Why all this bs about communication?
Everything that people who love the game want to see happen have hashed and rehashed the same idea a hundred times.
Either do it or dont.
^
The forums are an open book to the players head… if they want to know what we want, they really don’t need to ask. I can hardly think of any other business that have it as easy as they do to understand their customers but still they fail to deliver (i.e. trait unlock in response to skill hunting demand; not what the player base asked, it was a lazy way out).
I interpret the massive reply differently from you. I see it as the community asking those in the know as to what actually can progress through discussion to make the evaluation and choice of the first topic. I also see eagerness to get to the actual discussion rather than spending a week lobbying for personal pet favorite topics to be selected.
The Ice Cream truck is here, and no kid is running to it… they are slowly walking to it.
To be fair, the last time we had Ice Cream we picked Ranger Balance flavored. I wouldn’t exactly go running back for another taste of that either.
Let em recommend something.
^ Exactly my point. Many MANY topics could’ve been encouraged, but no one gives a cat anymore.
I interpret the massive reply differently from you. I see it as the community asking those in the know as to what actually can progress through discussion to make the evaluation and choice of the first topic. I also see eagerness to get to the actual discussion rather than spending a week lobbying for personal pet favorite topics to be selected.
The Ice Cream truck is here, and no kid is running to it… they are slowly walking to it.
wow… this same question 1.5 years ago would’ve been a massive amount of ideas… hopes are so low that the “meh… do whatev…” option won.
If you read the initial post, it states that this is not a call for topics. This is a thread to ask how we would like to have the topics picked.
Yes, I know. And the massive reply was, “do whatever…”.
This very same approach time ago would’ve produce a totally different response. Customers don’t even try it anymore. Expectations are very low.- GW2 is on divest for many players.
still trying to make pvp happen… its not gonna happen.
wow… this same question 1.5 years ago would’ve been a massive amount of ideas… hopes are so low that the “meh… do whatev…” option won.
This is too blur to be of any actual use.
dungeon sellers can now be kicked O.o!!!
So… it’s still all about rushing?
Too late for this game to focus on balance and fixing issues/performance. Do that in your extra hours now. Players after 2 upon release expect new content. After all this time we only have 1 new dungeon path and it wasn’t a very good one. Main reason we see less people every day and close to zero returning players.
how did you survive your younger siblings birthday as a child? (if you have one…)
Mobs that only run and hit were left in 80´s games. There should be more threat while running high lvl zones. Deal with it.
No body block means amateur pvp.
It will never be any good or strategic.
both are horrible
Commander Tag should be free for all. It’s a very usefull tool and anyone should be able to use it.
Here’s how things should be (IMHO) :
Introduce a new item “Tag coin” available for 1000 badges of honor or as a PvP reward track.
Blue Tag should be free for everyone.
Green Tag should cost 100Gold + 1 Tag coin
Yellow Tag should cost 200Gold + 2 Tag coins
Orange Tag should cost 500Gold + 5 Tag coins
Red Tag should cost 1000Gold + 10 Tag coins
Limit Tags to 10 per maps.
If there is already 10 Blue Tags When a Green Tag want to activate, the latest Blue Tag is desactivated.It should require a minimun pvp rank to wear first of all.
Commander Tags can be used on PvE Open World Map, I don’t see why PvP should be required for that. You can earn Badge of honor with achievment points so anyone can earn Badge of Honor but nobody can buy them. Seems to be the best compromise.
because PvE should be a different shaped tag and acquired by different ways. Lazy ANET placed them all as the same with a simple 100g req. only.
Save something for Primordious.
Never forget the dwarfs fighting him down there (if there is any left alive)
I would only have mounts in WvW.
Starting with a regular horse for simple +% move speed with lowered stats (so you still fight on foot). Then scale some better mounts unitl a wvw veteran could fight mounted with a little buff to his stats or have siege mounts.
But hey, thats me dreaming…
Commander Tag should be free for all. It’s a very usefull tool and anyone should be able to use it.
Here’s how things should be (IMHO) :
Introduce a new item “Tag coin” available for 1000 badges of honor or as a PvP reward track.
Blue Tag should be free for everyone.
Green Tag should cost 100Gold + 1 Tag coin
Yellow Tag should cost 200Gold + 2 Tag coins
Orange Tag should cost 500Gold + 5 Tag coins
Red Tag should cost 1000Gold + 10 Tag coins
Limit Tags to 10 per maps.
If there is already 10 Blue Tags When a Green Tag want to activate, the latest Blue Tag is desactivated.
It should require a minimun pvp rank to wear first of all.
it is because pvp in this game is a failure considering how successful it was in GW1. They need more carrots on the pvp stick if they ever want to be considered e-sport as gw1 was.
its the weapon that is oversized. Your Charr has VERY short legs! and the angle of how its hanging is wrong.
My Norn can’t use most weapons because they look tiny and ugly.
300g?
why should a pvp feature cost gold when gold is best gathered through pve?
Are they still that clueless about their game?
lot of cool flamez weapons so you can play bonzo with your friends
still better than fairy glowing wings
mainly the graphics…
2-3 hours biweekly to follow up the LS
Doesnt duration automatically increase potency of a boon though? if the mights you apply last for 10s instead of say 8s doesnt that mean your might buff is now 20% more potent?
Not really, they way the game works now lets you stack 25 mights without struggle and you don’t even need 1% boon duration to make it. We are again the land where on paper their idea was not bad but it was implemented wrong. Still, I think support need a stat that allow players specialize into it and if it was me, I would replace healing for it. If they truly want to remove healers as a role then why do we have a stat for it?
Thing is removing some dps and introducing support and control isnt removing something important and introducing something useless, you’re removing one element and adding another.
In the equation it’s not the same. That is why zerk groups are more efficient. Damage stats scale ridiculously better and there are no other stats to increase other roles.
I think the OP has a point and I agree with him. The current game only cares for one role and its damage. The other roles are not developed. If you take all the gear combos and split the stats into groups you will find that most of the if not all falls into 3 categories: Damage, Tank and Healer (trinity brought up by their own stat selection while designing the game). The game really looks like they worked in different departments with poor communication between each other.
The fact that a full zerk player can be as supportive as a full “insert whatever support gear you have in mind” proves the support role flawed and it drags the game design along with it.
This isnt correct though. A full zerk player can do support but not as well as someone with gear and traits targeted at support. You can fill each role but you’re not as effective at all roles all the time, your build choices shift the balance there.
No, you are right, efficiency wise they are not on par for support. But unfortunately, for support, you get nothing for over gearing. You won’t clean more conditions that the ones being applied. Support needed ends where the content says it ends. This is where in my opinion is wrong. You can’t make the party better because support options are extremely limited.
Follow me on this thought, in GW2 3 roles where promoted: Damage, Control and Support… where the other classic 2 roles (heal and tank) were excluded. I find this amazing and I would’ve loved to see that implemented. For some cosmic reason I can’t figure out why, they placed stats for the roles excluded (tank and heals) on gear but there is not a single stat that works for support and control (consider healing aside from support if healing is not a role). This is the big design flaw I always criticize. Why are there no stat that increase the potency of my buffs? not the duration… the strength of my Might or the crit chance of my Fury. You may say this would be OP now, but this should’ve be thought during the game design and balance accordingly. Why is Defiant a stack and not a bar? if it was a bar, a player with a stat dedicated to control would’ve been better at CC than a character without said stat. A guy full in control stat could knock down a boss with half its defiant bar while other player would’ve only reduce that bar in 10% (random example out of my hat). See my point? they didn’t change the rules of MMO to innovate, they just went back to when it was simpler. This doesn’t mean it’s open for more people, it means just that, its simpler.
As long as a full team of zerks can endure conditions and bypass those difficulties then the environment is not demanding a support role like you propose so I stand correct.
Environment demands nothing that is why it leaves room for full zerk teams to exceed.
Thats kinda the point of total freedom. At the end of the day in a fight what you want is to kill your opponent and the more damage you do the better. No contest there. But freedom is freedom, if you enjoy a different play style you can do that and you will bring the advantages of that to the group. Your zerker team will be better equiped to handle conditions and survive a mistake here and there if one of their team mates focuses on support for example. You’re trading in some firepower for some survivability. Whats wrong with that?
There is nothing wrong with that conceptually. It is wrong in practice. If this idea is well executed, every team composition would have the same efficiency. I know this is a design madness and almost impossible to balance well but it was them who promote this on their manifesto and use it as a flag to sell the game. In my book, they deliver it mediocre.
The game only scales in one way: One Shot hits and bigger and bigger HP pools. That kinda force you into one build at the end and you know the answer.
It was the first game to use the term MMORPG in 1997 (same year I started playing it).
Doesn’t matter, the first MMORPG by the definition of the term came before UO. Richard Garriott coined the term, but others existed beforehand. I played at least two of those.
Of course the 700% skill limitation won’t let you use every single skill in game and exceed on it, but having no “classes” (and leaving tradeskills aside) made it for everyone to follow the same road soon after (old school min maxers setting “opitmal” builds, is as old as playing RPGs, specially for PKs like myself, oh man i miss it). In UO you still had full mages and full warriors a bit apart from each other or like you said, treasure hunting required someone trained in something else than fighting bringing at least 1 other role to the table but here… oh man…
Treasure Hunting really, reliably, needed three people minimum at third-rank. At fifth rank, four or more was better.
And while there were no classes, there were “archetypes” which people fell into. Mages, Halberd warriors, archers, tamers, and some blurred hybrids where skills got swapped to try to do something unexpected. But it was rather the same when it came to PvP – always have your Magic Reflection up, and hope you got the drop on someone rather than being dropped on.
As for the PvE play, it was even more anemic than what anyone claims GW2’s is like. When I can watch someone no-risk kill balrons in a minute . . . there’s something wrong.
the encyclopedia of GW2 class builds is a one line book.
It’s still better than UO, though not as fun to experiment with.
My point wasn’t that UO was better where GW2 fail. It was that GW2 didn’t bring something new by removing the holy trinity and providing players freedom to build as they want. It is something as old, probably older, as the example provided (UO). But, the fact that we can actually compare them and open debate on which one is better, sums up to my point… why are we comparing games almost 2 decades apart? (design wise, of course not mechanic and graphic wise)
“unique” classes… they are all the same with differet FX color (zerk+melee)
Yes it does. First MMORPG ever, Ultima Online; already had this concept. One character could do anything if trained properly. He could heal, buff, be a warrior a wizard, all in one. It was changed for the sake of team play. GW2 just went 17 years backwards in game designing.
Not the first MMORPG, but we’ll agree that it is for the purposes of the argument. Which is still erroneous, since one character could not do “anything” if trained properly . . . he could use the spells (heals, buffs, travel) but that used up one of seven skills you could master. IF you wanted to add combat to that, there were three more skills, leaving three more for “whatever”.
Which means it was unlikely you could do everything, since there were more than three major tradeskills, and taming already took three skills.
Also . . . and finally . . . there was always value in “team play” for UO rather than just being a lone person. Even before they added the strange raid mechanics, there were the Treasure Maps which demanded at least two people to do them properly. And the higher ones? Bring friends.
If you want to go back further to the first MMORPG, though, it was a design decision in that one to prevent anyone from realistically mastering everything, and at most there was a total mastery of two skillsets and a splash of a third.
So, no, it’s not quite “seventeen years backwards” by virtue of UO or earlier allowing people to have multiple roles on the same character. It’s shorter than that, since technically you could do that in EQ.
It was the first game to use the term MMORPG in 1997 (same year I started playing it). Of course the 700% skill limitation won’t let you use every single skill in game and exceed on it, but having no “classes” (and leaving tradeskills aside) made it for everyone to follow the same road soon after (old school min maxers setting “opitmal” builds, is as old as playing RPGs, specially for PKs like myself, oh man i miss it). In UO you still had full mages and full warriors a bit apart from each other or like you said, treasure hunting required someone trained in something else than fighting bringing at least 1 other role to the table but here… oh man… the encyclopedia of GW2 class builds is a one line book.
ANet provides the tools. The community provides the demand.
This is where you are wrong…
ANet provides the tools. The environment provides the demand. The community responds…
The ball for a more diverse/complex game is on a ANet side. One build to rule them all is what makes this game flawed and basic in my book.
Is it really the environment that you mean or rather artificial restrictions though? I mean if the environment inflicts conditions doesnt that create the need for condition removal? if the environment inflicts damage doesnt that create the need for healing / crowd control?
The fact that a full zerk player can be as supportive as a full “insert whatever support gear you have in mind” proves the support role flawed and it drags the game design along with it. Dungeon design and combat design is pretty shallow and basic. This is the easiest MMORPG out there (and a medium to hardcore ARCADE depending on how much you solo).
As long as a full team of zerks can endure conditions and bypass those difficulties then the environment is not demanding a support role like you propose so I stand correct.
Environment demands nothing that is why it leaves room for full zerk teams to exceed.
The environment demands, in GW2 it demands nothing, so the community respond with the most devastating gear cause defense is not necessary/demanded.
It doesn’t prove the support role is flawed at all, it just proves ANet right in the fact they wanted players to be able to support, control and DPS.
I wish these people wanting their zero DPS cleric builds to be good would realise they’re playing the wrong game and the unholy trinity is that way.
Yes it does. First MMORPG ever, Ultima Online; already had this concept. One character could do anything if trained properly. He could heal, buff, be a warrior a wizard, all in one. It was changed for the sake of team play. GW2 just went 17 years backwards in game designing.
let me rephrase. you think it is flawed. As seen in game by speed clearers though, anet succeeded in their goal of making it possible to support, dps and control at the same time. What this demonstrates is that the support role in gw2 is working as intended (as in, you can perform it in addition to two other roles) but that you simply don’t like it. So to answer the OP – the non DPS roles in this game are crucial, LoSing, offensive buffing and damage mitigation are all crucial support and control aspects required to make it possible to deal as much damage as you can.
I love it when equipping one skill in the limited slots they provide totally justifies calling it a role. It shows how much some people know about MMOs and role playing as a whole.
Remember that speed clears exists only because there is actually nothing else in the game left to do or to show how good or bad you play. Its a child’s game, when we can both do the same, lets play who does it faster (not saying it’s wrong or childish, just implying how basic it is).
I love to Purposely Succeed on Events, specially when they left them unattended to fail them
You’re free to play how you want.
You aren’t free to be accepted by people who don’t agree with you.
Start your own party. some people like Zerker, some people don’t.
Your answer is like 18 months old to this discussion. Your point was passed over long time ago, forming a party and acceptance is not the issue.
ANet provides the tools. The community provides the demand.
This is where you are wrong…
ANet provides the tools. The environment provides the demand. The community responds…
The ball for a more diverse/complex game is on a ANet side. One build to rule them all is what makes this game flawed and basic in my book.
Is it really the environment that you mean or rather artificial restrictions though? I mean if the environment inflicts conditions doesnt that create the need for condition removal? if the environment inflicts damage doesnt that create the need for healing / crowd control?
The fact that a full zerk player can be as supportive as a full “insert whatever support gear you have in mind” proves the support role flawed and it drags the game design along with it. Dungeon design and combat design is pretty shallow and basic. This is the easiest MMORPG out there (and a medium to hardcore ARCADE depending on how much you solo).
As long as a full team of zerks can endure conditions and bypass those difficulties then the environment is not demanding a support role like you propose so I stand correct.
Environment demands nothing that is why it leaves room for full zerk teams to exceed.
The environment demands, in GW2 it demands nothing, so the community respond with the most devastating gear cause defense is not necessary/demanded.
It doesn’t prove the support role is flawed at all, it just proves ANet right in the fact they wanted players to be able to support, control and DPS.
I wish these people wanting their zero DPS cleric builds to be good would realise they’re playing the wrong game and the unholy trinity is that way.
Yes it does. First MMORPG ever, Ultima Online; already had this concept. One character could do anything if trained properly. He could heal, buff, be a warrior a wizard, all in one. It was changed for the sake of team play. GW2 just went 17 years backwards in game designing.
GW2 is the only mmo I have played where the character doesn’t get rooted while fighting. I simply love being able to move while attacking.
You need to play more MMOs. It is a feature since at least 10 years ago. Action Combat MMOs have been out there for quite a long time.
ANet provides the tools. The community provides the demand.
This is where you are wrong…
ANet provides the tools. The environment provides the demand. The community responds…
The ball for a more diverse/complex game is on a ANet side. One build to rule them all is what makes this game flawed and basic in my book.
Is it really the environment that you mean or rather artificial restrictions though? I mean if the environment inflicts conditions doesnt that create the need for condition removal? if the environment inflicts damage doesnt that create the need for healing / crowd control?
The fact that a full zerk player can be as supportive as a full “insert whatever support gear you have in mind” proves the support role flawed and it drags the game design along with it. Dungeon design and combat design is pretty shallow and basic. This is the easiest MMORPG out there (and a medium to hardcore ARCADE depending on how much you solo).
As long as a full team of zerks can endure conditions and bypass those difficulties then the environment is not demanding a support role like you propose so I stand correct.
Environment demands nothing that is why it leaves room for full zerk teams to exceed.
The environment demands, in GW2 it demands nothing, so the community respond with the most devastating gear cause defense is not necessary/demanded.
ANet provides the tools. The community provides the demand.
This is where you are wrong…
ANet provides the tools. The environment provides the demand. The community responds…
The ball for a more diverse/complex game is on a ANet side. One build to rule them all is what makes this game flawed and basic in my book.
Start saving 800 gems just in case
New AC dungeon, filled with centaurs
“For the panini!”
No new wvw tourneys! Last tourney was still bad. I can name like, 3 good servers in the game.
Best bag farm is zergs but I can’t bring myself to do it cause they’re terrible.
See how easy it is to complain about something that others enjoy? Opinions are opinions. Unless you have something to offer, like, a suggestion to make them better… why post?
of course it’s my opinion, what else would it be? and my opinion is that they’re awful and anet is neglecting them. This is coming from someone who’s past 15k AP and got to level 50 fractal level to farm but the rewards are garbage.
You sound like someone who is pretty much done with the game…
I agree there is a lot of room for improvement in the dungeon area but I also agree with Lilith. If you have a problem with something, narrow it down; and be specific about it: I think dungeons are terrible because X and Y are bad and I’d rather see Z instead. It will still be your opinion but at least it would be a formed opinion and not just a random rant.
-Tankiness:
War > Guard > rest
/popcorn
I don’t have GW1 skins and I love them,… but I still disagree with this. People who played GW1 deserve their special heritage armor. It wouldn’t be a heritage armor if anyone could get them at the store.
Then how does bodyblocking improve the game? I have yet to see one reason why bodyblocking will improve the game (inb4 no more stacking, that’s not a reason, that’s what you want to achieve) in case I haven’t been completely blind.
Actually i;d like to see it in wvw because it lacks formations and real life imitations of combat strategy. Though if they do this AoE limit must go away (it wasn;t welcome anyway) Also I like seeing idiots fail and stumble on each other because they’re careless.
PvE though, there are more pressing issues to address than this.
WvW without it its a joke. Can’t be called massive pvp if you can just run like a ghost crossing every enemy in line.
PVE I agree, there are most important things to address first. Still body blocking would be a plus.
There are several arguments against body blocking earlier in the thread.
For just a low sum of 99g a month I will teach you to read, and give you a set of beautiful steak knives.
Your several (one) reason is about FGS? you must be the brightest kid in school.
Someone obviously didnt read the whole thread.
Sorry, I just re-read the whole thread and couldn’t find anything else against body blocking rather than the possibility of a FGS exploit. Lots of trolling and teenage replies, little new on the stacking subject and only 1 reason why body blocking would be bad, which is in fact exploiting an already exploited exploit (yes, FGS against a wall is lovely but we have to admit that stacking several fire pits meant to be created drawing a line is a wrong use of the skill, thus a common used and seemingly accepted exploit).
There are several arguments against body blocking earlier in the thread.
For just a low sum of 99g a month I will teach you to read, and give you a set of beautiful steak knives.
Your several (one) reason is about FGS? you must be the brightest kid in school.
Then how does bodyblocking improve the game? I have yet to see one reason why bodyblocking will improve the game (inb4 no more stacking, that’s not a reason, that’s what you want to achieve) in case I haven’t been completely blind.
You can still stack with body block for what LOS/stack is worth as a strategy. Body blocking not only stops players from stepping into each other but also allows players to stop mobs with their bodies creating new scenarios and adding another variable to the combat dynamic. It seems dumb but it polishes the game give you something else to think of while playing. You would still have dodge to trespass and get out of odd situations and it would increase the cases where dodging into a mob would let you stuck surrounded by enemies. (and the other way around, you could surround a boss and not let him run out).
There are several arguments against body blocking earlier in the thread.
For just a low sum of 99g a month I will teach you to read, and give you a set of beautiful steak knives.
Your several (one) reason is about FGS? you must be the brightest kid in school.
body blocking in combat / body trespassing while out of combat.
Others game did it and it works perfect. It improves both PVE AND PVP.
That could be said about anything.
Other games did a trinity better, it improves both PVE and PVP.
Other games did mounts better, it improves both PVE and PVP.
Other games did jiggle physics better, it improves both PVE and PVP.
Other games did (insert latest BHB fix here) better, it improves both PVE and PVP.
This straw-man is telling me we are not in Kansas anymore.
(I know I shouldn’t fall for this but, meh, office is particularly boring today: No, mounts and trinity are core concepts decided not to be included in the game. I can’t find a single podcast or oficial documentation where they explained why not working on a body blocking was bad for GW2).
Only counter for body blocking is zerg content while in-combat but well, if you really are in a combat situation this will show why zerging is not always as effective as a unpolished game makes you think it is.
body blocking in combat / body trespassing while out of combat.
Others game did it and it works perfect. It improves both PVE AND PVP.
THE GOOD
- Jumping Puzzles — the JP’s are well-designed, fun, and interesting: they did a good job adding in this new MMO element.
Its not GW2 original. Warhammer Online already exploted the platform capability in today’s MMOs and included some jumping puzzles in secret locations to find rare bosses and achievements some years before GW2 launch. That being said, it’s still a good thing to copy the good things of others if you do it right. I think they did.
I’ll add:
GOOD:
- The level design.- Maps are fun to explore, distances are not terrible in any case and WPs are smartly placed (with some exceptions like WvW)
- No quests to deliver. Hearts lets you play and resolve in the same area which is nice.
- Personal Story; fun for some, bad written for others, the implementation was good regardless of the content. ANet seems to be taking feedback from players and improving their script quality for personal quests.
BAD:
- Many design flaws already discussed (class variety, mob AI, weird/odd stats selection provided to players for the game mechanics proposed).
- Content always the same, no random content inside dungeons makes it extremely boring/grinding and reduce re playability to ground level.
- RNG. Simply unacceptable for a game of this category. Too lazy. No game of a major studio should include RNG nowadays…
UGLY:
- Flashy skins and wings. Looks like a cheap version of a game. Reminds me of MU Online and other free to play korean games. Its like Homer designing a car. It is always easier to make a flat model and add some sparky fx on it than to create a skin with different fabrics, textures and make it look real. Flashy: cheap, Real: requires some work. That is why some low lvl armors (karma armors and weapons) are still better looking than most newly added skins. I understand this is subjective but you can notice the difference in the work put into the old ones vs the new ones (and you will NEVER see a GW2 NPC wearing any flashy armor, they know they are ugly).
- WvW; I can’t compare this to other games with the same feature. Its just bad, amateur massive pvp. No body blocking, no raid interface to organize groups, no roles its just a zerg of pawns against another there is little to no strategy involved just a matter of who has more people spamming AOE. Ridiculously long runs for very short fights.
quick question OP.
Did you play Skyirm?
There you could mount and ride to any location or just point a location and “teleport” there (fast travel).
Which method did you or would you use?
I know no one who ride from location to location… having the option everyone chose to fast travel. This game at least gives you a reason why WPs are there and some lore attached to it.