better then say a mix of knight/soldier with 1 or 2 zerker trinkets to accomplish something similar to zerker but with much more survivability
because survivability is in positioning blocks, reflects, dodges and cleanses,
not in healing power or toughness or vitality.
and since you get them (positioning blocks, reflects, dodges and cleanses, ) for free and not from gear,
and since that healing power toughness and vitality will not save you but on the contrary, probably will kill you, because they scale worse than damage and the best defense is good offence, you can wear most of your gear zerker (more or less after you reached ~16K hp to survive an instagib).
hope i answered the question.
its because of the silly 5 ppl cap on all AOE.
remove the AOE cap completely (from players and monsters alike), and see people adapting and starting play smart, with positioning, CC etc….
the problem is not the “DPS”
but the problems is answered only by DPS.
if DPS wasn’t the answer to all questions in this game, then we would have some kind of variety…
the encounters should be made that way that party of zerker DPS would have the same chance and speed of winning as party of condition DPS, party of healers or party of tanks.
in reality party of healers will fail all the time, party of condition damage will fail most of the time (as 3/5 of the party members will be mostly useless) and party of tanks will take too much time to finish the content.
TLDR: nerf dodge, buff healing power and toughness, fix conditions.
they found a new way to kill an intimidating thread, move it to the suggestions forums….
GG
1 to 5 roles
15 chars
we were promised a soft trinity, where every class can do everything i he is specced for it and have the correct gear.
for example warrior can heal (banners /shouts) rogues can tank (evades and blinds) and of"c all classes can DPS.
but in the sad reality, after the nice colorful journey to level 80 on your main and several alts, you realize that there is no soft trinity, there is only DPS with perks.
and while the “damage avoidance” perk is live and kicking (blocks, reflects, blinds, and evades ) the rest of the perks are left in a dark corner (healing, regeneration, CC, to some level condition damage).
what identify the “damage avoidance” perks is that they have no cost in spec and gearing, they are free, you can spec and gear to maximize your DPS and still take all the “damage avoidance” perks, while if you want to take the “healing” perks or the “CC” perks , not only you must spec and gear up accordingly, but you will not do any positive difference ! (aka added value) to your group.
just to rephrase what i mean:
five DPS spec warriors in DPS gear (berzerker, knight etc) will complete every dungeon -including the latest one, with more ease and less effort than a group where you have three DPS spec warriors, one healing specced and geared warrior and one tank specced and geared warrior. (you can replace the tank warrior with tank guardian and healing warrior with healing ele if you want.. the point is the same)
because damage avoidance via the “damage avoidance” perk or EVADES! (the cute elephant in the room) are the best tanking and healing utilities!
so what can we do?
a) go positive and make healing, CC and tanking perks more rewarding to fit the effort taking them
—> make traited shield increase 500 toughness and not 90.
—>GM trait converting 50% damage to +150% hate/threat/enmity…
—>make healing skills scale better with healing power on GM trait.
—> make healing power reduce incoming condition duration, and toughness reduce incoming condition damage.
—> make heals crit .
b) go negative make “damage avoidance” perk less desirable with MAX dps gear
—> reduce endurance gain by half or even more in order to save the dodges only for the "oh kitten " moment and not as a field movement skill as it used today…
—> make endurance be gain only when standing still, not running and not attacking. (so the only combat endurance gain is by vigor only)
—>make reflects and blocks not absolute but work via toughness, the more toughness you have the more damage is blocked or reflected. low toughness characters will block and reflect less percentage of damage . (for example the base line is 50% / 50% the max block/reflect is 95% in order to negate/reflect 95% of damage you need ~3500 toughness etc)
—> make the combos vice versa, instead of the current state when the guy who used the finisher stats are used to calculate the outcome, it should be the guy who put the field his stats are used to calculate the outcome.
c) both of the above together.
and the defiant/unshakable mechanic must go… it has place only on world bosses not in instances.
EDIT:
due the written above the autor of this post left GW2 and playing FF14 hoping that the wonderful game GW2 will mature above zerkers’ zerg one day …
(edited by Lalangamena.3694)
rofl…
15 letters
perfect MMO is:
- dungeons from DDO, with puzzles, jumping puzzles, hidden rooms, secret rooms, traps.
with the difficulties: easy, hard, elite and epic for each dungeon.
when you can always fight through the content, or stealth your way through it.
-character build and progress like in DDO but on d100 instead of d20. where you can multiclass, reincarnate and have total freedom on your stats (not a single digit in your character go up automatically), including making mistakes.
- gear like in DDO, when only the highest stat increase matters, which allows you to use items like feather falling boots, cloak of hiding ring of wizardry etc… because you don’t fill your whole gear with +strength gear etc…
- seamless beautiful huge and detailed world like in WOW.
- customer support like in WOW
-graphic engine of GW2.
- group events like GW2 but scarcer (event every 10 minutes is silly!) and harder – the regular mobs are veterans, mini-bosses are champions, hard bosses are hard champions. each group event chain connected to special resource- like temple in orr or some rare gathering ingredient.
gathering and inventory management like in GW2, no node is contested, and your gatherings go to your bank on click.
crafting system like in FF-XIV (people say that SWG was even better, but i never played it)
-gear decay!, so crafting and treasure matters.
-class interdependence and special class non-combat perks like in everquest/DDO. (teleport, group teleport, conjure food and water , etc)
if this was a subscription game, i would have quit about a month after i reached 80 on my first char.
because it is a “free” game I got six 80ies, left the game for couple of months, and recently returned.
since not much has changed (already made ascended weapon), and nothing is really interesting (some of the new world boss mechanics are fun, but how much can you do the same boss?)
there is nothing to do here again.
bottom line: the game is not fun as soon as you reach 80 unless you are heavy invested in WWW.
the reality is little different, since Anet killed the classic trinity roles, and dungeons with no roles are huge fail,
they made artificial roles.
the ooze puller, the elemental kiter, the fast killer etc.
same in other encounters, you must have artificial tank… the guy who bring the ooze to the oil pond, instead of class skill taunt, you have the scent buff, which is basically a taunt…
same with the holopirates, you have to pull them to boss and kill them on it.. etc etc.
instead of the zerker all DPS mode, switch to roles mode, take some CC utilities and weapons, and youre good.
BEST DUNGEON anet EVER made
It viable for wvw but not fractals.
I personally tried out cleric gears in fractals before.
It makes u feel invincible until u reach lvl 2x fractals but the higher u go, the more worthless it became. Mobs start to 2~3 shot u and the healing isnt going to make a big difference in survivability. I was dying alot and dealing pitiful damage.That’s when i was enlightened and decided to switch to zerker gear and tried out 0/30/0/30/10 built whereas before i was using healway.
this one +1.
from personal experience.
Okay background as quickly as possible lol.
Played guild wars obsessively for 4 years straight, was amazing at it and loved it. Them a friend swayed me toward wow. Found it a bit more versatile and it was fun to try something new, so that eventually won me over.
When guild wars 2 came out I was SO excited, but I only played for about 2 weeks before quitting. It was nothing like the old game is known and loved, and I was already built up in wow.
So now I’d like to start guild wars 2 again, but I’m debating whether it’s even worth it. Is there even a large community anymore? I’m on gate of madness at the moment and I feel so lonely even though it’s a high population server. Is there end game content that makes it worth starting the game?
It’s hard to get the motivation to start, because I have no clue what I’m doing and I don’t know ANYONE who plays anymore.
I was frustrated because I got so good at this game and invested so much time, and then they just rip it away and throw us into a new game that we have to learn all over again….
Anyone have any advice?
It is fun to level up different races, but once you reached world explorer it becomes a very pointless game.
dungeons are bad,
fractals are ~OK if you have static guild group,
WWW- very server dependent… the only thing that can keep you in gw2.
living world is the epitome of what is bad in this game.
since you already bought it, give it another chance.
we need roles. yes, roles. and content to fit the roles.
roles like: soaker, buffer, debuffer, CC, ranged DPS, melee DPS, healer etc.
and before the anti trinity choir wakes up and start singing;
we were actually promised that every class can play what he want, not that all classes can play only DPS.
that’s why each class has two offensive trees and two defensive trees, that’s why every class can have all stats combination on armor, so I can chose to play tank rogue or healer warrior and they will be as good as everything else but in reality there are no roles and no content.
just for example; arah explorer- mob pack guarding the archway, two high HP ranged mobs that killshot you if they manage land their shot and two low HP CC mobs that channel stun. a perfect party killer combo for the unaware first time group the little mob stun you while the big mob oneshot you from range.
in any other MMO that has a little respect for itself, the thief in my party would stun ranged mob A, the elementalist would make an ice cube on ranged mob B. then the rest of the party would kill the low HP stunners. after their demise we would killed the ranged one by one. depend on CC duration left.
(not a word on tank/healer because this is not about tanking and healing!)
in this game there are only two options availible:
option A: we reach the group,
the thief cast shadow refuge, the elementalist cast haste and we run pass the mobs unseen on 90% of the encounters.
option B: all the players jump in one pile of the mobs trying to maw them down fast , dodging the killshots and the stuns, trying to kill the mobs before running out of endurance to doge the next lethal attack.
its boring, boring, boring.
all the dungeons feel exactly the same, skip or DPS. only the scenery changes.
simin is falsely notorious, she is not THAT hard.
she requires preparation and knowledge of the mechanic.
if you prepare a huge pile of tears with a ranged dude on it.
and just before ~50% people start moving toward the spark spots before she vanish, its easy. easy like in four clueless guys that never done it before with one guy who did it once and explained the tactics, and we killed her on third try.
first time she disappeared; we were confused and disorganized, second time was better – but not good enough. the third time when she dissapeared, she dissapeared forever….
healing power should reduce condition duration and maybe even increase potency of combos.
then it will be fine. until that happens, its mostly useless stat.
this game is SUPER casual.
with some broken mechanics , for example raid size party UI required but non existant.
and one hit wonder bosses that populate the instances..
the gameplay so casual it is dumbed down to DPS abolishing all other playstiles that require thinking , player interdependence and competence like support, healing, CC, tanking etc.
the only difficulty left is dodge counting and logistics.
I came across this sword/focus build 10/30/0/25/5 that focus on blind and VoJ that just made sense. I have to say I LOVE it! It’s amazing how fast I kill things and sword with its mobility, high crit, which means constant vigor allows me to dance in circle around bosses. Against a group, I can constantly spam VoJ for AoE burn, blind, vulnerability and might buff since it recharges every time a mob dies. The synergy on top of the DPS of this build is amazing, and I can toggle EM with 2 hand wep skill cool down to help staff, GS or hammer as second weapon.
I am not familiar with the exact details of the build,
but for the same purpose, wouldn’t it be better versatility to play 10/30/0/20/10 ?
the 25 points give you 10% more damage on low endurance, which is nice.
but the 10 points in virtues allow you to chose one of the above for any encounter:
+ 20% damage when you have aegis for the ranged fights or when you can dodge out of harm.
+25% retaliation duration, for trash fights (or www).
better wall of reflection (lower cd and 12 second duration) like for almost every dungeon except cof.
improved spirit shield duration (yeah for the two fractals that needs them, but its very helpful).
personally, i don’t understand dungeon builds without 10 points in virtues… but maybe I am missing something.
the only build that use healing power properly is ‘dodging’ guardian with ‘Bowl of Orrian Truffle and Meat Stew’ and vigor on crit.
you don’t do any damage but at least its difficult to die.
in all other scenarios , healing power haven’t saved anybody.
TLDR:
healing power is crap in the current game state.
- DO LONG/HARD DUNGEON, NOT 6 EASY DUNGEONS WITH 24 SHORT PATHS
NO
I like the LFG tool,
I can find pugs for easy dungeons instantly, without the need to alt-tab every time.
the pug quality differs, it is not worse than the gw2lfg.exe at all. it is exactly the same.
snip of great OP!
I wanted to write this post, you took my words from my keyboard…
1) as we all know Anet didn’t remove the holy trinity, just moved it to the new holy trinity: power, perception and crit damage. also known as “Berzerker” gear.
the synergy should be toned down a little, mainly by reducing critical chance from perception (make it an asymptotic formula when it tends to~30% crit but never reach it) and toning down the crit damage for example , no investment in crit damage is 25% instead of 50% increase , and full crit line is 15% crit damage and not 30%.
character with fully invested in perception and fury buff should be near 50% crit chance, not more.
2) healing should have synergy with perception and crit damage just like damage. (lets start that there should be a reason for ‘magi’ armor…)
crit should be essential for healing. and it will not be OP because of reduced crit potency.
also it will give more options for thew player to chose;
should i go ‘magi’ for the healing output but lower damage and survivability, or go ‘cleric’ for more toughness and power? or maybe i should invest in some zerker rings and earrings for the extra crit damage to make my heals bigger? maybe mix of cleric and magi? after all with this suggestion balanced builds will have edge over the single stat min-maxing.
3) all non damaging CC (i.e. immobilize, cripple, chill, stun, daze.) should have their base duration doubled. introduce gear with condition duration as main stat (no, not givers, givers is crap! it should be condition duration, condition damage and vitality.- not perception! also where are the armors and accessories?)
a smart party should be able to chain chill+ cripple a room of mobs taking single one each time! while stunning, immobilizing the mobs that break free, cleance or simply out of the radius.
4) conditions should have synergy also with perception and crit damage, so people will have to choose stats from : condition damage, condition duration, perception and crit damage, more choice will lead to more builds and make deeper game.
also, burning condition should affect objects (I can understand that bleed and poison should not affect wall or barrel, but burn should!)
this is absurd that classic condition classes like necromancer, ranger and engineer are much better with power builds than condition builds!
also, since the condition damage is increased via crit , we can cap player condition amount on single mob to ten (10) while the mob cap of 25 will remain , allowing to have two (and a half) condition users in a single party without the harsh penalty we have today.
5) mobs should have buffs, debuffs, blocks, reflects , cleansing and should have ranged option when the players abuse pathing, resetting mobs healing them to full is bad mechanic, especially underwater..
dungeon mobs shouldn’t ‘one hit’ players, but must have mechanic that require player coordination of skills, and the ability to defeat five players of the same type.
for party of five berzerkers, the mob should have blocks, retaliation or reflects.
for five support/CC, the mobs should have regeneration and protection boons that will mitigate the low DPS, etc.
a smart use of player skill, CC, healing, cleansing and utilities should be able to defeat the dungeon mob.
TLDR:
1- nerf direct damage synergy
2- buff healing synergy
3- buff CC and remove defiant from everything except world encounters
4- balance conditions (allow them to crit but reduce single player stack to 10)
5- change the way mobs react.
heavies,
warrior is leveling immortal, followed by guardian.
rest of the classes can die.
thief and elementalist die too much at lower levels.