“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
Yeah, I was wondering why ANet doesn’t have a helm toggle on the outfit page. Glad someone else noticed that too.
Ok
So for those of you that don’t know what bartle’s taxonomy is:
It is basically a very old theory about why people play games, of which there are 4 over-arching categorizes: Social, Killer, Achiever, and Explorer. (For more information just google it).
Would you all mind posting below: why you play the game, what type you believe you are (Or if you think you are non of them/a mix), why you think this, and if you played guild wars 1 if you could please do the same for that. I am interested more in the mechanisms underlying each category (eg If you play to “achieve” is this the armour/weps/appearance/titles/recognition, if you are a social gamer what exactly is it about the social experience that draws you in such as the feeling that my team/guild need me).
Haw, omg, I was thinking of posting this after Extra Credits covered it. XD
https://forum-en.gw2archive.eu/forum/professions/warrior/Physical-Skills-buff-proposition
https://forum-en.gw2archive.eu/forum/professions/warrior/Suggestion-Change-physical-skills
https://forum-en.gw2archive.eu/forum/professions/warrior/Do-you-use-Physical-skills-or-just-Rampage
https://forum-en.gw2archive.eu/forum/professions/warrior/Buff-physical-utilities
https://forum-en.gw2archive.eu/forum/professions/warrior/Physical-skills-need-buff
https://forum-en.gw2archive.eu/forum/professions/warrior/Physical-utilities-wish-list
https://forum-en.gw2archive.eu/forum/professions/warrior/Dear-Robert-Gee-plz-fix-Physical-Movmnt-skillThere have been a few threads on the topic, yeah.
I’ll give those a look in my spare time. Thanks!
“The only thing we can be sure of is inflation du to more gold entering the economy, everything after that is a wild guess.”
ENOUGH!!!
This is untrue if the general items you are looking at are rare ones…. The DISTRIBUTION of wealth can cause inflation on rare items of limited supply.
(As an aside:
Increase in gold also won’t cause inflation on objects which are so trivially to get you end up with far more than you need whatever you do.)Case A) 100 Players play the game. Every player has 100G. Total money in the game 10,000.
Someone finds a precursor they can’t use and decide to sell it, only 1 or two exist…. the likely price of that pre that people are going to be willing to spend is not much more than 100G.
In general, rarer goods are going to top out at around 100G in this scenario.
Case B ) You have TP flippers. They are far wealthier than those who’ve been spending the majority of their time playing event/dungeon content (what I’d call the game).
100 Players toatl. 95 players have 10 G. 5 players have 1810 gold. Total money in game 10,000G.
Now one of those guys doing events finds a precursor, there are only 1 or 2…. do you think the price that the market will be willing to buy for will still cap out at 100 G max?
So when farmers tell you that they are keeping prices lower…. OR a TPer tells you that it shouldn’t bother you that they are making money by manipulating the market to make wealth.. because how could that possibly affect you?….
they may mean in general on objects that you don’t care about as much because you can get fairly trivially. What they Don’t mention is that they can make the ones you really want and are very limited in quantity can be made astronomically higher.
TLDR;
Inflation is emphatically NOT only due to gold being added. But also a matter of scarcity of an item and unequal wealth distribution. Among other factors (see the aside)
Can’t +1 this enough. Very likely going to save this for future reference.
Early apologies if a thread on this is buried somewhere. Tried a Google search and didn’t come up with anything concrete.
With Berserker on the way, I wanted to get some impressions of Physical skills in light of the new Rage skills.
So far as I can gather, Physical is much more of a PvP set of skills, with plenty of interrupts. Borderline useless in PvE (until the break bar finally lands). In general, they’re already really lackluster for the opportunity cost (why run Bola when there’s For Great Justice or a banner?) and Rage skills stand to be amp’d up versions of Physical skills.
Anyone see a bunch of dead weight with Physical skills, now or coming with HoT? What could be done to make that skill path better?
Hilarious! I could see myself easily flipping a silver as a tip. XD
Rauderi: Yes good point.
So let us look at what an emote is.
Per the Wiki: “Emotes are a special subset of chat commands that cause the player’s character to perform an animation”
So you type a /emote and your character can be seen by others to do some kind of body movement. If, like you said, there is a tree in the way then… you would not see it and subsequently, you should not see the text emote either.
So from a game mechanic prospective. If you could fire an instant infinite missile from the emoter to the emotees without it being obstructed then the emotees should see it both visibly and in text, IF they are within ‘line of sight’.
I am not purporting this as easy to program, from a game mechanic perspective but if an emote is obstructed then you shouldn’t see it.
It’d be finicky for the RP set. Especially since what the game considers “obstructed” is particularly odd. Like, I could see someone half-way out from over a rock (lol half-cover in D&D), but it’s still “obstructed” for some reason. Or the wisp-thin tree in between me and my target. I can obviously see it, even if my arrows thunk into the wood.
Still, I love the idea, if only so I don’t have to endure very painful quasi-RP moments in public areas like Rata Sum.
I think we need to have stun resistance like have it scale with healing power. there are stuns in the game that last over four seconds and things can chain those too. After being stunned stun resistance lowers stun percentage by a certain percentage while also increasing timed invulnerability to stuns like a piece of zealot’s boots would give you .3 seconds of stun resist, which should be enough time to avoid teagariff knockdown chaining when shake it off, haste, or similar are off cooldown.
Since some mobs also have some healing power we’d have to create a separate stat for them to avoid them from resisting chain stuns.
Off topic from Protection but..
I’d be okay with Healing Power getting a lateral boost like this. Though, the teragriff/knight charge problem is one of constant knock-down, chained to where even stability is worthless (again).
It says" overcoming challenges in the jungle to unlock your elite specialization,"
wat?
We cant just unlock it via hero points and such when we start? im really confused about this
I was confused as well. I bought HOT for the elites, not to go play in their new zones just to get to them (I want to hit the zones on my schedule, not somebody elses).
People have been doing hero challenges, and almost nothing else, for weeks now in case the number was higher than what we had on all our characters (this was especially frustrating to us altoholics). We were pretty much told we could play HOT content if we were 80s and there was not a qualifier to that. Everything says the main HOT content is elites —- points of interest, blog posts, BWEs. This means nobody will be playing elites right from day 1?
You can play the HoT content if you are 80 and there is no qualifier for that. Part of the HoT content is working to unlock the elite spec. ANet never once said you would have access to all elites the moment you login on day 1. They never even hinted that would be the case. The only thing they said was that you will need hero points to unlock new utilities and traits. You are going to actually have the play the game, get used to it or find another game that suits you better.
I DO play the game. Why do you think I am on this forum?
Because you want to complain about having to play the game to get stuff?
Sounds like someone actually liked Traits 2.0…
Weird.I’ll roll with whatever decision they have (even if it means re-playing the same blah mastery quest nine times or more), but Traits 2.0 was supposed to teach a valuable lesson:
Do not lock character-defining build choices behind extensive, unwieldy content gates.
Now, to go read this countdown blog post so I know dubtee-eff is going on. :P
You will have a 5% Chance to drop an Elite Spec Trait/Skill in the Final Raid Chest. That would be a Challenge :-D
No. Boo.
Unless they’re tradeable on the market.
..Whut? That’s what WildStar taught me was acceptable. -_-#
I would think, that if you can visibly ‘see’ a character then you should see their emote.
Now that would be from a range perspective but I would think best case scenario it should be set to line of sight.Example: If you on the second floor, 5 feet above someone using an emote, you should Not see the emote because you can not see the character(obstructed).
Not a terrible idea. Just make sure there aren’t any trees in between you and your RP buddies. :P
Can’t wait to see how much ridiculous RNG they put in again this Halloween…
Hey, heeey, it might not be redonk RNG.
…Could be 100 candy corn cobs (at 1000 pieces each) for whatever rewards we’re getting.
Possibly nerf to mithril from salvage.
Is that code for “Buy mithril ore now”? Because I get the feeling something is gonna happen to all the ore in game. Just a little while ago, I refined 6 stacks of Orichalcum in case they change it to 3:1 for ingots.
Ori seems in a good spot though. And with the eventual ‘flood’ of precursors, they might actually need a faucet instead of a sink. Right now, I anticipate map rewards will contribute a fair amount in quelling market demand.
Granted, still a wise idea to refine now. One never knows where ANet will strike next!
(Tongue in cheek, but still..) :P
Again, I DON’T mind doing whatever needs to be done, I was just hoping to hop into my elites and play.
#ExactlyThis
I’ve been prudent with my hero point expenditures specifically so many of my characters can start off running. I won’t mind so much if they’re account-wide unlocks, either.
But, what I prefer might not happen, so I guess all my characters will be storming the gates, soon enough. :P
They could just mean getting hero points out in the maguma
Do they have hero points in Maguuma? I don’t remember seeing any points like that in the beta, only the Mastery points, which were to unlock the Mastery tracks (after grinding the XP for them).
It says" overcoming challenges in the jungle to unlock your elite specialization,"
wat?
We cant just unlock it via hero points and such when we start? im really confused about this
I was confused as well. I bought HOT for the elites, not to go play in their new zones just to get to them (I want to hit the zones on my schedule, not somebody elses).
People have been doing hero challenges, and almost nothing else, for weeks now in case the number was higher than what we had on all our characters (this was especially frustrating to us altoholics). We were pretty much told we could play HOT content if we were 80s and there was not a qualifier to that. Everything says the main HOT content is elites —- points of interest, blog posts, BWEs. This means nobody will be playing elites right from day 1?
You can play the HoT content if you are 80 and there is no qualifier for that. Part of the HoT content is working to unlock the elite spec. ANet never once said you would have access to all elites the moment you login on day 1. They never even hinted that would be the case. The only thing they said was that you will need hero points to unlock new utilities and traits. You are going to actually have the play the game, get used to it or find another game that suits you better.
I DO play the game. Why do you think I am on this forum?
Because you want to complain about having to play the game to get stuff?
Sounds like someone actually liked Traits 2.0…
Weird.
I’ll roll with whatever decision they have (even if it means re-playing the same blah mastery quest nine times or more), but Traits 2.0 was supposed to teach a valuable lesson:
Do not lock character-defining build choices behind extensive, unwieldy content gates.
Now, to go read this countdown blog post so I know dubtee-eff is going on. :P
I always have and will continue to hate RNG. First of all, I can never measure my progress or say “I’ve come that much closer to my legendary today” simply because I have no way of actually knowing that… I constantly feel like I’m never getting the stuff that my friends are getting, and I really hate that feeling. I loathe the current precursor system.
It goes beyond precursors as well. Any of the other unique exotics are most often drop-only, and their prices are absurd on the trading post, but they’re part of a collection. They don’t have mystic forge recipes, either.
Well, now that they’re getting better about ‘hiding’ their nameplates, there shouldn’t be any opposition to introducing a toggle button. :P
Enough that I’m justified in skipping headstart to drive four hours and watch Shakespearean actors bodyslam each other. :P
..At least, that’s what I’m telling myself for missing headstart.
zomg, THIS. There is no reason to have emote ranges that large. And to make it worse, emotes don’t highlight the user name, in case that person needs to be blocked for spamming chat.
Nah, I was thinking full, actual banner. 90 second effect, 120 second cooldown, drag it around with you, etc.
Of course, it’d be kinder to have the 20s/30s version. :P
Though, Banner of Tactics is already a “heal”, so maybe move Banner of Tactics out and revamp it as a Heal skill like you outlined above, and put another banner in its place:
Banner of Endurance? Grants Vigor or pulses with small bumps to endurance.
Banner of Stability? Probably too OP, given how sparsely Stability is granted.
Banner of Defiance? Grant small pulses of Resistance and longer pulses of Retaliation?
Agree. At least add tokens. What harm can tokens do?
It’s a reasonable course of action. If I recall properly (and I might not), token rewards are account bound anyway, so beyond salvage, they create very little wealth on their own. It would make Dark Matter a smidgen easier to get and possibly help balance down the cost of ecto.
Bit of a bump to say something I feel is important…
Thank you.
With Legendary collections and map rewards, we’re finally getting something that this thread was created to address. Certainty.
So, a big thanks to Mr. Smith and the dev teams for taking some big, potentially scary, steps in adjusting rewards.
A healing banner would make for some bizarrely interesting play.
Strong heal at onset, pulse healing for self and allies.
…but keep the duration (and probably shorten the cooldown). Basically, mingle banner options plus quasi-signet healing. Have Banner 2 be a slightly more powerful standard heal on a 15 second cooldown. (…that anyone can use. o_O)
PvP would be hilarious for trying to keep people away from the banner. :P But with HoT coming, I would totally use it. Totes.
Take BL skins for example. Whats the different impact to the market from a trader, who gets 5 skins on buy order for 75g when they come out and relists them for 300g and a player who has 5 tickets and exchanges them for 5 new BL skins and also lists them for 300g instead of selling to the highest bid of 75g?
Financially? Economically? Little difference beyond the process. Which also assumes the basic state of overinflated prices already existing at, per the example 301g.
Ethically? The flipper is buying up stock from demand at, say 74g, for someone who would presumably use it, rather than shuffle money around. Sure, free market principles apply, but it’s someone with a ton more money bullying another person’s place in line, and he doesn’t even use the items for their intended purpose.
But that’s the “I got mine” attitude that grates on the community.
Using leather is not a typical example of why people are salty about commodity flipping.
For high-volume, readily available goods, commodity adjustments are very healthy. Flipping reduces gold fluidity via trading fees, raises prices for sellers (making the gold sink better), and makes the market more competitive.
As someone who typically provides materials for the market, I reap the benefits of upward shifts.
Where people get salty is market manipulations on rare items. There is no other acquisition for them (which ANet should address), and the forced scarcity puts a ridiculous value on them. Even for items with a .0001% drop rate (looking at you, named Exotics…), their value can become absurd.
And that’s where flipping starts to become “The Great Evil” of the economy. (Tongue-in-cheek, of course. :P) It starts a chain of gold-grinding to get these ludicrously priced items, which adds liquidity to the economy. And with those high-priced items, it also consolidates wealth into a small subset of the population.
As for ethics? I’m certainly not against someone doing work for profit. That’s everyday business. But as with any business, there needs to be more consideration for one’s impact than just raising his bottom line.
While this weapon looks very nice, holy cow the constant horse noises it makes is extremely annoying. I don’t see how anyone can use it listening to that all the time.
…
EDIT: Oh, I wasn’t aware that there was already a thread about this. Glad to see I’m not the only one who thinks the sound it makes is very annoying.
Not the only one, no. I can’t even be next to a person using the Dreamer. If I see those devil-spawned rainbows, I have to go elsewhere.
You know, I’ll tell you, in theory I have no problems with the idea of dps and healing meters… the problem for me is when its used as an excuse for people to act like jerks. THAT’S my issue.
Heh, that mirrors what I was thinking earlier:
I don’t mind elite content. I do mind elite attitude problems.
Sadly, meters would enable both.
Sounds like it’s the PvE dailies that suck for ya, OP.
And you’d be right. It’s been detailed a dozen times in a dozen threads, so I won’t outline it again here, but yeah, they suck.
I ditched PvE dailies in favor of mixing in 1-3 PvP dailies in a daily room. No muss, no fuss (unless you’re trying to get daily winner.. yeesh), and that keeps me from going into teeth-grinding fits over shoddily designed PvE dailies.
And, those PvP rewards tracks~
Keep in mind, I loathe, hate, despise normal PvP, so it’s something of a ringing endorsement. :P
Anet has always prioritised ‘the economy’ too much, to the extent it destroys how players interact with the game. Most gameplay is so horribly unrewarding compared to effort put in, and those with the most money are TP manipulators that rarely even touch actual content. It creates a huge barrier between players, things they might need and rewards they’ve earned.
One of the best comments around the topic.
Hmmm, what does it actually matter to you, if those manipulators have more gold than you, if they dont play any actual content? Wouldnt that mean, that they arent consuming anything you need and therefore arent in competition with you for those items?
Bit of a smokescreen, is it not? :P
Manipulators (to continue using the word) will go where there is enough profit to be made. If this puts him in the path of several players in need of a specific item, recipe, or stat set, he will merrily buy up the lower value items and re-sell them for a higher price. It’s not so direct as to be ‘pvp,’ but as long as it makes the little numbers of digital currency go up, they also don’t care whose fun they ruin.
Fortunately, I’m more of a provider in the economy, so I’ll be contributing on the materials end. I’m very curious how this will sort out, and I definitely won’t Chicken Little about it.
Celestial with water runes, probably. The healing coefficient is never going to be good enough, because then pvpqq. :\
That’s why we can’t have nice things.
Sure, there are tons of factors but it can be useful to get accurate base numbers on training dummies to make comparisons and experiment with builds.
Personal stats are always nice to have for various reasons.
Even that has its problems. The engi that stacks 15 might on himself gets only 10 stacks of benefit from his fellows. Training dummies don’t go below half health, or if they do, they kinda sit there and inflate damage because of a plethora of ‘below half health’ traits.
Point being, a player’s personal contributions to his damage can only be but so consistent and measurable, but it eventually gets confounded with everyone else’s.
As a self-improvement tool, sure, but a dps meter isn’t going to mean as much as people seem to think it will mean, especially for raids.
Not “remove” dungeons, but rather reduce the “CoF1&3 15kAP Ascended or kick” farm. Or dungeon-gold farming in general. A big payout on dungeons adds money to the economy, more than is appropriate to maintain its health.
Rather, it’s better to reward materials and items with low vendor value. Players sell on the market to other players, and that filters out money via trading fees. With the map rewards coming, even those prices should be relatively in control, once the upshot in demand bases out.
Dungeon runs might remain the fastest way to get the unique exotics, but it’s old, stale content that is no longer supported, and it seems wise to aim away from them as a part of the reward structure.
I would like to advise everyone to post your toughness numbers with your comments so I can make sure my gear is sufficient enough to tank properly and hold the aggro. Also, let’s all make sure to dodge roll away from the negativity so we don’t trigger the unavoidable mod damage that our healers won’t be able to handle. Remember if we wipe, I won’t be able to start another official thread run until next week.
Thanks
To continue the analogy..
You should’ve looked up the raid strat (previous threads :P) and learned from those first.
I’d say “contributed to and expanded them,” but they all get closed, because some people feel they have to be mean and crude about it. :\
But yeh, Urban’s pretty spot on. The haters and jerks will be haters and jerks with or without DPS meters.
Given how complex and interwoven damage components are in GW2, I’m certain that there won’t be a clean execution method for it. (Or at least not in the foreseeable future.) Expect that to be a core reason for ANet not doing it.
It would involve tracking Might/Fury stacks and sources, attributing damage to those people who provided the stacks, tracking Vulnerability and giving that damage to the players who stacked it.. It’d be a mess. If not, you get that one selfish twit who goes all solo-damage, then complains that everyone else wasn’t doing might/vuln.
And, honestly, damage meters have been classically easy to break, except in monolithic boss fights. Once minions and other trash get involved, you can bet the Epidemic necro is going to be topping meters.
I highlight all this not to kew “no meters,” but to detail that the kinds of numbers sought are supposed to be a tool. A metaphorical screwdriver. What most players will end up doing is using a hammer instead.
I don’t really see the point. GW2’s mechanics don’t make raw DPS calculation a reliable measure of contribution to a fight. Your DPS can easily hit the toilet if the boss you’re fighting decides to aggro you and you have to spend a greater amount of time dodging, or if you’re just unlicky with environmental hazards that force you to fight ranged for a bit, or you stop your DPS to go rez someone, or any number of things.
DPS meters really only work in classical trinity systems where the intent is that DPS is output at a reliable pace due to tanking mechanics making the DPS element of the group effectively invincible to aggro if everyone is doing their job, and the content is thus tuned around DPS running near-perfect rotations because it is the only challenge in the encounter for those players.
A gear check might display potential, but in GW2 a player’s knowledge and more important their ability to react to openings afforded them by allies and enemies are much more important. Full ascended does very little to increase your DPS compared to being in the right place for might stacks, or simply using the proper food for your build.
I just don’t see raw DPS or gear being important enough that we need the meters in this game. They were very useful tools in other games where gear stats were much more important, and dps rotations were much more reliable, but given the systems in GW2 I just don’t see how they’d be useful in a practical sense.
Exactly this.
GW2’s combat experience can’t be filtered into a simple number. I wouldn’t be against a DPS meter, but conceptually, the way damage gets done in this game in particular defies normal conventions.
But, players are going to use DPS meters improperly, assuming that the single number off the meter is completely their own damage, when it comes as a result of the entire team’s combined effort. Might, Fury, Vulnerability, defensives and aggro management.. It doesn’t belong as a number.
Perhaps on my mark could remove defensive boons like protection and aegis or drain the target’s endurance.
Ooh, I like that one.
Scritt!!! Not only are they cute but I would LOVE to see the mechanics. Maybe your stats would go up depending on how many others were in the vicinity?
I was thinking it could be a racial skill for them. Gain Might based on the number of adjacent allies. :P Or something like that.
Out of the races so far, I’d like to see Tengu, Skritt, and Kodan.
If I had to pick one, and only one (tough choice), probably Tengu have the strongest way in right now. Their design is close to the Charr in body structure (armor conversion is easier), and they have a huge map chunk waiting to be explored. I’d expect an expansion to go in that direction, and their pre-Pact story strings would stay within that area.
I realize the quartz and other once-daily charges keep the materials market stable, but the part of daily crafting I end up getting a little, wee bit, salty about is having to do it at a ‘place of power’ instead of at a crafting station.
I get that it’s thematic, but it’s annoying to have to drag them around (can’t use Deposit All or they disappear). Sure, there’s a home instance, but the home instance doesn’t have a bank for me to pull them from. So, I end up waiting until have 525, then charge.
No one ever played PvE during the new shiny events? It is toxic as kitten and surpass PvP in any aspect. So my vote goes for that.
No one remembers the Scarlet’s Toxic Alliance Invasion maps? Or even the Marionette? The last one was the stage of several abuses and grieving. Let’s not remember SW Breach not long ago. Players pointing fingers and talking kitten in map chat for several hours no end.
Yeah, any time ‘rewards’ are involved, PvE can get salty. Speedrunners, champ bag farmers, maize balm farmers… it’s a pretty cantankerous list.
It better not be recycled content…
This sooo much!
I was so sad to have recycled content last year. I don’t care if we get recycled mini games that’s fine. But there’s this whole story around Mad King Thorn that they could harvest, like all his wives and such.
I’ll hope for something to add on to the previous content, but there’s a reality in MMOs when it comes to holiday events.
Stuff gets recycled.
It’s to the benefit of newer players, and veterans who may have missed out on rewards. The best approach is to take previous content, polish it up, and tack on a little more to further the narrative. ..Maybe we’ll see one of Mad King Thorn’s wives. That’d make the labyrinth even more interesting. XD
…Fessing up. I thought it was about armors. :P
I vote Ranger getting the high HP pool.
…and then giving that HP to the PET. The poor bums need something to survive in boss fights.
The most “toxic” is PvP. WvW is most elitist and PvE is most ignorant.
I thought the most elitist was PVE.
But yeah pvp is starting to become like LoL, very soon. soooon.
Yeeeah. >_> PvE is chock to the brim with people who think they should dictate how others play. The number of “l2p” and “git gud” posts I’ve seen on the general forums in relation to PvE content is just.. irritating.
PvP always brings out the petty name-calling, no matter what. And that’s no different here. The pve and wvw communities are generally pleasant.
Not that I have great amounts of WvW experience, but socially, I never found much salt there. The worst may have been an overbearing commander or two, but they knew what they were doing.
All of them.
:)
Definitely PvP. Not to defend it, but it’s understandable.
PvP involves high competition (jerks are more likely to throw themselves at others) and team participation (no one wants to “carry” a “bad” player). Basically, it’s the same problem that League of Legends and other MOBAs have.
Dungeons are also pretty bad. Or anywhere that some people feel entitled to quick loot. But yeah, dungeons. Stale, well-rehearsed content that carries a decent financial reward. It’s a problem that would be solved easily by players clearly showing their LFG requirements and sticking to them. Don’t hop in a speed run if you’re not geared/knowledgeable, and don’t hop into other groups and be a kitten about speedrunning if the group isn’t specific to it.
Beyond that, GW2 has one of the better communities I’ve been in for an MMO. FF14 raced quickly to the bottom at end-game, but.. eh. Yet another reason I’m here. :P
RE: Title:
I don’t.
I’m not understanding why replacing 1 timer with 2 timers makes a fight any more interesting?
How is it better if there is a 6 minute timer to soft enrage and then another 2 minute timer until it builds up to the point of hard enrage, instead of just an 8 minute timer?
Enrage is obviously needed for reasons stated in pretty much every one of these threads. What does it matter if that enrage is a 2 timer or 1 timer enrage? Doesn’t seem to add anything to the fight. Even with the “hard” enrage you can still survive another 10-20 seconds if you are on top of things.
Primarily, it opens up play styles.
Hard enrage leans toward the usual high-damage groups. Pitch the healers, they don’t do enough damage anyway. It’s a valid playstyle, don’t get me wrong, but it’s also poor narrative and limited design.
Soft enrage and progressive difficulty lean toward the balanced and support-oriented groups that can allocate resources to manage pockets of difficulty while the core group retains focus on the objective at hand.
It’s the difference between maybe 10-20 seconds of hard enrage and a 60 seconds of valiantly holding off a tide of death and squeaking out a win.
I’m just not a fan of how the healing power coefficient is variable per skill and that it isn’t evident what that coefficient is in-game. If we are testing a build or some gear in-game, there’s no clear way to know what effect healing power will have for the skill you’re interested in other than to try it. (Sometimes expensive, time-consuming, or just annoying.) The only way to know the coefficient ahead of time is to look it up in a source outside the game.
I like it when a trait is like vitality. If you invest a point in vitality, you know you are getting 10 health. But if you invest a point in healing power, you get… something undocumented that varies per skill.
One of the recommendations I’ve been making in various threads is to change healing power into a pure percentage stat. 2% per 100 or something similar, depending how base healing would work out. That way, we’d at least know what we’re getting.
I guess for “challenging” content they had to remove the slow but facerolling option and the best way to do that are enrage timers.
It makes sense.
If the boss doesn’t increase in pressure over time, and the party can sustain, then yeah, you get a faceroll. It’s not so great design.
A hard enrage favors a high damage party. Right, wrong, or indifferent on its own, it limits group composition.
Soft enrage designs continue to test the raid group’s defenses, but it allows them extra time based on their own skill and resource management.
“Favorite” is hard call for me. :P
My ‘main’ is a Warrior. Solid class for almost every occasion.
My other favorites, I also enjoy Elementalist and Mesmer, and I have a Ranger I use quite often.
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