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.
My overall impressions of the raid along with profession related stuff…
I don’t care how long it takes to beat something, or if I beat it on the 1st or 100th time, this raid intro was boring. It was also a confused mess of clicking open your hero trait and utility panels, along with bank tabs for gear, in hopes you had the right “tools” for the job(s). And just like in wvw and spvp, raids only serve to highlight what little has been done with regard to profession development, combat mechanics and the systems to back them up.
Years have gone by with enough feedback from your players to make stronger profession and system improvements, but they have been largely ignored and you are introducing content at a much faster pace than what our profession and combat designs receive. Sure, a couple elite specs have been tailored for this content, but 90% of our core profession “stuff” is behind. Overall, I feel you are creating this improved and more difficult content but shoehorning the neglected 3 year old professions into them. The raid intro was not enjoyable and I sat most of the time staring at the screen thinking this is not fun. I’ll try it again today, but I’ll honestly just stick to a dps role because the tanking/taunting and healing/support aspects of professions vs raid design/mechanics is severely lacking in many ways. This raid intro is just a small taste of things to come and hopefully you (devs) can really pound the pavement to bring all things profession and role wise up to par.
Raiders taking up space in VB…
The raid entrance should be located in a separate area outside of any player maps.
QoL systems…
I believe it’s time to put in build templates/savers for the next patch. It’s been way overdue and now it is a necessity.
You also need qol systems for other content too like transparent map overlays to navigate better. A UI box window to place things like food, consumables, boosters and siege for convenient access.
The GW2 Google syndrome…
I know HoT and this raid intro is new, but it’s not fun to have to use 3rd party walk throughs and location maps for everything HoT related. Having players sit there following video after video to find stuff or to navigate maps is frustrating. There is also no realistic way for 99% of the players to find those ever important mastery points located in chests, and not everybody likes those minigames either btw… Also, sitting in a raid while the leader (or some other person) googles up videos and write ups so they can explain each little detail of every encounter was tiresome. I get some things will require searching for help, tips and tactics, but it’s way overused in HoT.
Gear…
You can’t realistically expect us to craft 5 different sets of ascended weapons and armor, along with slotting various runes and sigils for each encounter within a raid. You really need to make improvements to core professions outside of the gear factor if you want to define roles better.
It’s also about time to put in a rune and sigil extractor “vendor” in game so players can swap things out with coins. The gem store upgrade extractor should be retired now.
Taunt mechanics…
You can’t just slap on a general taunt mechanic by using the toughness score because this limits gear choices. Also, you are asking players to “hopefully” draw and maintain aggro through gear and that is another poor design decision. There needs a lot more work on the taunt/aggro end.
Healing Druid in raids is not good…
I made a thread in the ranger section detailing my experience and sharing some proper changes that should be made. Honestly, the astral force-15 second-pop in and out-reticle aim healing is the most not fun healing design I have ever experienced. Reticle aim healing on a timer while everybody and myself needs to move is by far a not enjoyable gameplay experience. Timed reticle healing is frustrating, clunky and poorly thought out and I’ll put in the link to my thread to explain more. The raid had reinforced my ideas in that thread and I’m now fully convinced CA form should be a stance with with all of its abilities, except the #1 skill, click to activate point blank aoe skills. The staff should remain the ranged heal style. Obvious link below…
Identifiers for split grouping….
Maybe it’s time to make a green tag if you want to go with red, blue and green stuff so you can split groups better.
Profession inequality with movement….
You know all those little safety circles (that sometimes spawn behind the camera) we need to get to in 3 seconds that you designed? Yeah…
I get it that you want to make challenging content and to make professions different, but equality with movement skills are a long standing issue. Not giving professions the same access to movement related abilities is a poor design for a heavy movement required game, and this can clearly be seen again at the vale boss fight like it had been for years in wvw. Some professions will be ok movement wise, while others not so much. The ones that are ok will be forced to take certain powers on certain weapons or skills which cuts out some build/weapon/utility variety.
I’d like to suggest that you look at how city of heroes implemented “power pools” for things like this so we can put everyone on equal “footing” with regard to having access to movement. This can be done even with the current profession designs somehow. You could add in a few extra UI bar slots to the side for these general movement skills/abilities.
You could do all sorts of neat things with a “power pool” system like this too. Passive buffs to improve current movement skills. “Newish” stuff like leaps, speed, ports, dashes, phase movements… like we saw with the bazar of four winds that is currently in dry top. You can have all sorts of powers that are not tied to weapons or utilities so we could have greater build variety. Things like taunts, resurrection skills, condition protections/resistance, damage type protections/resistant, extra attribute enhancers, stability toggles… you name it, could be made to help round out our characters and support our groups better that don’t involve gear/traits and such. This could also help push the content envelope farther for developers.
I’m just throwing the “gist” out there, but I’ll come up with some fully fleshed out ideas for this stuff later. In the meantime look this up so you gain a better understanding of what I’m talking about.
http://paragonwiki.com/wiki/Power_Pools
http://paragonwiki.com/wiki/Concealment
http://paragonwiki.com/wiki/Leaping
http://paragonwiki.com/wiki/Medicine
http://paragonwiki.com/wiki/Presence
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
So how many buckets have you already filled with our tears thanks to those raids XD?
We’ve lost count, but there should be enough here to feed the team for about a week.
You’d figure since raids are new it would be easy to put pugs together to test it out, but it’s not. This is not a success considering the content only came out Tuesday… It’s like pulling teeth to get a team together, and once you get a couple boss wipes (because people can’t make it to the green circle in 3 seconds, that are 1200 units away, while they under the effects of combat suppression and don’t have proper movement skills built into their profession… all while being blown up for most of their hp…) they drop like flies.
Players don’t mind harder content as long as it’s fun, profession designs match the content challenge, and characters play and control well for the end user so they can focus on the action. You have players spending more time playing piano with the keyboard, swapping this and that (because you wanted a minimal ability bar) and timers on important things like the quasi roles you are attempting to fit into the game (see Druid CA form/astral force design and gear/toughness score to “tank” mechanics).
The intro is boring as all get out and players spend more time waiting around not doing anything. Also, no build templates/savers means a lot of time swapping stuff around, changing characters, opening the bank for gear… All to fill the “role(s)” of those players that dropped for whatever reason. You should also measure the weight of that lack of success for raids along with those tear buckets.
Quite frankly, gw2 lacks a ton of proper profession designs, combat mechanics, qol systems to run raids (wvw and spvp too). Clearly this game had been designed around “dodge rolling-dps-self sufficiency-stack up and auto attack at the boss” pve encounters, and you are trying to play catch up with many “things” and that is evident. Proper profession development has been lacking for years and you people know that. Sure, I can tell some of these elite specs were designed with HoT and raids in mind, but most of our core professions are still a mess. I could go on and on with things like nonsensical trait placement, conditions overuse and cleansing mechanics, stealth mechanics, burst vs hp, profession inequality with regard to movement skills…, just like you devs have been getting feedback about and ignoring for the most part all these years. So I’d like to suggest that you people really take professions development and system designs more seriously sooner than later.
Here are more detailed thoughts about this stuff…
https://forum-en.gw2archive.eu/forum/game/dungeons/Raids-and-stuff-feedback/first#post5777529
Good luck, you developers have a long way to go with many things including these raids.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
You misunderstand what I’m talking about.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Nerf druids condition damage to the ground. It’s too easy to access with 2 defensive stats and super heals.
All I’ve been doing since HoT is playing druid. I’m going to have to agree with you. With the Nov. 17th patch changing it so that Regeneration and SotW increase Astral Force it’s completely ridiculous. You can take our high utility but long CD low health trap heal, Healing Spring, and the downsides are completely negated by having our celstial avatar stun break/13 condition removal/ultra healing available as soon as it comes off CD.
If you build like I do – toughness/healing/condition damage the only real weakness is heavy condition damage builds that condi bomb you… but we have now have celestial avatar that completely wipes them and healing springs that cures them in an AoE field for you party in addition to other trait/ability options that make condi removal trivial.
I guess you can try to CC the druid to death – but we have stability, fear, daze, knockdowns, immobilize, etc. at our disposal too.
Last patch it felt like I had to build either more defensively to protect a node or more offensively to get more consistent KOs. No I can build much more offensively and be just as or more defensive than the most sturdy build last patch.
Something has got to change… this is coming from someone only interested in playing Druid. Maybe I should shut up and enjoy the buff… but it feels cheaper than a trap DH.
So why don’t you stream and record a night of ranked matches and show us how things need to change…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Another also, you are directing the issue to the wrong people. You should talk to the devs about the condition heavy gameplay and come up with solutions to conditions as a whole instead of pointing to a particular profession. Get creative and find solutions to the bigger problems. You overanalyze each little number of every ability, but you need to look at the system and see what needs fixing there too.
Here is a suggestion to help you get started… Once a particular condition is cleansed a 5 second timer starts and you cannot be affected by the same condition during that timeframe.
Or
Once a condition is cleansed there is a 33% reduction in damage and secondary effect for 10 seconds. This would stack with any other condition resistance stuff…
Think outside the box.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
I see what you are doing… You’re posting about Mallyx and condition stuff. Can’t have it all with Revenant I’m afraid, and besides, they do pretty good built right.
Also, Revenant is far superior and versatile in many ways so don’t come complaining here. Rangers are just stating to get on their feet, yet have a long way to go.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Nerf druids condition damage to the ground. It’s too easy to access with 2 defensive stats and super heals.
Or you could put some condition removal, resistance and such into your build
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
And those things will change too…
I bet they will have 4, 6 or 8 hour matches to resolve the ppt and “capping” issues. Each match will be independent and rewarded accordingly.
Tournaments will run for longer time frames, say 24 hours to reset and go on for a week at a time. Rewards will be bigger and better during tournament session and they will be run much more frequently. Perhaps monthly or bimonthly to keep momentum and excitement up.
You peeps are stuck in the old wvw box mentality. Things are changing and I guarantee they will be closer to my predictions than you think.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
But guys and gals, think of all the bags from newbies you’ll get lol
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
And transfers kill servers too… And transfers are not long term solutions to bigger problems…
Yet a server merge is just another word for forced transfer.
The only difference between a server merge and transfer is that people currently get to choose whether or not they transfer, whereas the merge that some people are begging for takes away that choice.
Server merges are not long term solutions to bigger problems…
Not once did I say server “merging”, I was talking about wvw being like megaserver. You stay on your home server but get zapped to mega red, mega blue or mega green.
http://wiki.guildwars2.com/wiki/Edge_of_the_Mists#Match_Up
Also…
“Edge of the Mists is a World versus World map. Its purpose is to act as an extra map for players who wish to play the World versus World format and continue earning rewards even when the official maps are full and has a separate achievement category. Edge of the Mists serves as a testing ground for the new features that may be introduced to WvW, and already provides a new style of gameplay on the floating islands connected by destructible bridges.”
Things will change, megaservers for wvw are coming and the focus will be on winning rewards for your color and guild stuff…
The focus will be on personal rewards and karma trains just like it is in eotm right now.
Do you really think anyone is saying, “C’mon guys we are the red team! We are so much better than blue and green!”
Right now with the HoT changes we are listening to WvW’s death rattle, switching to a megaserver would be the final nail in the coffin.
Nah, it would condense people better and be more exciting to run around. I mean you peeps can be in denial all you want, but I know these changes will be coming.
eotm is packed for many reasons, of course the devs are going to model wvw after it in ways.
Also, the loot and karma isn’t great, there are much more “lucrative” activities for that stuff.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
And transfers kill servers too… And transfers are not long term solutions to bigger problems…
Yet a server merge is just another word for forced transfer.
The only difference between a server merge and transfer is that people currently get to choose whether or not they transfer, whereas the merge that some people are begging for takes away that choice.
Server merges are not long term solutions to bigger problems…
Not once did I say server “merging”, I was talking about wvw being like megaserver. You stay on your home server but get zapped to mega red, mega blue or mega green.
http://wiki.guildwars2.com/wiki/Edge_of_the_Mists#Match_Up
Also…
“Edge of the Mists is a World versus World map. Its purpose is to act as an extra map for players who wish to play the World versus World format and continue earning rewards even when the official maps are full and has a separate achievement category. Edge of the Mists serves as a testing ground for the new features that may be introduced to WvW, and already provides a new style of gameplay on the floating islands connected by destructible bridges.”
Things will change, megaservers for wvw are coming and the focus will be on winning rewards for your color and guild stuff…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
I really didn’t need to respond to each part of your post. I gave a response that encompassed everything. Besides, none of what you said provides a real solution so I didn’t feel like picking it apart at the time, but I’ll give you more to chew on now.
Still doesn’t answer the original point that players can already “merge” on their own via transfers.
And transfers kill servers too… And transfers are not long term solutions to bigger problems…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Because the devs are starting the process of prioritizing guilds and this will mean wvw will become guild tailored, not server tailored. We already see how badly server tailored wvw is working out.
I really didn’t need to respond to each part of your post. I gave a response that encompassed everything. Besides, none of what you said provides a real solution so I didn’t feel like picking it apart at the time, but I’ll give you more to chew on now.
Because… guild initiative.
If you pay attention, the devs test stuff all the time. Hence eotm and 3 megaserver sides.
Players in lower tiers have complained about populations for a long time, but the devs are not going to merge regular servers or push the unhealthy transfer agenda. They will do the eotm 3 faction megaserver instead and leave the rest as is because they are looking to fill up servers with customers, not condense.
“Day vs night” ppt stuff has been a problem, so the timed eotm match style solves that too.
There are other things I as going to mention in a predidiction post, but if you start paying more attention to systems they introduce it will give you some insight into what changes and additions they are going to make.
Also, think about something like this… The devs want players in all areas of the game right? Legendary weapons come from pve. Legendary armor comes from raids. Do you think they are not going to incentivize playing wvw by adding in stuff like ascended and legendary runes and sigils, and parts of their crafting material requirements? Ascended and Legendary rune and sigil mastery tracks would go along with it too.
Look at how they tested collections and look what we have now…
Look at map wide events, event rewards, keys and lock boxes and the dragon stand reward structure in HoT and raids… Those are all things they will put into wvw in one form or another, with a focus on guild building in the process.
Why all this you ask? Because wvw is one dimensional and hollow, no rewards, issues with ppt and capping, population imbalances and empty maps… These are all the things players have complained about for years so something similar to what I mentioned will happen.
Because eotm is working well… But they will add in all the future wvw mastery track, collections and currencies for rewards too.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
The devs give us crumbs and some of you seem like it’s a box of cookies…
How about they force an entire specific build, armor set, weapon set, runes and sigils on us so we can fully play how they want.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
While the leader of our raid group was searching for replacement members (then bailed himself), I noticed that the raider’s supply package included repair canisters that we don’t need because we have an anvil to cry on and these boosters are junk because you’re spending hours dying anyway and not collecting or gaining anything. Also, you guys and gals want us to experiment with build for raids, but are still forcing us to use costly extractors? Players should be able to start swapping upgrades at a vendor or something for coins (silver), not be gouged of cash like this. I have no problem tossing money your way, and I’m sure others feel the same, but this is either a “greasy” gem store tactic or lack of forethought.
How about you do something like put black lion keys on sale and make a “raid in style package” that included transmutation charges, a total makeover kit and exclusive dyes instead of this?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Where did I say anything about making anything in Druid PASSIVE? Where? What, because I said pbaoe? You still have to click those and use them at correct times when needed. Passive means “it just happens on its own” like activating facets and letting them run…
At this point I’m not even going to bother reading or respond to the rest. I don’t care about running in circles with you while all sorts of stuff is just flying over your head.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Yeah, Druid needs to be changed like I have suggested.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Ranger
Quick Shot: This skill will now always move you directly away from your target.
Rejuvenating Tides: This skill now has the speed of its healing pulses affected by quickness and slow. The skill’s effects are now properly cancelled if the caster is interrupted.
Solar Beam: This skill can no longer be activated without a target.
Druid: Fixed an issue where glyph skill icons in tooltips were not properly aligned.
Fixed a bug in which stowing your pet would not remember which pet was previously active.
Pets will now only be stowed when gliding once you leave combat.
Ok, that’s it?
Quick shot whatever. Shortbow sucks.
Rejuvenating tides… Yes because with the plethora of slows we need our timed CA form to get screwed even more. Let’s just increase cast and animation times by 3 seconds for good measure. I don’t care if it can be affected by speed, slows slow down timers too so this is a double screw. Yeah, let’s kitten over a timed CA form with more interrupts as well.
Pets whatever.
Bugs… Thanks.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Oh god, put it away before it gets taken seriously.
Just wondering, what’s more important, a healthy and thriving wvw environment where 4 maps are packed more regularly or server pride?
I pick the later.
Personally, I would suggest to provide for free transfer off low activity servers, but do it so voluntarily. This gives almost the same effect. Oh, by the way, since 3 of the maps are desert BL, I’m afraid that’s not really going to help the situation.
The problem I see is where exactly do you draw the line on what to close, and who decides it? If someone thought everything below tier 2 should be closed, I’d tell them to kitten off. I mean, why would I change the nature of my WvW just to satisify someone else’s idea of balance? But if people see that WvW is not suitable here and the server is not worth staying on, then they will take the chance to leave and there you go, servers merged.
It only costs 500-1000 gems per person to “merge” tiers, honestly.
Unfortunately, though, a healthy wvw population trumps server pride.
Think about this… Guilds cross server lines. Guild “initiative” with guild halls and guild arenas and guild must do “this and that” together… Guild wvw achievements… Eotm megaservers work and are always busy, fast paced and fun…
If you put it all of the above together what do you get? Guild Wars…
Servers don’t bring people together like guilds do so it only makes sense now.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Oh god, put it away before it gets taken seriously.
Just wondering, what’s more important, a healthy and thriving wvw environment where 4 maps are packed more regularly or server pride?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
And it’s dev supported and dev approved and optional…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Merging servers is pretty pointless unless they fix some of the underlying problems. WvW is bleeding players like never before, merging servers right now would be like jumping from a sinking ship into a sinking lifeboat.
They will do the eotm megaservers to fix all the problems
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
No merges until you have a cool name for new server.
How about baddies land, frosty reachers and original gangstas?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
This is not a design issue, it is a player skill issue. Look to upping your game.
I’m coming back from healing in Wildstar where mobility is a constant mad dash for your entire raid, the map is full of crazy shifting red patterns, and your heal is a short beam aoe about as thin as the Druid 1 skill but as an instant, not channeled. And yet that class, the spellslinger, is a top choice healer. People there just learned to deal with healing I chaos because it is not easy like WoW or GW2.
Up your own skill. HoT is meant to be harder and more active.
Ok I’ll up my skillz lol
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
“Passive gameplay is unintuitive and uninteresting”… So we should take away the pbao passive nature of herald facets? How about we reduce their facet radius from 360 and 600 to between 120/180/240 up to max 360 like Druid? Also, nothing of what I said was about passive Druid gameplay either so I don’t know where you are getting that from. I never said the word passive in anything I wrote so pay attention please.
“The aiming element that makes gw2, gw2”… Then how about we make chronomamcers have to build up alarcrity force and have a 15 second window to use their wells until they build up alarcrity force again…
So if the current Druid design “is gw2” and is healthy for gameplay, then let’s take EVERY elite spec and model after the Druid. We could slap force bars on every elite that need to be built up by auto attacking with their special new weapon and put a 15 second window to use these powers…. Yeah, I’m sure players will love it…
“How can you have someone dodge a 360?”… I’ll ask you then, how are you doing it now with the plethora of red circles all over? There are lots of movement skills in this game right? So use them along with dodge rolls like you do now… And the 360 was mostly about healing with the 5 target cap anyway…. The low condition damage element to CA skills won’t break this condition heavy game anyway, and that was suggested so players can get some kill credit on the battle field if they are trying to run a heal oriented build that attempts to stay in CA form as much as possible given the nature of combat and timers.
Also, you talk as if a healing Druid is something godly, but it’s not. Damage sources and output by players and the new pve critters vastly outweighs any healing this game has to offer. Druids can’t even keep themselves alive in “tougher” combat without using their personal self heal unless they are allowed to freecast from safety. Sure, Druid heals great in Orr and stacked up in your memorized fractal runs where you know exactly where to stand and stack, but we are not in “Kansas” anymore Dorothy. Things are changing with combat and gameplay and that means systems, tools, mechanic and designs need to change to match.
I could go on and pick apart all your words and phrases but I won’t, because I don’t want to come off as insulting. To say that the current Druid design defines what gw2 is, is well, rather ignorant of the state of things.
You don’t need to explain anything to me. You are missing the points I was making between the two games and it is completely over your head. There was also a metric ton of build variety per “profession” and they could fill multiple roles. Most players like fantasy, dragons, wizards and swords so city had to compete with world of warcraft in its prime. And to date, no mmo of its design has as many players.
Manual style of combat? You could do everything imaginable to move except dodge roll. Each “profession” was given access to movement abilities, and positioning during combat was key. There were tons of different styles of powers (single target melee and ranged, melee and ranged aoe, pbaoe, cone, aoe drop skills…) just like we have here, but they designed powers to make sense and didn’t do something silly (using a nice word here) like design an important spec/role/build that required reticle aim healing. You obviously have zero clue about that game and how it was far superior in combat and character design.
And with all due respect to Irenio, the current Druid design is only good on paper and spreadsheets, but that’s it. I will challenge his decision making on this build until it it changed. I know he has good intentions, obviously, but he has completely missed the mark (pun intended) with this timed reticle healing design.
Players have been begging and begging and begging for more defined roles to play and more build options besides mostly zerker/dps setups, and we get handed this mess to play? The Ranger and Druid, and lots of other things, still need a lot of work. It’s time for the devs to get back to the drawing board with certain things, because core profession development and certain combat related designs have been the most neglected parts of this game. That’s been shame and dissapointment considering what this game could have to offer its players. Gw2 has some great elements to characters and combat, but it also has a long way to go.
Edit- And to make a comparison… Why should we bring Druids, and their inconsistent reticle aiming and timed heal design, when a team can just bring along a herald to zergs and raids that will passively buff a 600 radius area while doing great melee and ranged damage (to 5 targets with hammer mind you) AND switch to consistent heals with Ventari when needed?
I’m not even going to go down the skill sets and a list of all the things Revenant brings to the table, but Ranger/Druid pales in every aspect compared… At least we have our neeto pets that will be dead or stuck in animations or finding the path to chase moving targets and f2s that will miss most of the time. Or maybe our pets will be doing the damage while we are stuck in sword animations and trying to bleed something from behind or the side… Perhaps the immobile axe 5 and our dagger will see some use in the upcoming raids… Hey, maybe the devs will build in some sweet hide spots in raids and wvw just for Druid so we can stack up the team safely and really shine with our heals…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Don’t worry, they will megaserver wvw too so it will look busier and healthier in there.
They will toss in some new reward currencies too so all the lemmings will help run trains.
I find it kinda funny that these maps actually create less player vs player combat, not more.
Such s waste of resources .
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Umm, having to reticle heal in this game is bad design.
You don’t get the point on the comparison… Point is tailoring certain things for a faster paced and movement oriented combat… You should read my edit. Obviously you never played city so there is no point in trying to explain systems to you, but the edit should explain enough for this particular thread.
No crud Druids don’t have to be healers… You missed the point again… That’s what Druid specs will devolve into because it will suck as a healer by the current design. If things stay as is, players will gravitate toward the “take care of myself” max dps with super self heals in team required content and zergs, not the “I’m your reliable and efficient” super happy fun healing guy/gal.
You don’t read, you just babble stuff. I’m fully aware Druids/CA can heal from range. Read before posting next time.
Yes it is a bad design and I clearly presented the problems and solutions.
You peeps post like anet has got it all figured out and are gods of design, but they are not. Currently they are backtracking to more clearer defined roles because the self sufficient dps and dodge roll zerker meta they created is unhealthy for the game. They know it and they have said it, so there will need to be some changes to accommodate this shift to roles and gameplay. My suggestions will make Druid healing/support much more enjoyable and much more viable with all things considered.
Again, please read before you reply again so I don’t have to waste words reexplaining the same things again.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Made an update to the original post…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Do you honestly think the hardcore wvw players will log in right away when they up the rewards by 1000%?
According to the devs, most wvwers are pvers…
Yes, rewards bring people in.
Lol I’ve never seen a game where people clamor against rewards. Players have been begging for a better reward system for wvw from the start.
You peeps are silly.
So the lack of people on the new borderlands is due to the lack of rewards? Weird logic you use here cause most people who played WvW the last 3 years on a daily basis never complained about the lack of rewards. They were there to have fun and fights. But keep deluding yourself its the lack of rewards that keeps this new map empty.
You should read the op and pay more attention honestly.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I would like to suggest that you add in a way to earn mastery points through experience gain. Even if you put a limit on it, say up to 3 points per day, it would still be a good addition.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
The dreamer produces a very unpleasant and high pitched horse squeal. It’s headache enducing and grating on the nerves. Please change the sound to something more tolerable, take it away or give us the option to cancel that noise effect.
Sorry to the people who like it, but somethings has to change.
Thanks
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Please make it a straight line.
Thanks
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Let the guy or gal share his or her build in peace. Geez
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Do you guys know how long it would take to make weapons dyable?! Sure it would be amazing but a lot of work for very little payout on Anet’s behalf. Maybe I could see backpieces being done except we have the wings which are a palette swap… so I don’t think Anet will do that for money sake.
Well, yes it would take work. They could just go through and at least give a basic color palate to all exotic and up quality weapons, black lion weapon skins and back pieces.
I firmly believe that doing so would create a big boom in the tyria fashion industry. I know I would buy more weapons off the bltc and chest keys for tickets if they did this.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Yes Zach, some of these guys like to jump in threads and just assume it’s all about dps and zerker because that’s what mentality they are still stuck in. I won’t name any names, but they are not paying attention to the shifting meta that will require more defined roles, along with gear and trait changes to enhance these roles. You can even provide dev quotes stating and referencing these things, but some just assume that because the beginner beta raid wing can be done with mostly “me too” zerker set ups, means it will stay that way for raids forever. Little do they know, though, the devs are monitoring these things and modifying it to continuously to kill off most of the current zerker meta. What’s funny is that the devs intent on change can clearly be seen by all the dead zerker wearing people in HoT zone events, and that’s just a taste of how raids and future content will er zealots (pun intended) will start threads complaning about needing to invest in ascended gear that’s not zerker because they’ve been able to get by, or be carried, in their exotic zerker duds up until this point. It will be glorious seeing certain people pinging their ascended soldiers and nomad gear begging for those tanking and healing spots on a good raid team.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
ok, whatever you say.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
More waypoints.
Three lane meta event.
Add more supply caches.
Less torment and cripple.
You’re welcome!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
You guys realize a large chunk of the player base hasn’t even made it that far yet right? We’re not all kids with no lives that can spend hours every day advancing. I just entered the map for the first time yesterday simply to start the nuhoch mastery line and grab a hero point to finish reaper. I know quite a few others that are in the same boat. It’s a bit early to declare the map dead.
You do realize that tons of players are in dragons stand doing the meta over and over and over right?
Sorry, but tangled depths map and meta sucks, that’s why it is “dead”. Since you are a zone newbie, you’ll understand eventually
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
First and foremost, classes need to be designed for the end user playing it. You should check my other posts explaining things.
No, it was a comparison of a much faster paced game that had a lot of qol play mechanics and did a much better job overall. The devs could learn some valuable lessons from that game.
Ahh yes, the ultimate bunker. I mentioned that in a previous thread somewhere. That’s exactly what the Druid will devolve into. And pvp meta teams will learn to just focus fire CA forms and toss a few aoes around so the Druid wastes 10 of their 15 seconds of potential healing needing to dodge and survive.
The Druid design shines while stacked up in corners and at stationary champs, but that’s it. Any form of pressure healing needing to be done is where this profession spec will fall apart. Why? Because of useless thin beams and needing to aim targeting reticles while you and all the lemmings are dodging around.
I didn’t say useless, I said subpar profession and combat mechanics.
Bad designs are bad. This reticle healing design was obviously put to the test on training dummies and it was called a day when they saw the healing numbers.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Bring back the old maps and give them a cosmetic makeover.
Red vs green vs blue megaserver because “server pride” means nothing really. Rewards only matter…
Ascended and legendary runes and sigils only obtained in wvw and eotm.
You’re welcome!
Fully agree…+1.
I fully agree with your fully agree!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
The Druid experience…
-Must do damage to generate AF.
-Damage draws aggo and red circles from adds, mobs and bosses.
-Adds, mobs and bosses have different ranged, aoe, area… attacks or they chase you around.
-Everbody, including myself, needs to constantly dodge and “bob and weave” to stay alive because that’s how gw2 was designed.
-Among the dodging, red circle, graphics blur from powers… madness, I notice those barely noticeable health bars going down and proceed to enter CA form to save my team…
-Players then fall one by one because everyone body is running outside of my little heal circles and I can’t catch them because I’m all over the place too getting chewed up by mobs and red ground damage. Alternatively, I can jump in the fray and get chewed up there while some of these animations are taking forever…
Conclusions…
GW2 lacks all the proper design and support mechanics for team healing.
This Druid design is only efficient and helpful when the team is standing still, stacked up tightly and you do not have any aggro on you.
The design of this healer spec has limited viability and effectiveness in any “harder” content.
I find this to be the case with pugs. When I run wvw, fractals and dungeons with people that know how to play around the druid this is not the case.
What my group has adapted is two different methods to make the healer effective.
- We move in a (counter)clockwise motion around an agro’d target with me behind them so its predictable for my healing. This way they are always in the way of solar beam and wisp. Additionally I can throw 5 ahead and then ancestral grace to them and they can additionally also blast the field. CF its pretty much the same thing, I can place seeds in advance and blast them for retal with lunar impact or move up and use 4 and place 1’s in front as we circle around. The only issue with this method is you can make your self dizzy in some of the higher scale fractals where things just take longer.
- For the second tactic they have my druid take agro ( I have high toughness/medium damage) so its fairly easy. Then they place them selves behind the group of mobs while I tank and throw out heals on top of the mob so that my group behind it and my self gets the heals. This is really only done in CF.
I think a lot of people are still not used to having a healer in the mix and do not think about their positioning in relation to their healer. I still see many people shuffle back and forth or run erratically around with makes it hard(if not impossible) to land our healing skills where as if they were to move in a straight line it would be easier.
I do agree that some of our skills have small areas of effectiveness. However, I think landing them will become much easier with people getting used to the druid in group same goes with druids getting used to their skills. Cordinated healing is very viable. Druid/Ranger brings a lot to the table in support being it dps, dmg modifers for the group and heals.
With all due respect, people should not “get use to Druid” or have to move in tight-nit/ultra coordinated formations for a Druid to heal effectively. Very rarely, on the pvp and wvw battlefield, will such things occur. Druid should have the right tools to do THEIR job, not people follow the heal spam. It’s a bad bad design period.
Sure, as the poster below you stated, which I already stated, stacking up and standing still is the only viable way to play Druid. Honestly, Druid Staff and CA healing design is bad overall.
Listen guys, I played city of heroes for a long long time and my list of charaters for pve, raids, arena and pvp zone included…
-fire blast/pain domination corruptor- heal/buffer/support damage
-dark blast/kinetic corruptor- buffer/support damage
-earth control/force field controller- cc/disruption/buffer
-electric control/force field controller- cc/disruption/buffer
-fire control/force field controller- cc/disruption/buffer
-gravity control/force field controller- cc/disruption/buffer
-ice control/force field controller- cc/disruption/buffer
-illusion control/force field controller- cc/disruption/buffer
-fire control/kinetics- cc/buffer/support and farming tool
-kinetics/electric blast defender- buff/support
-empathy/psychic blast defender- heals/buff/support
-mind control/psionic assault dominator- cc/damage
-gravity control/fiery assault dominator- cc/damage
Any many many more different kinds of characters and combinations…
City of heroes was 10x more fast paced than gw2, yet, healing and buffing and support and cc and disruption and you name it… was far less frustrating. I was able to support teams of up to 8 players at a time effectively, even before the devs made a change to powers that made buffs aoe in nature so I didn’t have to click on each name plate. There were also built in aoe buffs/heals/support, and other cool functioning power designs too, that made doing your job/role while focusing on the action easier and, well, more fun.
Here everything is designed to just stack/buff/burn, stack/buff/burn, stack/buff/burn, stack/buff/burn… but guess what devs and players? That design mentality doesn’t translate will to the movement heavy/dodge heavy/red circle heavy meta… Druid reticle aim healing will work just fine standing at dragon toes and tight corners for now…, but we are not just in Orr anymore farming champs and stacking in each corner of every cave/dungeon/fractal anymore. The gameplay is changing and that is apparent with HoT. Druid (and Ventari) healing is barely effective and tolerable in the new zones and won’t really work for spvp or wvw in the long run because it’s not about stacking tightly in corners there.
If any of you played city of heroes you will know what I mean by this… Many aspects of that game were, and still, far superior to what we have to play with here, and in most other games, when you get down to the core of things. That game was overshadowed by wow because everybody loves dragons and swords, but city was a diamond in the rough when it came to “professions”, powers, movement, customization, overall gameplay, balance along with variety, roles, filling in roles as back up, play/counter play in pvp… I guarantee that any developer here who played city of heroes will agree that they got a crap ton right. They will also tell you that city was hands down the most fun to play game out there too, and that’s because those developers payed attention to, and implemented, “easy to play and difficult to master” designs. They also really asked themselves (as somebody here asked himself), “is it fun”, but their idea was really about fun gameplay for the end users. It’s not like the “let’s do everything frustratingly different” for professions and combat here kind of fun, where the devs are trying to backtrack on “things” like fitting in healing and tanking, along with all the systems and designs that need to be in place for those things to happen.
For everything the devs have gotten right with gw2, they have also gotten a lot wrong with the most vital parts of the game… And those are profession designs, power designs, condition designs, stealth designs, power counter play… Sure, they made a great dodge rolling, auto attack dps, and self healing/sufficiency game, but those designs are falling flat by what we see them trying to do with gameplay now vs what they are giving us to play. Essentially, what I’m saying is that it is very clear the pace of profession development is poor and slow compared to the content coming out. Subpar profession designs and combat mechanics have been clearly seen in wvw and spvp form the beginning, but HoT gives a taste of how lacking and one dimensional professions truly are as the dev team moves forward with new content.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Do you honestly think the hardcore wvw players will log in right away when they up the rewards by 1000%?
According to the devs, most wvwers are pvers…
Yes, rewards bring people in.
Lol I’ve never seen a game where people clamor against rewards. Players have been begging for a better reward system for wvw from the start.
You peeps are silly.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Old BL alone will be pointless if they don’t revert the mechanics changes they did as well (autoupgrades etc). Because that is what is screwing WvW, not “a map”.
“server pride means nothing”. Well. LoL. No. The biggest % of players like to fight with/for a community they know rather than jump into a chaotic field and spam 1 because “rewards only matter”.
Legendary/ascended stuff is not a top priority for a WvW player and it certanly won’t bait properly any PvE player. So this is pointless.
You’re welcome!
No, it’s the map.
Server pride means nothing. Guild pride is more important, hence the changes with guild stuff… Mergers are going to happen buddy and the focus will be guild status and rewards.
Rewards provide incentive and draw people in like lemmings. The devs want players playing all areas of the game so what game activity is next in line for ascended and legendary runes and sigils huh??? Certainly the devs are not going to stop at exotics for upgrade components…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Dont get why you want rewards, for me its enough off a reward to kill enemy players, manage to defend building against bigger number off attackers and so on, the problem as it is now it’s even worse than it was on old map for defending.
Rewards provide more incentive and draw people in like lemmings…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
There is one huge difference that people don’t understand.
Druid is not supposed to be the healer. He is supposed to be a healing support. And that part he fits as good as he can. If you can’t adapt to that – that’s nobody’s else fault. Druid is supposed to bring sustain and utility. Not to mean unstoppable 4K healing per second cleansing nonsense.
This game doesn’t work on a triangle Tank>Dmg>Heal setup and never will. Druid in a party/raid doesn’t mean a Healing Power, Healing Power and Healing Power build. It means a Support that helps the raid recover from mistakes and damage that can’t be mitigated. And that he does. Druid is a good specialization that fits into GW2.
If your party keeps making mistakes more often than once every 10 seconds – your party is cursed to fail any content you are in.If you can’t understand that people are responsible for their own HP and “healers” are only meant to cover mistakes and damage that simply can’t be avoided (out of energy when people already dodged some of the attacks or pulsing dmg aura from raids) – than it implies that you just might have a wrong idea about this game.
Because your goal in party is not to heal. Your goal as a druid in party is the same as everybody’s else. To defeat the content. If your healing is not needed – don’t use healing traits from druid and go the full booster that is incredibly powerful.
Druid is supposed to be the burst healer and the best healer.
Yes they are making “roles” because raids will require them.
Your post is out of touch with what’s going on.
I suggest you read up about raids so you’re in the loop…
This is bullkitten, isn’t true, and shouldn’t be true. Ventari is literally 25% of revs entire class, and can dole out substantial healing. The druid shouldn’t be the only healer, nor the best.
Engis have a complete heal tree that needs reworking along with the medit.
Ele should also have a viable heal spec with water, but not to the tier of druid and Rev.
Druids have a single spec devoted entirely too healing. So do the above, especially rev
Where did I say they should be the “only healer”?
Don’t blame me, that’s essentially how Druid was advertised at twitchcon. I’m just the disappointed end user. Go look up the twitchcon transcripts or watch the video… You’ll also see our pets performing better too lol. Way to sell guys! GG
Here ya go pal…
http://dulfy.net/2015/09/25/gw2-druid-ranger-elite-specialization-livestream-reveal/
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Bring back the old maps and give them a cosmetic makeover.
Red vs green vs blue megaserver because “server pride” means nothing really. Rewards only matter…
Ascended and legendary runes and sigils only obtained in wvw and eotm.
You’re welcome!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Easy to read constructive feedback…
Bring back the old maps.
Give the old maps a face lift in a future update.
Give some cool specializations.
Reward levels comparable to pve.
Neeto rewards and gear only obtained in wvw (I bet the devs will do ascended and legendary runes).
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Problem
Originally EotM was added as a waiting map, for when you were in a queue for regular WvW. Hard to believe at this point but true.
Well it is clear now that WvW is not as active as it was 2013, and EotM just sucks additional potential players away from the other maps, lured by the constantly-populated megaserver matchups. So it not only has outlived its usefulness as a waiting area, but is actively detrimental. There is no reason anymore to include a waiting map if the regular WvW maps aren’t filled to the brim, or indeed played on much, at all.Solution
Make EotM a regular WvW map. I do not think it is as well designed as Alpine or EB with its insta-death opportunities galore, but it would keep the map in the game while solving the issue of it vacuuming away players. EotM could then be further improved for core WvW gameplay.
In regards to a waiting map, if there are n people currently in queues across all regional servers, copies of one of the four maps are created and queueing players are asked if they want to visit such a copy. It would only persist for a single few-hour match. If there are no or very few queues globally, there would be no such option.
Also I realise many people have become fond of the KT gameplay of EotM, but considering it only exists as a perversion of the original purpose and actively harms the parent game mode, I think the change I suggest is reasonable.
No, sorry, wvw participation sucks now because of the new maps.
Change eotm and those peeps are not going to wvw.
Rewards aren’t great in eotm buddy, you can ktrain/gtrain/bluegreensalvagetrain in much better places.
Eotm for many is fast paced, fun and has many participants, so the devs are not going to kill it.
I’m sure the devs have their “pve tailored” specializations planned just for wvw so all the legendary and “cool stuff for pve” hunters will fill up the maps for a couple months until they craft their +5 sparkly rainbow sword of mordrem slaying and “made for pve only” invisibile cloaks of condition removal.
Also, don’t worry, the devs will change the maps to megaserver red, green and blue to make wvw seem “alive” and healthy again because they will not change these bad maps back.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Yup, made a thread about it too.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.