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If you haven’t found any cool looking gear in the game yet, time to move onto some other game I’m afraid.
We have a stickied thread because every specialization will get one, it’s not because of transparency.
That’s just WOW … that’s the essence of them being transparent with us. They don’t HAVE to do this; they do it because they want us to understand the changes and be open with why it’s changing. THAT IS TRANSPARENCY.
I see this as a reply to BWE and I feel like it deserve a new topic.. I’m a dreamer.. maybe one day the Dev we need just come out, see this and will decide to help our “good spot” class..
ps: as always, forgive my english <3Really? You thought some QQ deserved a new topic? This is one of the reasons you’re LESS likely to see a dev converse with us in the forums. Keep it up people.
Normally i’d be 100% on your side with this one Obtena but lets be honest, even when talking with respect while providing decent feedback we still get absolutely no transparency so…can you really blame them?
I don’t think people have realistic expectations from the devs and how the forums work … it’s not devs job to respond and justify every single idea and issue that players raise on the forums. At BEST, we provide feedback and if that feedback is inline with their own objectives for the game, THEN it gets looked at. Even then, people shouldn’t expect the result they are imaging in their head.
I don’t know how you say we don’t get transparency; we have a stickied thread about changes to DH based on player feedback, with explanations. If that’s not transparent, nothing is.
Really, my problem with the original post is that it’s just a bunch of “oh this is so bad”. That’s NOT how Anet has defined as good feedback. If you want your words to make an impact when it matters, don’t waste them. People should always write every one of their posts thinking THAT’S the one a dev will read and use to change something.
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You can justify any change you want if you compare specific profession X tool to specific profession Y tool. That’s not a logical approach and I not once have I ever read a dev say “we buffed this because this other profession does …”
DPS is not a tool. You either have it or you don’t. And it’s been quantified rather well over a period of 3 years.
I don’t care what academic argument you want to make by qualifying what ‘DPS’ is; you’re not going to make valid, logical argument to get more by comparison to other professions. That is all part of a greater assessment of all the ‘things’ (since you’re adverse to calling them ‘tools’) that a profession has.
Again, I think the game design conflicts with what you actually need to play it; simple terms: Anet put a whole bunch of nice tricks on professions when really, all you need (in PVE I’m talking) is good active, defensive play and DPS through rotations. Everything else is fluff, but it is part of the balance equation. Anet needs PVE content where that ‘fluff’ is meaningful.
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You can justify any change you want if you compare specific profession X tool to specific profession Y tool. That’s not a logical approach and I not once have I ever read a dev say “we buffed this because this other profession does …”
Dagger fits the concept of a 1H weapon in this game. GS could stand to do more damage than dagger, but I don’t think at the expense of rate of attack for its skills. If they DON’T balance GS around dagger, it’s going to get balanced around a less DPS weapon… no one wants that.
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I see this as a reply to BWE and I feel like it deserve a new topic.. I’m a dreamer.. maybe one day the Dev we need just come out, see this and will decide to help our “good spot” class..
ps: as always, forgive my english <3
Really? You thought some QQ deserved a new topic? This is one of the reasons you’re LESS likely to see a dev converse with us in the forums. Keep it up people.
Funny thing is that no one will need it by the time it ever gets in.
I don’t really care what people wear, but the facts need to be straight.
Zerker don’t die any more often than anybody else.
… I understand the zeal for defending this philosophy of playing, but let’s be honest here … we do not know this for certain so throwing it in everyone’s face as a fact is just stirring the pot. Besides, if you want to defend the zerker’s approach to playing, you have MUCH better and factual ways to do this.
What IS a fact is that a capable player can run any gear they want and be successful. An incapable player will struggle regardless of what gear they have. Gear is NOT what makes people great at this game.
I don’t think it’s a stretch to understand what people are trying to express to you here. Take a guy who struggles in zerker gear, put him in a tight spot where he goes down. It’s not inconceivable that if you give him a few thousand more HP at the , it might be just enough to prevent that, recover and pull through the fight. If you are interested in a discussion rather than an argument, being less obtuse would be a good start.
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That doesn’t change the point at all … being DPS and support in this game isn’t mutually exclusive so you can have both and still not be a drag on the group.
You don’t need a sensible argument to do that because the game already exists in that state. You just need to know it’s the reality of the system your suggesting an opposing change into. What you are suggesting goes literally against the concept of the game.
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We just come full circle; game is designed to avoid catering to these niches of players that want to tank, heal, etc… There is no sensible argument that can be made to rewarding those specific tasks in a game that has discarded these tired, old cliche roles. It really DOESN’T depend on someone’s point of view; it depends on the concept of the game.
Regardless, you’re in a seemingly contrasting position here. You advocate MORE features taking into account the player skills but you for some reason you want to regress from that with enhancements and emphasis on defensive stats/healing? kitten .
No, I’m advocating for rethinking the way hitpoints work to not just include a punishment for running out of hitpoints, but also include rewards for having more than you need. That way all the skilled play remains important to getting those rewards without eliminating the benefit of someone giving you extra health.
This is just my opinion but I can’t imagine why there should be any reward for having more HP than you need. That doesn’t make sense to me, especially if the premise is to reward skilled play; skilled players need to heal less often than scrubby ones. If anything, you should be rewarded for running as little HP as you can and GW2 already does that.
I can also imagine a reward for avoiding having to heal … these are the things that are rewards for playing well.
This is because the devs intended this game to have a skill-based active combat system where you can use your reflexes and knowledge of the game to time dodges and skills and avoid damage.
Too bad it doesn’t have a skill based active combat system where you can use good aim and knowledge of the game to inflict a lot of damage too.
Maybe that’s true, but it’s neither here nor there for this discussion. Eventually MMO’s will get closer to the ‘FPS’ approach and some have even tried to get closer to that. I don’t think the genre can support that yet, or you would see it already.
Regardless, you’re in a seemingly contrasting position here. You advocate MORE features taking into account the player skills but you for some reason you want to regress from that with enhancements and emphasis on defensive stats/healing? kitten .
You can convince yourself of whatever reasoning you like. The current state of things and how it’s gotten there over the last 3 years is what drives mine. What drive yours? Fantasies about how Shield is THE symbolic Guardian weapon? Some appeal to players who just don’t want to use the 2 better offhands because they don’t want to?
If devs do something with Shield, it’s neither of those things that will compel them to do so.
Fully trinity MMOs have active defenses and CCs too, or allow you to kite enemies around with slows to avoid damage. It’s compltely silly to say that those things existing means the game designers intended for healing to be worthless to performance oriented players.
Healing isn’t worthless to performance oriented players … they still use their heals as active defenses just like everyone else and they work well. You simply can’t distinguish the difference between what a dedicated healer brings vs. healing as an active defense and why GW2 doesn’t need a dedicated healer role.
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That’s funny but I don’t think I’m too far off the mark here … there isn’t actually a compelling argument to buff shield at this point. We have a great defensive option with Focus and with the upgrades to burning, a great offensive option with torch. If Anet isn’t ready to rethink what shield should do, any changes will fall short … again.
If you don’t like shield it’s your problem man but don’t be a “see previous pic”.. Your solution to something total useless is removing it from our mind? Are you drunk?
No, I’m just realistic. If I was a dev, I would put as little time into dealing with the ‘shield problem’ as possible because to be frank, I don’t really see a place for 3 off hands AND being able to make them all balanced, delivering something different between each.
Do the devs even read these forums?
Is all our feedback ignored?Someone read something sometimes but our feedback is 99% ignored.. they seems interested only when they ask for help (see tome).
After three years of shield being mediocre and having now TWO very good offhand weapons … who cares about shields? Just forget it. Guardians have other much more important and awesome access to cool things. It’s probably by shield gets the shaft … don’t really need it to be good.
Pic very related.
That’s funny but I don’t think I’m too far off the mark here … there isn’t actually a compelling argument to buff shield at this point. We have a great defensive option with Focus and with the upgrades to burning, a great offensive option with torch. If Anet isn’t ready to rethink what shield should do, any changes will fall short … again.
After three years of shield being mediocre and having now TWO very good offhand weapons … who cares about shields? Just forget it. Guardians have other much more important and awesome access to cool things. It’s probably by shield gets the shaft … don’t really need it to be good.
I don’t know if what you are suggesting is the answer but I also don’t see how Anet can effectively glean the useful feedback from the forum out of what is 99% rants and thoughtless diatribes so I do think there should be some better way to get feedback.
When it comes to DPS ultra-specialization is highly rewarded, with every other type of gameplay it’s punished severely. That simply can’t be the intention of the devs. If they had wanted to develop a game where those styles of gameplay don’t exist at all they simply would have built the game from the ground up to never even lead anyone astray with build options and gear options that indicate that you should be allowed to do things that way.
I don’t see why that can’t be their intention. In fact, I think it’s obviously their intention, or we wouldn’t be dodging, blocking, using heals or triggering defensive boons as active defenses.
Those gear options exist for a number of reasons, one significant reason is because PVE gear is shared between WvW and PVE and can be earned doing either. I don’t think there is any contradictory message simply because you can equip whatever gear you want in PVE, even if it’s not optimal for damage. You don’t know as much as you think.
People care about maps because they can’t think past MORE = BETTER. If there was 1 map and had more content than all of the maps combined so far, this would possibly blow people’s minds. Anet can’t afford to blow the minds of these kind of people.
I stopped right there because there is no role for a healer to play in GW2. That’s not how the game is conceived.
There are a ton of healing skills and HoT proportionally adds more of them than the game ever had before. There is also a whole healing stat that seriously eats into your gear. I just don’t see this happening at Arena net:
Lead Designer: “Hey, what’s with all these things that let you build for healing? Our game isn’t about healing!”
Combat Designer: “Woops, butterfingers!”
Lead Designer: “Oh well, ship it I guess.”
That’s right … that didn’t happen and that’s indicative of the fact that heals are just another active defense, not intended to be a dedicated role for a character. Therefore, the premise that Healers are in a bad spot doesn’t make sense in the first place because this game doesn’t have healers as a ‘thing’ to begin with.
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Healers in Guild Wars 2 are in a bad spot.
I stopped right there because there is no role for a healer to play in GW2. That’s not how the game is conceived.
Changing such a fundamental concept of the game to avoid trinity is simply not something that work, for more reasons than game mechanics.
Showing your gear is possible with any build editor. I think the point is that Anet forcing gear reveals is not inline with the concept of the game.
I am saying that the broken event chains are affecting too many key parts of the beta. There should be more dev interaction because of it. Rubi replied to this thread which is great. It would be great to have some idea of which masteries are available in the map too, what’s the point of having people wasting limited mastery points?
You hve a very academic argument here and I’m not sure it’s relevant. People aren’t wasting their masteries. It’s a test. Progress is not retained. Again, the beta doesn’t need to have sensible progression. Anet can’t be responsible for people that think it’s their opportunity to get a leg up on the content or achieve something more than just playing around with traits, etc.. You just play until you encounter broken stuff and report it.
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I agree. Traps are currently 100% useless.
Why did they give us a ranged weapon but melee only traps?
Every other professions weapon and skills blend with each other, why do DragonHunters have to suffer?
You’re logic is flawed. Using a ranged weapon doesn’t restrict you from using traps or vice versa. If the DH traits don’t have good synergy with vanilla weapon set, that’s not and indication that traps aren’t useful. Frankly, I think of all the stuff we got, the traps are the best … mind you, that’s not saying too much.
They are more a side-grade. More useful than your Old virtues in some scenarios, useless in others.
And I think that’s the best balance we could have hoped for … because if they were low or high grade compared to vanilla virtues, we know what would happen.
Is that what we have? I’m not sure. My first impression was that for something locked in by the choice to trait DH, they weren’t too impressive; unfortunately after playing DH, I don’t think it hits the mark when virtue changes are included.
Put it this way; I haven’t found an incentive to actually use DH in a build. I have yet to find a build using DH that I can’t do better or as well with vanilla. I’m speaking only from a PVE perspective for now. Between the new traits, LBow, traps and the changed virtues, I’m always coming back to my current build for PVE.
I hope the PVP guys get some more mileage from DH because I think that’s really the targeted audience for this elite spec.
Hello, brand new to both the game and the class. Decided to play guardian for my main class because I always have enjoyed the paladin arch type in past MMO’s. That being said I was wondering what the most effective leveling build is for the class. Everything I found when googling is 2+ years old and metabattle doesn’t have a leveling build listed. Also any helpful tips or insight into the class would be much appreciated.
Assuming your going to level with doing map completion in open world. It’s probably the best way for a new player to go.
Recommending a spec for leveling is pretty hard actually because you gain traits as you level and most of your build will be dependent on the traits you have access to.
Some recommendations:
1. Get your second adept level trait in Radiance as soon as you can; being able to blind with activation of VoJ for EVERY mob you encounter is probably the best thing ever for doing open world content.
2. Use a sigil of speed. Most your time is running, so you want some access to swiftness to minimize this ‘not-leveling’ time you’re spending running. I think this is the most economical way to get it as you level. Some people recommend you use a whole weapon slot AND some skill slots to get this … I feel that severely limits you far too much. Sigil is good approach as you level because the sigil slot isn’t too powerful at the lower levels anyways and the swiftness will stack so as you kill, you should never run out your stack.
3. This game design so that if you are highly capable and use your intrinsic defenses, you can focus in on damage traits and gear to speed up killing and therefore, completing maps and leveling faster than you would with defensive stats and traits. With that in mind, I would avoid traits that don’t help you do damage. Most of open world is killing trash, so for those things, you shouldn’t really need too many defensively-oriented traits or gear; using a focus would be the MOST defense I would recommend.
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Test this thing!
I can’t get to it, it doesn’t work!
Ok, cya at next beta!
This is how it feels, and it’s super frustrating.
That’s how it’s supposed to feel. I don’t get your rant. Beta is for testing all kinds of things. You’re perception of what the Beta should and shouldn’t be is not relevant. There are no ‘rules’ for game devs to make sure their beta release complies to some standard. If you don’t like it, don’t play it.
Meta is not torch if you aren’t running a hybrid or condition build. There are in fact, many equivalent meta builds you can run if you aren’t absolutely fixated on being in the top 1% of damage output.
Torch is very much a part of the Power Meta due to changes to Torch 4 and Radiance Trait Radiant fire. It can crit for 10k or more depending on might stacks and vulnerability. If I am lucky with Crits I can use torch 4 back to back.
Like I said, if he doesn’t want to be in the top DPS builds, he doesn’t need to run torch. Very few people require you to be in the top DPS percentiles when teaming. If he did want to be in that top 1%, he wouldn’t CARE about PVE builds that don’t use specific weapons; he would just whatever gear gave him that top 1%. Clearly, that’s not what the OP wants to do.
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Meta is not torch if you aren’t running a hybrid or condition build. There are in fact, many equivalent meta builds you can run if you aren’t absolutely fixated on being in the top 1% of damage output.
Some classes getting more beta's than others
in Guild Wars 2: Heart of Thorns
Posted by: Obtena.7952
Unless they disable chronomancer, dragonhunter, reaper and tempest during the next beta test these classes will have had more testing than the others. Arenanet probably won’t do this since more testing = less bugs.
Will each class get an equal amount of beta’s or are Arenanet’s favourite classes getting more attention?
Such a non-issue … I don’t see a problem here.
This is part of the challenging content and frankly, it’s refreshing … you actually need to THINK about what you’re doing.
Anet, don’t change a thing.
I completely agree that those are also strong but it still doesn’t take away from the fact of how strong Smite Condition is.
Which takes us back to the problem of people analyzing skills in a vacuum.
He’s 100% correct, the skill has no counterplay(outside of being ranged) while doing a significant amount of damage in an area. I love my Guardian and even I can see the bs in it.
Edit: Just to clarify, any instant skill has basically no counterplay to it, just sayin’
There is no BS in Smite Condition. It’s 100% fair on a class with several weaknesses. Our weaknesses are so apparent, we have arguably 1 build viable build in Tournament play.
The only thing I agree is that all instant casting skills in this game are uninterruptable/preventable/dodgeable because.. they’re instant casting skills. If people are looking for a more skill based game, I recommend a Moba or FPS shooter.
Having glaring weaknesses don’t justify such an insanely strong skill. Instead of just throwing together broken skills, why not fix the issue’s at hand? And before people bring up the whole, “well every class has weaknesses” please note this has been debunked many times with other professions.
I’ve always loved the concept of Mantra’s. Instant by nature and yet difficult to setup mid-fight against competent opponents.
No doubt there are likely other logical reasons for having a strong skill like this. Yes, it would be nice to fix issues at hand but that’s a much more complex problem that really might not be worth fixing and easier dealt with ‘skills’. There isn’t anything wrong with that approach either, so the premise that we can’t have strong skills because there is a greater underlying problem is not really valid. I’m not even sure if there really is a problem here. We simply have strong skills in the game that some people associate with their own failures in PVP.
Frankly, I haven’t seen anyone propose a reason Guardians can’t have a strong cleansing skill. I doubt we will see one because again … it’s not unreasonable to have strong skills for any profession, especially if those skills are aligned with the profession concept.
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They do not track the Guardian performance since release… This is why shield and spirit weapons are crap…
It’s just like weeing aginst the wind… You feel relieved but your pants are wet…
Actually, I think the opposite are true. There is no reason to buff those things if Guardian performance is where they want it, which they have confirmed numerous times.
Lots of ignorance in this thread. You know … if you do something OTHER than camp champ bags, Spirit shards isn’t a problem. In fact, maybe that’s the whole POINT of not being showered with spirit shards opening Champ bags … think of that?
The whole thread smells of ‘want it now’.
you get three for doing three dailies per day.
Sadly you still need ~450 to make a Legendary and 120 for 1 Ascended Armor Set
And? Those things aren’t designed for you to get them fast so I’m thinking … 3 a day is more than reasonable for a daily + whatever you get from bags/playing. Besides, you aren’t gear locked, so there is no argument to be made around how long it takes to get shards to make gear.
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That simply doesn’t work in this game. We all know why and we all know why it won’t change.
Do we have a specific reason, why is this skill so brokenly unbalanced?
Actually, we do … because it makes no sense to evaluate the balance of a single skill without the context of how it works within the profession’s toolset and on a larger scale, in the game.
Satisfied?
Far from it, compared to other class no other class has such strong condition clear mechanics with utility. So is that your valid argument?
That doesn’t really matter. You can say that about any exceptionally strong effect for any profession; does that make them unreasonably strong skills? Not without understanding the context those skills are used. The suggestion we talk about a skill without how it’s used to see if it’s OP is in itself, entirely nonsensical.
Seems to me you’re valid argument against is it’s unreasonable for Guardian to have a strong skill. It’s no more unreasonable for Guardians to have a strong skill in condition cleansing than it is for thieves to have strong skills in stealth. In otherwords, based on the tone of your post, you think it’s OP and crazy to have such a thing on a Guardian, to other people, it makes complete sense … probably because those people actually play the class and understand how it’s used.
I get it; you’re trying to be clever, get everyone to agree with you, then pounce on us with the obvious conclusion it needs a nerf. Problem is that you’re not being clever and it’s not fooling anyone, including the most important people you need to convince.
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Why would I tell you? I’m making bank on chilis and you think your going to try to make me look stupid with a Wiki link? If you really wanted to know, you would have simply asked … nicely. Do you actually think running around Ascalon for hours and farming every herb node the most effective approach? Think about that a bit.
It’s THAT kind of thinking that makes chilis 27s.
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Do we have a specific reason, why is this skill so brokenly unbalanced?
Actually, we do … because it makes no sense to evaluate the balance of a single skill without the context of how it works within the profession’s toolset and on a larger scale, in the game.
Satisfied?
I don’t know what that proves. Do you think running around Ascalon hitting all the herb nodes is the most effective way to get these peppers? I can tell you it isn’t.
I hope Anet never go down this route. The lack of this nonsense is what makes GW2 worth playing … otherwise what is it? Casual-friendly WoW clone.
Dear GW2, please never become a casual-friendly WoW clone.
The point is not really the monetary cost, it is the time involved and rarity, which is tied to the monetary cost on the TP. Foods that include Chilli Peppers (there are a lot, so high demand) last for mostly 30mins and yet it will take far longer than that to even get one by faming them specifically. Or maybe not, depending on RNG.
The last time I tried, I hit every herb node in Ascalon and only got a single Chilli Pepper. Took me 90mins. In that time, I could run AC123 and CoF12 with plenty of time spent standing around, then just buy 18 of them off the TP and have coin left over.
It is just not feasible time wise to actually go and gather them, which is what I really want to actually do, rather than farm gold to buy them.
That’s because you don’t know what your doing … you don’t hit EVERY herb node in Ascalon to get chili peppers.
Sorry what? Why do you pay for an expansion? Same reasons you pay for anything else. Is that a rhetorical question or a clever way for you to complain about something you haven’t experienced yet?
If your premise is that they are basic ingredients and shouldn’t cost 27s because of it, I would argue there is nothing basic about those ingredients. Furthermore, there shouldn’t be any accommodation for players unwilling to do what is necessary to farm them because of cost … there ARE people that enjoy doing that farming and your suggestion is not taking into consideration how they enjoy the game. I don’t recall a time they were purchasable with karma.
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This is the part I don’t get … We get LESS value from an outfit than a skin, yet we have to pay for outfits and get most skins for free. WTH!
Anet, I’m willing to spend my money on your products, but this just doesn’t make sense. I’m not spending money just to look like EVERYONE else who spend money on the same item.
Why do you need stability in OW stuff? You really don’t.
I think we’ve been over this before. Zeal/Rad/Virtue, zerker gear, GS+whatever suits your fancy. etc..
Not having writ will be a very small impact on your damage output doing OW; most of the mobs you fight won’t live long enough to see the extra symbol durations if you are doing it right.
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Silv, why is direct damage always better? There are advantages for using condi in PVE. For instance, you get more freedom to ‘break rotation’ and still get your damage in.
faster frontload , you reach peak curve faster. but guards are a bit unique here, since sometimes you can apply many stacks so quick is as quick as zerks, other times slow, pending crit hits and other RNG factors.
engi can do very well here as well, open up with 9 burn stacks in 3 secs on top of a pulsing burn fire field on top of inc double tap orbital strike (25 total group might stacks anyone?).
also, ultimately direct damage is still ahead in sustained vs conditions most of the times, some situations excluded.
only thing that is good is that they provide wider team utility vs pure direct damage builds, often more might cause fire fields, etc.
I’m not sure I get this; direct damage doesn’t stack, so how do you front load it? If you’re running a rotation, what is this peak you achieve?