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.
Professions and combat are the main core game elements, and almost everything is designed around these professions and how combat unfolds… These areas are greater than your content drought…
True, but you have failed to show how the current system is so bad or underdeveloped that it needs fixing. All that has happened so far in this thread is a couple of people have voiced their subjective opinion on this matter.
All in all, the complaints about the new trait system have died down after a period of accustomisation.
Also the argument here is for a revamp and change of the current system. This has nothing to do with balance. That is a sepperate issue entirely unless you show how the current system has such big flaws that balance would not be possible.
are you implying there haven’t been any other suggestions to improve traits on these forums? Are you implying that traits are not part of the balance equation?
You are silly if you think the devs can’t work on multiple things…
Anything the developers do costs ressources. In this case mostly human ressources. While some things might take less extra time, every bit of extra work will ultimately require something else to be put on hold. Especially if you are working on something as complex as a complete combat revamp.
Who is kidding himself in this case I wonder?
are you saying Anet is not capable of improving professions over time and working on other content? are your expectations of Anet really that low?
Edit- spend some time on the profession, pvp and wvw forums and you’ll see the complaints that far outweigh this content drought.
Please show me a time when the pvp/wvw forums were not full of complaints. It’s in the nature of the game mode and it’s competative nature that people will blame others or balance instead of their own mistakes.
That being said, please do go read the wvw forums. The main issue there will be content drought (which has been a topic for over 1.5 years now or even longer) and not class balance. Especially since the new HoT maps failed and the old borderlands had to be reintroduced.
are you saying that there hasn’t been feedback on professions in the sections I mentioned?
Edit 2- and your content is coming on the 26th. Your content xpac is being worked on by 100 devs. Your raid content is being worked on… You may not value profession improvements, but there are players who do, so don’t think this team is not capable of fulfilling important requests like these too…
You still haven’t shown that a revamp would improve the situation nor have you shown that the current system is flawed.
I brought 2 suggestions… Reorganize and combine similar traits and open up the trait system which would mean greater build flexibility, or reorganize and combine traits more sensibly into categories to create more defined builds. Those hardly needed an essay of explanation.
To argue that “look your content is coming” so people should stop demanding content or focus on content just shows your inexperience with MMO titles. Content developement is a constant process. As such ressource allocation is vital (read MO last post about how much work goes into Season 3) and when faced between a working trait and skill system versus game content, I doubt a majority of players will select the former as priority currently or in the near future.
It’s helpful if you read the full conversation between another poster and put things into better context before you reply.
Your rethoric question format while fun provides no arguments(especially when it doesn’t even address the point made). Until you actually provide some arguments there is no reason to continue this discussion.
As far as the answers to your rethoric questions:
are you saying Anet is not capable of improving professions over time and working on other content? are your expectations of Anet really that low?
No, that is not what I said.
are you saying Anet is not capable of improving professions over time and working on other content? are your expectations of Anet really that low?
No, still not what I said.
are you saying that there hasn’t been feedback on professions in the sections I mentioned?
Nope, again not what I said. People can actually read what you write on these forums. Lacking reading comprehension will stop you in your tracks.
I brought 2 suggestions… Reorganize and combine similar traits and open up the trait system which would mean greater build flexibility, or reorganize and combine traits more sensibly into categories to create more defined builds. Those hardly needed an essay of explanation.
You provided a subjective unedjucated opinion of what you believe would work. Not what I asked for.
It’s helpful if you read the full conversation between another poster and put things into better context before you reply.
Oh I did and going by his reply and your re-reply I’m not sure I need context.
It’s helpful if you were to follow the conversation more closely if you want to respond…
You…
“To argue that “look your content is coming” so people should stop demanding content or focus on content just shows your inexperience with MMO titles.”
Indigo…
“Please, no more systems reworks. The game needs the devs to focus on a sustainable release cadence of new content. They’ve already reinvented major aspects of the game’s systems multiple times. Sometimes, the perfect is the enemy of the good.
Me…
“Edit 2- and your content is coming on the 26th. Your content xpac is being worked on by 100 devs. Your raid content is being worked on… You may not value profession improvements, but there are players who do, so don’t think this team is not capable of fulfilling important requests like these too…”
If you are fully paying attention to the discussion you will not find anywhere that I say “people should stop demanding content or focus on content”… In fact, Indigo is the one who doesn’t want any other area developed. You also happened to miss me saying that the devs are capable of working on multiple areas…
Either like or dislike the actual suggestions, but let’s not turn this thread into 3rd party discussions.
Assuming no developers are sitting idle around the current human ressources at arenanet are occupied with working on “stuff”.
Saying they can work on more “stuff” or different “stuff” parallel does not solve the actual problem of them being completely planed out. Thus asking for developers to work on different “stuff” and arguing that this is possible because a person can be assigned different tasks is non-sense. That is unless you advocate they move some of their attention away from work they are currently doing. I’m not sure why this is such a hard concept to understand.
Yes, new pve content (which is desperately needed) is coming on the 26th, and has been in the works for who knows how many months. Moving along this line forward, any ressources removed from content creation now will create less content in the future. People opposing a trait revamp due to conflict with content creation are arguing future content quantity and/or quality would suffer. This is magnified by the fact that there is still no proper argument that the current system is so flawed or bad that it requires such a step.
There are multiple different teams that work on stuff…
Profession balance is on the radar, and splits between pve and pvp skills are in the works… Some changes are coming so it’s not unreasonable to make suggestions for traits.
Your last sentence… Players have asked for trait changes and reworks so I provided a suggestion. You may peruse the forums for the “proper argument” you seek on this matter.
This has been derailed long enough.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Professions and combat are the main core game elements, and almost everything is designed around these professions and how combat unfolds… These areas are greater than your content drought…
True, but you have failed to show how the current system is so bad or underdeveloped that it needs fixing. All that has happened so far in this thread is a couple of people have voiced their subjective opinion on this matter.
All in all, the complaints about the new trait system have died down after a period of accustomisation.
Also the argument here is for a revamp and change of the current system. This has nothing to do with balance. That is a sepperate issue entirely unless you show how the current system has such big flaws that balance would not be possible.
are you implying there haven’t been any other suggestions to improve traits on these forums? Are you implying that traits are not part of the balance equation?
You are silly if you think the devs can’t work on multiple things…
Anything the developers do costs ressources. In this case mostly human ressources. While some things might take less extra time, every bit of extra work will ultimately require something else to be put on hold. Especially if you are working on something as complex as a complete combat revamp.
Who is kidding himself in this case I wonder?
are you saying Anet is not capable of improving professions over time and working on other content? are your expectations of Anet really that low?
Edit- spend some time on the profession, pvp and wvw forums and you’ll see the complaints that far outweigh this content drought.
Please show me a time when the pvp/wvw forums were not full of complaints. It’s in the nature of the game mode and it’s competative nature that people will blame others or balance instead of their own mistakes.
That being said, please do go read the wvw forums. The main issue there will be content drought (which has been a topic for over 1.5 years now or even longer) and not class balance. Especially since the new HoT maps failed and the old borderlands had to be reintroduced.
are you saying that there hasn’t been feedback on professions in the sections I mentioned?
Edit 2- and your content is coming on the 26th. Your content xpac is being worked on by 100 devs. Your raid content is being worked on… You may not value profession improvements, but there are players who do, so don’t think this team is not capable of fulfilling important requests like these too…
You still haven’t shown that a revamp would improve the situation nor have you shown that the current system is flawed.
I brought 2 suggestions… Reorganize and combine similar traits and open up the trait system which would mean greater build flexibility, or reorganize and combine traits more sensibly into categories to create more defined builds. Those hardly needed an essay of explanation.
To argue that “look your content is coming” so people should stop demanding content or focus on content just shows your inexperience with MMO titles. Content developement is a constant process. As such ressource allocation is vital (read MO last post about how much work goes into Season 3) and when faced between a working trait and skill system versus game content, I doubt a majority of players will select the former as priority currently or in the near future.
It’s helpful if you read the full conversation between another poster and put things into better context before you reply.
Your rethoric question format while fun provides no arguments(especially when it doesn’t even address the point made). Until you actually provide some arguments there is no reason to continue this discussion.
As far as the answers to your rethoric questions:
are you saying Anet is not capable of improving professions over time and working on other content? are your expectations of Anet really that low?
No, that is not what I said.
are you saying Anet is not capable of improving professions over time and working on other content? are your expectations of Anet really that low?
No, still not what I said.
are you saying that there hasn’t been feedback on professions in the sections I mentioned?
Nope, again not what I said. People can actually read what you write on these forums. Lacking reading comprehension will stop you in your tracks.
I brought 2 suggestions… Reorganize and combine similar traits and open up the trait system which would mean greater build flexibility, or reorganize and combine traits more sensibly into categories to create more defined builds. Those hardly needed an essay of explanation.
You provided a subjective unedjucated opinion of what you believe would work. Not what I asked for.
It’s helpful if you read the full conversation between another poster and put things into better context before you reply.
Oh I did and going by his reply and your re-reply I’m not sure I need context.
It’s helpful if you were to follow the conversation more closely if you want to respond…
You…
“To argue that “look your content is coming” so people should stop demanding content or focus on content just shows your inexperience with MMO titles.”
Indigo…
“Please, no more systems reworks. The game needs the devs to focus on a sustainable release cadence of new content. They’ve already reinvented major aspects of the game’s systems multiple times. Sometimes, the perfect is the enemy of the good.[/quote]
Me…
“Edit 2- and your content is coming on the 26th. Your content xpac is being worked on by 100 devs. Your raid content is being worked on… You may not value profession improvements, but there are players who do, so don’t think this team is not capable of fulfilling important requests like these too…”
If you are fully paying attention to the discussion you will not find anywhere that I say “people should stop demanding content or focus on content”… In fact, Indigo is the one who doesn’t want any other area developed. You also happened to miss me saying that the devs are capable of working on multiple areas…
Either like or dislike the actual suggestions, but let’s not turn this thread into 3rd party discussions.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Your basic argument is… “Don’t improve professions because we need content”…
Nope. It’s, “The game needs a system for regular, sustained release of playable content more than it needs to fix something that is not broken.”
Well there has been 4 years of feedback on professions, and much of it goes ignored…
Much of the feedback on professions is ignored because it ignores the fundamentals of MMO class design much as your trait revamp ideas ignore the idea of opportunity costs.
You are getting your content that’s being produced as we speak, so no need to act as if things aren’t coming down the pipeline or that arenanet is some impoverished game company that can’t at some point make improvements to professions.
ANet has acknowledged the need for a sustained release cadence, and have yet to prove they can pull it off. They took 6 devs off the LW 2.0 team with the stated purpose being that they better served the game’s needs working on content. This move delayed the provision of a feature that people spent money on HoT to get access to. What does that suggest to you about ANet’s willingness to split their resources too much?
Convincing you? I’m not here to appease you so feel free to look up all the feedback on balance, useless traits and skills, certain disparities between professions, other glaring issues…
Why would I need to be appeased? As to convincing me, if you can’t convince me that your proposed revamp is needed, you sure aren’t going to convince ANet. I’ve seen loads of comments about useless traits and skills, disparities between professions, etc. As before, a trait revamp would have little to no impact on the volume of such complaints.
There are many facets to the game, but to swoop in here and say professions don’t need work, given all the feedback, is obviously you not paying attention.
Strawman. I never said that professions should not be worked on. There’s a lot of room between, “Let’s completely revamp the traits system and ignore opportunity costs so players can have what they want,” and “There should be ongoing efforts to balance the professions and tweaking traits should be part of that effort.”
Spend some time digging through the profession forums for your trait and other feedback.
I already spend too much time there, but thanks for the suggestion. Mostly what I see re traits is either advice on a build, or balance suggestions. Trait Balance is part of ongoing profession balance efforts and does not in any way require an out and out new system. Again, you have not proved that your suggestion is either needed or wanted by any more than yourself and maybe a few others. Address that issue, if you can, and want to advance your agenda._
Please, no more systems reworks. The game needs the devs to focus on a sustainable release cadence of new content. They’ve already reinvented major aspects of the game’s systems multiple times. Sometimes, the perfect is the enemy of the good.
Actually, yes, your basic argument for this thread was “don’t improve professions because we need content.”… If you haven’t noticed, you are getting new LS content and a full xpac of content as well… Anet is also capable of working on multiple things, or are you unaware of that as well?
I brought a suggestion so either like or dislike the suggestion, but dont act as if profession development is not important or that even more content needs to come to a complete halt if the devs work on other areas…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Professions and combat are the main core game elements, and almost everything is designed around these professions and how combat unfolds… These areas are greater than your content drought…
True, but you have failed to show how the current system is so bad or underdeveloped that it needs fixing. All that has happened so far in this thread is a couple of people have voiced their subjective opinion on this matter.
All in all, the complaints about the new trait system have died down after a period of accustomisation.
Also the argument here is for a revamp and change of the current system. This has nothing to do with balance. That is a sepperate issue entirely unless you show how the current system has such big flaws that balance would not be possible.
are you implying there haven’t been any other suggestions to improve traits on these forums? Are you implying that traits are not part of the balance equation?
You are silly if you think the devs can’t work on multiple things…
Anything the developers do costs ressources. In this case mostly human ressources. While some things might take less extra time, every bit of extra work will ultimately require something else to be put on hold. Especially if you are working on something as complex as a complete combat revamp.
Who is kidding himself in this case I wonder?
are you saying Anet is not capable of improving professions over time and working on other content? are your expectations of Anet really that low?
Edit- spend some time on the profession, pvp and wvw forums and you’ll see the complaints that far outweigh this content drought.
Please show me a time when the pvp/wvw forums were not full of complaints. It’s in the nature of the game mode and it’s competative nature that people will blame others or balance instead of their own mistakes.
That being said, please do go read the wvw forums. The main issue there will be content drought (which has been a topic for over 1.5 years now or even longer) and not class balance. Especially since the new HoT maps failed and the old borderlands had to be reintroduced.
are you saying that there hasn’t been feedback on professions in the sections I mentioned?
Edit 2- and your content is coming on the 26th. Your content xpac is being worked on by 100 devs. Your raid content is being worked on… You may not value profession improvements, but there are players who do, so don’t think this team is not capable of fulfilling important requests like these too…
You still haven’t shown that a revamp would improve the situation nor have you shown that the current system is flawed.
I brought 2 suggestions… Reorganize and combine similar traits and open up the trait system which would mean greater build flexibility, or reorganize and combine traits more sensibly into categories to create more defined builds. Those hardly needed an essay of explanation.
To argue that “look your content is coming” so people should stop demanding content or focus on content just shows your inexperience with MMO titles. Content developement is a constant process. As such ressource allocation is vital (read MO last post about how much work goes into Season 3) and when faced between a working trait and skill system versus game content, I doubt a majority of players will select the former as priority currently or in the near future.
It’s helpful if you read the full conversation between another poster and put things into better context before you reply.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Professions and combat are the main core game elements, and almost everything is designed around these professions and how combat unfolds… These areas are greater than your content drought…
More work on systems would only be justified if the current iteration is broken, which is not the case. If you think it is, what makes you think ANet will get it right on the 4th try if they blew it on 1-3?
You are silly if you think the devs can’t work on multiple things…
Yes, you said something like that before. Restating it as an ad hominem does nothing to refute my counter, so I conclude you’ve got no counter.
Edit- spend some time on the profession, pvp and wvw forums and you’ll see the complaints that far outweigh this content drought.
I see the same balance complaints in the PvP mode boards one always sees and will always see. If you think a trait rework will fix that, you’re wrong.
Edit 2- and your content is coming on the 26th. Your content xpac is being worked on by 100 devs. Your raid content is being worked on… You may not value profession improvements, but there are players who do, so don’t think this team is not capable of fulfilling important requests like these too…
Content needs to be more regular, which means a sustainable release cadence. Anet is aiming for that, and they’ve allocated dev resources to that idea while also prepping for a future XPac. It’s yet to be demonstrated that they will achieve that goal, and if they do, what resources would be left over for systems work.
Please do demonstrate that your suggestion is important and valued by enough players to warrant consideration. Hint: just your saying it’s important doesn’t cut it, whereas the lack of a groundswell of support for your suggestion speaks volumes. You seem to want to remove opportunity costs. That’s a horrid idea. Please do prove me wrong on either count, but the proof is going to need to be convincing and not just your opinion.
Disclaimer: Feel free to ignore me. After all, I’m only expressing my own view, just as you are. Do note though, that I’ll actually admit it if I’m in error, which makes me an easy audience. If you can’t convince me, you’ll be unlikely to convince other forum goers who don’t already agree with you.
Your basic argument is… “Don’t improve professions because we need content”… Well there has been 4 years of feedback on professions, and much of it goes ignored… You are getting your content that’s being produced as we speak, so no need to act as if things aren’t coming down the pipeline or that arenanet is some impoverished game company that can’t at some point make improvements to professions.
Convincing you? I’m not here to appease you so feel free to look up all the feedback on balance, useless traits and skills, certain disparities between professions, other glaring issues…
There are many facets to the game, but to swoop in here and say professions don’t need work, given all the feedback, is obviously you not paying attention. Spend some time digging through the profession forums for your trait and other feedback.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
- snip -
Well the history of this game indicates that professions need a lot of work. Professions and combat are also the central core to every part of this game. Profession designs and combat systems are content, but have recieced the least amount of development over the course of 4 years…
Bullgravy. Game systems are not content, they’re the means by which players engage with content. More bullgravy. WvW has seen the least amount of attention, followed by PVP, followed by dungeons — all of which are playable content. Professions have seen two trait reworks already, plus many skill balance patches. Think what you like, but you’re living a fantasy.
You are fooling yourself if you think that Anet can’t work on professions along with other content.
Sure they can. Why did every system rework mean a longer time between content patches? Every single one. Because you cannot design content until you know the systems you’re designing them to interact with.
Profession and combat improvements are also marketable, generate interest and increase retention rates.
Show me the volume of complaints about existing systems to match the complaints about content drought — which are so prevalent that MO referred to a “content drought” in his recent post — and I’ll believe you. Until then, no, you’re incorrect.
Professions and combat are the main core game elements, and almost everything is designed around these professions and how combat unfolds… These areas are greater than your content drought…
You are silly if you think the devs can’t work on multiple things…
Edit- spend some time on the profession, pvp and wvw forums and you’ll see the complaints that far outweigh this content drought.
Edit 2- and your content is coming on the 26th. Your content xpac is being worked on by 100 devs. Your raid content is being worked on… You may not value profession improvements, but there are players who do, so don’t think this team is not capable of fulfilling important requests like these too…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Profession and combat improvements are also marketable, generate interest and increase retention rates.
Uh really? I don’t ever remember seeing any company trying to get interest in their game by saying “come play our game, we have a new balance patch out!”.
There are a number of mmo who have made big class improvements and used it as a marketing tool because it sparks interest…
Are you saying that if Anet got serious about revamping professions they wouldn’t highlight it? Revamping professions means that it improves the user experience in pve, raids, wvw, spvp, for esports…
Players have begged for years for improvements, and many have had a lot of issues with professions design and combat elements, so making big improvements is sellable to current and old players. It’s also something to take note of for new players… Any big changes would be noteworthy, and I could easily pluck a whole bunch mmo news to show you, but I’m not going to spam stuff from other games here…
And if you think profession improvements are not important, then it’s useless to respond to you and get this thread off track.
Let’s get back on topic of traits here.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Please, no more systems reworks. The game needs the devs to focus on a sustainable release cadence of new content. They’ve already reinvented major aspects of the game’s systems multiple times. Sometimes, the perfect is the enemy of the good.
Why not? A system rework may be far easier to balance around.
Because in the history of this game, major system reworks derail content production. The health of the game is dependent on keeping people engaged. New content on a sustainable, relatively frequent basis will do that far better than yet another system rework that may (or may not) be easier to balance and about which so few players seem to care.
Well the history of this game indicates that professions need a lot of work. Professions and combat are also the central core to every part of this game. Profession designs and combat systems are content, but have recieced the least amount of development over the course of 4 years…
You are fooling yourself if you think that Anet can’t work on professions along with other content.
Profession and combat improvements are also marketable, generate interest and increase retention rates.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
They will band-aid the damage with an expansion locked elite spec, just wait and see.
Seriously though, our power coefficients have been pure bs since launch.
I was thinking the same thing about pushing something to an elite. Might not be bad if it’s tailored to be a heavy damage or burst focused melee spec.
I agree.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I agree that a 4’th line would be nice for some more diversity – though the balancing will most likely be a hell, but doesn’t this look some alike to the old system?
I’m not all into builds and how they work as much as others, but I like how the current system is much easier and more simple to use. The old system and in parts what you suggest here can become really complicated, and maybe too complicated for some to get a hang on compared to the current one.
I believe balancing can be done better by reorganizing and combining similar traits so they are not all over the place. I don’t think a system like this would be more complicated, I feel it would be “cleaner” and less complex.
The first suggestion offers much greater build diversity. The second suggestion offers clearer and more defined builds to be made because the traits are specifically organized.
I brought this suggestion because whenever I open up the trait panel it’s like a spider nest of traits all over.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Suggestion 1- Group similar traits. Completely open the trait system for selection. Allow players to select 18 core profession traits or… (I’m assuming we will only be able to have one elite specialization active at a time) 12 core profession traits and 6 elite specialization traits.
Or…
Suggestion 2… Group similar traits. Reorganize them in lines more sensibly by type. No forced preset choices. Players get 3 line choices from core profession traits and 1 elite specialization choice, totaling 4 lines. Players can choose 2 traits from Adept, 2 from Master and 2 from Grandmaster for each line selected.
To explain suggestion 2 better…
Weapon Mastery line All profession weapon improvements are lumped into this line. An example of set up…
Weapon Adept- Improves all main hand weapons.
Weapon Master- Improves all off hand weapons.
Weapon Grandmaster- Improves all two handed weapons.
Slot Skills Mastery line All slot skill improvements go here…
Slot Skill Adept- Improves heal slot skills.
Slot Skill Master- Improves utility skills.
Slot Skill Grandmaster- Improves elite slot skills.
Offensive Mastery line All offensive tailored traits go here.
Offensive Adept… Improves power skills.
Offensive Master… Improves precision skills.
Offensive Grandmaster… Improves fury.
Condition and Control Mastery line All condition and control tailored traits go here.
Condition Adept… Improves “soft” condition damage.
Condition Master… Improves control effects
Condition Grandmaster… Improves condition duration.
Defensive Mastery line All defensive tailored traits go here.
Defensive Adept… Improves dodges.
Defensive Master… Improves resistance to non condition damage sources.
Defensive Grandmaster… Improves resistance to conditions and control effects.
Core professions “schtick”++ line All traits that improve unique mechanics for professions go here… Elementalist Attunment++. Engineer Tool Belt++. Guardian Virtues++. Mesmer Shatter++. Necromancer Death Shroud++. Ranger Pets++. Revenant Legends++. Thief Steal++. Warrior Burst++
Core professions “schtick”++ Adept…
Core professions “schtick”++ Master…
Core professions “schtick”++ Grandmaster…
Elite Specialization 1 Mastery line… All generation 1 adept, master and grandmaster elite traits go here.
Elite Specialization 2 Mastery line… All generation 2 adept, master, grandmaster elite traits go here.
Elite Spec 3…
Thoughts?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
From Reddit user netjive8
https://m.reddit.com/r/Guildwars2/comments/4sotbq/ranger_pet_dps_comparison/
Edit- Sooo… As mentioned at launch… Ranger low dps. Pets low dps and less reliable on moving targets.
Almost 4 years of begging for improvements to be a more competitive and wanted profession, and little is done to tackle all things Ranger. While Druid was a nice addition, the Celestial Avatar healing is very unappealing and clunky to use.
I’m not going to go into some big wall of text here, but professions need a v2.0 revamp based off of all the years of player feedback that we have poured on these forums. It’s time to make some serious changes and improvements to the most vital aspects of the game, and those are our characters we play.
Weapons need a pass. Slot skills needed a pass. Traits need a pass. Pets, minions and illusions need a pass. Condition system in pvp modes needs a pass. Stealth mechanics in pvp modes need a pass. Professions need to have multiple good roles to build and play, not just damage with support ultra light. Additionally, this game was built intentionally with movement in mind so all skills and pets and things need to function smoothly and properly with movement factored in. Most reticle aiming skills need to be changed to targeted aoe skills so they are useful, not nullified by 1 dodge roll from a player or a couple steps from an npc… The list goes on…
Sorry for the rant, but professions and combat are #1, and stuff like these numbers reminds me of how little reinvestment has gone to all these areas. GW2 has the potential to have the top fantasy mmo classes and combat, but things have been left in a mediocre state. It’s time for a hard look at professions.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Some content needs to be challenging and only challenging.
Obviously, there are many who disagree with this statement.
Providing multiple difficulty tiers in no way alters the harder experience – and I firmly believe that most hardcore players are mature enough to not feel that something someone else is doing in a completely different instance – that they acknowledge isn’t as demanding – someone diminishes their accomplishment.
It’s either out of selfishness or some silly grade school playground “you can’t play with my toys” complex.
It is because earning the same unique skin rewards would certainly diminish the feeling of accomplishment.
How is my raid skin unique and a strong statement about my skill if everyone else has it from doing “ez mode raids”?
I don’t mind everyone else having it from doing normal raids – it just means they’re also good – but the initial statement about MY skill remains true. But if they get it from “ez mode” raids then the message my unique skin tells becomes lost.How many LI do you have?
127. Why does it matter?
Do you feel diminished by players buying their LI?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I pretty much only run the high level fractals, the T4 dailies and what not. While I love my condi reaper, sometimes one wants to play something else. I think I’ve settled on Druid but here is where the question comes in…do I go Condi or Healing? Power Druid seems sort of useless, low damage and low healing so why bother? Or is there something I don’t see about running power gear on a Druid for a T4 Fractal?
Not too sure how useful a full magi healing druid is gonna be in a Fractal setting, damage is king there…but is there pause for maybe considering it? Or should I just blow my bank up and swap my zerk stuff over to vipers? How are the Condi Druid’s healing capabilities?
I’ve been goofing off with a full celestial build for both condi and heals and it does pretty well. Try it out and see how it feels.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Some content needs to be challenging and only challenging.
Obviously, there are many who disagree with this statement.
Providing multiple difficulty tiers in no way alters the harder experience – and I firmly believe that most hardcore players are mature enough to not feel that something someone else is doing in a completely different instance – that they acknowledge isn’t as demanding – someone diminishes their accomplishment.
It’s either out of selfishness or some silly grade school playground “you can’t play with my toys” complex.
It is because earning the same unique skin rewards would certainly diminish the feeling of accomplishment.
How is my raid skin unique and a strong statement about my skill if everyone else has it from doing “ez mode raids”?
I don’t mind everyone else having it from doing normal raids – it just means they’re also good – but the initial statement about MY skill remains true. But if they get it from “ez mode” raids then the message my unique skin tells becomes lost.
How many LI do you have?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I could see 150 LI if there were a plethora of interesting and different raids to do, professions actually had good roles to build and play, difficulty settings were implemented, build savers/slots/whatever were put in…, but this 150 requirement means you have to tediously beat up these same bosses 150 times…
Which there will be other raids to do and earn LI in. Anet could have just held back legendary armor until there were 3-4 raids available so that those complaining about the “grind” for optional equipment would have less to complain about. The number is likely balanced in regards to the longterm.
Yes, in another year we may have 1 more full raid according to release schedules…
The number is “balanced” only to extend the life of this 1 raid as much as possible due to lack of raid content. I’m not judging, but this is the Anet way of doing things.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I could see 150 LI if there were a plethora of interesting and different raids to do, professions actually had good roles to build and play, difficulty settings were implemented, build savers/slots/whatever were put in…, but this 150 requirement means you have to tediously beat up these same bosses 150 times…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Never had any issues in City of Heroes with their difficultly settings for instanced content…
CoH went the way of the Dodo, not sure following a failed MMO is the way to go.
Rift added difficulty settings to their recent raid to get more involved…
Rift also adds regular expansions which make all that shiny loot and rewards absolutely worthless after a set amount of time.
Apparently a lot of people raid in WoW now with the lfg thing whatever…
Yes, and it has been one of the most destructive additions to that games creative and fun developement in recent years. Not to mention it helps keep the threadmill going which pumps in higher and higher power creep every 2 months with new items.
Options are always good for the playerbase as a whole, so we need to cut out the elitist attitudes here because it’s bad for the community.
Agreed, though none of the examples you gave are simply copy pasteable to GW2. All the games you mentioned have a very different type of itemisation, endgame and expansion policy to say the least.
And you’re failing to see the point in my post.
Your point being to get more people involved in raids by offering alternative difficulty levels as have the other games you mentioned.
ok good
To which I replied that easier access does not a better game make
no you didn’t
and/or that itemisation (aka reward structure) of those other games does not work as it does in GW2 which would require to basically make rewards for lower difficulties worthless.
reward systems has nothing to do with difficulty settings, so let’s not get that twisted up in the point.
Was that what I missed?
EDIT:
Edit- So Anet is incapable of adding mob difficulty scaling?
Anet can’t add a boon buff (see aerodrome dps test spot) or debuff feature?
Anet can’t allow players to adjust timers?
Anet can add a story or extreme mode?
Sure they could, but why should they is the question?
“none of the examples you gave are simply copy pasteable to GW2.”… Confused because now you’re saying they could…
Not implementable from a reward, itemisation and powercreep perspective.
Adding multiple difficulties is not about only tweaking numbers (that is actually the easiest part) but how this gets incorporated properly into the game structure as a whole.
Let’s not be silly, they are implementable…
Yes they could, but not in the same way the games you mentioned do or did. In those games equipment deterioration is an integral part of the balance process. This is not existant in GW2.
I said your examples do not work for GW2 and no matter how much you tear appart the original statement, this remains true.
Your counter arguments are nonissues.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Never had any issues in City of Heroes with their difficultly settings for instanced content…
CoH went the way of the Dodo, not sure following a failed MMO is the way to go.
Rift added difficulty settings to their recent raid to get more involved…
Rift also adds regular expansions which make all that shiny loot and rewards absolutely worthless after a set amount of time.
Apparently a lot of people raid in WoW now with the lfg thing whatever…
Yes, and it has been one of the most destructive additions to that games creative and fun developement in recent years. Not to mention it helps keep the threadmill going which pumps in higher and higher power creep every 2 months with new items.
Options are always good for the playerbase as a whole, so we need to cut out the elitist attitudes here because it’s bad for the community.
Agreed, though none of the examples you gave are simply copy pasteable to GW2. All the games you mentioned have a very different type of itemisation, endgame and expansion policy to say the least.
And you’re failing to see the point in my post.
Your point being to get more people involved in raids by offering alternative difficulty levels as have the other games you mentioned.
ok good
To which I replied that easier access does not a better game make
no you didn’t
and/or that itemisation (aka reward structure) of those other games does not work as it does in GW2 which would require to basically make rewards for lower difficulties worthless.
reward systems has nothing to do with difficulty settings, so let’s not get that twisted up in the point.
Was that what I missed?
EDIT:
Edit- So Anet is incapable of adding mob difficulty scaling?
Anet can’t add a boon buff (see aerodrome dps test spot) or debuff feature?
Anet can’t allow players to adjust timers?
Anet can add a story or extreme mode?
Sure they could, but why should they is the question?
“none of the examples you gave are simply copy pasteable to GW2.”… Confused because now you’re saying they could…
Not implementable from a reward, itemisation and powercreep perspective.
Adding multiple difficulties is not about only tweaking numbers (that is actually the easiest part) but how this gets incorporated properly into the game structure as a whole.
Let’s not be silly, they are implementable…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I keep seeing these types of posts and honestly can’t believe some of you have difficulties against seige attacks…
Maybe get some better gear and redo your builds a bit? Maybe don’t stand in aoe damage spots and use some dodge rolls?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Never had any issues in City of Heroes with their difficultly settings for instanced content…
CoH went the way of the Dodo, not sure following a failed MMO is the way to go.
Rift added difficulty settings to their recent raid to get more involved…
Rift also adds regular expansions which make all that shiny loot and rewards absolutely worthless after a set amount of time.
Apparently a lot of people raid in WoW now with the lfg thing whatever…
Yes, and it has been one of the most destructive additions to that games creative and fun developement in recent years. Not to mention it helps keep the threadmill going which pumps in higher and higher power creep every 2 months with new items.
Options are always good for the playerbase as a whole, so we need to cut out the elitist attitudes here because it’s bad for the community.
Agreed, though none of the examples you gave are simply copy pasteable to GW2. All the games you mentioned have a very different type of itemisation, endgame and expansion policy to say the least.
And you’re failing to see the point in my post.
Your point being to get more people involved in raids by offering alternative difficulty levels as have the other games you mentioned.
ok good
To which I replied that easier access does not a better game make
no you didn’t
and/or that itemisation (aka reward structure) of those other games does not work as it does in GW2 which would require to basically make rewards for lower difficulties worthless.
reward systems has nothing to do with difficulty settings, so let’s not get that twisted up in the point.
Was that what I missed?
EDIT:
Edit- So Anet is incapable of adding mob difficulty scaling?
Anet can’t add a boon buff (see aerodrome dps test spot) or debuff feature?
Anet can’t allow players to adjust timers?
Anet can add a story or extreme mode?
Sure they could, but why should they is the question?
“none of the examples you gave are simply copy pasteable to GW2.”… Confused because now you’re saying they could…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Never had any issues in City of Heroes with their difficultly settings for instanced content…
CoH went the way of the Dodo, not sure following a failed MMO is the way to go.
Rift added difficulty settings to their recent raid to get more involved…
Rift also adds regular expansions which make all that shiny loot and rewards absolutely worthless after a set amount of time.
Apparently a lot of people raid in WoW now with the lfg thing whatever…
Yes, and it has been one of the most destructive additions to that games creative and fun developement in recent years. Not to mention it helps keep the threadmill going which pumps in higher and higher power creep every 2 months with new items.
Options are always good for the playerbase as a whole, so we need to cut out the elitist attitudes here because it’s bad for the community.
Agreed, though none of the examples you gave are simply copy pasteable to GW2. All the games you mentioned have a very different type of itemisation, endgame and expansion policy to say the least.
And you’re failing to see the point in my post.
Edit- So Anet is incapable of adding mob difficulty scaling?
Anet can’t add a boon buff (see aerodrome dps test spot) or debuff feature?
Anet can’t allow players to adjust timers?
Anet can add a story or extreme mode?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Never had any issues in City of Heroes with their difficultly settings for instanced content…
Rift added difficulty settings to their recent raid to get more involved…
Apparently a lot of people raid in WoW now with the lfg thing whatever…
Options are always good for the playerbase as a whole, so we need to cut out the elitist attitudes here because it’s bad for the community.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Keep voting YES peeps!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Dear Anet, Why are Non-Hot users not allowed to decorate their guild halls? My guild leader does not have HoT, nor is she going to buy it any time soon. You allow her to remove decorations but you will not allow her to place them? You even tease non-hot users with the decoration skill bar including seeing the decorations when they use skill 6 to bring up the list. But you stop them from placing why?
You do realize that’s removing the fun for some ppl. Since some ppl only enjoy the decorations or dressing up their toon. And if there is no fun, nothing to enjoy in the game, then why play?
All i ask is that you change this. Allow the non-hot users to decorate, you are already halfway there afterall. Besides it makes no sense for them not to be allowed to, since they can enter the guild hall and see the decorations when the HoT users place them, plus they can remove them if they are authorized to do so.
Can your guild pitch in to buy her hot?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Can you change the title to reflect what this thread is about?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
GW2 is not like your comparison MMO:
- not that many skill buttons to use
- Has a mini map constantly visibleThat other MMO has skill cards that show up on the skills too right? Those aren’t clutter they’re useful information. The target enemy’s HP and description of what it does are also useful information. The skill cards aren’t even a problem unless you’re mouse-clicking skills.
GW2’s UI is fairly good for the amount of information you get from it and fairly clean too. It’s cleaner than Final Fantasy 14’s UI at least.
Have you ever played a game where you had the option to move around and resize and hide UI elements to your liking?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I’m not asking to get rid of anything, I’m asking for a better level of control over the UI so we can combat the UI visual clutter…
GW2 has a more “fixed” UI with very few customization options. There is a lot of central clutter with the enemy target plate, combat bar UI and tool tip pop ups. Would be nice to be able to move around and resize and hide… UI elements to our liking.
I provided screens for visual comparisons between GW2 UI and another games customizable UI… Look at the possible cleaner appearance of a customizable UI…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
There is a lot of visual “noise” during combat that we need to focus on, and it would be nice to have less obstructing User Interface elements. Please give us a greater level of customization over the User Interface and make improvements that combat all the central screen clutter.
Thank you!
Edit- Please look at the differences in the pics.
Edit 2- take a look
https://paragonwiki.com/wiki/The_Players%27_Guide_to_the_Cities/User_Interface
https://paragonwiki.com/wiki/The_Players%27_Guide_to_the_Cities/User_Interface/Powers_Window
https://paragonwiki.com/wiki/The_Players%27_Guide_to_the_Cities/User_Interface/Tray_Window
“Floating Power Trays (see below)
In the Tray Window, you will see between one and three lines of ten numbered circles. These are referred to as “power trays.”
You have a total of nine power trays, but are only able to view up to three at a time in the tray; more trays can be shown as floating trays. Each power tray is labeled 1-9 and these numbers are displayed on the left side of each power tray. You can cycle through these trays by clicking on the right or left arrows on either side of the tray numbers.
If you wish to change the number of trays you currently have displayed, you may do so by clicking on the arrow at the top of the Tray Window. Clicking this arrow when you have only one power tray displayed will cause a second power tray to appear. Clicking this arrow when you have two power trays displayed will cause a third power tray to appear. Finally, clicking this arrow when you have three power trays displayed will cause two of the trays to disappear, leaving only one. By default, you may also cycle through the number of visible power trays by pressing the right Alt key on your keyboard.
Floating power trays may also be opened by clicking the “+” at the top of the Tray Window. These trays may be placed anywhere on the screen, and their layout can be customized by right-clicking in an empty area of the tray. They may also be closed through this context menu.
Issue 23 introduced the server tray (sometimes referred to as the APB or “alternate power bar”), which appears at the top of the Tray Window. This tray is used to display certain Temporary Powers and Kheldian form powers. The tray cannot be customized and is hidden when not in use.
You can drag power icons from the Power Window to your power trays, and arrange them in whatever order you prefer. In order to remove an icon from your power tray, right click on the icon and select “Remove from Tray.” To move an icon from one slot to another, click and drag the icon to its new position. If another icon was originally in that position, the two will swap. (You may enable/disable the “Lock Powers in Tray” option in the General Miscellaneous Options to either prevent accidentally dragging power icons or allow the icons to be dragged.)
In addition, when you create a macro, if there is an empty slot available in one of your power trays, an icon with the macro name will appear. You may then activate the macro at any time by clicking on it. Pet command macros (for Mastermind and Lore pets) may also be dragged from the Pets Window to a tray."
https://paragonwiki.com/wiki/The_Players%27_Guide_to_the_Cities/User_Interface/Powers_Window
“The Powers Window may be opened by clicking on “Powers” on the outer edge of the Tray Window or selecting “Powers” from the Menu
In the Powers Window, you will see all of the powers in your selected power groups. Your primary power set will be on the left and your secondary power set will be in the middle. On the right side of the window will be several sets of powers, including temporary powers, inherent powers, any power pools from which you have selected, and ancillary or patron power pools from which you have selected, and ancillary or patron power pools.
In each power set, any powers you have not gained through training will be shaded and powers you have taken will appear brighter. Any power you have gained through training will allow you to right click to display more information. Powers that are not automatic powers (always active) may be dragged from the Powers Window and placed in the power trays in the Tray Window.
This window also gives access to the Combat Attributes Window and the Incarnate Power Window."
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Yeah, it’s bugged. Sucks because it’s close to the last thing I need.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I’ve spent quite a few hours waiting for this event and it doesn’t spawn. Followed the wiki tips and couldn’t get into a different instance where the npc “Adis” is not standing at the shore.
Not sure what we can do to make this event more accessible (or even spawn for that matter), but please review it.
Thanks
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
There is nothing advertise worthy at the moment… I get the passion behind this, but we realistically have to tell ourselves that changes are just occurring after all these years and have a long way to go… The server linking is still messy. Profession improvements, cc reworks and stealth reworks need to be made… Lag issues are still plaguing gameplay… There are lots of things that need to be worked on first before a company starts to promote or advertise their game…
If Anet wants to do something news worthy, they should get the ball rolling before CU launches and have better, or at least comparable, features.
Edit- and gameplay is just a damage spam mess of nameplates and red aoes… It looks unappealing and not even that fun to play without decent profession roles, skills and mechanics.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Thanks for the comments all.
Yeah, so the idea is instead of chasing around moving enemies with reticles, we change some skills to function like the sigil of fire. Some attack/support skills could be the same. Support skills are another ball game, but there are options.
The current designs are ok for stationary or close quarter stuff, but whole mobile thing becomes a very “clunky” scenario and it would be great to have more smoothness to controls and skills.
I’m sure there would be an added benefit to reduce lag some because the system has to account for a quick X target aoe attack, as opposed to having the game process all those ground aoe skills. Not a computer/tech person so I hope my simple lingo is sufficient.
Edit- snap ground targeting is not the same, it’s also kinda funky.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
HoT traits and builds have RUINED wvw and pvp. The powercreep right now is absolutely absurd. I’ve played since release and I can clearly feel the difference during combat. HoT builds are really strong, barely take any skill to use and give you more room for error. It’s nothing but spam. I’m tired of it.
Is it even possible to fix?
How about we greatly improve those neglected core profession weapons and slot skills and traits instead?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
The problem was addressed by removing the unnecessary crafting from wvw. Go to lions arc or home city for all your crafting needs.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
This is something that has been on my mind for a while so I’ll just toss it out there…
I personally feel there is way to much use of the targeting reticle skill design for this movement heavy game, and that’s what creates a lot of the “clunky” feel during combat. I would like to suggest taking a whole bunch of reticle attacks, and support skills that also have an enemy attack or debuff component, some support skills like druid celestial avatar skills… and change them to targeted aoe skill. Making these changes will greatly improve the “smoothness” to the fast paced combat gameplay here.
Edit- This could also be a change that helps to alleviate some of the lag in mass combat situations because it’s less “stuff” the system has to calculate and account for… I’m sure zergs in pve and wvw would appreciate that.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
I would like to suggest the following changes to skill tool tips because they are extremely visually obstructing and distracting.
1. Option to disable the skill tool tips.
2. Small/slim/not so in your face… tool tip window that we can place anywhere we want.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Now that my topic has caught your attention let’s jump right into the discussion. As we all know WvW iseason consistently losing population and it’s literally blob vs blob everywhere, GvG scene dead and havoc is still there but not so much. Don’t worry I wouldn’t be going to all those issues I just made this post with my ideas on how to fix WvW population.
1. Make WvW required for map completion once again. Previously you had to basically get every way point/point of interest in each map. No, that was a bad idea, you want to make it so that players only have to get way points, points of interest, hero points etc from home borderland or just one borderland and your side of Ebg excluding Stonemist Castle. Yes I know arena net implemented gift of battle reward track so people can actually experience WvW but tbh people are just going afk while the timer tiks and they got score towards gift of battle and not every player goes for a legendary after they are map completion so I think WvW needs to be included into map completion once again.
2. There needs to be a WvW specific guild wars 2 trailer. Seriously though arena net there is no game out there with RvR game mode like this until next year. Sonly I think you will profit a lot from making WvW specific guild wars 2 trailer, advertising it and letting people know that there is something lIke this out there trust me a lot of people will join and buy guild wars 2 just for WvW especially with the combat system and mechanis guild wars 2 has to offer.
3. Bring back WvW season. Yes arena net you have said WvW season are bad because there has been permanent loses of players and especially with this world linking and stuff but seriously thought take a vote. WvW season don’t have to be 3 months long they only need to be 3-4 weeks long and see how WvW population increase and please make sure players get op rewards for participating because rewards will definitely bring them PvErs into WvW
.
Also that WvW legendary backpiece make it available through seasons only like PvP.
4. Make WvW specific achievements other than the ones that already exist for them achievement hunters and make them interesting ya know.
Those are few things I thought of arena net can do to bring in population to WvW. I know there is a lot of other things they can do so guys I highly request you guys to post your ideas down in the comment section because we all know a lot of experienced guilds and players have quit the game the only WvW is going to get better is by getting more players and it’s basically all on us few experienced players who are still playing this game to train those new guys so WvW gvg scene can be revived once again and WvW can be great again and people will actually start caring once again. I am still hopeful that WvW can be great again I hope most of you guys are too as well. Also guys let’s keep this post clean and out of drama.
In order to compete with a pure pvp rvr game coming out that has 3 realms, 10 archetypes that translate to 30 unique customizable roles, a game engine that can function well with 500 player battles in the same area and is a sandbox… Here are some better ways to “advertise” WvW…
Improve the engine capabilities. This is a must regardless.
Make sure all links are as close to balanced as possible or go the 3 sided faction route with enough maps to host it.
Greatly improve professions and playable roles.
Revamp conditions and stealth.
Better rewards than what’s offered in reward tracks.
Doing all these will allow Anet to advertise better in the mmo universe and create player and gaming site buzz.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
@trigr
“Build Diversity & Power Creep——-
With the expansion hit, build diversity went down and power creep went up. The reason for this is that the elite specializations were very strong, even presumably on purpose to sell copies. However by doing that you not only made elite specs mandatory to be competitive, but taking build diversity down the tubes as a result. A new specialization should be adding to build diversity as a whole, not restricting it but making it a no brainer in terms of what to pick. So if they fix power creep by balancing the elite specs, then build diversity should fall into place.”
HoT was designed to bring tougher encounters to the game, to increase the amount of playable roles, to fill combat role gaps for each profession… and elites are a small step to support these changes. Core profession skills and such are the ones that need improvement, not a downgrade to elites…
I don’t know how any of you can look at core professions and say they are well designed for fast paced “twitch” combat when 75% of usable skills are on whopping 25 sec – 1+ minute timers, and auto attacks do most of the heavy labor. There are also lack of quality roles to play out side of “damage”, and what “esque” roles exist are tied to those very long cool downs in form of skills that last a few seconds… Elites were a bit better designed for fast paced combat, but they still need strong improvements, and core professions need major overhaul improvements in the upwards direction.
Also, I personally feel zero pity for those not willing to support Anet financially through a HoT purchase and gain access to those much needed profession improvements. The bulk of players have been begging Anet to improve core professions since launch, and y’all “downgrade” peeps are not going dump on those players willing to invest in the game.
And coming from a person who was a hard core pvp player in other games… Anet wanted pvp esports to be a “thing” during development of the game and could have done a far far far better job with profession designs, skill designs, playable roles, combat elements and systems… from the get go. We don’t need any “falling in line” when that “line” is currently at low quality for professions. The main redeeming qualities to combat are not the professions themselves, it’s the good “cast on the move” design, good targeting and a generally good responsiveness with skills… that carries professions in this game.
So long story short, professions need a major upgrade, not downgrade. Lack of build diversity has nothing to do with elites, it has to do with lack of core profession development. I like the devs, but they have not buckled down seriously and reinvested the resources and person power to improve the most important aspects of the game, and those are professions…
Edit- and if you really disagree with my assememt, please take all the core weapons, skills and traits and tell me how good most of them are for pvp modes like spvp and wvw.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Balancing SPvP individually——-
- This is probably the single most important change that the SPvP community needs whether you realize it or not. Not only does this make sense, but since SPvP is already isolated, not one change you make here effects the rest of the game. The way it currently works the devs expect us as players to think about the rest of the game before giving changes to a specific game type, however this way of thinking will never create good balance and the reason why is the majority of changes people suggest are obviously only made and will work for Spvp. WvW and PvE are very different in terms of balance and changes for one often conflict with the other two making the change almost meaningless to begin with.
The Lesh Prince recently developed some tech that makes skill-splitting more feasible than it was previously – you’ll see some PvP (and PvE) splits in the next balance update. It’s important to understand that changes will still need to be global, but we’ll definitely have a bit more flexibility moving forward.
Keeping parity between modes when possible is important to us – but when it’s not feasible we’ll look at splits.
edit: that clickbait though
Nice to hear, thanks for the response.
Can we assume that wvw is falling under the “pvp” category?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
@op
Ok, dbl is being worked on so it’s a better map that more players will like.
We were told that if we go the “simultaneous” route, changes are we will get a 3rd new map so each side is unique.
It’s going to be ok.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Whoa, the devs do care about us! <3
Makes me want to buy more gems when I see stuff like that! Keep it up team!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I keep seeing snipits of dbl updates, but it would be nice to know what major changes are coming to dbl that address the common concerns about the map.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Forum bug…….
150 boss kills for 150 LI is completely excessive. It is neither fun nor necessary.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Greatsword… Up the damage.
Longbow 5… Remove root.
Shortbow… Up the damage.
Staff 2… Add burning to target.
Staff 4… Make it an AoE.
Staff 5… Make it an AoE.
Sword 1… Change 1st attack to a piercing TRACKING attack. Change 2nd attack to a right down to left / cut. Change 3rd attack to left down to right \ cut. So it’s piercing TRACKING and X cut in total.
Sword 2… Speed up the evade.
Sword 3… Roll directly to target because it’s easy to evade as is.
Axe 1, 2, 3… Up the direct damage.
Axe 4… No reticle aiming PLEASE. Make it a direct knock down attack, not pull.
Axe 5… Remove the root.
Dagger 4, 5… I don’t know because I never use it, but I’m sure it can be better. Seems like a waste of a weapon to me personally.
Torch… I guess it’s ok.
Warhorn… I guess it’s ok.
Celestial Avatar… Get rid of the Astral Force mechanic. Make it a “stance” that is held until downed or manually exited. Put a cool down timer to reenter Celestial Avatar form.
Celestial Avatar 1… Make it an enemy targeted attack that AoE heals.
Celestial Avatar 2… Make it an enemy targeted attack that AoE heals and cures conditions.
Celestial Avatar 3… Make it a PBAoE like Celestial Avatar 4.
Celestial Avatar 5… Remove the root.
Glyphs… It would be cool to have each glyph as a selectable skill without the duality function.
I will probably have some edits and more awesome ideas!
Thank you very very much for reading!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Pls give us the stations back. We have and had never problems with ppl crafting at these stations and queue times on our server. Why not start a new survey for that? I think its just a small amount of ppl complaining about 2 ppl staying there. The big problem are ppl afking at the spawn when we really have a queue.
It isn’t just about Queues though. It adds to the numbers that determine which servers are linked and how much it costs to transfer to your server.
If they add crafting tables to HotM, PvE can access them just as easy and not offset the server population count.
Players can conveniently go to lions arch or home city for all their crafting needs…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
We don’t need them in wvw or eotm or os or hotm…
Prepare stuff before you go. Craft stuff you use and keep it in your bags and bank. Buy stuff off the TP if you need as well.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Hello everyone,
Many of you have been inquiring as to why we made the decision to remove the crafting stations in WvW. We made this decision because we have been seeing an increase in queue times with world linking. Upon observation we found there have been players taking up space in the maps who are only crafting and not participating with their teams. However, we’ve been listening to your feedback today and we wanted to let you know that we will be adding a banker to each team starting area in EB, Alpine and Desert. Thank you for the continued feedback!
thank you for both
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
The “just do damage” meta will change when other roles are greatly improved.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.