221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Tengu? Seriously? Nah… Dwarves making a comeback, and becoming a playable race, makes way more sense for the xpac.
Dwarves have no lore to support that return. They’re basically gone. On the other hand, we KNOW that the Tengu will help fight the Elder Dragons. That’s confirmed.
No no, they still exist. They fight the minions of Primordus… There are a ton of plausible ways to bring them back and make them a playable race. Also, Dwarves are an elder race so who’s to say there aren’t any other clans hiding out in Tyria?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Tengu? Seriously? Nah… Dwarves making a comeback, and becoming a playable race, makes way more sense for the xpac.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Ya gotta change staff #1 back to the way it was…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Would be cool to do mount stuff, but the maps are way too small for that.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Druid staff doesn’t need more damage, the goal of the weapon is to heal/support, not kill things. And I fail to see how Celestial Avatar is clunky, it sounds like you just need to manage your avatar juice better and learn to aim.
If you fail to see how clunky CA is, then I suggest you be support Druid for our roaming team on BG… You can show us your flawless ground target healing skills on everyone zipping around… I’m also sure you’ll be able to have heals ready when we need it…
Do you also find the ventari tablet smooth? If so, you can try that too.
Edit- I don’t care what the goal is with staff, I care about a better weapon design for wvw.
Sorry that I just know how to lead a target? And unless you’re hoping into CA on CD or you just left CA when you need it again you shouldn’t have too much issue having it up when needed. Druid is designed to be a burst healer, not a sustain healer, that means you have a window of super amazing healing, and then a window of very little healing where you/others are more vulnerable to damage.
You’re effectively calling CA clunky because you can’t just use it at will and throw out those godly heals at will. Just because you’re trying to shove the square in the circle shaped hole doesn’t mean it’s clunky.
Edit: Ventari is hot garbage, not only because of the ridiculous cast times for minor effects, but also because it effectively has no heal skill, and it has absolutely no way of handling burst. If the 6 were instant maybe it’d feel less awful in the tablet moving, but it needs a ground up fix to not feel like a bunch of gears rolling in a dryer.
Then you can come to BG and “lead a target” with one of the top roaming guilds right? I’ll be more than happy to have you show me your awesome druid healing skills when you’re ready.
I’m not trying to be disrespectful, but I could give a crap what the original design intent was. I played thousands of competitive 8v8 matches on various support characters over many years, and ran solo on support characters in zone pvp. I’m not some idiot when it comes to support and support designs… and what we have for heal and non heal support skills and designs is trash in gw2.
Bull… I’m asking for a fair, balanced, smooth and dependable heal spec to play, so you can take your assumptions elsewhere. Also, the devs, with their horrible support designs for professions, need to fix the crap they made a mess of. They made a conscience decision to make this game all about damage spam, with support light, and that’s the flaw they attempted to change with hot, but still failed… They don’t even have a good UI for support players and player health bars lol…
Edit- And it’s obvious the devs have done very little in terms on thinking about support play and roles… this game is all about mindless stack and spam skills and buffs… hardly groundbreaking.. it’s completely mediocre… Took the devs 4 years to introduce slightly better heal support skill and roles, and it’s still poor quality. It’s a bad design to ask support players to aim mini ground target reticles and tote around a tablet to attempt to support allies in wvw and spvp, especially when the combat system allows and encourages player movement.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Druid staff doesn’t need more damage, the goal of the weapon is to heal/support, not kill things. And I fail to see how Celestial Avatar is clunky, it sounds like you just need to manage your avatar juice better and learn to aim.
If you fail to see how clunky CA is, then I suggest you be support Druid for our roaming team on BG… You can show us your flawless ground target healing skills on everyone zipping around… I’m also sure you’ll be able to have heals ready when we need it…
Do you also find the ventari tablet smooth? If so, you can try that too.
Edit- I don’t care what the goal is with staff, I care about a better weapon design for wvw.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Random order…
-Pets need to stick to their target better in wvw and spvp, because it’s too easy to avoid slow pet attacks and rooted pets.
-Apparently quickness doesn’t work on all pets.
-Axe off-hand is horrible in wvw and spvp because you can’t land #4 due to players moving, and the root on #5 sucks.
-Dagger off-hand plain sucks in every game mode. Skill 4 is awful damage and looks underwhelming too. A low damage 1,200 range cripple, that is easily negated, is worthless.
-Druid staff needs some damage buffs and some burn condis thrown in too. Skill #4 is way too thin to be effective on moving enemies and allies in wvw and spvp. Skill #5 is pathetic. Both #4 and #5 would function much better as large diameter skills (see necro wells).
-Celestal Avatar is the most clunky heal support design I have ever experienced in any mmo I have ever played. You created a combat system specifically designed for players to move around a lot, yet the gated CA skills are awful for trying to support allies on the move in wvw and spvp. It also sucks hard having to apologize to teammates when you can’t heal them on your HEALER ELITE SPECIALIZATION because you don’t have access to your quality heal skills when needed… and that’s a huge flaw with the design.
-Melee damage sucks on greatsword and sword without having a carp ton of buffs stacked up.
-Sword functions all wonky and skills #2 and #3 are too easy to avoid in wvw and spvp. Change the skills so they track the target and apply pressure, not move us all over the place so intelligent players can easily avoid incoming strikes.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
What an awful change to an already wacky weapon design… I shake my head every time I read profession update notes.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Pretty interesting…
http://massivelyop.com/2017/08/08/lineage-eternal-delayed-again-guild-wars-2-mobile-game-teased/
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Quaggans…….
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Ohhh resource building mechanics… how about we lessen cooldowns across the board and tone down damage on some skills, and not kill the fast paced nature of the game by increasing cooldowns on our limited skills on the bar…
Why does this team think clunky stuff and resource management = engaging?
There’s no resource management. And the whole point of charges is to make combat more fast paced by giving you the option to either have low-cooldown skills, or spam more charges at the cost of longer cooldown.
The mesmer elite for example, you can either spend 1 charge at a time, so it’s a 20sec shadowstep, or you spend all of them for a triple shadowstep, but it will take 60s to get all charges back.
Are you talking about the Mesmer Blink skill?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
When we create our characters we align ourselves to one of the gods, i specific was aligned with Balthazar before i even knew what he was so if we kill him or whatever doesn’t it mess up with the character’s alignment or something? They are supposed to be immortal and part of our character’s powers.
Yeah it’s kinda wacky for me. I’d rather fight with Balthazar as opposed to stop him, but I’m not given that choice.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I guess we’ll find out tomorrow.
Is this confirmed? Are we getting the big pre-expansion/summer balance pass tomorrow?
Yup
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Ohhh resource building mechanics… how about we lessen cooldowns across the board and tone down damage on some skills, and not kill the fast paced nature of the game by increasing cooldowns on our limited skills on the bar…
Why does this team think clunky stuff and resource management = engaging?
I mean, ammo would be cooler cause sure it’d have a “longer” CD in the grand scheme of things, but it’d have a shorter CD between skill uses which means it’s a shorter CD in short term, but longer CD overall.
Let’s say PoS has 3 ammo, you’d be able to PoS 3 times a lot faster than usual, but AFTER that 3rd use you’d be waiting longer before the next one due to having no charges.
Maybe I’m just annoyed today, but I’m tired of anet trying to be different… The game should be fun and fast paced, with less looking at and fiddling with the UI… Sick of the funky stuff the devs try to do because it just ends up clunky and distracting… I don’t want to be micromanaging all these wacky and different designs per profession or elite, and these designs cause a lot of unbalanced play per class.
The devs are trying too hard to be unique, and things ends up subpar most of the time. Takes them forever to make changes and improvements, and they also ignore rational input from players to help make professions play and feel good. The devs don’t dig back in to the trenches to make great changes, they take the easier route and package it as an improvement. I highly doubt this “ammo” stuff will improve the funky designs we already have to fiddle with.
Edit- and professions and skills are built for pve, so I should probably stop caring at this point and save myself the frustration.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Ohhh resource building mechanics… how about we lessen cooldowns across the board and tone down damage on some skills, and not kill the fast paced nature of the game by increasing cooldowns on our limited skills on the bar…
Why does this team think clunky stuff and resource management = engaging?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
First I want to say that I understand this is an old topic..
but I wanted to revive this idea. WIth gliders coming in, and potentially even mounts, can we see a testing of this idea? This can expand upon WvW with combat in the air.
Just imagine: Each server having ground troops, a navy, and airforce.
Just imagine if the devs devoted some real effort to improving profession designs with wvw in mind… improving weapons, utilities and traits for wvw play… created more elites to fill out roles… worked on providing great support skills and a better UI to support playing support roles… reworked the condi systems to be reasonable… actually thought about better stealth and counter stealth mechanics… added more wvw maps… improved the neglected core professions…
I’d rather have the time, effort and resources devoted to something meaningful done with our classes, as opposed to gimmicks being introduced into wvw.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Bolded responses…
At level 1, you have no idea where to go. An experienced player knows to complete hearts and events, but which hearts and which events? If you don’t know the map, finding hearts is harder than it should be.
It generally helps if the players takes some responsibility to educate themselves a bit before they play any game. There are video guides for beginners.. Wikis to answer common questions…
There is a ton of “free form” structure to the game for beginners… There are tons of events occurring on open world maps. Hearts are easily found just by going through the map. Events and quests are very easy to understand and accomplish. Personal story holds your hand through it all…
I hate the open “just explore” the map because it lacks structure. I want to be told where to go. Without such a guide, I feel like every move I make is a mistake. I doubt my every choice by thinking “should I be moving in this direction? Is there a better choice?”. New players I introduce to Guild Wars 2 feel the same way, and prefer a “Just follow the experienced player” approach to the game.You personally need a ton of extra guidance to play… that’s not a flaw with anet or gw2.
This continues to in level 80 play. I’ve been playing the game for years yet I have no ascended equipment. I have thousands of crafting materials overflowing my materialstorage and bank slots and inventory. But the game offers no direction for me to take. I need to watch a youtube video or google “how to make ascended equipment” outside of the game.
Did you really sit there for “years” wondering how to make ascended armor?
Every move I have ever taken in Guild Wars 2 has felt like a wrong move. From level 1 I feel that I am playing inefficiently, that my time is being wasted by choosing suboptimal paths. I feel like I’m missing crucial knowledge that only veterans possess. My years of playing Guild Wars 2 have taught me that my feeling was correct – I have been missing knowledge. I have been taking suboptimal paths. I have been playing inefficiently.Use the wiki… ask questions on the forums and in-game.. watch vids… There is only so much hand holding the devs can provide for us players
-Crafting the time-gated ascended components is very worthwhile. However, they are not listed on the “daily achievements”.
Why does crafting ascended have to be part of “daily achievements”?
-Some PvP and WvW tracks are more valuable than others.Reward tracks are all very similar in terms of items, and the devs didn’t compare each track according to coin value. Themed skins are the point of most tracks, not “how much gold is the track worth?”
-You should be opening champion bags on level 40-50 characters for higher value.
The game is not all about gold… and who cares… Do you want an npc guide that tells players they need to open bags between lvl 40-50?
It is not right to hide this information behind community-made youtube videos or behind google or behind the wiki. Too many new players will miss out.Use the wiki… ask questions on the forums and in-game.. watch vids… These is only so much hand holding the devs can provide for us players
I want a quest that teaches you to craft an ascended equipment. For example, you open up your hero panel and a tooltip pops up: “You don’t have an ascended Weapon yet. Ascended weapons are more powerful than exotic, but are difficult to acquire! Would you like the start the quest?”. And perhaps this quest can be easy, for example, getting an ascended amulet is as easy as going to the laurel merchant (vital information I didn’t know until recently, despite playing the game for years).
Or you can do your part and be more responsible for educating yourself about the game using the various resources available.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Will this legendary armor have the “glow” effect like it’s raid counterpart?
Here is the relevant quote…
“This new type of armor will not have a unique skin, such as the one that is part of the raids legendary armor, but instead will consist of an upgrade to WvW and PvP ascended armor that gives those armor pieces legendary stat-swapping capabilities without changing the skin.”
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Cool update! Keep it up!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Cool update! Keep it coming!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Question for testers…
I’m grateful for the “petless” Ranger design, but aside from that, what role does Soulbeast bring to a team? How does it compare to the melee capabilities of other professions? What does the Soulbeast bring to WvW and Spvp?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I think that ends up being a thousand times more work. I’d much rather have their extra time, effort and resources fixing core Ranger, Druid and pets, than trying to deliver a “WoW” Druid.
4-5 new beast models with animation sets and skill conversions to the beast skills.
Sounds about as much work as you would expect for a new elite spec.I personally don’t care about “fixing” core ranger because core ranger is imo pretty fine. I main one and it deals tons of damage has good survivability, imo the druid made it even better.
Also with that argument we could just scrap the entire new expansion and just “fix” old stuff. Doesn’t really make sense to me.But my point is really that the new ranger spec doesn’t seem to bring anything new or exciting to the table. Doesn’t alter the class experience as much as I would’ve hoped. I saw so much potential for it and it turns out that it’s just a new aura and 3 skills.
Well, as many have begged for 5 years… Soulbeast makes us a “petless” Ranger that benefits from the stowed pet. There are skills from each pet, and pet family, that we can use. Apparently we also receive stat boosts when combined with pets.
When I look at professions I think of wvw and spvp a lot. Core Ranger “stuff” and pets sucks in those areas. Druid is clunky as all get out. Our melee damage sucks overall. Soulbeast seems to be a subpar D/D thief so far, so I have my concerns… Sure, would be nice to do all sorts of crazy cool stuff for Ranger, but at what cost? Do we put a really cool bow tie on a piece of garbage and sell it as something great?
Took the dev team 5 years to touch sword (still sucks). 5 years to touch SB. Pets lol. So I am in favor of great new stuff, but reality comes back in a week and we are still playing a subpar profession overall.
Edit- Yes, anet goes the cheap route with every profession, weapon, animations, skill effects, combat systems like condi designs, stealth designs… they do more number shuffling as opposed to digging in and providing substantial improvements… poor heal and non heal support designs… build diversity is poor… list goes on, so it’s not just limited to the new ranger elite.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
I understand we are getting a shiny new elite, but are we getting improvements to the weak core Ranger? Clunky Druid? Pets that still have issues since before launch? Melee weapons being beefed up? Anything good happening? Do we continue to move forward without addressing some issues?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
All that separates a soulbeast from a true shapeshifter is:
- ingame model(s) + animation
- changing the weapon(+utility?) skills to corresponding beast skills in the beast form
(no need for entirely new skills, just animations. You have shortbow + merged with a meele pet? Now you have meele shortbow skills in a beast form, don’t like it? Then merge with a ranged pet archetype.)But instead we got a green aura that doesn’t even care what pet we merged our SOUL with. All we get is 2-3 skills and 2 of them are the same for many pets (unless they reworked all the current pet skills) and the third is only depending on the few archetypes.
I am pretty disappointed about the Soulbeast, at this point not necessarily mechanically wise but because I find it visually underwhelming and a bit weird and lame that there are so many skills in the game that alter your skills, appearances etc. completely but with the single one class where this stuff (visual representation of your stance or pet you merged) would really matter, they went with the cheapest way possible.
With an elite spec that is now already similar but still not that close to the theme of a (WoW) druid/shapeshifter, how likely will it be that we could see a true shapeshifter elite spec for ranger?
How about a elite spec for another class?
How about an entire new class?What do you guys think?
I think that ends up being a thousand times more work. I’d much rather have their extra time, effort and resources fixing core Ranger, Druid and pets, than trying to deliver a “WoW” Druid.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
The lack of server identity is the issue with eotm-like approach.
Also, why trying to relate pve players to wvw? Those are different.
Even if ignoring and even accepting about the pve players part. Servers are different in their base populations thus different in pve populations, how are you gonna ensure pve is balance?Finally, warscore isn’t the issue. Warscore is not equal to population balance. Population balance is the issue. How can you even relate a fictional number to actual number of players?
Do you enjoy where wvw is at due to clinging onto the individual server model and linking and relinking and unbalanced time/time zone coverage? The individual server model has major flaws still.
Pveers can be a balancing factor. Could be a good way for pveers to get involved and eventually lead them into wvw zones as regular participants.
Inspiration came from CU safe zones… where players have paths to contribute to the rvr war that don’t involve fighting or taking objectives in combat zones.
8 servers vs 8 servers vs 8 servers, plus pveers contributing, would probably be far more balanced in many respects.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
I personally don’t want to see this game mode thrown into any type of faction-based WvW, and before you post a reply that I haven’t read your entire post, I have read it. I have also read (in their entirety) many other threads from the past suggesting faction-based WvW. No matter how the ideas are packaged, they all still boil down to a model similar (ish) to EotM. Not a fan.
I do agree that we need a path to legendary gear.
Seasons need to return to WvW on a regular basis.
Ok, but what are players here going to do when Camelot Unchained launches with 3 unique factions, far superior world map mechanics, an RvR underworld, unique and customizable classes (per side) that are built and balanced solely for pvp and rvr warfare, an engine that can handle 1,500 bot battles currently… and is the predecessor to Dark Age of Camelot that gw2 wvw was modeled after?
Think the players here are still going to be happy with a gw2 that juggles individual servers with linking, the same old limited and boring maps, professions built and balanced around pve first, an enginge that can’t handle 200 players fighting in the same area…?
Either gw2 needs to get rid of the old model, and all of the major flaws that go with it, to compete with what’s coming, or the precious wvw as we know it will be hit hard by a game that is 100% designed for pvp and rvr.
Someone drank the Koolaid…..
4 years after Kickstarter and this is where its at.
That has nothing to do with what I’m saying, and you totally miss the point… It will drop eventually, so how is anet going to compete and keeps players for wvw? Do you want a dead wvw mode? You prefer anet wait until critical levels before they do something? Development takes time, just like it took 2 years to drop this new xpac, so this needs to be discussed sooner than later.
You seem to assume a lot.
1. Don’t assume CU is coming anytime soon or that it will actually be decent. Waaaaaaaaay too early to tell .
2. Don’t assume to know what I prefer.
replies for the 1 and 2.
The comparative list of features and designs there are very strong against what wvw offers.
That was a question… followed by the obvious question mark.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I personally don’t want to see this game mode thrown into any type of faction-based WvW, and before you post a reply that I haven’t read your entire post, I have read it. I have also read (in their entirety) many other threads from the past suggesting faction-based WvW. No matter how the ideas are packaged, they all still boil down to a model similar (ish) to EotM. Not a fan.
I do agree that we need a path to legendary gear.
Seasons need to return to WvW on a regular basis.
Ok, but what are players here going to do when Camelot Unchained launches with 3 unique factions, far superior world map mechanics, an RvR underworld, unique and customizable classes (per side) that are built and balanced solely for pvp and rvr warfare, an engine that can handle 1,500 bot battles currently… and is the predecessor to Dark Age of Camelot that gw2 wvw was modeled after?
Think the players here are still going to be happy with a gw2 that juggles individual servers with linking, the same old limited and boring maps, professions built and balanced around pve first, an enginge that can’t handle 200 players fighting in the same area…?
Either gw2 needs to get rid of the old model, and all of the major flaws that go with it, to compete with what’s coming, or the precious wvw as we know it will be hit hard by a game that is 100% designed for pvp and rvr.
Someone drank the Koolaid…..
4 years after Kickstarter and this is where its at.
That has nothing to do with what I’m saying, and you totally miss the point… It will drop eventually, so how is anet going to compete and keeps players for wvw? Do you want a dead wvw mode? You prefer anet wait until critical levels before they do something? Development takes time, just like it took 2 years to drop this new xpac, so this needs to be discussed sooner than later.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I personally don’t want to see this game mode thrown into any type of faction-based WvW, and before you post a reply that I haven’t read your entire post, I have read it. I have also read (in their entirety) many other threads from the past suggesting faction-based WvW. No matter how the ideas are packaged, they all still boil down to a model similar (ish) to EotM. Not a fan.
I do agree that we need a path to legendary gear.
Seasons need to return to WvW on a regular basis.
Ok, but what are players here going to do when Camelot Unchained launches with 3 unique factions, far superior world map mechanics, an RvR underworld, unique and customizable classes (per side) that are built and balanced solely for pvp and rvr warfare, an engine that can handle 1,500 bot battles currently… and is the predecessor to Dark Age of Camelot that gw2 wvw was modeled after?
Think the players here are still going to be happy with a gw2 that juggles individual servers with linking, the same old limited and boring maps, professions built and balanced around pve first, an enginge that can’t handle 200 players fighting in the same area…?
Either gw2 needs to get rid of the old model, and all of the major flaws that go with it, to compete with what’s coming, or the precious wvw as we know it will be hit hard by a game that is 100% designed for pvp and rvr.
GW2 has survived Overwatch. It will survive thru CU. I don’t think people are going to 100% abandon GW2 after all the time they’ve invested in it. This game has a HUGE fan based going all the way back to GW1. But diverting from the original model to something entirely different will definitely alienate some of the WvW player base.
Will CU RvR bet better? We don’t know yet. I think it’s a little early for pessimistic predictions.
WvW could use a separate skill balancing system, for sure. Does WvW need a few more tweaks? Yes.
Blowing up the original mode that people bought the game to play and fell in love with, and implementing a faction-based mode isn’t the solution.
Overwatch and CU are 2 totally different games. WvW players won’t be as enthusiastic for a first person shooter, as opposed to a game built solely for RvR gameplay.
The point is that development takes time, so what is anet going to offer the rvr minded players here in the future when there will be competition? What will wvw look like, how good will it be and how well will it be able to compete with CU when it drops?
This is the best that anet can offer right now with the way it was designed, and that’s certainly not enough to hold players when we have options later on. Also, the faction based model will fair far better than what we have had going on here for 5 years.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I personally don’t want to see this game mode thrown into any type of faction-based WvW, and before you post a reply that I haven’t read your entire post, I have read it. I have also read (in their entirety) many other threads from the past suggesting faction-based WvW. No matter how the ideas are packaged, they all still boil down to a model similar (ish) to EotM. Not a fan.
I do agree that we need a path to legendary gear.
Seasons need to return to WvW on a regular basis.
Ok, but what are players here going to do when Camelot Unchained launches with 3 unique factions, far superior world map mechanics, an RvR underworld, unique and customizable classes (per side) that are built and balanced solely for pvp and rvr warfare, an engine that can handle 1,500 bot battles currently… and is the predecessor to Dark Age of Camelot that gw2 wvw was modeled after?
Think the players here are still going to be happy with a gw2 that juggles individual servers with linking, the same old limited and boring maps, professions built and balanced around pve first, an enginge that can’t handle 200 players fighting in the same area…?
Either gw2 needs to get rid of the old model, and all of the major flaws that go with it, to compete with what’s coming, or the precious wvw as we know it will be hit hard by a game that is 100% designed for pvp and rvr.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
3 Factions using the megaserver tech for EotM.
PvP maps with structures to capture. Good for zerg play.
-Eternal Battleground with castle
-Desert Borderland
-Alpine Borderland
-New Borderland
-EotM Map
-Overgrowth Borderland with castle
-Frostreach Borderland with castle
-Badlands Borderlands with castle
PvP/PvE maps with only open area capture points. Good for solo roaming and small group play.
-X number of maps that are themed differently using lore from the Mists. Each map spawns different special events to beat and fight over.
PvE Faction Mist War event maps, that are unique per side, where pve minded players can participate and contribute to the “Mist War”. Map copies are created, like in pve and EotM, to accommodate all players.
-X number of maps with events that contribute points to skirmish and war scores.
Unique crafting materials to gather on each map that are only found in the Mists.
-These mats are tradable and used as components for future items that need to be crafted.
Skirmishes and reward tracks stay in place
Server linking stays in place
-Used to shift individual servers to balance populations as need be. Although, with Factions and having pveers contributing… I’m thinking that Skirmishes, War scores and coverage will be more balanced, so relinking won’t be as necessary.
Regular updates and special events just like the pve side receives
WvW “paths” to ALL legendary gear that exist in the game
You’re very welcome!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
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Now that the expansion has been officially announced, there will be a lot of hype in the upcoming months. I’d like to temper that hype for just a bit. There are two things that I’m worried about with this next expansion:
- elite specs
- storyElite specs, as we all know, are OP. HoT elite specs have ruined this game for the worse. They have destroyed PvP and WvW. They also have made some PvE content trivial although it’s not that big an issue. They changed the speed and flow of combat. These specs give you everything in one build: offense, defense, cc, condis, condi cleansing, invulns. They don’t take much skill to play. My fear with PoF is that history will repeat. PoF specs will be overturned compared to HoT and core specs, due to their design. That PvP and WvW will bleed players dry once again.
Second, the story. Season 3 was a mess. There was no cohesion in the story. It tried to tell too many things at once and its focus kept changing with each episode. My fear is that it will be the same in PoF, that the writing will overuse plot twists and that the story will be rushed. I know that this is an MMO, but let’s not forget that RPG is also in there. Every RPG needs a good story.
Apart from those, I’m good with everything else. Fractals, mounts, maps, bosses. I think those will be fine.
“Elite specs, as we all know, are OP. HoT elite specs have ruined this game for the worse. They have destroyed PvP and WvW. "
Speak for yourself please.
Also, issues with spvp and wvw have ZERO to do with elite specs… has to do with slow development in those areas… lack of revisiting core specs… not working on stuff like the condi systems and stealth mechanics and ttk… not working on professions skills for players against other players combat… poor quality roles… poor quality heal and non heal support skills and designs … Again, the huge laundry list of issues has ZERO to do with elite specs.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
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Funny how some of you care about wvw so much, but don’t even bother to read the forums or dev comments…
As several people mentioned, and Mo mentioned in the AMA, we release on our own cadence and will continue to release updates for WvW outside of the expansion release.
I also wanted to let everyone know that today is all about announcing the expansion, but later this week we will be talking about some of the upcoming updates for WvW.
Funny how that was posted after I made this thread…
Checking the forums helps to be in the know, and obviously you missed that.
You also missed this thread, posted before yours btw, too…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Funny how some of you care about wvw so much, but don’t even bother to read the forums or dev comments…
As several people mentioned, and Mo mentioned in the AMA, we release on our own cadence and will continue to release updates for WvW outside of the expansion release.
I also wanted to let everyone know that today is all about announcing the expansion, but later this week we will be talking about some of the upcoming updates for WvW.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
This game has ZERO monthly access fee, so I think some of you need to stop complaining about the $30 for an xpac (that took 2 years to create)…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Off-hand dagger is extremely underwhelming, so any changes coming with the xpac?
Also, I caught the “cripple” comment from Irenio, and it has me concerned because cripple is extremely easy to get rid of in pvp and wvw. If the dagger theme is all about crippling enemies then I hope we get beefed up melee damage (in general).
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
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Certain issues need to get resolved asap… let’s be a bit more rational and reasonable people.
As a game designer you would need to make the exact same decision, and pretty sure you’d want things like this fixed right away if it pertained to wvw…
Also, live is different than test, and unforeseen things happen… has nothing to do with dev negligence or incapability. Pretty ridiculous for some of you to think so, and not understand how it all works yet complain.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
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>griding didnt exist in vanilla gw2
Well… the devs had to figure out a way to make content replayable, not just have areas and activities burnt through and never touched again. Anet has done a great job at keeping content relevant and making sure events have enough participants.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
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There is no stopping anet now! The hype train is already chuggin’ along and set to arrive August 1st!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Would be great if players could buy Tomes of Knowledge with Badges of Honor and coin… Would serve as a decent badge and coin sink too.
You’re welcome for this awesome idea!
Were you not aware of the vast amounts you get through track rewards and such?
I’m aware you get tomes from reward tracks, but thank you very much for checking!
Edit- 8 tomes from an entire reward track is not really “vast amounts”… just wanted to let you know.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Would be great if players could buy Tomes of Knowledge with Badges of Honor and coin… Would serve as a decent badge and coin sink too.
You’re welcome for this awesome idea!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Yeah, your vague “blow it all up” comments are easily imagined, and it leads us to the exact same place we are at now, just with a lot of unnecessary turmoil in the process and waste of development time.
You make all these “well wishing” statements and witty one liners, but you don’t have any concrete or well thought out answers. You can type the “make brave new worlds and the system ends up super and perfect” mantra until your fingers hurt, but it doesn’t change the fact that doing so takes us to the same spot we are at today.
It’s a mystery to me that on one hand I haven’t provided enough detail, but on the other hand, you have so much detail that you can ‘easily imagine’ the outcome.
Your thread is basically like saying “we need to end world hunger, so who wants wants to end world hunger?”, but don’t even bother to look at the critical steps to accomplish that…
Yep, those catalyst ideas. Hunger is bad. We should care about people going hungry. Now let’s, as a world community, get to work on solving that. Same process for WvW. Let’s work together to make it work. No ONE person HAS to come up with all the ideas.
My proposition starts from the premise that the overstacked and under-populated servers, are a core stumbling block to ever getting balanced in WvW.
I have started with a premise that clinging to the Overfed as well as the Malnurished servers, while allowing WvW to continue to decay – the “Let’s maintain the status quo for MY server” – is a contributing issue for never being able to solve this problem. (and thank you for the ‘world hunger’ analogy, btw.)
IF… you would like to argue that those things are not at all, in any way, a part of the roadblock to discussing other ways to solve the population imbalances that keeps this game mode non-competitive and incredibly unbalanced… please do.
That is all this thread was about – to open the discussion for how a new way of doing WvW population balancing could actually be discussed because we’ve left behind the ‘make it work without touching MY server’ issue.
It appears that what you are calling me out for is seeing a problem, seeing the roadblocks for the problem, and calling for those roadblocks to be removed so that we can get on to solving the problem.
I am proposing a massive, roadblock removal – the creation of entire brave & new worlds – to clear a way for all the other bright and creative people with next-step solutions to travel on.
And…. that IS happening in this thread. (<— click there for link)
It seems that now that the door is open, you may want to walk through it and see what discussion is taking place – of detailed ideas and proposals for ways to build a brave, new WvW for the benefit and enjoyment of ALL.
They aren’t MY ideas, I am not the only person thinking about WvW here. And, I’m inviting everyone to come to the table to discuss it.
I just propose starting with a blank page, to free up the solutions. That is all.
This thread goes nowhere without you clearly presenting steps to make a better wvw that we can discuss
I don’t know, it seems it got the discussion started and …. you keep bumping it. So there’s that!
There again with the selective quoting… try reading and absorbing.
The individual server model produces the current results, so your proposal creates another individual server model… that happens to displace everyone right? This “blow it all up” model you assume will magically make each sever balanced? This “blow it all up model” de stacks larger servers and happily spreads out players evenly? What happens to guilds when members don’t log in to select a server their mates chose and now is closed? You think creating all new servers eliminates stacking, the need for linking, server closings… and makes sure that all players are playing equally so that each server is equally competitive? …you can’t answer any of those because you didn’t even bother to think about them.
You’ve proposed nothing except to “blow it all up” and zero explanation how it all works and how we end up in a better place.
You quoting some other thread does nothing for this thread, and your lack of input aside from a vague “blow it all up” doesn’t help your cause either.
Garnering support is vastly different than replies that challenge what you brought up… You haven’t made any clear and convincing arguments for the system to change. You haven’t thought deeply about this subject. You keep ignoring rational comments. Your counter arguments aren’t strong and you keep repeating those one line comments that carry zero substance behind them.
It’s pretty obvious you don’t want to have a discussion, you just want to have your thread bumped. Perhaps next thread you’ll actually think about the topic you are proposing so we can have a logical discussion.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
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It surely helps the devs and readers to see that you actually thought about the process more than to just “blow it up”. Had you spent time thinking about this, you would actually see that it takes us the exact same place as we are now, not any different direction. That’s not something healthy for the game or the players, particularly when we have the spiritual successor to a game that wvw was inspired by that’s coming around the corner.
I’m pretty sure the Devs understand well this creative step to envisioning a new process. Pretty sure they work this way often, if not always. In designing a new fractal they get to start with a fresh page, a clean slate and then envision what should be placed there.
The nuclear option is the precursor that is required to begin a similar ‘fresh page approach’ to overcoming the current challenges relating to population imbalance in the current WvW. It is required for the reason that we have consistently failed to find that balance, while also communicating to the WvW Team that they aren’t permitted to start with a fresh, new, blank page – because we have asked them to ‘fit it into’ the existing structure. The ’don’t touch my server’ restriction.
This is the creating stage. It’s sometimes a bit messy, and definitely uncomfortable for those needing the specs before vision. On my part, I prefer to have the vision of what could be, and then work to the specification.
We’re discussing together what we want to see, so it’s a little messy, a little vague for those who like the analytical critiquing of others’ ideas. There will be time for that. It is a necessity.
It will be ok. No one is going to ‘blow it all up’ without some plan for the next steps, least of all ANet.Relax and join in the creating process. Or opt out. But, please don’t throw rocks.
If you’d like to critique anything, critique this:
The first proper step in beginning to envision a brave, new WvW is to free up the process from the baggage of having to fit it into the existing server structures and current way of going about ‘balancing’ server populations.
As I’ve stated before, I no longer believe tying the hands of ANet Devs to fit in ‘improvements’ to the existing structure of servers and existing server populations is the way to go. We need a clean slate. We need to free them up.We need to blow it up – CONCEPTUALLY – so they have the freedom to envision a better way with us.
Then, and only then do we start discussing what is Step 2: HOW would we have it work, if we weren’t weighed down by trying to fit it into the existing ‘way we do things’.
WHAT would WvW look like if we were to start fresh, keeping what we know and what we’ve learned?
You partial quote and don’t answer any of the hard questions. It helps to answer the tough and relevant questions if you want to make a case for change.
Yeah, your vague “blow it all up” comments are easily imagined, and it leads us to the exact same place we are at now, just with a lot of unnecessary turmoil in the process and waste of development time. You may think that “blow it all up” leads to some magic place where every server is perfectly balanced, all guilds are fine, wvw on every server is competitive and the system is trouble free… but it’s not. Not rational to think that doing the same thing will yield different results.
You make all these “well wishing” statements and witty one liners, but you don’t have any concrete or well thought out answers. You can type the “make brave new worlds and the system ends up super and perfect” mantra until your fingers hurt, but it doesn’t change the fact that doing so takes us to the same spot we are at today.
No, you lay out all steps for the community to discuss and the devs to read. Your thread is basically like saying “we need to end world hunger, so who wants wants to end world hunger?”, but don’t even bother to look at the critical steps to accomplish that… You obviously didn’t bother to think any of this through, and that’s very clear to readers. This thread won’t garner any support for your “blow it all up” desire because you didn’t provide a better design idea than what we have happening now. This thread goes nowhere without you clearly presenting steps to make a better wvw that we can discuss, and you being vague certainly won’t sway the devs to change anything.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
…no
Why do some of you think that gear will fix the problems with professions designs?
All things profession related are the weakest designs this game offers, and no amount of gear changes will improve things. The devs have to dig back in and do some major work, not band aid gear fixes.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
…no
Why do some of you think that gear will fix the problems with professions designs?
All things profession related are the weakest designs this game offers, and no amount of gear changes will improve things. The devs have to dig back in and do some major work, not band aid gear fixes.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
You’re welcome!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
https://wiki.guildwars2.com/wiki/Healing_Seed_
other stolen skills… https://wiki.guildwars2.com/wiki/Steal
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
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I’m feeling that many of us are appreciative that this item was introduced, so thank you! I’m also feeling that I’m not the only player fatigued with running the same activities over and over and over and over in these zones… but that’s what we are asked to do for these collections.
As much as I want the legendary item, I’m feeling really demotivated to go through each zone again and do the same activities I’ve done plenty of times before. Perhaps in the future we could have new activities so it keeps things fresh. Also, perhaps consider giving players some retroactive achievement completions so veterans don’t feel blah about chasing items.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I swear some of you never think things through…
…
You either come up with a better model or you don’t waste time, resources and create headaches… Think more about steps 2-10, not just an ambiguous 1 step.
The first step to steps 2-10 IS step 1. Can’t 2-10 without it. This post was to ask the Community whether or not they are NOW fed up enough to consider the remaking of the worlds, and to see just how many people would continue to defend the ways things are.
As we read the responses, there isn’t a lot of defense of the sorry state that population balance is in, or of the current methods being employed to ‘balance’ the ‘competition’.
What has also surfaced appears to be agreement that once Step 1 – The Nuclear Option is executed on, we would NOT, in any way, re-impose the current structures or systems on our brave, new worlds.A new thread needs to be started to suggest/discuss what Steps 2-10 are.
Talking about one change without defining ALL the changes is not wasted effort, or unthoughtful, if it is the precursor to all the other changes.
Let’s build on the sense that there are lot of us that agree the Nuclear Option is needed.
Let’s build on the sense that there are a lot of us that don’t want the same old, same old system to be re-applied after the Nuclear Option.Now, let’s talk about what is step 2, in a new thread for that purpose.
Cause I don’t see a lot of resistance to the idea that the time has surely come for some brave, new worlds.
It surely helps the devs and readers to see that you actually thought about the process more than to just “blow it up”. Had you spent time thinking about this, you would actually see that it takes us the exact same place as we are now, not any different direction. That’s not something healthy for the game or the players, particularly when we have the spiritual successor to a game that wvw was inspired by that’s coming around the corner.
No, you are assuming that “a lot of us want a nuclear option” that follows your vague vision of “blowing it all up”. Also, the responses in this thread are not indicative of anything we can speculate on for the current designs and systems.
Can you even articulate what “blowing it all up” means? Is this some middle of the night server renaming by the devs, and whomever logs in first gets to select a server? How does this affect established guilds when players can’t select a server because they were beat to the punch and it’s closed? How do these great new worlds fair any different than what we have going on at this exact moment with linkings and server closings and reopenings? How does using the exact same individual server model make each and every great new world magically balanced?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
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I swear some of you never think things through…
“Blowing it up” and starting over with the same individual server models leads you right back to what we have now… except that you annoy most of the player base in the process. And if you do the above, then it’s even more incentive for players to bail to CU (and their 3 faction model with a dynamic world to play on and classes designed just for pvp).
You either come up with a better model or you don’t waste time, resources and create headaches… Think more about steps 2-10, not just an ambiguous 1 step.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.