I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
If you have three clones up and dodge with DE, the oldest clone will be destroyed and will apply on-death effects while a new clone is spawned.
After the patch, nothing will happen.See the picture?
Interesting . I guess I typically kept my foes a bit more at arms length (even with the 1H sword clones).
So its principally a nerf to Crippling Dissipation and Debilitating Dissipation? Without those it means… you just can’t replace injured clones, yes?
Crippling Dissipation getting nerfed doesn’t surprise me in light of what was done to net turret. Debilitating Dissipation getting nerfed is I guess a statement they feel Mesmers are a little too condition heavy?
Lastly they said they had seemingly grand plans for ranger.
Sadly, they’ve been saying that, more or less, since release…
I have to admit I was nearly shrieking at the screen when they said that.
If you can’t talk about it… DON’T TALK ABOUT IT.
No matter where you think the Ranger is in terms of tiering amongst professions, ranger fixes are dead last for credibility.
I don’t want hype. I sure as hell don’t want placating. I want “We’re working on it.” and nothing else until they finally start delivering.
I think you are missing the point. This is a major nerf for builds with traits that apply effects when a clone dies. Not trivial at all.
Then explain it please ? What is happening now that won’t happen if this goes into effect?
Hey mesmers,
For clarification: if you have 0-2 clones out and you dodge, you will summon a clone.
If you have 3 clones out and you dodge, nothing will happen.
I’m 99% certain that’s NOT what they were describing.
The only change I see that would create is you could no longer replace injured clones. Its barely a change at all, and it doesn’t correspond to the rest of what they were saying. You don’t talk about a footnote as long and as nervously as they did.
Would you mind double checking with the Skill and Balance team, because they may changed to that in the last few hours, but I can’t believe something that trivial is what they were discussing in the live-stream.
(edited by Nike.2631)
This is why you shouldn’t make ascended armor. Just wear exotics so you can easily adjust to changes.
You realize that for a lot of support builds – that is to say you’re trying to provide some support while the game demands you ALSO do damage leaves very few choices other than Celestial for non-primary-DPS players.
Sigils of the same name will still block each other (shared cooldown).
Attribute-build on kill will still be limited to one attribute at a time.
Most of the rest is being freed up.
And apparently my ranger in 6/6 Runes of the Ranger will finally actual receive the 6-piece set bonus.
Funny, because the cure for Berserker is also the cure for this: make monsters more dangerous and smarter.
-increase armor on all mobs, increase their general damage output, and reduce the number of 1 hit kills that must be dodged. (This would be my preferred approach).
That would affect everyone who isn’t doing condition damage then. We’d have the same problem we have now only with condition gear sets.
Only if they overshoot. It IS possible to make adjustments with a screwdriver instead of a sledgehammer
.
Haven’t you learned by now that Anet always overshoots when it comes to nerfing.
No, I’ve learned that people always comment on it and remember it when they do… and that a lot of smaller, justified corrections are quite readily applied, absorbed by the playerbase, and forgotten.
-increase armor on all mobs, increase their general damage output, and reduce the number of 1 hit kills that must be dodged. (This would be my preferred approach).
That would affect everyone who isn’t doing condition damage then. We’d have the same problem we have now only with condition gear sets.
Only if they overshoot. It IS possible to make adjustments with a screwdriver instead of a sledgehammer .
This is my first post in the forums I believe and I am making it because of how much I have enjoyed reading all of your ideas and hope I can contribute to the discussion even in a small way.
Well, I am tremendously glad you did post, because…
…The dynamic event UI notice could also be updated to so say something to the effect of “CHARACTER NAME is fighting for their life – help them!”
&
…when the player receives their completion notice the text could read “You helped TRIGGERING PLAYER NAME defeat Oogalook The Wrathful and learn their prestige skill”…
…Are INCREDIBLE as a way of building community. That is a &^(&#@%ing MIGHTY idea and it would be criminal not to get something like that into the game. Just imagining it makes me want to log in and beat down almost anything to knowingly help another player like that.
I don’t know what technical limitations this would come up against, or what ramifications this might result in play-wise for all players in the zones, but wanted to try and contribute.
You definitely did . Lets hope they recognize the jewel you just dropped into their laps, because I know I missed it the first time around.
Nike great proposal, I always find your posts very well thought out and easy to understand.
Imagine me sitting up extra straight and looking pleased.
’Cause I am .
Thank you. I’m especially glad to you find them understandable. I do strive for clarity in communication .
greed happened.
Deadlines happened. Employee salaries happened.
There are a lot of really laudable goals in the Manifesto, but that’s what they are – goals.
I’m sure they had tremendous excitement pursuing those ambitions, the best intentions towards delivering what they described… But there comes a time when you no longer get to tinker in the lab trying to solve problems that your peers in the industry have been wrestling with for years, when you have to ship what you’ve got.
They hit a lot of good notes with what they had. That they didn’t “solve the unsolveable” on a couple of fronts does not ruin a fairly masterfully done game for many of us. The cup is NOT full, but its certainly more than half full. It’s not what it aspired to be but it is good.
People wouldn’t complain so much if it weren’t.
I like to think the topic of the 3 year old MMO commercial called “The Manifesto” is hooked up to an Asuran device that taps it for enough Ecto-Undeath Distillate to power the entire Necromancer class.
Zerker as the universal optimum has already been destroyed and Tyria did not end.
All you have to do is make important bosses immune to crits and you’ve rendered 2 out of 3 of Zerker’s stats meaningless. It makes Zerker the best gear for killing trash-mobs and dead last for killing bosses.
Tequatl being immune to crits =/= accident or coincidence
All you have to do is stream undodgeable damage throughout an encounter and you make defensive stats carry value no amount of dodging can replace.
Perma-Toxin in the upper level of the Nightmare Tower =/= accident or coincidence
…If you’re going to shriek about the coming of an Apocalypse, try to at least notice it’s already happening…
I would like to be able to get married in game, and have some type of couples skills and quest available to us. Seriously!!!
Practice your combo-field/finisher techniques !
But yes, I could see a new combo field/finisher set based on shared bonds like marriage, same Order, same Race, or same Personality. Could be a new field, or just a buff to the effect of existing fields. When your spouse sets up a condition removal combo, it also grants you a 2% of health max heal… ah, true love .
A lot of micro-level ideas get thrown around in these discussions. Including them all could be cumbersome, but how would we decide which ones to include and which ones to leave out?
A question I too am uneasy leaving to be resolved by someone on our side of the street.
Amongst other things for the effort of writing a composite proposal be fully successful, I suspect it has to be informed by conditions inside ArenaNet we cannot be privy to. Certainly I would not be comfortable arbitrarily shelving lines of discussion for later – that last section drew heavily on Chris’s comments.
(edited by Nike.2631)
They’re not going to “Destroy Zerker”…
They’re going to destroy the environment in which it is the best answer to every challenge – hopefully by adding new challenges where its not the best solution.
It’ll still be the best choice some of the time.
Snip
That may be the first time I’ve ever seen you snip something .
Hi Nike,
Thanks for taking a crack, it is certainly well formatted and easily digestible.
Thank you.
I am still thinking in regard to how you have built/focused your proposal but my initial thoughts are that it is to much like a design document from a micro standpoint.
Question: What would you use a “design document” for? That may help us understand how a Proposal is different.
Observation: A lot of the contributions folk have made tend to operate at the micro level. I think many of us get a little antsy when the Proposal doesn’t at least mention some of those details… its easy to feel as if what you’ve said has been overlooked. We’re still building trust that everything has been read at all, and with weeks having gone by, its even harder to be confident that things said early on are still remembered.
The proposal should allow room for maneuver from a design standpoint and should be more goal focused from a macro standpoint.
Does that mean our individual suggestions/comments should also tend towards the overarching and philosophical? Or is the Proposal writer expected to bridge that transition?
I will think on it more and am excited by your show of initiative here.
Please do. I’m more interested in nailing down what a Player-Proposal-Compiler is supposed to be trying to accomplish than in actually being one . Its probably more an Evolution topic, but we had such a useful laboratory here to experiment in.
Threads like this remind me there all kinds of different games that people call “Guild Wars 2” .
Also just letting everyone know I will not be covering any more summarises. So 53-58 will be my last one for this topic. Hoped they help and next time I jump in summarising I’ll look at improvements and staying a bit more up to date. Any feedback would be great (Maybe in the Evolution CDI). Chris would summarising and/or ways to improve summarising be part of CDI Process Evolution Phase 2.
Feedback: You rock like something that rocks very much indeed. Thank you’s to all the people who took up that gauntlet.
I think should you partake in the next Evolution CDI, most people will extend you a fair degree of earned authority on matters of managing the accessibility of CDIs. I know I will.
(Oh, and I’ll be bringing up the possibility of Dev-directed ‘thank you’s’/rewards to CDI contributors again. Maybe they can mail you a few Laurels or something )
Player Housing. Customizable personal spaces displaying ‘furnishings’. Furnishing can be acquired across a wide range of activities, including most existing currencies, but particular emphasis on Open World activities (critter drops, Event rewards)
No love for a furniture-making craft?
Theoretically covered under “wide range of activities”. I only specifically called out Open World activities because that was in the notes left by ‘Da Boss’.
Personally I ‘d love to see Crafting be a major factor in Furnishings. But I’m totally a crafting junkie in all the MMOs I’ve played .
Don’t worry, I’m sure it’s well worth the effort if any of this actually gets utilized.
Ug. ((shakes out hands, rolls head around stretching neck))
I hope so.
Have a Spicy Pumpkin Cookie.
By chance, I just had one of those this morning in real life so the taste is fresh in my mind. MMMmmmm! Yummeh.
Oh man, just trying to do that gave me a list of things to bring up in the Evolution thread. Not least of which is if you set a designated scribe, starting the Proposal early and adding to it as a living document looks about 41 times easier than going back and combing through the behemoth for bullet points after it’s grown to monstrous proportions .
(edited by Nike.2631)
Not sure if this has been posted before or not, but I quite like this idea as a reward possibility. I would love it if my Vigil oriented Guardian was able to have available various Vigil oriented vocal bits (maybe something like “Into battle!” when activating a speed boosting skill or “For the Vigil!” when activating a self targeted attack buff).
I think the Devs call these “Utterances”. I’ve mentioned them in my attempt to re-summarize the thread from memory. If I haven’t hit the character cap I’ll also add it to Order Progression point.
This is mostly a re-edit of the exiting proposal with a few bits folded in from my spotty memory. It is a test run not a completed sweep through the thread to make sure ideas have been heard. Go easy – I usually spend my time solving problems, not cataloguing them .
PRINCIPLES
- Where possible new content should refresh and evolve the existing world.
- Players need multiple paths when pursuing mechanically significant rewards, respecting all major modes of play and play-styles within those modes (i.e. jump puzzles vs. combat).
- Secondary cosmetic rewards (titles, weapon skins, mini-pets, town cloths, furnishings) can be tied to unique feats to enhance the prestige to those feats. Primary cosmetic features (armor, faces, hairstyles) are not advised in this role. Example: The mini-Liadri the Concealing Dark specifically announces the player’s mastery of the Queen’s Guantlet.
- Be inclusive, respecting all in-games choices such as character race, profession, Personality, and Order. Example: if new Racial Dances are introduced, make sure all 5 races have a new dance to seek out.
- Consider Quality of Life improvements that communicate progress to the player, organize goal selection, and showcase the results of their effort. Example: The PvP Locker allow players to quickly review what they have, what they might still want, and enables them to flaunt what they have already accomplished.
REWARDS and THE JOURNEY
— Building Identity: Giving players more say in how the world of Tyria and their fellow players see them.
— Role Diversification: Giving players more options when creating their build.
FOR FUTURE DISCUSSION
— Sub-classes will be discussed in a later CDI, timed for maximum advantage in light of currently ongoing Skill and Balance changes.
— Entirely new end-game activities like Polymock and their supporting progression systems.
— Fractals. where we are now, what can be improved, new shards to conquer, redressing inequities from the transition to the new scaling system.
— More personal customization options regarding armor and weapons. Includes pattern dyes, texture options (other types of wood and different metal polishes), customizable features like long sleeves vs. short sleeves, emblem design.
(edited by Nike.2631)
The level of detail is great the way it is. We read the posts and note micro suggestions in terms of the level of detail in rewards for example. This is why I don’t add specific reward types or skills in the proposal.
I see… I think .
Its more identification of topics and avenues of attack than their resolution.
Here is the proposal I believe we are making, please discuss and let me know if anything should be added or removed.
Several Questions:
Do you want to us to actively gather QoL changes proposed/discovered/refined in this thread as part of this proposal? Many of them serve to showcase progress along horizontal goals such as collecting mini-pets leading to a mini-pet slot to facilitate their display. I see a couple of them in the proposal now, but that section is far from comprehensive.
What is the desired level of detail for the discussion points of the proposal and should we assume the team has already done a cursory scan of this thread? In other words how much should we care about the specifics of our proposals being reflected in the proposal document? For example while I’m happy the essence of The New Masters has been incorporated, some of the nuances like ensuring that all five player races receive similar representation among the NPCs used to mediate the Journeys have been lost in translation . Would it be better for me to pull those kinds of details out as bullet points and re-present them?
((On some levels I’m concerned how much brainsweat we may have wasted exploring the fine details if the team will only see a summary of a summary of our contributions…))
Thank you for any insights you can share.
I’m going with the people in a position to look at the game from above rather than within don’t agree with your definition of OP.
The spores enable the neural-bridge.
If we ever get Parrot pets, they had better perch on our shoulder during out of combat idle animations .
By the way moving forward (and we can discuss this in the CDI Process Evolution topic) I would like you guys to nominate someone to build the Proposal on behalf of us all.
Due to the Red Swash on the left it seems some are getting confused with Promise vs. Proposal and I just think it would be healthy to do it this way anyway.
Chris
I think if anyone steps up to assume such a mantle, they’re going to need a chance to run their “Proposal Post” by you in private just to check formatting and intent (not content so much – autonomous and unbiased collation is sort of the point). It would be very easy to seriously impair the desired document just because we are unfamiliar with how your team looks at proposals. We have two that you’ve written to use as models to work from… but still. A daunting task for anyone who is seriously thinking it through.
I follow why you see a need for it… That last web-article was somewhat cringe-worthy in making the leap to ‘this IS what’s coming out next from GW2’, but its an important enough service that it could be rather cruelly throwing someone in the deep end without a little back-stage coaching .
“There are enraptured super-fans fervently guessing at what’s to come, mind you, and apparently one person in every 10,000-20,000 has guessed correctly. “And we haven’t told them this!” Johanson cackled. “Most of the rest of our fans are all saying, ’You’re crazy! There’s no way that’s what it is – that’s way too cool.”
That quote mostly makes me think the writers and I have very different triggers for using the word “cool”.
But I’ll put up this simple test and we’ll see how it goes – “Is the climax of this season important enough that my character actually speaks. Or do we merely stand mute once again…?”
Place your bets.
@Chris -
I know I saw it mentioned in passing but those ore nodes which could get added to Home Instances? I feel sort of odd seeing them available after saying they could be added to a housing segment . . . and now there’s a teaser of sorts.
It could have been more interesting to quest/scavenge/earn them . . . and assorted other nodes, like we have been doing in the Living Story so far. (Love my Candy Corn node, even if it sticks out like a sore thumb in Hoelbrak.)
There’s nothing other than floorspace limiting the addition of more/duplicate harvesting nodes.
Maybe progression through the orders can open up Rich Nodes . Or some sort of Leather and Cloth nodes that make sense in a civilized space but not outdoors (likely “harvested” with salvage kits per usual practice). And a multi-tier herb garden is still pretty much a must (thought likely another gem store item).
What sort of condition removal are you running?
Interesting stuff. You have inspired me to tinker with traps a bit more .
(I like the offhand dagger/trap synergy)
CDI threads won’t change anything, you can make your constructive criticism all you want. There have been tons of good well thought out threads before anything of this was happening with zero arena net replies or which were simply closed/locked.
Which should explain the difference right there: The CDIs come with an actual Dev reading them. The tons of random good well thought out threads created a cacophony that buried its own potential value. Yes, we lose the freedom to post anything at any time and pretend to ourselves that someone there must have read it maybe, in exchange for 100% of the posts on-topic getting read and Dev responses a couple times a week. That’s a step up.
And as to ‘CDIs: not changing anything’, you do realize up until this last December they never revealed plot more than 2 weeks in advance – and now they’ve told us clearly and specifically “We’re wrapping up the Scarlet thing in 4 more releases.” That willingness to open up a little and relieve our fears this… plotline… might go on for the entirety of 2014 was a direct result of the Living Story CDI.
I just want to voice a concern regarding the CDI process. I’m not entirely sure if it belongs here, but I don’t feel it’s worth starting a new topic to voice my concern.
There’s obviously going to be a lot of ideas thrown about, and some of them are going to be good. I hope the best ideas aren’t shelved because they’re implementation would be resource-intensive (time, money, man-power, etc).
Let’s take furniture for player housing as an example. This is just an example, so don’t read too much into it. For the sake of argument let’s pretend a furniture-making craft is the consensus best/funnest way to decorate a player’s house. Again, this is just an example; I’m not claiming it is the best method. Adding a new craft would involve a lot of work: new crafting discipline, new master crafters, new crafting stations, crafting AI tweaks, new recipes to be discovered, new recipes to be bought with karma, etc. The alternative of just adding vendors in-game or selling them via the cash shop would require far fewer resources to implement.
In this scenario the easy route is much quicker, easier, and cheaper to get in the game. But the crafting route would be much more rewarding to the players (hypothetically). I would hope the developers are better than the players in that they’re not looking for the proverbial “path of least resistance”. I would hope that quality and fun, not cost and ease of implementation, would be the determining factor on what suggestions from the CDI are considered.
Okay, feel free to return to your regularly scheduled discussion.
I would suggest pocketing this thought for now and bringing it out again when the second “CDI Process Evolution” thread launches shortly – it’ll be extremely topical there .
It would take away the game element of collecting them in the world. So while it would be nice next to it I would not use it as the only system.
Having a ‘mount’ fill your Elite slot is only about how to balance the benefits – the journey towards revealing them on the skills page or even unlocking them directly could be anything. Rescue a mount from monsters. Buy it at the Bazaar of Four Winds. Receive it as a gift from your Centurion. Build it in your lab.
Let the journey inspire you!
…just don’t let the advantages obsolete the tools and choices we can make now.
BTW like that Asura have the Golem mount.
I’ve always had this vision of an Asura on a Moa… and the player having little to no control over which way the Moa runs…
(edited by Nike.2631)
Yes and no. Doing it in an instance would feel not as world changing as it did with the open world event. But they should indeed make a better system. The idea was great but the fact that it did only happen at once specific time was a problem.
We already have an overflow system. Maybe work with server before and after the change and have an event running every hour for 24 hours. When you log in and you did not have the event yet you will be put in a overflow that will soon start with the event.
In addition I would record the first event per server. Literally record it. Then put that in some log-file you can see back. The people that where there might even see them-self. That would really give the feeling of being part of it.
Then after such a event leave behind content.
I would love that.. You have a living world indeed where you see things change but no temporary achievements or rewards. That stuff is all added after the change.
In a way Karka invasion and then going to the island is how imho the LS should have been. Of course there where some technical difficulties that have to been solved.
You might find this solution interesting if you hadn’t seen it before .
I have a problem.
As soon as I saw the giant watchknight, I thought of Margaret Thatcher.
HELP ME.
Now YOU know what Scarlet saw…
As promised/threatened/foreshadowed…
— Sociopolitical Diversification: Player housing (Customizable from rewards gained in the open world), Guild Halls (Customizable from mass play rewards) and Map Wide Meta events unlocked through Faction progression (Leading to both individual and group rewards such as titles and skins)
<snip>
- Players should be able to have multiple methods of achieving ‘Grail Quests’, rather than a section of the journey being based on Jumping Puzzles and that alone for example.
I feel the general rule of multiple pathways should be applied to the Housing/Halls as much as to Role Diversification. For example~
Furnishing your House and Hall should draw upon many existing activities… and their currencies. Inn addition to unique, thematic drops or Event Rewards found out in the world we could also look forward to a variety of crafted items, with versions of each item spread across the material tiers – so Huntman might create chairs, ranging from simple lashed together greenwood stick chairs all the way up to… OMG, is that a couch made of Spiritwood and upholstered in Damask because if so I WANTSES ONE!
And to reward existing modes of play I would like to see housing decorations that can be bought with gold coin, bought with karma, and some items that can be bought with either currency. In the MMO economic game of faucets and sinks, this is a rare opportunity to introduce some new sinks without players feeling directly persecuted. In the process we also refresh the interest in these currencies and their gathering.
I would hope to see (at least) 3 new house items per dungeon, their themes informed by the dungeon’s motif. One item for your house bought with Dungeon tokens, one item exclusively for Guild Halls bought with a mix of Dungeon Tokens and Guild Commendations (visible both at the Dungeon vendor and grouped all on a single page at the Guild Rewards vendor so people can see it from both sides of the equation) and a house item that requires an excruciatingly rare new recipe dropped only in the matching dungeon – a continuation of the rare jewelry recipes that exist on the loot table now. With 8 dungeons and 8 crafting profession it shouldn’t be too hard to distribute these fairly. Imagine a “cornucopia feasting table” recipe made by Cooks and found in the Twilight Arbor, while a unique Iron-cast Char statue recipe for Metalsmiths drops only in the Citadel of Flame.
Oh, and a couple gem store exclusive furnishings/decorations too .
And lastly in regards to Guildhalls, it needs to be mentioned there has to be a sane and civil system for players to volunteer/contribute to the greater glory of the shared space, while being confident that anything they kick-in directly will be returned to them in the event of intolerable drama. For example no one but the creator/owner of an item can destroy it. If it is removed from display in the guild space it either goes into a guild closet where its still available for future use, or it is mailed directly back to its owner. Likewise if a person pulls out or is thrown out of the guild, their distinct contribution must be disentangled as gracefully as possible. You are just so much better off baking this into the system instead of turning it into a whole new class of headaches for Support to resolve. Guilds can handle internal agreements to tithe towards the purchase of goods, but if someone finds/builds a uber-rare decoration and turns it over for shared use, flagging it for return in case of misadventure can save on a lot of hard feelings. Make ownership of furnishing not something subject to dispute.
You can preview all of them (even the gemstore stuff) from the PvP locker.
When I am made King of all the Pumpkins, they will, oh yes, they will…
I can easily agree that the proposed template thing is not a good choice, Nike said that really well. BUT I also think that an option to save builds would be really handy, because it is annoying to change builds for WvW to PvE etc all time. So I would propose that the guys in Lions Arch etc who reset your skill points gets the option to also save your trait-template.
I 100% support the added convenience of being able to apply saved builds at the Class Trainer of each city.
The amount of extra functionality I want to see from the trainers is SUBSTANTIAL, from player-saved builds, to Trainer-suggested sample builds (named specs inspiring players to explore other trustworthy specs/roles), to all-out animated class mechanic tutorials, to acting as guide-posts/checklists for starting grail quests…
I can never forgive rangers for longbow #4. There is never a right time to use that skill.
Longbow is just not intended as a group-play weapon. Solo and in WvW it’s got some shining moments, but in a group, shortbow or axe if you still prefer range/survivability, and melee if you’re looking to dish a beating.
Mine is level 30 with sword + warhorn setup and feline/bear companions, and while i’m just touching the tip of ranger iceberg i’m already experiencing survival beyond any other profession i played, and awesome tag team action with my pet. There’s a lot more to do and i won’t say more since i’m just 30, but i see the potential there, a lot of it.
Not to be a downer, but you haven’t gotten to the part of the game that kicks rangers in the junk over and over again: dungeon bosses and their monotonous dodge-or-die mechanics that tend to obliterate your pet.
I’m fond of the class but I really do hope some of the class mechanic issues get better.
Sooner than later, preferably.
Boop-beetie-beep!
I’ve been mulling over a proposal for thieves and possibly warriors to use staves as a melee weapon.
Be advised that they’re more likely to use current weapons in more ways than to introduce new weapons. Its just a matter of cost/value as adding a new weapon comes with extra art overhead, coding new recipes to craft it, tinkering with drop tables to include the new weapon, a new Legendary has to be designed, etc.
Bad people wearing PVT will still die.
Sorry, what exactly did I just witness?
That characters in defensive armor can take on and overcome some of the toughest content without dodging at all.
I take it as a good case that bosses could dish high volumes of unavoidable damage and skillful, well prepared players would still get the job done. They just wouldn’t be wearing pointy-glass to do that particular encounter.
Perhaps I should be more clear. This proposal is extremely ambitious, and reads more like the feature list of a MMO in progress than something that can start appearing in ~3 months.
It’ll probably take at least 9 months to execute the core of this proposal. As you note, past CDIs have had results on content only 3 months later. So, are there any useful takeaways from this CDI that don’t require a huge programming project and instead can just inform future approaches to the kind of content addition that’s already going on?
Note this is the formulation of a collaborative proposal for discussion. Once the proposal is finalized it will be discussed internally. However there will be no promise of associated actions or schedule.
Note many of us have read the thread internally and thus there has already been valuable impact.
Recently however we have been working [diligently on] balance and situational role parity and bit by bit in game you can see player’s experimenting much more. This is a very good sign and will afford us a stronger foundation to build our content on moving forward.
Thus the timing around this topic is actually excellent.
I will be meeting with Izzy to discuss this proposal in detail. He will respond once we have had a chance to do so.
Some very astute points in this post Mikuchan. You will no doubt be interested to know that we have been working to solve some of the issues you raise recently, and it is worth noting that when a CDI topic is running in parallel with work that is either about to be or already going on in the studio then the particular CDI is even more useful.
As a point to add to this discussion. We have, and are still working on getting the support balance right in regard to the global role balance meta. And it is due to agreement with points made by yourself (and those of others) that we have been working on this.
Specific timetables were specifically stated as not something to look for in CDIs, but unless Chris is a pathological liar, I think we can assume they’re actively working on this stuff now. Plus most of last week, earlier today, and likely all day tomorrow…
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