I’ll make a couple of points here to hopefully clarify this issue.
1) It takes a very large amount of time and effort to make a new map. It’s definitely more than a 6 month process from start to finish. Especially if we are talking about building a new borderlands taking all the thing we’ve learned since the game came out into account. With that in mind it’s a big task. It took us a little under a year to get EotM built and shipped from conception to release. So that is a more reasonable timeline for a new map.
2) The area we added to Obsidian Sanctum was in progress prior to the incident mentioned above and, while it didn’t take a particularly large amount of time, was still a process of over a month. We don’t release map changes without thorough testing. Keep in mind that was just a small change to an existing map, not a completely new map.
3) We currently, unfortunately, don’t have the ability to rotate maps in and out of the game in the manner discussed above. We have talked about this concept many times and it is something we’d like to be able to do long term, but it is not a small task given the technical structure of our game.
All of those things being true, we absolutely want to make new maps for WvW and when we have them ready to talk about and show off, believe me we will. It’s very important to us that when we do release a new WvW map it is a clear example of what we think the ideal WvW map would be. That means we will test the heck out of it and do everything we can to make sure it is even more awesome than the current maps. I realize this isn’t a timeline or an answer to where are more maps, but it’s as much as we can give you right now and it hopefully gives some insight to the size of the task. As I said, as soon as we have more to talk about or show, you will hear it.
Hello, does the 3) mean that you couldn’t for example copy a PvE map like Bloodtide coast, Fields of Ruin… and paste it as a WvW map, and simply scrap some npcs, place in some new ones. It really sounds like it’s something ‘rather’ easy and not very time-consuming. Is the above not an option at all?
Edit: and testing a map inserted in the way above wouldn’t be necessary because it would already be (or should be in the PvE we have right now) fixed bug-wise?
(edited by Sirendor.1394)
Well, for one they should just make blobbing insufficient…
WHY do servers that do PvDoor all day long win the Season? Because the game mode is badly designed.
HOW TO CHANGE WVWVW? (THIS IS A WIP)
- New way of distributing score: multiply score based on how long structure A has been held: this will encourage defending for more score
- Give weekly rewards for match-ups to all players.
- Give empty buildings (to counter PvDoor) npcs that scale with the amount of players inside: nobody inside? Add more npcs and give them the option to use siege weapons, supply and blueprints. This will promote the feel of a vibrant world, and will counter PvDoor.
- Add in risk vs. reward (small scale and guild groups > blobbing)
- Make the amount of objectives x10, and capturing a structure require capping different locations at the same time.
- Make defending rewards similar to the reward for a dungeon run, based on how long you in particular were active in the defense.
To be honest… I don’t play TPvP/SoloQ any more. They’re both full of meta builds, and getting a good team together takes a lot of dedication and again running a meta sync. Hotjoin makes things simpler, I jump in when I want, play what I want (kitten meta), troll around, get autobalanced once in a while BUT I don’t care… it’s all for the fights here, not for the rewards.
And i’ll be kitten ed if I ever prefer running silly overpowered meta builds such as hambow.
Edit: I think I missed the gist of OP’s post: I do agree about the balance being really bad in most games, due to people spectating then joining winning team. I myself never do that, I always jump on losing team and try to have a good time.
I do wish they could just prevent people from switching teams and chosing team. Make everyone who joins game automatically added to losing team maybe?
(edited by Sirendor.1394)
Tengu of course… (https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTjqPbw5EQcFu_0_1ZaibYU29JSUmzvCtNuU6MAXpsajLkHb1ocIQ)
Other than that?
Skritt (http://31.media.tumblr.com/63e8e5f297faa51fb26d2177dce2bb90/tumblr_moc1k0tCoL1rvpk8ko1_1280.png)!
Hylek (http://wiki.guildwars2.com/wiki/File:Hylek_concept_art.jpg)!
Golems (http://wiki.guildwars2.com/wiki/Golem)!
Mursaat (http://wiki.guildwars.com/wiki/Mursaat)!
Forgotten (http://wiki.guildwars.com/wiki/Forgotten)!
Margonites (http://i45.photobucket.com/albums/f54/cakeye/MargoniteMesmer2a.jpg)!
(so much great Guild Wars 1 Lore)
I don’t get why anyone wants Largos though, they are just boring and ugly…
(edited by Sirendor.1394)
They don’t have a mind, or a soul, or even a will. All they have is programming and weaponry.
M.O.X. would like to have a word with you.
IM-MO-LA-TION IS THE SIN-CERE-EST FORM OF FLAT-TER-Y
Just saying. Your wishes seem out of line, because Anet won’t pick any class that is even in the slightest filled by other classes, that would just make this game cheap with a lot of ‘different’ classes that actually do the same thing as others, with a different skin.
I apologize ahead of time but I just couldn’t help myself. Feel free to slap me. >.>
But the part I placed in bold is what ArenaNet has put time and energy into perfecting, no?
No slapping required but I think this: ‘no vertical progression’ could mean adding interesting mechanics and not only ‘skins’, cause that’s indeed the way this game is going: skinning your characters = end-game.
In an ideal Tyria, skinning would just be a part of end-game, and a lot of other horizontal progression could go through scavenger hunts, sandbox elements such as unique crafting (crafting in this game is all UI, no real gameplay), player housing and you name it.
I know i’m going off-topic slightly, but I think this applies to classes aswell: if there’s one thing I think well done then it’s the class system, because every class has it’s own feel and unique abilities compared to others. It makes the game less about slapping some light effects and bam new class, and more about creating something unique and interesting for each class.
And this!!!
Better can’t Anet give us in any other way more DEPTH for horizontal Character Progression, more depth for Build Diversity and Character Individuality.
I agree, horizontal progression is where the fun is at
@Sarathiel: Technically, the whole of Season 1 was an expansion’s worth of content to… just too much of it was temporary or designed for annual festivals.
@Deceiver: we already got a dev stating that season 2 will be permanent content.
Ahahah. Except that Season 1 was:
- Filler content: achievements and meta-achievements for grindy content
- Backpack skins; as if we need them
- Boring and childish storyline
Not even close to “an expansion’s worth of content”.
I doubt S2 will be any different: zerg, grind, farm along!
Hey overdrive
I’ll try to help you out some here.
In my experience, both classes do well in SPvP, though I think engineer will allow for more active play, necro is weak on some places (vulnerable against direct damage), strong on others (such as point bunkering).
For WvW: if you like roaming, the engineer is WAY better than the necromancer. For the blobbing part necromancer is superior though, because a lot of AoE through staff.
Didn’t they say, somewhere, long ago, that we were going to be able to do something (SOON) with bloodstone dust and empyreal??
They probs backtracked on that.
Any new info???
Niches we got filled:
- Warrior: berserker, weapon master archetype
- Guardian: holy knight, protector archetype
- Necromancer: death, curse mage archetype
- Elementalist: master of the elements (mage) archetype
- Engineer: technology, steampunk archetype
- Mesmer: illusionary mage, duelist archetype
- Ranger: survivalist, beastmaster archetype
- Thief: assassin, rogue archetype
- What we lack:
- an ‘evil’ heavy class: Executioner? Punisher? Blackguard?
- technology/magic mix: Tinker? Alchemist?
- non-heavy melee class: Brawler? This is partly filled by warrior.
- heavy ranged class: Paragon-like,We have no clerics and no Guards aren’t clerics/priests they are paladins. We have no bards, no artificers, no runecasters. Rangers are not beastmasters because A: the pets are dumb and weak even with full pet trait lines. B: taming on this game is a joke. C: there are no special skinned pets to obtain. D : All pet skills are slow as molasses and most are useless repeats of things the regular skills do already like condition stacking. E: Rangers cannot ride their larger pets as mounts. No shapeshifter/druid archetype.
No summoner archetype (of mythical creatures like demons/giants not just undead or elementals). No swashbuckler (no thief doesn’t do that well). No witch (no necro and ele do not fit this archetype). No Shaman. No Eastern Monk. No Mystic (spellcasters that have learned to channel divine energy without acknowledging or worshiping any diety).
The list wasn’t complete. Just what came to mind first.
Some classes can more or less take in some roles, I think.
I do think ranger fills beastmasters, summoner would simply be necro with different pets, swashbuckler can be a thief when you simply get pirate clothes, shaman seems to me pretty much same as elementalist. Monk is something we won’t see aswell, because it is a healer. Anet said: no dedicated healers.
Just saying. Your wishes seem out of line, because Anet won’t pick any class that is even in the slightest filled by other classes, that would just make this game cheap with a lot of ‘different’ classes that actually do the same thing as others, with a different skin.
Niches we got filled:
- Warrior: berserker, weapon master archetype
- Guardian: holy knight, protector archetype
- Necromancer: death, curse mage archetype
- Elementalist: master of the elements (mage) archetype
- Engineer: technology, steampunk archetype
- Mesmer: illusionary mage, duelist archetype
- Ranger: survivalist, beastmaster archetype
- Thief: assassin, rogue archetype
- What we lack:
- an ‘evil’ heavy class: Executioner? Punisher? Blackguard?
- technology/magic mix: Tinker? Alchemist?
- non-heavy melee class: Brawler? This is partly filled by warrior.
- heavy ranged class: Paragon-like,
Doesn’t work most of the time Royale, if you use multiple weapons and gear. They all get bungled up in your inventory, and your inventory also gets filled with loot so you can’t find the weapons sometimes.
Lol. I remember the times when I ran my warrior “Ultimate Anihilation Build” with Greatsword and Hammer. I once killed 3 level 80s and an uplevel with it in World vs. World. Nothing they could do, I just cleaved right through them. In a duel I was nearly unbeatable, as long as I used my abilities the right time. Funny thing though was that I ran full zerk, so offense was really best defense.
On the other hand, a tanky warrior can be interesting to play when 1vX, but the problem is that it’s dps will be so low you can’t take targets out fast enough. In 1vX it all comes down to speed for me. If you’re a face-tank, you’ll still die from pressure, but if you’re all dps, you can kill them off one by one.
Actually, I’d rather it be something more than as simple as this. Quite frankly, I’m shocked we cant hotbar consumables like food already as well. Why not allow something like that just like the weapon sets from GW1? Sure, changing those weapon sets would require being OOC, but it’d allow me to carry multiple weapon sets, especially on my guardian.
For example, if it allowed 4 of the OOC swaps, you’d be able to carry up to 5 different land weapon combos:
- The currently equipped weapon set will be a part of Swap 1. For classes that can rotate between set 1 and 2, doing so would change the set in the Swap (Staff/GS on guardian, it’d rotate the Staff or GS in the Swap).
- Changing to Swap 2 would unequip the currently active weapon (GS to continue example), and change it out for the contents of Swap 2 (Sc/Sh), and now rotating sets would be Sc/Sh and Staff.
- Changing to Swap 3 and 4 would do the same as the above point.
This would be awesome. I used several weapon sets in GW1 for the specific boosts, i.e. one for higher base energy, one for faster energy regeneration, one for higher base health, extra damage etc.
lel, thought to bring this back up…
Legendary armors will make it more competitive and fun.
Not sure if that’s a joke… or you’re a PvE player.
I stopped solo roaming last year, because there’s no reward for it and you always get outnumbered by people who are worse than you and win through numbers alone
#blobbing
I play SPvP nowadays, teams are ‘more or less’ balanced, so you can get a fair fight and you are guaranteed to get a fight.
In WvW you can roam for hours and only encounter 30 people blobs (and have to run all across the map to lose them). In SPvP, you wait 30 seconds and you have your match.
What’s more, in SPvP there is no power creep: no guard leech, no applied fortitude, no food buffs, no sigil stacking, no ascended (usually used by PvE players to migitate their lack of skill).
For me it was being forced to play one way …by both the community and the way rewards are distributed. Many many players like the Scouting…defending…upgrading part of the game. That play style loses money at the end of the night…gets very little eperience….and gets mocked by the community. You can even get hate tells from both your server and the enemy server ….“WTH you doing by defending!?!?. You are slowing down the karma train” Those type of players don’t last long in this game.
This also goes for me. I like defending, I like small scale, I like havoc, but then there’s that commander on map saying “everyone to me”. On top, the mindless blobbing is rewarded, and more strategic (skillful) play is pretty much ignored in terms of rewards.
Also, the lack of guild facility is truly depressing.
No I have not bought any gems with real money. Why? Because I think it’s a rip-off.
In Guild Wars 1 I bought every expansion, because they were all worth it. Each expansion had at least half a year’s content of story quests, normal quests, exploration etc. Then, you still had variable PvP modes, Hard Mode for PvE, the Underworld, Urgoz’, countless cosmetics available through playing the game.
In Guild Wars 2, zero expansions, in 2 years time nearly no good content (living story is garbage imo) AND nearly everything that has been released was locked behind a paywall. I would have bought expansions like GW1 if there had been any, but that isn’t the case, instead we are supposed to pay for armour skins AND (even worse) gamble for weapon skins.
Will I buy anything yet? Not if it stays like it is. If they bring a GOOD expansion, sure.
Long story short, ANet promised no subscriptions and that’s the end of that.
/thread
And if they ever added subscriptions the maiority of people would just quit altoghether… I have trouble logging in WITHOUT a subscription fee.
Probs not mate.
a) It doesn’t net them any income (living story allows them to sell expensive gem store items)
b) It hasn’t ever been mentioned (except one vague ‘there will be more’ at the time of the release)
c) Most things that have been mentioned/promised are still not even there.
>>>The derogatory term “scrub” means several different things. One definition is someone (especially a game player) who is not good at something (especially a game). By this definition, we all start out as scrubs, and there is certainly no shame in that. I mean the term differently, though. A scrub is a player who is handicapped by self-imposed rules that the game knows nothing about. A scrub does not play to win.<<<<
And these folks aren’t the reason things keep getting nerfed. The reason things keep getting nerfed is because of the other end of the spectrum – the folks who play to win and use every exploit they can find to do so. All of the players who aren’t exploiting the game are scrubs by the definition given, everyone who plays “fair”. The book that quote comes from goes on to say “The scrubs will play for fun and not explore the extremities of the game. They won’t find the most effective tactics and abuse them mercilessly”. The good players “found the cheap stuff and abused it”. These are the players who are the reasoning behind nerfs, they found something cheap and abused it until Anet changed it then they cry their exploit is gone.
It stinks but that’s how it is.
10/10 good read
Or… you could just delete swiftness and you could, you know, make movement speed 25% increase standard, without needing a trait, a rune or a passive skill.
I’m in agreement with others that simply nerfing berserker gear is not the answer. I don’t agree that the change to ferocity ‘did nothing’ or is ‘useless’ though. It was simply the first step in a long list of things that needed to be done in order to balance the various available roles to make support and cc more desirable.
I think we’re starting to see some of the further changes, although I don’t think their implementations are perfect. The amount of things no longer reflect able might require a bit of tweaking, for example.
And how exactly is zerker interfering with CC?
One is a gear set. The other is a type of skill that is used to knock down or knock back or do mean stuff to a boss or enemy.
How does zerker work against CC?
I’m really sad when I see misinformed posts like this. People (like yourself) actually believe that zerker is the root of all problems in this game. However the truth is different.
A full zerker player can still CC to the best of his/her ability.
Defiant is the reason that CC is not used / not required / not viable.And you shouldn’t forget that a full zerker player can still support his team through:
boon sharing
res mechanics
reflects
healsIn fact -the only thing a zerk player will do worse as a support than a full Cleric’s is maybe less healing and less boon uptime.
Thank you, you highlight the issue wonderfully. This is precisely what some of us are talking about. Because of the way support and cc currently works, there is no reason to wear anything other than zerker gear. That’s the issue (Not the gear itself) There is no point for many people to take anyone wearing any other gear type, because it makes them less effective at dps while having no effect on whether they can adaquately support or cc. As I stated in another post, if a group was looking for a mesmer they would take the one in zerk over the one in valk because the one is zerk will do more damage while still offering the same amount of support / cc as the other (assuming exact same builds, blah blah, only diff is armor). That is the issue.
I understand that GW2 intentionally walked away from the trinity, I applauded it. I’m not asking for the trinity back. However, they did state that the game still had roles, in the form of dps, support, etc. That you could play as you pleased; however, with the current set up that’s not true. Right now (in pve) its ‘run zerk dps or gfto’ There isn’t any incentive to run any other armor set up beyond wanting to, which isn’t how it should work. Different armors should have desirability for different functionality, but we lack that with the current set up.
And how is the fact that the amount of value you bring to your party as a player is not tied to your gear an issue?
Let’s put it another way – if one mesmer is wearing zerker and one is wearing valk, considering it is harder to survive as zerker then by rule of thumb the zerker mesmer should be a better player since he’s viable as zerker.
dude…
Monk in GW1 took considerably more skill than a lot of other classes, because it was healing based and had nearly no damage to make up for it.
Running clerics in dungeons here makes you weak, because bosses here are mostly dodge or die. Clerics vs. Berserkers won’t make nearly any difference in damage reduction, because toughness makes very little difference. On the other hand the kill speed of the player in Cleric’s is reduced AND the only thing he gets is badly scaled healing power.
I daresay Cleric is more challenging than Berserker in the stack and dps meta.
Agree with OP
Why should those able to use higher risk dps gear have the same kill speed as those in crutch loltank gear?
Because zerk isn’t ‘higher risk’ at all. If you can dodge on a PVT warrior, you can dodge on PPF warrior, it doesn’t matter how high your armour is. In fact, it’s easier with PPF because it takes less time to kill the boss, meaning you have to do less dodges than someone with PVT gear.
Skill on zerk is at the same level as skill on any other gear set, and some gear sets are probably harder than zerk, for example cleric, just because it’s lower damage.
Not this kitten again…
1. Even if you nerf zerk into oblivion something will always be the “meta” and people will look to utilize that.
Wrong, wrong, and wrong.
The PURPOSE for BALANCING is to make sure there ISN’T A META.
Make everything as efficient as everything else and be done with it.
Because cleric gear should absolutely damage just as much as berserker and berserker should be just as tanky as soldiers. Right. Gotcha.
No. It’s not all about damage, you know. If they added encounters where heal, defense and condi are equally necessary as damage instead of the stack in corner and dps ‘meta’, it would mean going full-out damage would be harder and not easier than going tanky.
That way DPS/condi/heal/tank is balanced out.
Do you remember 1.5 years ago when it was all balanced and then everyone played for a year, learned the encounters, did them a million times, and no longer needed AC soldier gear or clerics? Because I remember. What you’re asking for is for us to be back in that position. There is nothing inherently wrong with dungeons. What is wrong is that there aren’t any new ones. Apart from aetherpath. But we all know how that worked out.
I’ve considered that it might be that zerker is just meta now because dungeons became too easy when people figured out they could make them helpless health bags.
That however, is not something that is to be blamed on the players: they just found a way to complete dungeons faster, and they wanted to complete them faster because
they got boring but were (and are) still reliable sources of income.
I do think the fact that this was possible is to be blamed on the dungeon design as such, and particularly the crowd control immunity. On top, conditions are just in a weak spot and healing isn’t needed because
A) you either get hit for half your HP or
B) you don’t get hit by negating damage through dodging or simply moving out of AoE (fairly easy).
One of the problems with bosses is that you don’t really need toughness/vitality to survive them, because most of the dps negating goes through dodge, block or evade.
Does this promote ‘action combat’: in part it does, but once people know how to evade it’s like playing tennis: you are the man, they are the ball, either you hit or you miss, but you’re never in danger of the ball killing you.
Yes, I know it’s slightly paradoxal because on one hand active defense makes combat more active, but on the other hand it makes anything but “dps” useless.
I still think that can be changed by adding harder encounters (read as ‘challenging’, not as ‘taking a long time to kill’).
Not this kitten again…
1. Even if you nerf zerk into oblivion something will always be the “meta” and people will look to utilize that.
Wrong, wrong, and wrong.
The PURPOSE for BALANCING is to make sure there ISN’T A META.
Make everything as efficient as everything else and be done with it.
Because cleric gear should absolutely damage just as much as berserker and berserker should be just as tanky as soldiers. Right. Gotcha.
No. It’s not all about damage, you know. If they added encounters where heal, defense and condi are equally necessary as damage instead of the stack in corner and dps ‘meta’, it would mean going full-out damage would be harder and not easier than going tanky.
That way DPS/condi/heal/tank is balanced out.
Not this kitten again…
1. Even if you nerf zerk into oblivion something will always be the “meta” and people will look to utilize that.
Wrong, wrong, and wrong.
The PURPOSE for BALANCING is to make sure there ISN’T A META.
Make everything as efficient as everything else and be done with it.
Welll… this blogspot seems a step in the right direction. Reminds me a bit of how GW1 worked: complete the story and you get a reward.
No need for farming crappy open world events anymore!!!!!!!!!!!
seems like i get exotics about 2-3% of the time from random drops/lootbags…
Where do you normally play? That is probably 100x the drop rates for exotics for most players.
I would have to agree there. I maybe see 1-2 exotic drops a month. >.<
More like 1/2 exotics per 3 months. Lol.
Love the work you put into this. I didn’t have time to read it all, nor have time to post extensive feedback, but I really like it.
The fact that you can’t realize they won’t change anything. Is it that hard for you to grasp?
At least we TRY to make them change something. Asskitteners like yourself make Anet think they actually do a good job, which they don’t.
Good ol’ Vabbi.
I support the notion of warrior/guardian teams. Once killed around 10 players with 2 warriors and 1 guardian (and they were level 80s from a guild). After that they brought whole guild down on our ‘Headquarters’ and we fought and died honorably in 3 vs. 20.
Same here. I just launched client a couple of minutes ago, crash upon selecting a character and entering the game. I restarted, again crash upon selecting the character and entering.
This is client-side, cause it was two times at the exact moment of logging in.
OHHHHHHH! Structured Player versus Player has been mentioned in the patch notes!
Except… there’s nothing under the title.
AWESOME ANET AWESOME
Looking forward to the class guides etc. I really enjoyed the series so far, your commentaries are good and pretty entertaining. Good job!
?
Resign should definitely bee added when it’s 5v4 and the missing teammate never showed up.
or when you are fighting 5v5 with other team consisting out of hambows, turreteers and other ‘meta’ (read: faceroll) builds.
Might want to rename thread if that list keeps going up.
At least in PvE you do not have to think…
Lel. /thread
Which weapon would be good to deal with them for warrior if cond war cant get them?
Thxx
ALT+F4 will fix all your trouble. Then right-click ‘Guild Wars 2’ → “uninstall”. I tried it and it works!
SCRAP IT ALL
- Eliminate levels and traits: every 80 with free gear and upgrades
- Make maps 10x bigger
- Let guilds truly OWN a castle, not just a fancy banner
- Guild vs. Guild instead of World vs. World
- Delete EotM until you get a fix for karmatraining
- many more changes needed based on suggestions that have been ignored for a long time
What you all forgot is that Guild Wars 1 is BY FAR the better game, given the time frame it was released (early 2000s).
Can you use mousepad on laptop or that not possible either? :/
Also there’s a autohotkey script that allows you to turn automatically (it’s legal), if you just move your mouse around (if you can use mousepad).
Also, I believe there’s an option for camera turn speed in the menu, under general settings, you might want to check it out.
http://wiki.guildwars2.com/images/thumb/e/e0/Options-General.jpg/477px-Options-General.jpg
Lol. This thread, epic. I wonder who is stupid/weird enough to do this kitten though… really kind of pervert.
I would take GW2 graphics, combat and races over ANY of any game at all times…
BUT I would take other game’s mechanics over GW2’s every day too: too much grind, not enough to do if you don’t like grind, poor rewards, very repetetive, unbalanced PvP, extremely boring story (not talking about the lore in se, just the way it was presented)…
Anet needs to give us the tools to create our own fun now… that’s where SANDBOXES are so much better than themeparks. RIP GW2
:D Me too, GW1 felt good in every way to me, but sad that it dropped away because everyone went GW2… I think GW1 deserves a real sequel.