I’m not saying ALL legends need to do as much dps as the Power legend, but it needs to be relevant dps. According to theorycrafters, the current dps for the legends we have in the beta is 1/3 the dps of the current lowest core class.
All legend themed weapons*
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There were so few of decent traits that this class is really looking like it’s going to be weaker than necro, which says a lot.
Yes, for example that people still cry on and on about Necros in PvE despite them being far from bad nowadays.
I find Malik and his utilities far better than necros and his half the revenant if equiped.
Upgrade Extractors should have an immediate and permanent 50-66% price cut. They should have had it a long time ago. It is not just Ascended and Legendary gear either. If you accidently put anything in Karma equipment it is locked forever too.
Honestly, i will put it in the game for silver or gold, like in several other games; and stick with stetics in the gem shop.
That would make the life of a lot of gamers better and help control the inflation (witch will help gamers too)
I dont think the revenue they get from the gem store will go down significativly (but i dont have data -.-). Perhaps the inflation control will affect gem store revenues, but the conversion rate its alredy so high that if its not for deflaction i dont think it will.
You’d have to up the rewards of these advanced enemies notably.
I can’t be bothered to kill most of the current enemies as is, unless I have to, as its so unlikely that they will drop any to make the effort worth my time.
Yeah, however they could not be in gold or sellable gear, that will create inflation.
Perphaps crafting mats, like:
Ghosts: A lot of dust mats.
Bears: Like six claw mats?
Spiders: Several venom bags.
This will generate the mats to go down in price and the end reward not been so meaningfull, but they will still be better than now and will make the crafting in the game more fluid and less restrictive.
Plus more players will go to hunt enemies for the mats they need.
About the last: shamefully most guilds doesnt teach the none stack and glitched way to their newbies and impose the other way.
I couldn’t understand what you mean. Was it:
A: Shamefully most guilds don’t teach new people the glitched (exploits) ways to fight.
or
B: Shamefully most guilds teach new people the glitched (exploits) ways to fight.I’m hoping you meant B.
Sorry not my main language:
Shamefully most guilds don’t teach new people the none glitched (exploits) and none stack ways to fight.
Its your B said with two negatives that cancel each other. That was to put emphasis in the fact that doing it normal way at least encourage some playing skills -.-
Have you tried dodging attacks?
+100
On an honest not, the actual state of pve doesnt encourage playing properly, the only two cases you need to play good are solo/duo/similar, some speed runners premades and first times.
About the last: shamefully most guilds doesnt teach the none stack and glitched way to their newbies and impose the other way.
LOLLLLLLLL
So basically you mean:
1. kill necro
2. buff Ele from God-mode -> Creator mode
3. buff Mesmer from cheese cookie cutter -> God Mode
lol, except you only read the first sentence -.-
The mes part seems like probable acording to what he put…
Obviously, we don’t want every single mob to be as smart as a player. Because in PvP, killing one player can easily take a minute. You can make mobs a bit more intelligent but not excessively. Basically, just make sure they don’t stack in the same point to let themselves cleaved/AOE-d to death. But then, have some challenging boss fights were indeed, AOEs won’t work every single time, but add an immobilize first and you may get 2 or 3 ticks out.
Currently in PvE, 80% of all skills are pointless because they are designed to keep a challenging enemy down. Everyone is using their cleave and AOEs, nothing else. There is no build variety (except somewhat for Ele), half of the professions are “not meta”…Also, let NPC use all the game mechanics themselves. The necro currently is one of the worst PvE profession. Add boons to the enemy and necro suddenly has its own unique addition to a team.
Similar opinion.
We cant make AIs as intelligent as humans and even if we could, it will not be smart to make something 10 times tougher than a player as intelligent as a human.
Plus if i can have duels of 10-30 mins against a player that have similar level than me, then i will not make a common mob the same, since i need to kill docens upon docens of them (alredy explained that a aoe against a chilled, stunned, etc enemy its effective, so dont try to use it against me -.- ).
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MMOs are no single player games. If you want singleplayer games then play those
but don’t try to turn MMOs into it.How do you image fights that last 5-10 minutes against a single mob in the open
world where you have 20 mobs in a camp and the all respawn after 1 minute ?Please go play those games, but don’t try to turn this game in something that would
just frustrate most of the players because you won’t be able to move 20 feet because
mobs respawn 10 times faster than you could kill them.
First: i prize that the quality of your answer went up.
Second: chill, inmovilizate, etc the enemy and aoe it in that condition, it will not take that longer, not will conflict much with you taking down a camp or the respawn rates of mobs.
Plus about the duration, supose i alredy didnt answer that, you would pull enemies instead of going rambo against an entire camp ^^, that way yu get the kills.
Third: If you do second you can upgrade the AI of the enemies without making the MMO “singular” characteristic generate issues with it.
Forth: Some AI changes could be just used in instanced content in case the respawn, quantity, etc of the mobs can become an issue – witch for the aoe thing, its not a case.
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Theres plenty of games with better AI than gw2 and are pve, its not only need to be pvp.
You mean any of those games where the mobs blindly attack the one person
with the most defense and hitpoints, only because he tells im some yo mama jokes ?
No i mean, that kind of games that are for just one person and are hardcore oriented.
Been hardcore not the quantity of hours you spend in a game, but your level of coordination, reflex, fast and proper thinking, concentration and capability of notice many detailsa t the same time.
Plus, even if a game like what you said have better AI than GW2, except in what you mentioned. Why not correct it?, i mean your argument/reply, doesnt make sense -.- .
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GW1 had AI that avoided AoE, and guess what happened? Pulsing AoE skills were useless in PvE and people would flame you for using them.
It’s impossible to make PvE that remains challenging after it has been figured out. It doesn’t matter if the AI is “smarter” because all that does is limit player options.
I have my huge aoe atack in pvp, since i know they wil try to avoid the atack, i try to make their dodges wasted before, i chill, incapacitate, stun, etc them and my teammates chain them. On my mes i chain enemies to make my eles team destroy them.
If you have some degree of expertise and a litle skill level in pvp you will know that the game becomes of how to counter the enemy skills and make them fall in yours effectively.
Thats a very good form to make pve harder. Instead of just put the aoe, i need to put the aoe + the chills or any countermeasure, making the fail of one (coordination , etc) the cause of it not working.
Thats a litle of what AI can do, but its a huge improvemnet of the braindead game pve its in this game.
The PvP player also runs away when he knows he’s gonna lose. Let’s have enemies run away when they’re losing and if the players aren’t able to stop them from escaping they’ll miss out on the loot. Because PvP. /sarcasm
Some humanoid ones do that, and if something can be game breaking like having a champ do it (champ runs, his hp its huge you cant kill him and he reset), the devs are intelligent enough to think of it and not implement it.
Pd: You sure limit players options when they need to think and use them effectivly. And that makes the difference betwen skilled gameplay and not skilled gameplay.
Ok the difference between a human and an AI is you don’t know what the human will do. Unless the AI takes a huge amount of computing power, it will be predictable.
You don’t know the human will run out of the AoE. It’s a choice. They may decide for some reason that it’s better not to give up the position. If they do leave the AoE, they may not move where you think they’ll move. They also are not guaranteed to run when they’re losing a fight.
The point is you don’t actually completely know what a human player will do and that’s what makes PvP interesting and challenging.
If you want PvP, play PvP. PvE is different.
Like I said before, and I don’t think you guys understand this, PvE is only challenging until it is figured out. The challenge is to solve the puzzle. Then you solve it and you know how to beat it every time. After that it can’t be challenging anymore even if the AI flees from AoEs, tries to flank, etc… A reliable way to beat each encounter will be figured out and it won’t be challenging anymore.
Thats why i put you later that you will need to do aoe+ lockdown, chill, etc. Thats more than one thing and more importanty if your class cant do it properly it requires of a teammate to do it.
The end result its you have to do more and coordinate: between your skills and your teammates.
Meaning theres more challenge than before.
Theres plenty of games with better AI than gw2 and are pve, its not only need to be pvp.
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Wasnt Mobs rather smart previously, but people got mad and they made them easiere?`(Mobs used to get out of red rings, avoid stacking and also beleive they used to dodge?)
If im not wrong the game was nerfed before release.
Bandits and Centaurs, after level 15, still do it.
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GW1 had AI that avoided AoE, and guess what happened? Pulsing AoE skills were useless in PvE and people would flame you for using them.
It’s impossible to make PvE that remains challenging after it has been figured out. It doesn’t matter if the AI is “smarter” because all that does is limit player options.
I have my huge aoe atack in pvp, since i know they wil try to avoid the atack, i try to make their dodges wasted before, i chill, incapacitate, stun, etc them and my teammates chain them. On my mes i chain enemies to make my eles team destroy them.
If you have some degree of expertise and a litle skill level in pvp you will know that the game becomes of how to counter the enemy skills and make them fall in yours effectively.
Thats a very good form to make pve harder. Instead of just put the aoe, i need to put the aoe + the chills or any countermeasure, making the fail of one (coordination , etc) the cause of it not working.
Thats a litle of what AI can do, but its a huge improvemnet of the braindead game pve its in this game.
The PvP player also runs away when he knows he’s gonna lose. Let’s have enemies run away when they’re losing and if the players aren’t able to stop them from escaping they’ll miss out on the loot. Because PvP. /sarcasm
Some humanoid ones do that, and if something can be game breaking like having a champ do it (champ runs, his hp its huge you cant kill him and he reset), the devs are intelligent enough to think of it and not implement it.
Pd: You sure limit players options when they need to think and use them effectivly. And that makes the difference betwen skilled gameplay and not skilled gameplay.
Wrong party… You want a casual run, looking for things like “not meta” “all welcome” etc. in the LFG description. Or join a guild, most people are pretty talkative when doing guild stuff including dungeon runs.
Also, about your toons did I get this right: you have 5 toons between levels 21-65 ?
Wrong post… You readed it wrong lol.
He must have used the LFG after that or ask help for another channel.
Apropiate reading comprension of his post:
Low level went to his first dungeon, the first one in the game: AC, story mode → he couldnt pass the door: He didnt speak to Ritlock and confirm he was ready to continue: Door contineud to be closed.
On a more productive note:
You needed to talk with the npc Ritlock Brimstone, after that and confirmating you want to continue, the door will open.
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Do you use LFG? Do you have any toons to level 80? Do you have a guild? Have you been to SW? Do you do world bosses? If you gave up at the first door of the first dungeon you did, I strongly recommend trying again, or trying something different. If I am trying a new dungeon path I list my party under LFG and say “first timer” and usually my party fills immediately with others wanting to learn together, or someone who wants to help me learn.
Yeah theres plenty resources int he game, like finding a guild, the LFG …
I supose a tutorial will help people like the OP. Even in the forums theres some guilds for newcomoners.
In any case, at risk of been unfriendly, reading this confirm to me why they changed the leveling in september.
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- More enemies should consistently apply buffs to make builds that deal with those more compelling in PvE
2 and 4 could be easily done and them alone would have a big impact on PvE making it both require more attention and be more enjoyable.
As is now the only way PvE would ever really be a challenge is if your mentally challenged or FUBAR drunk
If four its implemented in the form of blessings, you could make necro more pve functional.
Last time this topic got on the forums, there was at least two 8k hours + with cero precursors.
-.- Long life RNG!
Just dropping this here, not all will be implemented , but still:
http://www.gdcvault.com/play/1021848/Building-a-Better-Centaur-AI
Why did it cost any gold?
He/she tried to change the armor and runes of his/her guardian to maintain himself/herself competitive as a roamer, it didnt work, so he/she spent his gold in bain.
All in his/her first post-> first post of the thread.
The damage issue its both direct damage and condi damage and its more about some refinment to the +30% stat change in the gear.
Well the reason gear has more stats is because traits no longer give you stats. I think you still have about the same amount of stats in total.
The total yes, the distribution changed, the old trait system didnt allow us to have more than 300 bonus in a stat, now between the 74 + of base stats and the 30% in gear, it can let you go beyond that 300 bonus.
That makes damage specs have more damage than before, and survival ones more survival, instead of mixed feelings -.- .
However since toughness its actualy functional as defense: armor + toughness, its mitigating % gain its less comparativly, smaller the more armor has a class.
A similar effect make low pool health classes much “heathier” now than before, because they get more gains in % for the vit (again in comparison to damage). The opposite effect happend to higher pool health classes, the % of vit gain its lower compartively to damage.
Hold on, we will get a balance patch soon.
Patience.I’ll just leave this here:
Personally I love the update.
Its not like the entire game its broken, good refinment its needed and thats it, and it will make a very big change just with it ^^
Some small balance fixes here and there will be fine.
But conditions will stay powerful. After being beyond useless for almost 3 years in PvE they should be
Yeah, condi been functional only need some open world bosses to be tweaked (alredy implemented but needs some pulishment), and a nerf to burn -.- .
The damage issue its both direct damage and condi damage and its more about some refinment to the +30% stat change in the gear.
Overall the patch has been accidented but its an improvement to condition damage, some support and making more builds strong instead of a couple.
Hold on, we will get a balance patch soon.
Patience.I’ll just leave this here:
Personally I love the update.
Its not like the entire game its broken, good refinment its needed and thats it, and it will make a very big change just with it ^^
Your post its cool, but out of context:
First: You are facing the content you alredy have in the open world (witch its heaven compared to dungeons – even if i think dungeons are easy, the difference its that big).
Second: A good implementation of downscaling make you have:
- The equivalent of the better gear for that level (tier of gear and level of it).
- All the skill slots, elite slots, class mechanics skills, available for your level ina n area witch level not necesaryly have them.
- All the traits buffs at your disposition (even if not all work perfectly since the stats are for lower levels).
- All the flexibility of skills and traits to adapt.
The end result its that you are playing content that its easier than level 80 open world areas, been buffed comparativly to the best available at the area level, later situation that most low levels never have when leveling.
Downscaling isnt making the game tougher than it is, not even as it was when you leveled up, only nearly as your first experience.
As i said at the start, your whole post explains why you could kill a not hardcore MMO if you put hardcore content in the open world, but its irrelevant to the downscaling context.
k, my first post was trash canned so I’ll try again…..
Thanks to the new op update it’s made WvW pointless for me now, I can’t seem to roam anymore as guardian as I can’t defend the damage now, even invulnerable now you can take damage. I’ve tried different armor/ runes (at expense) and still failing. If you know of a build that can please feel free to post.
It’s also made fractals a joke to do, it was easy enough before this update….prolly the 2 things I did mostly now seem pointless, makes me regret pre purchasing GoT if this is how things are, I’ve played since GW1 Tyria, always hated them messing about with skills/ builds, sometimes I understand it’s necessary, more often it’s not.
Hold on, we will get a blaance path soon.
Patience.
I think most of the bad mesmers pre patch are now being carried by traits post patch.
Prismatic Understanding. I guarantee if this trait gets nerfed or adjusted in someway the FOTM mesmers will disappear. All of these “super good pro mesmers” are running this garbage trait and getting carried by it.
Might want to adjust your signature then. Since your main build consists of the “garbage” PU trait. Lol’d.
You’re going to try to peg him on a post for a build he last updated a year ago?
I suppose that’s about par for the course for an MMO forum.
You mean to say that PU wasn’t cheese a year ago as well?
I suppose that’s about par for the course for an MMO forum.
PU wasnt cheese because you could counter it in three simple ways: outlasting their stealth, lockdown and burst. It was less straigh forward to kill, that its a problem to basically all low skill pvpers /wvwer have, hence the insane quantity of complains about stealth in the game.
Now the stealth its way too much, it allow the mesmer to setup and heal without problems, agregate that to the actual damage situation and that make PU carry a lt of new/failed mesmers. You can kill it with skill level difference, but his having advantage with the build and probably it had surprised a lot of people the first fight after the patch -.- .
So Mesmer is good then? Can I come back and not regret full zerk?
Mes has always been doing good.
We got some nice upgrades with the patch- they make more builds feel more complete, after that theres two traits that need tunning down (specially Chaos second grandmaster trait) and some trait bugs.
The huge damage itself its a consequence of the 30% stat increase in amulets and gear, we are hitting higher but also the other classes, the difference its that most dont go zerk and have a burst that depends on setup, hence the current situation.
Anet its aware of the damage been too high and it will probably be tunned down soon.
In a serius note, im happy with the changes, i advice people having problems to either practice or change to builds and stats that suit them (or both depending of the situation).
Its not that i have problems with anything .. i just don’t like it to have crafted
ascended gear and leveled to 80 to find myself weaker than a level 40 in green
stuff in a midlevel zone.If they really want to make all areas even, then they should simply remove the
whole concept of levels and everyone is 80 at creation and we can forget about
blue and green gear. Maybe make the whole game like sPvP where you can
select your amulet for free .. and thats it.
About the green vs ascended: thats bad you are suposed to be scaled to the actual top gear of that level: yellow equipment.
About the leveling, i agree, but they didnt do it because leveling make people feel some progresion and also make more difficult that a new char can go to arah and kill Zaithan. You need to grow up for that, after all a level 2 vs a a level 80 mob its in a very bad situation (still i think theres some cases of people trying and suceding).
The other way around for not leveling would be to make the mobs in “higher” areas, stronger in AI and some extra adamage, atacks , etc. In a sense the dumbing down of leveling zones do that (in the wrong way).
The problem with that, a side from making half the players in game quit the game, its that it require more resources to a proper implementation. Resouces not only in difficulty scaling, but also in making rewards increase with risk and effort, so that the low level areas dont become super farm spots. But at the same time create different rewards, making high skilled players have incentive to go to easier areas (other case the game become only one or two maps – whats happening since the game started, because most areas lacked proper rewards- they are trying, at their pace, to fix it).
Personally i would have loved that kind of setup, making so that you only get experience to unlock new skills or trait options, but now its basically a dream, at least for existing zones. They have been trying to do this with the new zones, so every new or more “story advanced” level 80 area its a litle tougher.
About the ascended: They exagerated with armor and weapons, its a absolut pain to get that gear -.- .
Also in general i understand people dont liking the concept of downscaling, but was intended since the start, it just that the implemantation wasnt optimal and still isnt.
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It was suppose to be like this since launch.
Do you have any data or quote to prove this statement? Or is it a wild guess? Because I don’t see any comment from Anet that it’s a bug or intended change. I know it’s in patch notes but the nerf seems over the top and considering how many bugs were introduced 2 weeks ago the scaling can be bugged also.
“You’ll still be more powerful in lower-level zones because you have more traits, skills, and gear, but the level adjustment system will insure that the monsters give you a proper fight.”
https://www.guildwars2.com/en/news/the-endgame-reimagined/
It never worked as they intended, my mes could one shot with one shatter clone.
Now its working as intended, but overall some people dont like the idea of downscaling.
How is a player level 80? I’m intrigued behind the reasoning of this.
+1 lol
In a serius note, im happy with the changes, i advice people having problems to either practice or change to builds and stats that suit them (or both depending of the situation).
And as Zenleto said, if they go for upscaling they will punish new players (gw2 retention rate was – not sure if it still is- an issue for Anet), plus you will get a great group of veterans thatwere saying that they want the change reverting, saying that now (when upscaling exist) leveling its anoying or imposible.
Point: Upscaling its way worst that downscaling, if you want to feel like you are strong, do it with skills. And to be skilled you need practice, so the more you play the potentially better you are.
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I’m someone who is rather bad at action combat due to physical limitations. I didn’t mind this as much as I knew that upon leveling to 80 and getting a full set of exotic equipment (courtesy of a lovely guildie) I will be able to manage most things at least outside of Orr. Which is exactly what happened.
The nerf is noticable for me. Now it feels like I’m much closer to the pre-80 and pre-exotic period of my character’s life and I yet again find myself dying over and over to everything. Have to resort to constantly asking others to help me out when I would like to explore or do jumping puzzles because I can no longer handle combat situations I could before. It’s not fun.
Back to WoW for the time being.
Hey, change to a build and stats that suit more your needs.
It will take more time to down a mob but you will survive and explore.
Also theres plenty of builds that can just overlook combat.
zerk. i just stand in a good position and rapid fire them from far.
they end up going totally defensive and either die or blink and run.Im a mian mesmer and, with the increment of mesmer population, i have noticed some mesmer campers, they go to a position and dont move, lol some times i blink near them and start hitting them, they dont move and go down.
I think its more about that, specially since after patch we got a lot more forms to do reflects, so theorically the class can counter bow zerker rangers:
- our heal with reflect can be traited to have 4secs of reflects and have a short cd. (third chaos adept trait if im not wrong).
- Blink can give you 2 secs of reflects. (third chaos adept trait if im not wrong).
- Any dodge can give you reflects (dueling 2nd master trait)If you are countering them like that, its them playing bad -.- .
It’s more like other way round. If a Mesmer can’t win a ranger even after so many tools available for them to hardcounter ranger (stealth counts too), then it’s Mesmer who play really really bad to lose such an advantageous fight. It’s like fighting with D/D, it’s not dependent on how good the ranger plays, but rather how bad the D/D plays , or how bad the Mesmer play, that the ranger gets the victory.
Thats what i put lol, or my english (not main language) its playing with me -.-
zerk. i just stand in a good position and rapid fire them from far.
they end up going totally defensive and either die or blink and run.
Im a mian mesmer and, with the increment of mesmer population, i have noticed some mesmer campers, they go to a position and dont move, lol some times i blink near them and start hitting them, they dont move and go down.
I think its more about that, specially since after patch we got a lot more forms to do reflects, so theorically the class can counter bow zerker rangers:
- our heal with reflect can be traited to have 4secs of reflects and have a short cd. (third chaos adept trait if im not wrong).
- Blink can give you 2 secs of reflects. (third chaos adept trait if im not wrong).
- Any dodge can give you reflects (dueling 2nd master trait)
If you are countering them like that, its them playing bad -.- .
5 vs 5 death match its too messy and zergy in my opinion.
Plus since we all have healing the deathmatch itself its mroe about play in group, down one: we win or, they downed one of us, lets retreat, wait to the other one to respawn and try to down one of them.
In my opinion for death match to be popular they will neeed to give it its exclusive quee, a 3vs3 or 2vs2 enviroment, desactivate the basic healing skil and make it not respawnable. In other words an arena fight.
Now, Blinding Dissipation almost makes it impossible to kill a mesmer, unless he is focused.
- First:
Basic: If you are blinded: first atack can be an autoatack, hit the clone or whatever, doesnt matter.
If its not a condi use a quick condi clean.
- Second:
Take in consideration that this blind to be sucefull its a trade off:
Since you can counter blind with an autoatack or if the mes build dont have much condi damage (actual situation) a condi clean; the mesmer will need to use its usefull shatter as a defensive skill instead of an offensive one.
- Third:
A side for f1 and f2 the other shatters have much longer cds and alredy are invuln/control based, that makes the time of the blind run out.
- Forth:
When you have the mesmer ready to be hit, just use autoatack to begin or do a feint, then hit to your heart content.
- Conclusion: just counter play blind and take in account that the mes its sacrificating important resourses to blind you.
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2 stacks of confusion instead of 1 as a base?
Ninja>>>>>Sniper
About the 1200 range: Thief have great mobility to close that difference in range
Snipers in real life have powerfull but long recharged shots compared to other guns.
Theres a chance you could get a slow atacking thief, thats weird for the class and its like warriors shotgun: Hit hard but too slow and not much people use them.and that mobility heals you jackkitten in wvw when there is an enemy on top of wall, with current weapons only being 900 range, you basically have 1-2m distance to stand at to hit ppl on the wall, while not being in range of the oil as well. And no dont give me the scorpion wire argument, sure its 1200 but it on a lengthy cd, takes up a utility slot and have a slow projectile that is very easy to avoid. And yeah as you said thief already have a LOT of mobilty, and one of the usually assosiaty things with a melee staf is mobility and evasiveness, the one point where thief already excels, and elite specs are supposed to give classes something unique, not more of what they already got tons of things of
- Ok, in some contexts thief mobility have problems and for wvw fort/fortress its on need of a weapon with more range (also in zerg or organized group play a weapon of this kind will help thief). – Can agree and i think you did a very good job stating the point.
- About the dinamics, i think a sniper concept will be to slow but rifle its more unique than staffs atacks, however the elite specialization been unique not only depends of the weapons but also the utilities.
The utilities are tied to the elite specialization concept and if its sniper it will probably be about stealthing to not been seen and move to another place, ninjas have a larger pull of things to get, so imo the gameplay could be more unique on ninja.
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i have a vid from a couple hours ago, in it Im using Inspiration with Mantra heal and Harmonious Mantras. 2 condi’s removed on heal.
I think the issue its with the second or third mantra heal, depending if you are traited or not. Or at least with using them too fast.
Btw, Gaile Gray, can you make a thread red tagged and locked in the uper part of the forum , witht he name of Gem stuff suggestions? or if theres one alredy promote it.
That way the devs of the gem stuff can look for ideas that some customers alredy are demanding. Also a small description in the post explaining that if you like an idea you can put a +1 in it so that the devs can see what are the more liked ideas, at least in the forum population.
lol at all the “muh immersion” neckbeards .
Guild wars has never and will never be a gritty realistic, grim dark setting.
Stuff like cat ears would fit into the game world perfectly.
Its not a grim dark setting, but btween not been it to have cat ears as a hat, theres a big difference.
Still i doubt that with so many optinos after 2 weeks of the selling we will see 1/5+ of the population using it, so its not gamebreaking and we have plenty of that stuff alredy -.- .
I will survive and you would be happy, so im in favor of the cat ears.
Next Expac Brainstorm: Gw2 Shattered Kingdom
in Guild Wars 2: Heart of Thorns
Posted by: Lucius.2140
Can anet may give a job to him?, please!.
Condi nerf, no. The real problem with condis its burning and we nearly dont do burn, even with torch. Also in pve the problem with condis its the open world.
But stats will probably will be tunned down (specially damage ones, the others as a fariness and balance consequence of the first been nerfed).
The only really important mesmer nerfs could/would be:
- First adept trait of domination.
- Second grandmaster trait of chaos.
- Base phantom damage probably will ge reallocated, but after that we are cool, the problem its mostly off the amulets and gear stats buff.
- And if its true that blind on shatter cant be evaded, they will fix it. I supose that count as a nerf (other case the trait its fine, the trade off of using a shatter balance them very well).
If we are nerfed in other traits/skills i would see them as injustificated.
Ninja>>>>>Sniper
About the 1200 range: Thief have great mobility to close that difference in range
Snipers in real life have powerfull but long recharged shots compared to other guns.
Theres a chance you could get a slow atacking thief, thats weird for the class and its like warriors shotgun: Hit hard but too slow and not much people use them.
On topic
My opinion about classes:
In general people that play warrior tend to have a more forward thinking, meaning less abstration and flexibility, witch go witht he high life, regen, armor and big numbers in dps that the war have.
Guardians tend to play more in teams and valorate team work, this its also normal because guardian has the better overall suport capability in game.
In general main mesmers go more to the intellectual and hipsters, me included (3500+ hours), specially because mesmer has a lot to do with position and a creative use of the utility skills (mesmer have in general the best utilities, so its not wonder).
Rangers tend to be more carefree and less reflective.
Engineer, i cant go to just one kind of engineer, i think theres at least two:
You have your average phsyco, i mean the dude that like to kill things in game (hack and slash kind of without necesaryly the reward), who likes to play flametower.
Then comes the other engies, i cant classificate them in a way i consider aceptable, but i have notted some of them have good analytical and practical skills.
Eles:
Tend to be relativly more mature, generally they habve better autocontrol.
Thief:
The salty one that like to think he its superior to others, its also more selfish (to many stealth skills can encourage playing in a selfish way and the ability to kill easily low skilled players in pvp and wvw also has to do with the ego).
Necro: Im really not sure i have meet good and bad necros and their personality varies mostly because of that, the bad necro its carefree (witch has to do with been bad in some form since you need to have a degree of concentration to not been so) and the good ones are a litle colder and more serius.
One thing to considerate its that races seem to be also personality related, to a point i think they tend to influence more than some classes and of course if you consider main class and race you are going to have a better analysis (i will be back with that when i have time- im in a small brb in my work).
Not so on topic
Mesmers tend to be supportive backliners. In WvW Mesmer players are friendly and great team players. They will help their team however they can and are probably the most seflless and underappreciated class. In the forums and sPvP however they are whiny and complain about every little change to their class. They will defend their class so that no one is allowed to call them out on their class’s overpowered abilities.
We are trying to get Pu and lockdown mesmer nerfed, go to the forums. In a sense we dont like overpowered and prefer that the unskilled player base go to other side/class: aka warrior.
Good mesmers were doing great before patch, bad mesmer werent and now are trying to let us overpowered.
Ele players tend to be mature and respectable, and don’t really have much salt as being the top PvP class having salt would be embarassing.
Its not that:
A decent+ ele its harder to kill than a decent+ player of other class. Most people dont take account the atunment the ele its and thats why its more difficult for them to kill the ele. Add that most people dont count skills cds and dodge and you will get that most pople would have difficulty to kill them ones they have passed the very low skill barrier (where they complain about thieves and rangers).
Examples:
Poeple bursting a ele when he is in water attunment and not just after he get out of it.
Thieves and others trying to burst and ele when he is in earth and traited (inmune to criticals).
Necros losing all their condis cds when the ele its in water.
People not using their knockbacks when the ele its on fire attunment, allowing them to might stack.
This means that your average relativly skilled guy on ele will have less opponents that can counter class, its normal they complain less.
Also take in account that ele had some very good meta periods, that anet toke much time to fix.
Also seems to me you do a lot more wvw than pvp, a lot of skilled players in pvp tend to play several classes, normally sticking with 2 or 3 that they prefer, that means you get a bigger conception of the game and its classes , compared that people that only play one.
No, I have said this before, and I’ll say it again: The real problem is that the game has superior and inferior game mechanics. There are classes that are stuck with mostly inferior game mechanics. Guardian clearly has most of the superior game mechanics, which is why we see so many of them. It’s not a mystery, or a trend. There’s a perfectly valid game mechanical reason for why you see so many guardians in the game.
Cant said they are superior game mechanics, instead i will go to that they are easier to play and play properly.
One thing gw2 do relativly wrong its the reward-skill pay off. Thats not in terms of gold, items, but also in terms of builds performances.
Most of the viable builds have similar maxs performance but different low performance. That comes inter classes and betwen classes.
Playing guardian and warrior for example its generally easier and as much as rewarding for the same max level, meaning the reward/effort rate its significative higher (an optimal choice for a lot of people).
Without a doubt there are exception, for example in pvp, before the patch, the ranger pew pew had a very low skill requeriment but the performance wasnt as low as other classes and builds. You will have players complaining about it, but they were mostly the lower bottom of pvp in terms of skill (forget the last two broken pvp ranking).
However the same build and even the entire class has a minimal pressence in the tourney pvp escene, since it wasnt good enough for team compositions and was easy to crush for more skilled players, specially in a team context.
In fact, pew pew performance after a level of skill has a nearly insignificant progress, in contrast to other classes and builds.
If most class- builds worked like pew pew in terms of skill-performance the escene will be differrent, of course in a context that game will require it. In pvp this easier to do since the level of difficulty depends mostly on the players, however pve its different, the game lacks challenging content.
If both situations were fixed then you will have a more natural build distribution, without a doubt guardian and warrior will be the mayority, since the build class distribution will go more similar to the skill distribution in the game, having the easier builds go to the less skilled players.
In a sense people think this is what happens now, but thats on term of gear and the difficulty its extremly easy to differentiate skill levels, for example you will have a lot of people that are suposed good complain in pve of things like the old AC spider boss stack, since if it failed most “skilled” parties will die, since the inability or lack of concentration (the stack dumb down things) of this players to check the proyectiles, red circles and areas.
This means that generally even if you consider dungeon players or meta runners in pve, the skill level is low, but relativly higher than their open world counterparts, so it will be common for most of them to stick with easier build- class options if the difficulty will go up.
The other point to take in consideration its that if for example you are pugging, even considering the extremly ease dungeon content and how stacking have the ability to dumb down the game difficulty even more (shame to the game allowing the stacking), pugs are generally poorly skilled.
This make guardian a optimal choice since its class mechanics are more suport oriented, meaning you can carry a horrible group or make faster a non so skilled group (most of the pug elitists arent exactly top notch skilled).
- To the OP
Take it with calm, theres a lot of problems right now, they are aware, alredy stated it, the changes will come, better take a rest of the game for a week or a litle more and then check the status.
- To Mad Queen Malafide.7512:
About the dodge:
Not all proffessions have the same mechanics, also take in account that also can be considered for type of build and weapon.
For example a ranger with a one hand sword has a lot of evade and mobility, in exchange a longbow ranger has better range capacities by far.
The same way guardians have a bigger ammount of blocks and heals, eles have better condition and healing capabilities, war has the best face tanking passive capability and the best flat floor mobility in game + best passive regenaration, thieves have the best all terrain mobility and a great income of stealth and stealth builds, etc.
They all compensate, creating different play styes, but at the same type they give us a dodge, theres not problem with that imo.
If we eliminated this diversity, the types of gameplay will go lower; and if we eliminated the dodge system, we will go down to a much more passive game.
About the games bigger combat related problems, in my opinione they are:
The combat system biggers problem in pvp :
- Slow reaction time of anet to ensure and create balance.
- We still need more build diversity (upcoming specializations will help, plus the new trait system have make more viable builds, making the effective builds diversity bigger).
- Lack of different games mods that create different strategies and more types of builds gameplay (they are trying to fix it in HoT, conquest as presented until now doesnt seems to be a good solution).
- Some condition and suport problems (they have been trying to fix this in different opportunities, the latest trying to change poison and burning not stacking).
- Targetting problems.
In pve:
- Huge damage only orientation (they are trying to fix it in Hot, but we dont know at what extent).
- Extremly defficent AI (they are trying to fix it in Hot).
- Glitching and stack are vey easy to create, dumbing the game (hope the AI help a litle in stacking- check the AI conference video).
Conclusion (pve): The lack of difficulty make the pve gameplay dont use the system at the fullest, not even a tiny bit. This difficulty level also affect build diversity.
At least they are trying to fix this problems with the expansion.
(edited by Lucius.2140)
Quaggans can now jump and dodge roll, Rashagar. Try it with a tonic to see. Also someone did the JP in about 15 minutes as a pink quaggan.
Thank you, just tried it – that’s amazing! (Wouldn’t have noticed otherwise)
I swear the roly-poly Quaggan dodgeroll is the most adorable thing I’ve seen in a long, long time!
I want my assasin whale black quaggan to dodge horizontaly and cut the yugular of his enemies with his dorsal fin lol (combat quaggan ftw!).
First take in account that a lot of traits got merged and buffed. Plus we got some traits made in to baseline. That means that a large group of options are still been posible to get, just that in one trait now.
With the adition that in most cases they have been conveniently grouped so you dont need to split too much and get uselles specializations for what you are building.
Gona give you some examples in the case of mesmers (since i have more than 3.5 k hours as it -.- )
Mantra:
Used to have 4 traits related: Harmonius mantras (3 times use mantras), 20% lower cd mantras, Empowered mantras (4% extra damage per mantra chanelled), chanelling mantras give you toughness.
Now chanelling mantras give you toughness as base line and the other three are grouped in a lone grandmaster tier trait in the Dueling specialization. Before all this traits were in different specs and you need to give up a lot to have them.
Signets
There was 3 signet related, one lowering the coldowns in 20%, one cleaning conditions and one giving distortion when using a signet.
That makes the necesity of having more than 3 speciallizations go way lower, specially because for every old option you got with the 4 or 5th specialization you get a much powerfull and important grandmaster and/or master tier trait.
This make that we now see a lot of strong builds instead of some litle pieces of intends to crafting builds, that could never be because of the dispersion of the old system and the litle impact a lot of traits had.
For example now a mesmer that wants to have utilities like mantras or signets, can have them with easy without needing to give up too much in traits that alone werent really meaningfull.
As such the quantity of builds that can aford having mantras and/or sigils as a main component of them are bigger.
This means now that we can have more built variety because instead for example of have shatter builds, phantom builds, mantra buildsand signet builds (im not putting lockdowns and dead clones- last one died last patch or pu- specially since someone alredy explained the later), we can have shatter (normals, mantra, signet) and phantom (normals, mantra signet).
Meaning that they just added less main trend builds but give us more variation in them, specially since we have the opportunity to get most of the less powerfull main traits builds (prepatch) in another more powerfull main build.
Plus take in account that the numbers of choice we have passed from 14 (counting passives) to 18, that makes more traits elections to choice of a lesser pull of options that normally englove more options that we could have elected before.
So, basically they make a lot of builds viables of the exchange to lose a litle group of builds; but giving us more variety in how to customizate this viables builds instead of just one or to variations that were according to what we were traiting.
This in fact not only make the size of builds bigger but also stronger, to a point were having a x type of build will not make you significativly weaker, witch encouraged most of the people to going to another build.
What we got with this patch was that a large group of players can see options that before were unviable for them, so we got more effective possibilities of “Play how you want”.
The side effect its that all the changes messed up the entire balance in pvp, so its not really a lets balance pvp patch -.- . In fact the whole condition change its much more pve oriented.
(edited by Lucius.2140)
What does the fox say?
I believe its yiffyiffyiffyiff…
Anyway, I’m not sure I want to see more silly costumes. I guess its content in the gemstore, but at some point its going to be kittened and start to distract from GW2 lore. Sure its not a hardcore realistic MMO, far from it, but its already walking a very thin line with stuff like unicorn bows, silly pets, costume transformations, wings, animal hats and the like… A majority of players still have “traditional” gear (ie heavy armor and a flaming greatsword on a Warrior instead of a swimsuit with bunny ears and a pink fluffy baton), which is great. I dont want to see GW2 become another silly Asian MMO where a battleground look like a My Little Pony episode.
Because playing a fantasy MMO is serious business. No, it’s happy, pretendy, fun time games.
Personally i like the Dark fantasy type, like Legacy of Kain series, Vagrant Story, Dark Souls, etc.
They demostrate more the horror and brutality of fighting with weapons, the kind of thinking of that times, process of conversions (physocological, espiritual and phisical) and such . Witch its very very inmersive.
I would prefer not to have things like wings here but i understand the decision its made by ANET and that theres a part of the player base that will be happy with them.