Hello All,
There are a couple of reasons for the change to reset time. One is for the overall quality of the game. The last few years we have been careful to not disrupt the WvW reset time but this has at times made it difficult for our team to address issues during reset day. This change will give our team an extra day of the week that they can use to respond to issues that may occur with WvW or any other area of the game if it is necessary. In the early days we wanted reset to be during a weekday to ensure we had people available to monitor the game at reset time, but at this point we have seen the ongoing stability of World vs. World and resetting on a weekday is no longer necessary.
Another reason is the emergent gameplay that has come from reset. It has become one of the most exciting times for WvW and we would really love for more players to have the opportunity to experience it. We have many more players logging in on Saturday than on Friday which means with this change many more people will be available to experience the rush of claiming objectives for their world during reset.
However, given the concerns posted here we will be moving the Saturday reset to earlier in the day to give most players the majority of the day to enjoy the start of the new match. Immediately after launch the new time will be 11am PDT / 2pm EDT (6 pm UTC) for NA and 11am BST / 12 pm CEST (10 am UTC) for EU. Keep in mind that the following week with the end of Daylight Savings Time / Summer Time the reset times will be pushed even earlier to 10am PST/ 1pm EST and 10am GMT / 11am CET.
Thank you for your feedback. We realize that no time we pick is going to work for everyone but this change is going to benefit even more players overall while at the same time giving us a little more breathing room to improve the quality of the game during the week.
Thanks,
John
There is no logic at all in this.
You say you want more people to experience WvW. In T1, maps are qued. So, how are you going to get more people to experience WvW? Maps will be qued reset on Friday or Saturday. It doesn’t matter when reset is. Maps will always be qued. If a lower tier doesn’t have qued maps, then they won’t have qued maps if its Saturday. That just has to do with having a lower population. So, this argument is invalid.
You say you hear our concerns in this thread. However, this new time further alienates OCX players. Not only will they have very little fighting on Friday, and just K-trains on Saturday, but reset will be in the 2-4 am area for them on Sunday. So, now, they will be missing out on reset. And they still have the issue of only having one day of play time in which they can’t stay up late as the vast majority of the planet has work or shcool on Monday morning.
Furthermore, if you wanted to have reset times on a weekday for monitoring purposes, or whatever internal things you do, fine. But you say things are pretty good right now, so there doesn’t need to be as much attention given to the internal happenings that center around reset. So, why move it? I understand this is proving that you can, but just because you can, should you?
I’m normally resectful to dev posts, and apppreciate the communication you guys provide, but I call BS on this. You guys are just clueless. That, or there’s something else going on here internally. There has to be, as the decision to change reset makes no common sense whatsoever. For example, you want WvWers to get out of WvW and play the new PvE content you guys have such a kitten for. Or, maybe you want more of us to PvP, like many of the joking / paranoid previous posts have stated. I only see this as a disincentive to play WvW on Fridays. No one asked for it. There’s a huge backlash against it.
As I’m writing this, I just informed this new time to an OCX guildie. She’s one of the sweetest people I’ve ever known. She really doesn’t think she’s going to buy the expansion now. I already have, and this makes me sad.
(edited by Spurnshadow.3678)
Thanks for all the work that has been done to fix the breaking of this from the recent camera change and the long time exploit of multiple monitors.
I was thinking of making a post like this myself. I get tired of so many people regurgitating the hyperbole of WvW is always neglected.
I don’t think I saw adding different armor and weapon stats purchasable with badges (although not all and not updated), able to get skins with badges (although just karma skins). Post HoT, being able to salvage WvW gear.
I’m pretty sure the sentries always existed, just not the new ones in the BL ruins.
Also, the stablility changes should be removed from this list. That was made soley for the purpose of new HoT bosses. It had nothing to do with WvW.
(edited by Spurnshadow.3678)
We look forward to your feedback and we hope you enjoy your time using the new Squad UI.
Squad UI Additional concept with updated ideas and notes (screenshot attached), player green icons can be another color and can be round instead of boxes, but that’s just me.
Nice work.
No, you’re not the only person who wants this. I think there are seven other folks. PvP has no build diversity. The people who want this crap are just folks who kitten and complain about having to spend time and gold on different gear. I have my builds tweeked perfectly for my play style. I’m always swapping an item here and there depending on the enemy I’m fighting, the size of my group, or what our role is.
Take the brain dead PvP system and keep it in PvP. Don’t bring that crap to WvW
Pretty dumb.
Don’t forget our OCX buddies. They live in the future, so it’s Sunday for them. Pretty crumby to have most of their weekend consist of the end of a match while they’ll have work the day after reset. The same is true for EU who play on NA servers. Their first prime time reset night will be on Sunday as well, so their Fridays and Saturdays are pretty lame end of match time.
Who the heck thought of this and why?
Don’t forget our OCX buddies. They live in the future, so it’s Sunday for them. Pretty crumby to have most of their weekend consist of the end of a match while they’ll have work the day after reset.
(edited by Spurnshadow.3678)
Wow.
PPK does not eaqual points per kill. It equals points per stomp.
If a server is over populated and has a zerg of 60 run over a group of 20, they almost never get stomps. They usually just run them over, and if they do try to get a stomp, this almost never succeeds due to the huge amount of dps form other players.
PPK encourages fighting. If you didn’t have the incentive to get points from fights, then the incentive is shifted to only k-training and structures. A fight would slow that down. Sure, theres a group or two that might run away to avoid a fight so they’re not fed points, but that is the beauty of the current system. Take away an enemy bloodlust, and they have no PPK. It’s a very sad day for me, imo when HoT comes out that the bloodlust system will go away.
Unless I missed something in the news, and I usually keep pretty close tabs on this stuff, the whole argument is moot. HoT is doing away with PPK, so why is this being brought up? It’s just one more example of how HoT is dumbing down WvW.
No, you’re thinking of the Bloodlust mechanic. We’re talking about the Points Per Kill, such as the one tested in WvW Sneak Attack. “Every player kill in WvW awarded a point towards their home world’s war score, and every kill using a finisher would earn another extra point.”
PPK from the test seemed to have been viewed mostly positively and people have since been asking for it to be implemented in normal play.
In that case, I’m in favor of PPS, not PPK.
Wow.
PPK does not eaqual points per kill. It equals points per stomp.
If a server is over populated and has a zerg of 60 run over a group of 20, they almost never get stomps. They usually just run them over, and if they do try to get a stomp, this almost never succeeds due to the huge amount of dps form other players.
PPK encourages fighting. If you didn’t have the incentive to get points from fights, then the incentive is shifted to only k-training and structures. A fight would slow that down. Sure, theres a group or two that might run away to avoid a fight so they’re not fed points, but that is the beauty of the current system. Take away an enemy bloodlust, and they have no PPK. It’s a very sad day for me, imo when HoT comes out that the bloodlust system will go away.
Unless I missed something in the news, and I usually keep pretty close tabs on this stuff, the whole argument is moot. HoT is doing away with PPK, so why is this being brought up? It’s just one more example of how HoT is dumbing down WvW.
Also, only the dungeon weapon skins are easier to get in pvp. The armor is only rewarded once per track.
BTW, I hate fractals.
One thing they really need to do is nerf Silverwastes shovel trains. Whatever genius thought it was a good idea that one person can expose a chest that 100 can open with a huge increase in magic find should be fired if they haven’t been already. This perpetual, never ending source of gold has seriously borked the economy.
In this new age of MMOs, when the cash shop has replaced monthly subscriptions, you should assume that matters of the in-game economy, gold sales, etc. should take priority over player content.
Incentivizing HoT-exclusive content and encouraging gem purchases to acquire gold (as a means of circumventing increased grind requirements) are necessary measures to keep this product profitable.
This. Amazing how so many of you don’t get it.
I just read the blog post regarding economic changes.
I’d just like to throw my 2c of one thing I’d like to see: please normalize the crafting amounts. For example, it takes 100 bolts of silk to make a silk weaving thread, but 50 cured thick leather squares to make a thick elonian chord. There are all kinds of inequities in the game like this and the market shows.
The next announced beta is October 23rd and will last for 2 years.
The warrior does not have a condi mainhand weapon. Yes, the sword adds 1 stack of bleeding with 2 out of 3 auto attacks. The other attacks do not add condi damage. I would hardly call that a condi weapon. Compare that to a scepter on the necro wich does condi damage with every attack. Other condi weapons behave the same way.
Not only is the autoattack a condi skill, the burst skill (and primal burst skill) is as well so yes, the sword is a condi weapon. .
Yes. I thought I said as much. However, it is a weak condi weapon. Only 2 out of the 3 auto attacks apply condition damage (one stack of bleeding, pretty lame) and sword 2 and 3 does not apply any condi damage, even if you try to trait for more condi damage, there’s nothing available to enhance those. Compared to other classes, this is a pathetic condi weapon.
Yes, I left out the ele because of the attunements. That’s 8 skills as opposed to 2. I’m not asking to weigh the pros and cons of the new elites as a whole. I mean, Druid gets 2 healing skills, 8 utility skills, and 2 elite skills, new pets, and a class mechanic that gives it 5 new weapon skills, like a necro. Not here to argue stuff like that.
But the mesmer, who’s class mechanic allows you to reuse whatever skills you’re able to pop off in 4 seconds, does not equate to new skills. The shield is pretty nifty, but without a mainhand weapon, the new spec seems a bit underwhelming. I’m sure most mesmers were hoping for a pistol mainhand.
As far as the warrior goes, again, the zerk burst skills are nice. Its a new class mechanic, but if you’re not utilizing the burst skills, which you can’t do on every, single attack, you need to use your weapons. The torch is oviously a condi weapon. The warrior does not have a condi mainhand weapon. Yes, the sword adds 1 stack of bleeding with 2 out of 3 auto attacks. The other attacks do not add condi damage. I would hardly call that a condi weapon. Compare that to a scepter on the necro wich does condi damage with every attack. Other condi weapons behave the same way.
When specced into condi damage, this also means that your direct damage will be very low with no condi damage to compensate. If a warrior is to spec into condi main stat, they need a condi mainhand weapon that does condi damage on every attack to compensate.
Some of you have replied that things don’t fit in thematically. That’s BS. It’s a matter of time and resources.
That pretty much says it. All other classes have a 2 hand weapon with 5 skills. Warrior and mesmer have offhands with 2 new skills. The new class mechanics are cool, just wondering why the discrepancy?
I wasn’t around for BWE2, but I did read many peoples feedbacks in these forums. Everyone that had constructive feedback reported that the mobs were very difficult. This was their opinion and those from the many people in map chat.
My experience so far in BWE3 is that the mobs feel about right. Vets are difficult to solo, especially if there are adds around. Champions one shot lots of people. I fought a legendary wyvern today, and it was killing a lot of folks and took a long time to get it down.
Granted, my gear isn’t perfect, as I’m playing a beta character, and we don’t have ascended gear, but I can’t imagine it being buffed too much. If they do, we just won’t be able to run from point A to B.
I’m fairly certain that every now and then, the first few hits from this are not doing any damage. I first noticed it when shooting it in a zerg in WvW. I thought it might have been aegis, or a delay in the skill, or something. After testing it on the mob of pvp dummies, I saw how it is supposed to work: a few small damage hits, then a big one. While testing this on the dummies, there were 2 occasions where the small hits never connected. So, this happened in two areas, and I’m not crazy.
Healing, buffs, and cleanses always favor players over pets. Your pet will only receive the benefit if there are 4 players around you. If there are 5, then your pet gets nothing. Party members > nearby players > pets.
Currently Toughness is WORTHLESS… As a WvW player, there is no difference between no Toughness and 4k Armor. This comes from experience, go Toughness, lose all damage and die in 1 second due to all the damage / condi’s received. Go Damage, Die in same amount of time. Go Condi, Possibly do damage and die and down at least 1 enemy due to OP burning.
This is one of the most ignorant things I’ve ever read.
What will be the conversion rate for influence to favor, or any other new currency that influence can be converted to?
The new squad UI looks great, and includes features that I’ve wanted since the 2012 beta weekends.
There are a couple of things that I think would improve it though:
1.) An “Icon Visibility” option that can be set to Public, Guild or Squad.
2.) A “guild only” mode, which works like the open mode, but only guild members can join. I think this would compliment all the new guild-focused stuff being added.
I’m also not sure why commander-less squads need a 10 player restriction.
These suggestions come from being a guild leader, as I’ve always wanted to be able to run large guild groups easily, without bothering the rest a map with a commander icon, and the guild only mode would make it easier to form a guild only squad.
Cheers!
Dark
Commander-less squads are for raiding only and raids are 10 man content.
We have groups in WvW that run “commanderless” all the time. This is to prevent spies from tag watching. Also, if we want to run private or not to take pugs off another commander, we’ll run tagless. This would be a great feature for WvW.
It also seems to me that this was created more out of necessity for raids, rather than WvW, and it was expanded to accomodate the WvW community.
It has been one of the most requested changes for WvW since launch.
I understand that, but I think it was created out of necessity for raids rather than doing something that the WvW community has been wanting forever. Just theorizing.
To all of you saying that if one can not handle the squad management that this new system will entail, then we shouldn’t command: I say you don’t command much yourselves.
Sure, this will be easy to set things up at the beginning of a raid, however, people are constantly coming and going throughout the night. We’re picking up pugs, loosing pugs. Guildies come and go. This means the commander is going to have to constantly be checking the squad ui and manage parties. We have enough to do already. We are co-ordinating in TS with other commanders, we’re leading battles, some of which, may last a very long time, such as a keep defense. If we’re being 2v1ed for whatever reason, a commander is constantly moving, constantly checking the map, constantly trying to win the battle. We’re making plans ahead of time as far as what the next objective is or the one after that. We’re dropping siege, we’re scanning the horizion while moving from point A to B to be sure we aren’t being anbushed. We just don’t have the time to constantly manage squads.
Normally, people following can just add people in ts or say chat. People aren’t dumb, and most of us understand proper party comp and individuals are able to take care of that themselves. If not, the experienced people will take care of things and kick a longbow ranger trying to get into a front line party. I don’t want to open the UI every 5 minutes and reorganize people. I don’t want to have people constantly bothering me to be grouped up with X or Y in TS or whispers. Unless I can have another person manage those things for me, this new UI will not be used.
It also seems to me that this was created more out of necessity for raids, rather than WvW, and it was expanded to accomodate the WvW community.
Sounds like this will be a waste for WvW. This is way too much micromanagement for a commander. Also, will you be able to have 2 or more active tags visible in the same squad? This is important for backline commander or scout. Can we have someone else in the squad micromanage the subsquads so the commander can command? If the answers to these questions are no, then I don’t see a point in using squads for WvW.
Do burst skill traits, such as Burst Mastery, affect primal burst skills when in zerker mode?
There were a few notes today that finally, after 3 years, got some attention. Namely, the swiftness on temporal curtain. I guess I can finally change my signature that I’ve had for 2 years.
I think its really going to depend on how powerful their healing is. Currently 1 well placed water field from Ele can insta heal numerous people if blasts are on point. I think in a pug situation where most players don’t pay attention to field or bother blasting it will be good to keep the puts alive, but its going to have to be significant burst healing to trump water fields for organized groups.
This. Also, any class that specs heavily into HP will lack damage. Being able to kill the enemy is just as important, if not more so than healing allies. The druid sounds like it will still be outputting a decent amount of heals without any HP.
The comander can place you in sub squads of 5 just like parties, buffs will be prioritized based on sub squad, same a parties.
I’ve been following all this very closely. There’s no literature anywhere that says this. Please quote your reference for your statement.
As a commander, I don’t want to spend all my time managing parties. I’ve a lot more things to worry about.
“It will no longer be possible to be in a squad and a party at the same time…”
I logged in to ask this same question. This makes no sense. Prioritizing boons/buffs/healing/cleansing takes priority over having people organized in a squad.
Anything related to super adventure box.
Thanks for the communication. I think a large concern that many players are having with gyros is the fact that they will be useless in WvW. Like any pet class, they will die instantly.
Do you not see the warrior being godlike in WvW? For example, the hammer doing massive aoe damage (I don’t understand why it got such a massive dps buff) aoe immobilization, and blast finisher. But on top of that, after a certain point in the fight, the zerker burst will be spammable when enemies start dying. Constant stability uptime, no need to worry about dying.
Not enough time to test Scrapper and Druid
in Guild Wars 2: Heart of Thorns
Posted by: Spurnshadow.3678
Yes, testing and balancing goes on well after a release. However, if classes are released with little testing, then there’s a huge imbalance. This makes the game less fun for quite a while. We’ve already gone through our large swings 3 years ago. We’ve gone through years of tweeking this and that. Now, we’re going to have to go through all that again, except this time, it seems that the general public is going to be subject to a less balanced release than the original GW2. Un-fun for new players. Un-fun for existing players.
I’ve said this many times. Getting rid of PPK with HoT only encourages K-trains. Since there will be no bloodlust, make PPK standard.
doesn’t matter how tanky you are when you constantly have 5 stacks of burning on you. And don’t tell me that my group comp needs to have cleanses. My guard and warrior both run trooper runes with shouts. You just won’t be able to group outcleanse the guardian build I posted above, or the “human torch” warrior, which I didn’t post a build of. I’m not talking 1v1. That’s not WvW. I’m talking large group combat.
The other night, one person was dropping from my group about every 5 minutes. This was over the weekend.
I don’t know what you guys are talking about. ACs work just fine for defense. You just can’t place them in dumb places, like behind a wall, just like the attacking people. You have to place them in spots that you can directly see the enemy. This is only fair so they attackers have a chance to destroy the AC. What is wrong with that?
I’ve been really looking forward to HoT, however, with more and more info coming out about the new elite specs… not so much. It seems with the last update on class balance, the devs are focusing on PvE.
I say this because one of the primary feedbacks from the last BWE was that the new monsters are doing a lot of damage are have a higher health pool. After reading the posts on the class updates that just came out, it seems most of the classes are getting buffed dps. The warrior is a prime example. Yes, they toned down the rifle zerk ability, but the overall class was buffed a lot.
Here’s an example of one build that seems to me a bit rediculous:
(Please, don’t argue or reply to the build itself, such as why those runes, or I’d use this. That will derail the topic. This is just to highlight what I’m talking about.)
If you don’t know about guardians, here’s the deal.
You will be able to apply aoe burning at a minimum of every 2.5 seconds. This will most likely occurr much faster. This is due to Supreme Justice and Permeating Wrath traits. Every 3rd hit will proc an aoe burning attack on the target. Theoretically, a well placed symbol which hits 5 targets and pulses 5 times will proc Virtue of Justice 8 times. Oh, and the longbow symbol also applies burning. Longbow 2 and 3 also pierces and longbow kittens lots of enemies. Burn, burn, burn. All from a safe distance.
As if that wasn’t enough, due to the Radiance trait line, you’ll be able to spam Virtue of Justices active effect at a certain point in the fight. That also causes burning, tether, might, retaliation, and, around you, an aoe blind.
While traps are new and shiny, I think they suck as they are targeted at your location, and there’s no guarentee they will activate. That’s a lack of dps or defense. I chose Hallowed Ground and Purging Flames as they serve both functions. The defensive are obvious, but they are both long lasting fire fields, which makes a burning bolt combo finisher. Purging flames also does massive burning damage.
If for whatever reason, you are attacked, with Amplified Wrath and Shelter, your foe will be burned, and this also will fill your Justices burning proc with Defender’s Dogma.
There are also a lot of passive dps increases. One of the never used traits, Unscathed Contender, which gives you more damage while under the effects of aegis. We never use this because as melee, we’re always getting hit. However, with a longbow, you should rarely get hit, so you will have an extra 20% dps. With Retribution, you get 10% increased damage while under the effects of retaliation, which, if you don’t have for some reason, you soon will when you start spamming Virtue of Justice. There’s Power of the Virtuous, which gives and extra 1% damage increase for each boon on you, which you should have a few, lets say 4%. There’s also Zelot’s Agression which is another 7% to crippled foes.
Here’s one for the warrior:
Just to quickly sum up: When running a warrior in WvW with cleansing ire and other traits, you gain adrenaline super fast. This means you’ll be able to use your burst skills right away. The hammer is an aoe attack that immobilizes, does massive damage, and is a blast finisher (some of this is not reflected in the editor). Yes, they changed the knockback to immobilization, but they increased the damage by a whopping 100%. I mean, who asked for that? Is that necessary? This dps will be insane. Oh, and add a ton of stability and a short amount of quickness.
As if that wasn’t enough, due to the Smash Brawler trait, there will be a certain point in the fight where you can just spam your F1 skill. Oh, and don’t worry about taking fatal damage because Dead or Alive will heal you. They increased the damage. It’s good that they added an internal CD, but 30 seconds? That still isn’t enough, when there are other traits that do less, but have a longer ICD, like Final Shielding on the elementalist that has a 75 second CD. Why does not dying have such a short CD? It should be at least 90 seconds. This is not balance.
There’s also an insane burn spec, but I’m kinda getting tired QQing about this stuff. I think y’all get the point.
(Again, please, don’t argue or reply to the build itself, such as why those runes, or I’d use this. That will derail the topic. This is just to highlight what I’m talking about.)
There’s another big drawback with all this dps in the new elite specs. WvW has a tendency to gravitate to the path of least resistance. Whichever class does the most dps and support vs survivability will reign supreme, hence the GWEN meta. When Anet got rid of attributes being tied to trait lines, this was a great thing that freed up a lot of builds, and created a much higher amount of diversity. This will be far from the case with the new elites. Every warrior will run Zerker. You’d be an idiot not to. Since we’re limited to 3 trait lines, that will severely limit the build choices. This is also a part of class balance.
With the much higher DPS coming out with HoT, we, in WvW are not getting inporved defenses, such as baseline toughness or better cleansing. We, as players, are not on par with the monsters in PvE, but we will be attacked like them. This basically means that whoever gets the jump on the enemy and attacks first will win. With the dumb change to stability, there will be almost no way to recover from an initial attack with all this dps and constant condi application. This needs to be toned way down or our defences as players needs to be toned way up.
Or, you could just tone down the new PvE zones so the classes remain a bit more balanced in PvP and PvE.
(edited by Spurnshadow.3678)
Confusion was ok a long time ago. Then it got nerfed by a whopping 50%. Then no one used it. Confusion was always crap in PvE. Now, it’s actually in a good place. If you’re too stupid to see that you have 10 stacks of confusion, maybe you shouldn’t do 100 blades or Barage. Same thing with retaliation. Pay attention. Burning and bleeding still does more than the passive ticks of of confusion, so I just don’t understand what everyone is complaining about.
Wow, pretty dumb. Yeah, as soon as I read about the elite warrior specs, I thought that they had no idea how this would affect WvW. Basically almost the same dps as a killshot, but aoe. Just trait that with your F1 gets refreshed when you kill a foe, and you can just spam that. Totally broken along with the hammer. WTF is Anet thinking?
Another thread asking the same question. Anyone can interrupt a duel. It’s up to them. I love it when people are so dumb as to duel right in the middle of a high traffic area. Do you honestly think I’m going to go around you? No, I’m going to run you over. If you’re off to the side, do you think I can control every person I’m commanding? No, some people will want to squirrel off and kill you.
If you want to duel, don’t do it in any WvW map. Obsidium Sactum arena is the closest you’ll get to a safe place to duel. If you don’t mind the restrictions, go to a pvp arena. Otherwise, don’t complain. You’re in an open world, 3 server match.
Trinity, or better, roles is what makes a role playing game great. In serious MMOs for lets say a 12 man raid, you needed 1 tank, 1 off tank, 1 healer for the group, 1 healer for just the tanks, 2 support classes (1 buffer 1 debuffer), 2 ranged dps and 4 melee dps. Everyone of course needs to know exactly what he’s doing or the whole group will wipe because of 1 person. This is what makes a game great. It gives you the actual satisfaction that you acomplished something, and not just facerolled another instance.
This is exactly what I HATE about trinity. You just flat out can’t do the instance unless you have exactly those people. You don’t have the 12th? Guess what, no raid. Also, it’s friggin kittened that if one person doesn’t cleanse that one debuf then the tank dies and the raid wipes, or if someone is in the wrong position for just a second, and the healer dies, then the raid wipes (or whatever the mechanic might be). Those instances are too brutal and can take months to ever finish, if at all, because it was just too brutal.
Raids should be challenging, difficult, but doable. They shouldn’t take forever to finally get through it with the most dedicated team; you should be able to bring a new person in, and teach them how to do it and have the possibility of passing without wiping on the first boss for 2 hours. I’ve played those games, and they just aren’t fun.
You are the exact kind of person that does not want challenge, and wants every raid to be do-able by random pugs who can’t even speak english.
If raids are so easy as you want them to be, guild groups will just faceroll them day #1 and then we’ll go back to the current GW situation.
Thing is Anet understood that, heck the whole challenging content design. I really doubt that raids will be pug friendly.
If as you say “you can’t spend 2 hours on a boss because you can’t stay focused and move/cleanse dots when you have to”, then you can go ahead and play the same facerolling instances we’re stuck since day #1. The instances that require everyone to stuck together and melt stuff while wearing the same kind of gear no matter the class or build. This is not a game, it’s an easymode farmfest.
I see you can write English, but apparently, you can’t read English. How on earth did you completely misread what I wrote as me saying I want raids to be like the easy mode that dungeons are now?
Trinity, or better, roles is what makes a role playing game great. In serious MMOs for lets say a 12 man raid, you needed 1 tank, 1 off tank, 1 healer for the group, 1 healer for just the tanks, 2 support classes (1 buffer 1 debuffer), 2 ranged dps and 4 melee dps. Everyone of course needs to know exactly what he’s doing or the whole group will wipe because of 1 person. This is what makes a game great. It gives you the actual satisfaction that you acomplished something, and not just facerolled another instance.
This is exactly what I HATE about trinity. You just flat out can’t do the instance unless you have exactly those people. You don’t have the 12th? Guess what, no raid. Also, it’s friggin kittened that if one person doesn’t cleanse that one debuf then the tank dies and the raid wipes, or if someone is in the wrong position for just a second, and the healer dies, then the raid wipes (or whatever the mechanic might be). Those instances are too brutal and can take months to ever finish, if at all, because it was just too brutal.
Raids should be challenging, difficult, but doable. They shouldn’t take forever to finally get through it with the most dedicated team; you should be able to bring a new person in, and teach them how to do it and have the possibility of passing without wiping on the first boss for 2 hours. I’ve played those games, and they just aren’t fun.
Hopefully, they will do something good. I’m only saying this because people love their rangers. I’m a WvW player and it’s super annoying seeing so many rangers when they could be playing an ele, necro, or engi, classes that have better support and dps. I’d even rather have a thief than a ranger. If they give the ranger some good aoe dps, then great, I don’t have to hate my fellow rangers anymore.
I personally hate the trinity system mostly because it really simplifies game mechanics. Encounters can be specifically tailored to the trinity.
It seems to me that Anet, with raids, are bringing back a bit of the trinity system. They clearly stated that some encounters are going to need a tanky person, some encounters will need some healers, some encounters everyone will need to be a bit more defensive; some people will have to chage up their traits to pass things. The great thing about GW2 system is that it will allow for a much more creative raid mechanic that may actually take some thinking and require people to get better at more than one aspect of their class.
This sounds exciting, and much more fun then the dull trinity system, if they do it right.
I honestly never thought the day would come.
Thanks.
Glad I ran across this thread. I thought I was going crazy last night. Yeah, I’ve lost some siege. Tried placing a sup treb in a spot that was siege capped. Bundle kept disappearing and wasn’t returned to my inventory. this also happened with sup ACs. If being interrupted is causing an issue, then perhaps if you try throwing down the siege and it doesn’t stick, then maybe that is loosing the siege as well. Glad I wasn’t dropping very expensive guild siege.
I’m getting so kitten tired of Anet not testing their stuff before releasing it. Yeah, yeah, I know there’s all this beta stuff for Hot, and that’s great, but something like this is just one more minor thing which never gets tested, that has a huge impact. We could probably make a list a page long on these types of changes that we are all negatively affected by and pay the repercussions for.
(edited by Spurnshadow.3678)