Cred to Latinkuro
Gw2 is a masterpiece at it’s foundation. Content-wise however…
Might be wrong on this, but isn’t PvE lacking in challenging content, first and foremost?
It does lack the challenge but your ideas are an antithesis of challenge.
Hm, perhaps. I’m no content designer.
Dont touch dagger……….
The only weapon i can see with cleave is axe, and that would just be the auto attack
And necros have alot of aoe so cleave isnt truely needed it would just be nice.
I like this idea as well: The Axe AA is boring. Making it a fairly interesting attack-chain with some cleave thrown in there would be great!
Still no build diversity in PVE. The same stacking strategies or mob skipping is the majority of paths. Pretty much the average dungeon nowadays is pulling the last boss into the middle of the wall so he doesnt hit you and then pressing 1 while you afk.
Anet has really made little comment on this, I don’t see much point on them ever adding another dungeon in the game if its going to continue to be like this. Especially since people will get bored with it. Part of these problems obviously come from the lack of trinity in guild wars 2, while others are just entire paths that have mobs which lack any mechanic whatsoever. If there is one thing that will hinder this game in my opinion, its probably these problems.
The crit damage nerf didn’t do anything, if they planned on it affecting pve, well it backfired and thats more apparent now than ever.
Hm, agreed. I think we need actively challenging PvE – the sort of challenge you would have in a duel in PvP, in contrast to just doing the same ol’ tactics.
Since you mention the Trinity (I’ll assume that you mean GW2’s combat trinity, and not the old holy trinity) and the lack of mechanics on mobs:
… Perhaps a way of achieving and “active” challenge is to design mechanics for mobs and bosses which makes it crucial to utilizing the Trinity; Mobs could randomly start doing a big heal or a huge, devastating attack and thus need to be interrupted?
(I think it might be better to have a temporary immunity to CC that triggers after a CC, rather than the current Defiant-system).
You can create a lot of diversity here =)
Some could have a big weakness towards Torment, making it a brilliant idea to kite them around, or a weakness towards Retaliation, making Light fields good.
To add Support, the final part of the Trinity, there could be a big play of attrition, perhaps ticking away percentages of your health (maybe in addition to normal damage), making healing and regeneration a more viable option.
I would personally love it if they went down this road – perhaps in a “hardmode” version of the current dungeons (which would save them a lot of time). Might be wrong on this, but isn’t PvE lacking in challenging content, first and foremost?
Well i found it really good not a lot of particle effect, group stealthing, switching focus etc. I did not stay encounter any full bunker team. We did not move as a zerg we had some individual action(flanking) but also some group action(stealth initiation, combo finishers),and the fact that it is not a on point fight, gives the opportunity to try many other builds.
Great to hear! Can’t wait until they implement this! =D
It’s sad that his account got hacked and I hope he will get his characters back, but I think it will take quite a while.
Hope he’s not another victim of Pvpbank.net. Always feels a bit horrible to report those.
That’s a nice rectangle shape
It is! Good job OP.
The TDM map just isn’t big enough for any decent amount of numbers
They need to make it bigger
I can agree that it gets too small for bigger teamsizes. In contrast, I think it’s too big for 1v1 & 2v2, since you can easily disengage from the middle to the outer circle.
Axe’s issue is not its range.
It certainly is one of them.
It isn’t. While it’s not a strength, it isn’t a weakness.
Axe’s main weakness is a useless 1. 2 is solid burst + LF regen, and 3 is solid cripple+retal. They’re not stand-out amazing, but they’re not supposed to be.
I think it would be cool if the #1 skill on the axe was a chain that in some way consisted of a cleaving attack.
I think it’s odd to attach stability to Spectral Armor, which already is a strong skill, when there are a lot of Necro abilities that isn’t all that good.
Perhaps the Warhorn’s Wail of Doom could apply stability to allies within the cone, instead of “only” dazing enemies?
Btw, while we’re on the topic of attaching additional utility to Necro abilities, can’t the Corrosive Poison Cloud become a Projectile destroyer?
AA is US guild.
Hm, that’s not what an old member of the guild told me. Perhaps there’s a European extension?
Ah, that’s awesome! =)
I like that they’ve made courtyard, although sadly it seems to attract nothing but farming inn large groups…
It partly attracts zerging, and partly some really nice dueling culture. =)
Love the fact that people initiate the duels by bowing, while friends & foes stand shoulder to shoulder, spectating.
DD celestial ele (0-0-2-6-6) is really strong atm if you want more survivability.
Indeed.
If you don’t run berserker amulet and learn the profession enough, you’ll get some ridiculous survivability.
You’ve the same amount of attributes as everyone else. However, you still need to unlock some traits just as you would in PvE… but you have access to all of the healing- utility- and elite-skills.
As Chaith said, you can find your “PvP Build” on the top of the screen.
Maybe they could sell us new dungeons in the gemstore, coinciding with the living story.
I think that would be terrible, actually. No offense =)
The old [PASS] guild merged with another guild ( [AA] ) with a similar philosophy. Waiting for response atm.
Yeah, but fractals don’t have rewards… so it’s almost pointless to run them.
Not sure what you mean by “rewards”? I may not get exactly as much wealth as I would by spending time on a couple of dungeon paths instead for Fractals, but I have got 2 fractal skins so far, and almost enough great rings for all my characters. I prefer the rewards from doing a Fractal, rather than the rewards from doing a dungeon. It’s a lot more fun as well, which I think should be the main focus in a game that’s designed to entertain.
If Fractals have no rewards what so ever, I would agree that they would be pointless. Not sure what you’re deluding yourself of.
I wouldn’t call 15 Fractals nothing… They’re essentially dungeons, at least from an outsiders perspective.
Edit: Really wish that they would add legit challenging PvE content similar to dungeons though. It’s about time.
Because Ele and Warrior traits gets some more depth
Sorry what? Have you ever farmed anything (dungeons, queensdale, fgs) in PvE?
PvE players get barely anything in PvP compared to what they could by farming PvE.
There are a lot of new players, new players have to learn, cut them some slack and don’t be an kitten .
I was about to share my opinion on the matter, but you did it for me.
Do carry on to level 50 though, it is still the only enjoyable “end game” experience in GW2.
Thanks for the reply =)
How much, and in what way does level 50 fractals differ from your ordinary dungeon path, in your opinion? How much does it differ from a level 25 fractal?
I think you should have to do something really bloody hard to get one of those….
Legendaries are basically just a testament of your ability to grind or generate piles of gold.
Harsh words….
Although you touch on the same areas, your thread is really not focused on the same thing as this one. Perhaps it’s a better idea to discuss the focus of this topic from the angle of your own thoughts?
I think your suggestion for the “Tough Trinity” (basically 3 man a dungeon for better rewards) is really good! A really simple “modifier” which completely changes the experience!
I agree with Stooperdale. I’d rather see a new dungeon than another revamp of an existing one. Adding “hard mode” options for certain paths at a later date would be cool, but right now I think their efforts would be better spent going towards new content.
Adding Hardmode to existing dungeons will take a mere fraction of the time of creating new dungeons with a real challenge.
For that reason, I think they should start adding Hardmodes.
(sorry for bumping =P)
Hi! I’m longing for a good challenge in PvE and I wonder if higher levels in FotM will give me that?
I currently haven’t proceeded further than level 29, because I suspect that the higher levels will be more of a matter of your AR and knowledge about the tactics than an actual dynamic and active challenge.
Fairly similar to how dungeons work: If you’re moderately geared @ level 35 and in AC for the first time, you’ll have a challenge in your hands. However, once at 80 and in exotics or ascended, with the knowledge of all the mechanics and tactics, it’s simply a breeze with a fairly good group.
I would like to see this over 400, and the crafted item would be for forging. So you take an item, the forged item, maybe some number of skill point items and dust, why not, and you get back the original item with the crafted effect on it.
Crafted effects should be pretty generic, like fire, lightning, cold, poison. And try to avoid mimicking Legendaries or other special weapons that already have effect.
The effect should be on the weapon, too, not the skin. So if you change the skin it maintains the effect.
I agree!
I’ve suggested it long ago but got buried under pile of not very interesting threads… I suggested what I named “cosmetic progression”, average hard to craft recipes that would require very rare drops from each dungeon.
Say, I have AC greatsword, a plain model, with a bit of crafting I could apply effects to it, and the same would go for every piece of armor, but that would take time (specially since dungeons got time-gated reward-wise). They could make a large rock with inscriptions carved and name it something cool like “Enchantment Tablet”, in a cool RPG-themed crafting system (apart from the original one).
Game needs moar magic!
Good idea. Though, the AC greatsword already have a nighttime effect… I think you would have to overwrite it when applying a new effect.
I really think that this concept would add a lot to the cosmetic progression in this game, as well as making the models less bland and bringing many of the unused ones into the light, sparking with fire or whatnot =)
But isn’t deatshroud in itself already a second healthbar? The other classes have no healing limitations like that because they are not packing a secondary health bar like the necromancer has.
I think it’s fine the way it is. Death shroud is awesome and the fact that you lose access to some things while in it makes it more interesting.
What I will say is that we need big improvements on the Blood tree and fairly huge improvements on our ability to support allies; Be it through Weakness or making our boons from traits shared to the whole party – It needs to happen. (And Corrosive Poison Cloud could be an excellent Projectile Destroyer.)
Well the day of the patch i have been in a custom arena where the points were set so the match end after 3 kills the respawn timer was at max value it worked pretty well.
Now what we need is for anet to support these game modes (with a queue or at least some hotjoin 2v2 and 3v3 arenas).
Sounds awesome! Did people disengage back from the circular arena in the middle to the sides too much? Was it a matter of whichever side gets the first kill? Where there any issues with stealth, bunkers, or glasscannons? Was 3v3 too much of a “zerg” with too many particle effects, or did the teams manage to utilize teamwork in a good manner?
TDM gives you the ability to do both, whereas a strict annihilation only mode doesn’t. Also TDM is more hotjoin friendly (neither would have ever made it to tPvP rotations), whereas annihilation is basically over after the first person is stomped.
Well, wouldn’t the best idea be to just keep TDM and add Annihilation? Everyone’s happy. Some of us are overjoyed =)
I think your argument that it might be a matter of whoever kills whom first is legit. It was usually the same thing in WoW and it would probably be the same thing in Wildstar. However, in the latter example, teams have a set of lives. This means that the first kill doesn’t get even nearly as important.
If they establish Annihilation as a game mode, may it first be as an experiment, just like Courtyard is currently; If your concern is proven to be an issue, they could add lives. Or balance it out. Or perhaps will the players themselves figure out ways around this that works?
It’s very annoying when you’re looking to pug the dungeon and all you see is group after group, selling the path. It makes it harder to see a legit group.
This, and I despise the fact that some of the groups that are selling might actually have just kicked a member at the end. (May not be occurring as much as I think though)
No – It won’t ever happen.
They don’t want to double the amount of players in SoloQ.
Hehehe…
…heh.
/sob
There is plenty of build diversity available in PvE. More builds are viable in this game’s dungeons than in most other MMO’s.
I can believe that. Whatever floats the boat.
Different builds fit different people/playstyles.
Levelling is such a core concept. Not saying every MMO Includes it, but trust me, if EQ next were going to dispence with levelling, you would KNOW. If you have to wonder…. Levleling is part of the experience.
Well, turns out that EQN won’t have levels and I still had to briefly dig through their wiki. There seem to be just as much character progression, but no levels. Sounds nice actually, it appears that they’ve found an alternative to levels, which is refreshing to say the least.
perhaps ii play wrong.
Yeah, I’m fairly convinced that you do. It’s entirely subjective, though.
I barely ever do anything in GW2 that I feel isn’t fun. This mean that I usually play a maximum of 3 hours a day. I don’t complete my daily if I I don’t feel like it’s enjoyable.
I do the dungeons I want to; Even if it may be more gold-efficient dungeons to run, the game isn’t about making money (it’s not a job). The game is about having fun.
I sure would like to have an Incinerator, but that will take a few months since I don’t grind in this game. Grind is optional. There’s no hurry but the one you make.
Nope no way engineers built to duel crap all over thiefs and are one of the strongest duelist in the game tight now.
Not even if you only see through stealth for a fraction of a second? Imagine playing as a thief and seeing the Engi using these goggles; You can very well take advantage of this by trying to fool your opponent by changing direction.
Here’s what people aren’t understanding. Revealed being added to meta skills means teams can stack or chain revealed on thieves/Mesmer to prevent them from ever using stealth . What’s the result? Stealth being a mechanic that isn’t viable. This is counter to the design of the thief, and some Mesmer skills/traits.
I think you’re pushing that a few lightyears too far, tbh.
This feature is already in the game and the fact people don’t know about it shows you just how “OP” it is.
Sorry, what?
It’s a really cool idea. Since some seem concerned that one profession gets to be the sole owner of this feature, perhaps it would be fair to make the person in stealth visible for just a very brief moment? It’s already taking up an an entire utility slot.
I’m on the fence, but that’s mostly because I just blew about 1.5k gold on a legendary because I wanted a trailing magic effect and I’d be pretty kittened if like 6 months from now you could get the same thing for 300g worth of mats.
Oh, it should definitely not outshine legendaries. I’m more talking about effects similar to the fire on the AC weapons, the mist on Arah weapons, or the glow on some of the Caretaker weapons. You still have the model of the weapon to brag with, and your footsteps, and your huge trail. =)
I may not be understanding you correctly.
Content created at level 80 does not seem likely to take less dev time than content created at level 40. Levels are essentially just behind the scenes numbers designed to create a perception of progression. 40 or 80 you are activating skills on your skill bar in order to defeat mob 124356, right ?
I’m talking mostly about Hearts, most DEs and probably a huge chunk of the zones. Pretty much that I guess. It would be sad to see the latter go away, but I can’t really imagine that it would be much of a problem to have a lot less of the world to explore;
I don’t care about that once I’m at level 80 (which practically everyone is without levels).
more Dungeons, different structured PvE challenges, more sPvP game modes, more items, etc.
These are not mutually exclusive with leveling. There is no reason that more dungeons, structured PvE challenges, etc cannot be implemented along the leveling process.
You’re right. What I meant was that without leveling, the developers would have had an absurd amount of additional time on their hands to make the game a lot more fleshed out =)
Imagine if leveling wasn’t a thing at all (Perhaps a 5 hour tutorial though).
Then, all of the countless hours spent on content created for leveling, could instead be spent on a lot more Dungeons, different structured PvE challenges, more sPvP game modes, more items, etc.
I wonder if there’s leveling in EQN…
(edit: apparently there are none in that game.)
(edited by Phadde.7362)
I think that there are very few particle effects on the weapons (and armors) in this game. Not only does it look a lot cooler with visual effects, it also makes the items seem more alive and dynamic.
Perhaps it would be a fairly brilliant idea to make it possible to add such effects to your weapons via the crafting system? Doesn’t have to be big effects and it would add a huge amount of additional customization-options for our characters.
Do you think this should be implemented? =)
reading this thread made me realize that I’m the only one who likes the GS to be big in size.
Actually, I’m fairly convinced that you’re a part of the majority.
For ranked I wanted annihilation and for hot joins I wanted some fast action TDM, it is always good to get a refresher from the slowness of roaming in silver leauge going in to a TDM arena to get some kill frenzy going. But for competitive play, Annihilation is the way to go. Only way to make TDM work is doing like Team Arenas did in GW1 have it to where you could respawn if a team member is still alive otherwise your team loses when all five die and the respawn would have to be set at about 1m intervals maybe 30s to make it fair play. Or incorporet perma down-state till you are done with the map, so everytime you go down your next time your lower and lower until your insta-down and thus perma down at that point.
I think Annihilation should be available in Hot join first to see how it works out balance- and gameplay-wise. Then it should be implemented in a separate ranked queue as well.
Overall, i feel like Annihilation has a much higher skill cap. TDM is fun for mindless killing, but that’s about it. i don’t believe it is fit for anywhere beside hotjoin.
Jupp.
Annihilation is much more structured and fair.
I think TDM is great when you just want to get some PvP kills, which usually occurs for me when I’m tired and bored.
Annihilation is much better when you want some proper PvP. Whenever I want to get that outside of Conquest, it’s a matter of finding a server (usually w/o progression) where people play fair 1v1 or 2v2 duels to the death.
That usually means that some people have to stand and watch while the others finish their duels… And even if you where to play on a server like that with progression, you would barely get any rewards for playing at all.
An actual Annihilation game mode is what I would like the most right now. Duels is absurdly enjoyable to play and actually a lot more enjoyable to watch.
Wahoo! Bye frands!
*friends
nope.
There are no ‘most difficult professions’, there are only ‘most difficult builds’.
Then post a build! =)
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