I think what I said changes little. Expanding access to legends doesn’t fix what’s wrong with the legend skills or make the idea feel any less like the Ele concept.
If it were inconsequential then no one would be afk farming. Justifying one type of afk farming with another type is nonsense. Two wrongs do not make a right. That’s not the reason though why afk farming gets on peoples nerves.
That’s right … that’s why I think it’s hilarious no one complains about the farming that actually has the greater effect on them, but is so up in arms over the farming that has the least impact. Makes no sense.
That same strength of the build exists when those buffs come from you or from your team. It’s was clear the OP wants to use FT. Anyways, I just think there is too little context being provided when people make points about how little damage FT does compared to higher damage options … I’m still waiting to see someone provide actual data what that damage difference actually is when they just say it’s true, especially since it’s been given much more burning potential.
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I think having access to all legends must come at a more significant price, even if it fixes problems.
For instance, you touched on the fact that Ele has only one weapon; I would also think that if Revenant were to be having access to any legend of their choosing, such a significant drawback would also be necessary, though at the moment, I don’t think all access legends is a good idea for another reason:
In addition, I would think that access to all legends would be too close to the concept of Ele as a class. First and foremost, the class concepts must be preserved, or people just recognize things as different in name only instead of gameplay differences. Access to all legends simply makes Revenant an Ele where they choose hotbar skills instead of weapon skills.
Personally, I think the answer is to grant more powerful effects within the legends; this ensures class concept, as well as maintaining some intended drawbacks to the class and finally, some compelling reasons to choose more diverse legends.
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The FT build is more a solo build as it has so much personal buffing, that’s where it makes up for what it lacks. At least 60% quickness uptime, 20+ might stacks easily, pretty much perma fury, just really nice in a solo setting. But, if you have buffs coming from others then it falls behind as the benefit of the personal buffs is overwritten.
If it’s the case that your team can provide you with all the buffage that would max you out for might and crit chance, then it’s very easy to build yourself into other beneficial traits to get the most out of what FT would offer. In fact, my build changes by two traits being flipped … which makes it even MORE DPS in my team than how I run it solo, assuming might and crit chance maxed
Juggernaut to Incendary Powder
HGH to Iron Blooded
Also, the new FT broke Juggernaut.
You now go FT only for the condi damages, nothing else.
This is a PURITY OF PURPOSE problem :
- if you are power you don’t take anymore FT
- if you are condi you may take FT
- then you always prefer Incendiary Powder
- so one of our great master trait is uselessSo, Juggernaut should be unrelated to FT.
That thinking is wrong; the changes actually makes the choice between Juggernaut and Incendiary Powder much more meaningful and therefore make build diversity a much more important consideration; something that is welcomed in this game. It’s no longer a “obviously you take Juggernaut” answer. Choice of two good traits, each with different strengths is a REALLY good thing to have.
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I’m disappointed that people think April’s Fools is expected to be some big event. What I do like is that if you can see the kinds of customers Anet is poking fun at; it will be a great reference for the next time someone complains about something on this list. It’s too bad the list isn’t a real, maintained one.
Recent posts are not good indicators of the state of the class.
Hum … and still people play and have fun with the class. How does that happen? OH, probably because it doesn’t matter if other people do things better than you do when playing the game.
I still don’t understand the complaint, personal preference or not. I can’t see how specific skills and traits that you are using in a build are less effective at 900 range as opposed to some theoretical longer range; they will still do all the same things at whatever range that Anet decides they work at. The ability to stand farther back to perform certain tasks is more of a risk reduction issue that will always be somewhat how well you perform at a given set of ranges. In GW2 there seems to be only two ranges where that distinction exists on a macro level; melee and not-melee
Regardless, I don’t see how this line of discussion relates to the thread; it’s about how gear is related to condi builds on Necros. Anet has lost another opportunity to add variation to their gearing options by making Viper’s defacto for the various condi build options we have. /shrug
You claim condi reaper shines in midrange as reaper, OK. You’ve said you would prefer would be pure ranged DPS or Condi range/support, OK. My point is that Scepter build gives you exactly a Condi range support build that you prefer to have; reaper traited or not. I don’t get your fixation on some mid/back line difference other than the one you elude to in Vale Guardian. I mean, overall, Necro has a pretty bad 1200+ range options, so I think the complaint you have is just a lack of good damage 1200+ range options, not really related to condition damage?
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Frankly, anyone that complains that Guardians have been pushed haphazardly into a role that is THE predominant role that every class SHOULD be capable of fullfilling in the game shows little regard for the health of the class when suggesting this has been a bad direction for the class to take.
I think the hang up here for me is that you keep referring to the reaper condition build as well as a problem with midrange lacking support. I can’t see how midrange lacking support is a condition build issue. I also don’t think that it’s very relevant to use a hybrid build like Reaper Condi as a focus on complaining about condi builds for Necros.
The Core Necro Scepter build addresses the range issue and the support issue. If you want a build that keeps you at range, gives you support and excels at condition damage as a Necro, it exists.
The Mother of Pearl drop rates is close to Flax Blossom. The Freshwater Pearl drop rates is no where near Flax Blossom.
Edit: Turns out reality is much harsher than perception. Even mother of pearls are much lower than Flax Blossoms.
I don’t get you’re point; They don’t drop at rates like Flax Blossoms …. and? I know one thing … I can buy as many as I want off the TP, as intended.
Um, maybe I don’t get what you are saying .. if you remove the life bar that determines how long you can be in shroud … then how do you even get INTO shroud form to begin with? I mean, that makes many shroud traits quite useless and then those would require a rethink too. Frankly, I think the suggestion isn’t even worth considering based on how much work it would take to do it and how un-specific and open ended it’s been stated.
Here are my thoughts … I think if you want to have a serious discussion, you don’t try to completely rewrite the core mechanic of the profession to justify an idea you have; at best you incorporate it into your idea … at worst you simply ignore it’s there.
The whole idea behind the second life bar is the defining element of the class; the class that gives players a frequent swap between chosen skills and a fixed set that allows Anet to build a theme/flavour around. Your proposal here isn’t to fix Necro, it’s to replace it with another class theme with the same name.
Finally, I think it’s rather short sighted to give up this element for a ‘role’, especially in a game where roles are a SECONDARY consideration for a very small portion of it.
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Even just referring to effectiveness, I still don’t understand your complaint. There are a few condi builds, all effective and with reasonable DPS and they can be made to focus on a few different things each. I think it’s a common error to overlook Scepter as a good option for Condi on Necro; the fast bleed stack build on reaper version isn’t better than the sustainable, constant pressure that you get with the core Necro version.
I don’t really see how Condi scepter build not fulfilling a condi ranged support role. It does that more than adequately. I guess more details or specific examples would be necessary to understand you complaint better.
^^ There is no requirement to play reaper and being midranged as a condi build … unless you are letting someone dictate how you should play; the game doesn’t do that to you. Complaints are realistic if it’s the game that limits you, not players.
There is some validity to the OP’s issue, but I don’t think it’s for the reasons he’s explained. The real issue is that purely from numbers, Vipers is the clear winner as THE condition-based build prefix, even over Sinisters, except for REALLY short encounters where the expertise from Vipers does not benefit you. It would have been nice for Anet to put some thought into the stats, just so Vipers was not THE defacto armor set for Condi builds … or even hybrid builds.
I don’t get this thread … obviously the purpose of regen wasn’t to maintain your health at the levels it was prior to whatever nerfs. That’s why it was changed. I don’t see how it’s restricting you in any way in PVE. This isn’t a ‘face tank’ game, so the fact that it can’t heal through one basic hit makes lots of sense.
Funny how people complain about them in BFF where they farm … karma? Magic? … but there isn’t a SINGLE thread complaining about any of the ones that hang out near the Sparks trying to AFK farm Charged Lodestones in Malchor’s Leap.
I guess when AFK farming lowers the price of something people want, then its OK. But when it’s completely inconsequential stuff like magic … look out! It’s a BIG problem.
I don’t get the proposal … do you think Anet is more likely to make a specific role for Necros is they removed the Shroud ability? I think it’s actually the opposite … if you want specific roles, it will be entirely THROUGH the Shroud it will happen. It’s no different than Scrapper or Druid … the elite defines the specific roles through the class tools or new tools.
Almost every game ever, locks parts of its game behind a certain barrier of difficulty or accomplishment. In other games you may need to adapt your playstyle or character to be able to continue the game. I don’t understand why this is acceptable in other games, yet in GW2 everything needs to be accessible to everyone?
– SNIP -Because GW2 at launch, everything in PVE was available to everyone, the only barrier being time investment.
Even if that’s the case, (I think it’s debateable) that doesn’t mean that the intention was for GW2 to persist like this. We can’t sit here and claim that because the game has changed since release, that this is unreasonable because it’s different than how it was when it was released.
Hey call it whatever … it’s change. People might not appreciate the fact that games that don’t change enter ‘maintenance’ mode VERY quickly.
Change is neither good nor bad. But saying a game changes and that’s okay doesn’t work if people don’t get behind the change. Games have survived because of change and games have been killed by change. Change is not necessarily a good thing.
Saying games that don’t change eventually are going to die is probably true. Which doesn’t mean that the wrong changes won’t kill a game even faster. Ask the people who played Star Wars Galaxies about how change affected that game.
Sure, some change is good and sure Anet has made some good changes. But Anet also tends to make a lot of changes that aren’t well received.
Nerfing the dungeon rewards was a change. I don’t think it helped this game at all…even if they were later fixed.
It’s not my intent to argue on the merits of specific changes. I’m simply saying that the identity of a game isn’t the level of success of it’s content; it’s the way that the dev approach the game as a living and evolving thing. So far, for my money, Anet has been pretty consistent in their approach and rather open to adjustments when they screw up. THAT’S what I identify to this game. Anyone that is associating content and lore to the identity of the game is making a very shallow assessment.
Hey call it whatever … it’s change. People might not appreciate the fact that games that don’t change enter ‘maintenance’ mode VERY quickly.
I find this thread very odd … I can’t understand how it appears like the OP associated the evolution of the game with it losing it’s identity, implying that having a game that evolves is a bad thing? Perhaps I haven’t played enough MMO’s but … I’ve yet to play an MMO where the devs don’t tries to change a bit to keep the game interesting to it’s veteran players.
Sure, Anet has made some errors during this evolution but I don’t think this is very relevant; any expectation that Anet just scores homeruns is unreasonable. I wouldn’t want to waste a single minute in a game where a developer would just pump out the same old, just to maintain game identity. Frankly, I think the whole idea that a game’s identity is the sum of it’s content and lore is wrong; it’s identity is how the dev team implements the game and interacts with players.
Farming, in general, is discouraged by the game’s design in order to build a game that rewards “play how you want”.
Essentially, the theory is that doing anything should give you lots of random stuff. You can sell the stuff you don’t want on the TP and use the money to buy the stuff you do want (also on the TP).
“Lots of Random Stuff” should balance out to roughly equivalent volumes of stuff (Crafting materials) for roughly equivalent things (Stat types), with Demand changing the value of them (Powerful Blood is expensive because everyone wants Berzerker gear, not because it has a negligible drop rate). This is not the case with Lilies and Pearls.
I think that’s an unsubstantiated claim … Lilies and Pearls have a negligible drop rate? Compared to what? What is the drop rate of getting a T6 blood from heavy bags? What’s the drop rate of other T6 stat giving mats in HoT? To be honest, I’ve camped mussels with a few characters and the drop rate for pearls is no worse than Flax Blossoms from the Flax areas.
It’s not really realistic to paint the picture that Anet needs to fix something here, because of some belief that these two items have a drop rate that’s lower than other T6 stat-giving mats in HoT or any other area of the game.
Idk, i have to kinda agree with op, besides the condi engi meta build…
It feels so weird ft doesn’t exceel in more stuff.
Why the aa it’s not so impressive as the numbers apparent to be?
Why the Juggernaut trait doesn’t make ft an even bigger harm and viable build as how it sounds on paper?
Why the blind skill its not that so well recognized despite of being an insta-blind to your enemies?.
Theres many aspects that the ft have, yet, it just scratches the bottom of the potential that ft has..
If you want these things, you have to build around the FT to get them. They are there. FT excels at stuff, just like other things excel at stuff … if you trait and build around that stuff properly.
Take look at guardians Permeating Wrath
Now just find group of players and staff 1. It burns way more reliably than our flamer and even without the 2 second retal suicide.
That’s a disingenuous, cherry picked comparison that demonstrates little. If you don’t think FT is reliable as a burning application weapon, you simply aren’t using it to it’s fullest capability. With the recent changes to light fields, there have been much lower risk of damaging against a retal player.
I mean, let’s be honest … how much burn do you think FT should apply? Obviously you have some thoughts on that. Feel free to share what you think it should do so we can discuss it instead of just bantering about how it’s not enough.
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There are games out there that have 2-3 times harder content than GW2 raids. On those forums usually people ask how to progress in the content. Strategies, advice, tips……
Here people asked for things to be catered to them. It’s embarassing really….Yeah… almost like those games were targeted at different people or something…
Surprising, right?(When i want to play a hard game, i play a hard game. GW2 i play for completely different reasons however).
gw2 was never advertised as the faceroll easy game you make it out to be.
No, but that’s the game it started out being and that’s the market it appealed to. Even Dungeons, the hardest content at the time of release, were not hard by industry standards.
Thats why they nerfed them after some time and ppl were buying arah paths for 5 or 10g? What something started doesnt mean this is what the devs want it to be also. A company needs to advertise to a big audience so yeah and diff parts of the playerbase have diff niches and like diff things i like the pvp armors and backpiece that doesnt mean i ask for an ez way to get them so i go through the trouble of pvping for it. The devs have also increase te diff in the entire pve part of the game with harder mobs encounters and w/e meaning the want to raise the skill lvl of the average player.
I don’t know why they nerfed them … but if you were implying they were hard … I’m not sure what to tell you. I can tell you that this game appeals to a certain market that appreciates a leisurely romp through Core GW2 with no problems … and that’s not a dev decision, that’s a Anet business Executives decision.
There are games out there that have 2-3 times harder content than GW2 raids. On those forums usually people ask how to progress in the content. Strategies, advice, tips……
Here people asked for things to be catered to them. It’s embarassing really….Yeah… almost like those games were targeted at different people or something…
Surprising, right?(When i want to play a hard game, i play a hard game. GW2 i play for completely different reasons however).
gw2 was never advertised as the faceroll easy game you make it out to be.
No, but that’s the game it started out being and that’s the market it appealed to. Even Dungeons, the hardest content at the time of release, were not hard by industry standards.
New Player, Sad Player. Expansion ruined it.
in Guild Wars 2: Heart of Thorns
Posted by: Obtena.7952
Why can’t there just be a giant fight zone where even the best players in teh game can fight and get wiped fair and square if they aren’t careful, and the harder you fight the more loot you get. Why is that so hard?
It’s hard because the only reason this game exists is because it appeals to many people that DON’T want this. It’s a business consideration that gets in the way of highly capable players desires. It can’t be ignored because :
1) the percentage of highly capable players that stick with an MMO is MUCH lower than the percentage of average or low capable players that stick with an MMO … their expectations are just much easier to meet.
2) the number of games that appeals to highly capable players is already pretty crowded and Anet probably couldn’t compete in that market if they tried. GW2 is their experiment; thankfully it’s an experiment that has worked so far. They dipped their toe in that ‘harder’ water; it was too hot for them.
Obtena.7952Not sure if you understand this but farming the traditional way isn’t exactly supported in GW2. In otherwords, it’s meant to be discouraging … so if paying is a problem for people, they need to re-evaluate how they play the game or if it’s a good fit for them. If it wasn’t like that, the TP would be much less effective than it is as a way to provide players with materials. That’s important because it’s related to how this game makes Anet money
From that perspective, any argument that appeals to changing mat availability from sources that aren’t the TP, to encourage people to avoid using the TP … in a game where the TP is intended as the main source of mats for players … makes no sense.
What? Let’s see:
“ Not sure if you understand this but farming the traditional way isn’t exactly supported in GW2. In otherwords, it’s meant to be discouraging”
I have two questions here:
1. Why the farming should be discouraging? Why farming is so bad, evil, that it should be stopped?
2. Did you ever hear about a "challenging farming spot for leather in GW2? This farming was promoted by the developers themselves as a good way to keep the game economy healthy.
It’s discouraging because Anet wants you to use the TP. It’s not being stopped, it’s just not supported by the way the game is designed. On the other hand, the TP is.
Yes, I did hear about leather farming spot … so what? Leather isn’t a mat that gives stats combo. Again, the complaint from the poster I made that reply to was that spending money for a stat combo that had unfavourable farming conditions was a reason to quit. Frankly, that makes no sense in this game because 1) all T6 mats that give stat combos have unfavourable farming conditions and 2) the primary approach to getting any mat is to earn gold and buy the mats off the TP … still true even in light of the leather farming addition.
Both of these things have been true in this game since day 1. Therefore, it’s completely illogical for anyone to make that statement who’s played this game for any length of time where they would have encountered this approach to getting stat combos.
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Necros need something to survive longer, cause we are getting bursted down by more mobile classes, and the dmg seems rather lackluster on the first attack.
Sure, but that’s not a ‘staff isn’t good’ problem … that’s a problem with the class itself. It wouldn’t make sense to solve that problem on the staff to begin with. I think the whole idea of corrupting resist is just a non-starter; there are other ways to beat classes that have resistance than simply rendering their resistance useless on them.
I’m not sure what you are trying to say to me. I do know that your response to something I said over a month ago doesn’t make much sense to me.
“Spending money on the game for just a stat combination because of unfavourable (disadvantageous) farming requirements is a reason to stop playing the game.”
For me that means “If I can’t get the stats I want by easily farming the mats, that’s a good reason to quit”. That’s generally true of all mats that give you stats in this game because farming to get a specific mat have never been supported feature.
The confusing part is where you say it used to be better than it is now, but that seems more like an anecdotal statement more than actual fact. I’m not in a position to argue opinion, except in the case where the opinion isn’t actually relevant because the primary, efficient approach to get mats never has been farming them out in the world; it’s always been the TP.
I think claiming “farming was better done in the past” is simply not a relevant proposition to justify doing something about the freshwater pearls supply because of how farming is handled by the design of the game.
I think you have misunderstood . It would make no sense for me to say that, considering Necros already have boon stripping ability … lots of it actually.
I don’t see how getting rid of boon stripping or corrupting abilities generally throughout the game as you suggest has any relation to making staff have some sort of resistance counter or how giving staff such an ability makes staff a significantly better PVP weapon. Classes have strengths and weaknesses regardless of boon stripping or corrupting abilities.
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Not sure if you understand this but farming the traditional way isn’t exactly supported in GW2. In otherwords, it’s meant to be discouraging … so if paying is a problem for people, they need to re-evaluate how they play the game or if it’s a good fit for them. If it wasn’t like that, the TP would be much less effective than it is as a way to provide players with materials. That’s important because it’s related to how this game makes Anet money
From that perspective, any argument that appeals to changing mat availability from sources that aren’t the TP, to encourage people to avoid using the TP … in a game where the TP is intended as the main source of mats for players … makes no sense.
In the bigger picture, it’s not a big deal. It makes no sense to suggest a class enhancement because of a particular class or skill that exists that’s hard for them to counter; classes have deficiencies for a reason and some might even be intended to provide players variety and challenge. That’s where strategy and tactics come into play; that’s what separates the good from the bad players, or the great from the good ones.
Regardless … even if staff did get this resistance counter, no one is going to take it just because of that. That’s not how effective PVPer’s think. Making a choice to counter ONE specific threat out of all the threats that can be encountered is just shortsighted and a waste of time and a potential missed opportunity. Staff as a PVP weapon is just meh and it will always be meh, because it’s slow, has lots of AoE on long cool downs with easily counterable effects. Granting it resistance counter or any other poorly considered effects isn’t going to change that.
Then staff will remain weak and necros wil be pathetic for anything but cc in staff.
I don’t honestly see a problem with that. That’s precisely why Anet gives us many weapons to choose from and those weapons are far more suited to PVP. It’s not a problem that weapons exist that aren’t good for certain parts of the game. In fact, that’s pretty standard for all classes. The solution here is to pick the weapons that are good for PVP, not for Anet to attempt lame fixes for weapons that are not.
Even if staff got something to strip resistance … it wouldn’t make it better. It’s not honest to pretend that people will use staff in PVP because it would have that ability. Resistance just isn’t prevalent enough for people to consider such a feature when choosing a weapon in PVP.
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hrm i like the idea of 4 and ripping resistance and or corrupting resistance.
Actually:I’d take all dmg on staff being the same for improvements on stripping buffs form people or stronger debuffs on people.
I can see why it’s likeable, but it’s not a good idea. Countering Counterplay? At some point, we just jump the shark. Besides … resistance becomes rather meaningless if people start getting tools to remove it.
In addition … Necro’s already have a REALLY good boon stripping weapon. Let’s not try to fantasize about making staff a be all end all weapon here; duplicating functions that we already have is rather pointless; it lessens the value of those weapons.
I know you’re being sarcastic but you know … that’s a PERFECTLY reasonable way to get things you want in this game ….
Spending money on the game for just a stat combination because of unfavourable farming requirements is a reason to stop playing the game.
Um, news for you here … EVERY material has ‘unfavourable’ farming requirements because you can’t reliably farm any particular mat that gives you a particular stat combination … since day 1. So it’s not a reason to stop playing at all. Besides, that kind of talk simply ignores the fundamental way people get mats in this game to begin with … and that’s not farming so, I find that argument missing a few legs.
In fact, I would say that any mat that has a rare chance of dropping from a node is a MUCH more reasonably farmed mat than anything that falls from a T6 bag … You are combating TWO chances for the ones that drop from bags … that’s much worse chance than getting from a node.
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Tell me about it, idk what to do now either, tried tons of changes but nothing fits even remotely close to the flamethrower power build I ran for the whole last year.
There is NO sPvP Amulet with Condition, Toughness and Power. Instead, there are ONLY condition amulets which have PRECISION on it…. since when is precision needed for a condition build !? Anet, please open your brain!Hammer -> Power
Bombs -> Power
Nades -> Power
Wrench -> Power
Mortar -> Power
Flamethrower -> was perfectly fine with flameblast being power based. Juggernaught and all scrapper traits harmonized with that power based version, allowing to spec into tanky stats. But now ? I either go condition and my toughness/vitality drops from 21k to 14k and I’m doing about the same dmg as before, or I’ll just tickle the enemies and have my 21k+ hp and 3k toughness.Going condition forces the use of the (unreliable as bunny!!) pistol 3 and 4, and then I am allowed to use flamethrower which hopefully fires 2,5 seconds to apply another burn. I can slot the trait that gives 33% duration on burning and every sec a crit that burns as well. Loosing juggernaught due to that. But what other kit besides this is worth using as condition engi ?
Seems to me that if your assessment is accurate, the exercise to repurpose FT renders it a less than ideal weapon for PVP … which is questionable in the first place considering most people disliked the effects that retal has on the FT user to being with.
In light of that, I don’t see the changes as that big a loss for the profession, especially since the changes made to FT make it much more suitable as a PVE or even a WvW weapon. In fact, coupled with the fact that blasting light fields is not retal anymore and is condi removal, this weapon is an excellent choice for certain operations in WvW.
The weapon itself was an excellent candidate as a condition weapon, even before the changes. Crit procing bleeds from traits and Earth along with might stacking is quite a thing to behold and now it has multiple sources of burning, it’s a no brainer as a hybrid build. It’s a weapon that can be used to really good effect for various build configurations; that’s it’s strength.
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Wow, talk about taking the sledgehammer to a thumbtack … no, we don’t really need a class rework because there are a few traits that are flawed or not good. I’m not even sure how this thread could possibly make sense to someone wanting to take good feedback from it … there are nine classes and each one has different issues not necessarily related to the things being demanded by the OP.
I think we are already starting to see part of the solution; FT kit was given a specific purpose last patch. It’s now clear where I would use that kit if I desired a specific playstyle. I don’t doubt that if this kind of thinking is prevalent and the nerve is there, we will see more kits given more specific purpose as well. On the other hand, we know things that are difficult to fix don’t get much attention, so I wouldn’t hold my breathe for some of the more troublesome items.
There is a significant problem with redesigning classes at the fundamental level, though what you mean by that isn’t exactly clear.
I’m of the belief that it’s better to leave a class than it is to reinvent what it does. The concept must be preserved; that’s the thing that people buy into when they choose the class. How it executes that ‘what’ is open to interpretation though; those kinds of things are changeable. Just to be clear, performance will not be a compelling reason to do what you suggest. On the other hand, concepts that prevent further design and execution are great reasons to redesign. Frankly, I think elite specs are the path that Anet has implemented to address these ‘fundamental discrepancies’. More likely they will have a more positive response to that kind of idea.
I mean the Rev suffers because of a lack of weapon choices and being a new class. I don’t see what that has to do with other classes as how those classes are developed have absolutely nothing to do with Rev or it’s development. Other classes would have the exact same problems if they were less than two years old and had a total of 4 weapons to choose from too. In fact, it’s only recently that I would consider most classes to be well suited … 5 years after release. So yeah, you can expect at least another 2 years before Rev has the same level of development and finish that other classes have right now and frankly, that part of what is wrong with Revs isn’t all that unexpected … at least if one is reasonable.
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@Obtena you can find my suggestions in the first post on this page. If Arenanet made collections for the game that are obsolete because of the prices, then the work Arenanet made for this parts of the game is for nothing. For me that would be reason enough to make that small changes to make the content worth it. I think the binding of the precursor prices to the materials (with a vendor where you can exchange the pres for ascended materials with a slight luck factor) would ensure, that the cost for the precursors would stay parallel to crafting cost in the future and not move off further.
Fundamental GW2 truth #1: Anet WANTS players to use the TP. Your suggestion is contradicting this rule … it’s evident throughout the game and even with the most recent changes that this is very important to Anet; as an example, the Ascended gear vendor price change in fractals. Any implementation that allows players to avoid the TP will not be made with the aim to equalize prices … it will have an intentional, large price gap facouring the use of the TP. The reason is complicated, but it boils down to the fact that I can buy gold with real life money … and that’s what Anet wants you to do.
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Anet dropped the ball on the very small number of weapons that Rev could choose from. Otherwise, the weapon ‘funness’ wouldn’t be a problem. Prehaps sword has quirks and is an extreme example, but it’s not really all that different from the way most weapons on other classes work. If Revs get a few more weapons, and they will, not an issue. It’s expected in a way as well; this class hasn’t had 5 years of play and tweaking the others have.
In my opinion it is a reason to intervene if one way of getting a precursor is vastly more expensive than another.
There are lots of ways to obtain specific things in this game … and they have price differences too. You’re opinion doesn’t align with how the game allows a person to obtain most things in it. Clearly these differences are not accidents, so what would be the compelling reason for Anet to deal with the differences for precursors as a subset of these things you can get that have different prices? What reasonable process do you propose that Anet ensure crafting price = purchase price?
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Baffles my mind that in second season, it’s still a problem.
So you’re surprised that a problem not related to the game is not fixed by the game? I can say that’s hardly surprising.
Is it common for MMO’s to ‘reserve’ your game state if you DC nowadays? I don’t even know how that would be possible. How would the game know you DC on purpose or accident? To be frank, I think something that would reserve your gamestate in PVP would be very abusable.
How is losing placement rating in spite of prolonged DC of a teammate “a problem not related to the game”?
And I’m sure there is some way to track how often people DC, if it only happens in PvP, see if it happens in “loosing games” more often than in “winning games” etc, and decide whether it’s legitimate DCs or not from there.
People DCing isn’t necessarily a game-related effect and it’s averaged over time anyways; everyone gets them randomly. Maybe there is a way to track it, that’s not the point. The point is if there is any value in doing so; I don’t think there is … it’s just not frequent enough or severe enough to bother. I think it would be very poor judgment on Anet’s part to allow for an artificial adjustment of standing due to DC or teamate DC.
(edited by Obtena.7952)
Baffles my mind that in second season, it’s still a problem.
So you’re surprised that a problem not related to the game is not fixed by the game? I can say that’s hardly surprising.
Is it common for MMO’s to ‘reserve’ your game state if you DC nowadays? I don’t even know how that would be possible. How would the game know you DC on purpose or accident? To be frank, I think something that would reserve your gamestate in PVP would be very abusable.
There has never been a reason for Anet to intervene on precursor prices … crafting precursors was not put in to control prices or affect markets. It was simply added to the game because people wanted to craft them. They shouldn’t do anything, just like it’s always been.