Will this expansion address issues in PvE?
in Guild Wars 2: Heart of Thorns
Posted by: Thaddeus.4891
Ehh when I was around that wasn’t the case. It seems like people just got tired of complaining because their complaints weren’t being heard. Same as when people complained endlessly about dungeons and their glaring issues. The issues weren’t fixed, but the community was ignored so people stopped voicing them.
There is almost zero issue where the community all have the same response.
I prefer that Legendary Armor and Weapons can absorb rune/sigils and then you can cycle through all of those you unlocked.
XD well think of it this way, if you’re a necro trying to get the “reaper” traits, then the GS is more like an additional part of the body, using more effort to learn something not native to ones existence. think of it as a slight learning curve. ganna push harder to learn what you yourself aren’t used to. same idea goes with exercise, trying out a new exercise takes effort and your body needs to get used to it.
Rome wasn’t built in a day, it took many lives and years to finally finish the empire.
I agree, but the problem is for alts. I’ll have 9 character at the expansion. If it’s 200 hero pts that are need that’s almost 100 hours to get all the hero points for all my characters. And it’s now like Hero challenge were fun to do. Again, it depend on the number needed.
Will this expansion address issues in PvE?
in Guild Wars 2: Heart of Thorns
Posted by: Thaddeus.4891
I wasn’t being intentionally vague, I was just certain that people already knew about the issues surrounding PvE, didn’t think I had to elaborate much =P
Well you seem to think that your opinion is the same as everybody else. For exemple, a lot of people think that Fractal is good the way it is now. They just wanted a bit of revamp on the rewards and new maps.
Some people like how the world bosses work now. With Fractals and Raids being too hard for them, they love to casually fight big bosses. It’s not like there is a big community pressure on Anet to work on World Bosses right now.
You don’t even need to do map completion. Just run around and do more hero challenge, which are easy. A little work won’t kill you.
85 HP for the trait like seem ok, but 85 for the skills? That’s insane. Based on what our current skills cost us, it should cost between 20-40 not 85.
spec unlock basically requires an almost full map run of skill points.
If it need around 100 hero challenge it’s close to 3-4 hours. If it’s more closer to 200 it’s more around 7-8 hours. For me around 100 hero challenge is just fine, 200 seem a bit too high.
Will this expansion address issues in PvE?
in Guild Wars 2: Heart of Thorns
Posted by: Thaddeus.4891
Hey guys. I’ve returned after a long hiatus, but I see that the glaring issues that have plagued the PvE scene since release are still around. Also seems like PvE in general has been abandoned.
Are there any fixes coming to any of this in this expansion?
Like, are they going to fix the glaring issues in dungeons? More support for Fractals and Dynamic Events?
Can you be more vague?
- Dungeon. 99% sure they completely abandoned that. Their focus for PvE is now Fractal and Raids.
- What do your mean by support for fractals? They will expand them, change how it work a little and rework the rewards. Support for fractals??? I have no idea what you mean.
- Dynamic Events. What is wrong with them? Rework some of the world bosses to be a bit harder?
You don’t even need to do map completion. Just run around and do more hero challenge, which are easy. A little work won’t kill you.
85 HP for the trait like seem ok, but 85 for the skills? That’s insane. Based on what our current skills cost us, it should cost between 20-40 not 85.
Im not trying to claim X content harder over the other, but on the topic of GvG, could a GvG enlightened individual write some lines as to why GvG is more skill based than SPvP (which is indicated further up by a GvG representative).
My narrow understanding from spectacting a few matches throughout the 3 yrs Ive been here, is that you sort of synergize classes with different roles n tasks in order to survive as a blob while chaining skills effectively into enemy blob. While this may require timing and knowledge, such high numbers as 15 20 in one team means (from experience) that it can be forgiving to the individual when mistakes are made – which is the quite opposite in SPvP where you relay more on personal skill and map awareness.If one understands the definition on GvG, it could be easier to see why you want a larger arena
It’s just two different kind of PvP. I don’t think that one is harder than the other, it’s just different difficulty.
The skill of each individual is far more important in sPvP. You have plenty of group plays, but it’s not that hard. Target focus, intelligent movement on the map, rez and stomp, etc. All of these need some coordination, but good player all know what to do in those situation, and don’t need that much coordination between them (except for the movement on the map).
For GvG, each member of the group is interdependent. The team need to protect the casters, the frontline need to keep pressure, you need to time well your stability, your cc, your burst, your regroups, etc. It’s more forgiving on the individual level, but the group need to work well together. Know how to move and use their skills at the right moment.
first ele will drop ice bow before fight starts and immediately deep freeze on boss spawn/as fight starts. Thief immediately removes defiant and either picks up second ice bow or whoever picked up the second ice bow freezes. This is used on pretty much every boss as it takes the thief the duration of the cast of ice bow 4 to remove all 5 defiant stacks. So if you picked up ice bow and a thief is in the party hold onto the ice bow if it takes thief a bit longer to remove last defiant stack so you can get a second freeze off.
His points what not that it’s impossible or difficult to do. His point that that it’s useless. Deep Freeze is just not worth using twice in a row unless you want to keep the boss from moving and attacking. There is a very limited amount of bosses like this. Most of them are better to burst them at first, then to drop the icebow and do the normal fight. Double Deep Freeze is a defensive tactics.
I agree that it seem way too small. Whatever the actual range, it feel super small. But it could be a lot of things. It could be the 1v1 duel arena. Maybe like Pope Said it could be early level of the arena that you can upgrate over time. We don’t know.
In group play everyone and their mother has vulnerability. Engineer and Shiro Rev stack it within seconds to 25 for example ;p. So do other classes.
Against normal mobs yes. Against bosses no.
Lmao world bosses always have 25 stack of everything on them
Who give a kitten about World bosse. They are auto-attack zerg fest except a couple of them. If you didn’t got that it was about 5 man bosses, you didn’t really took attention to the conversation.
For me the best setup would be increasing difficulty. Ideally, not like fractal, but more like what Wooden Potatoes proposed in his video about hard mode.
That way we can do the Raid on easier mode so it doesn’t take use 12 hours. But as we get better at it and we know the raid by heart, we can increase the difficulty so that it doesn’t take us 30min.
Whatever the difficulty level Anet use for the raid, a lot of people won’t be happy about it. Increasing level of difficulty is the only option.
Why couldnt anet make this f2p model for a few months only, and not ‘forever’?
They only purpose is to get people buy the x-pack, so why not just use this system a few months before+after hot release?… Would be much smarter, and there wouldnt be many upset people, like myself. (And older, veteran players would feel less betrayed aswell.)
I don’t feel betrayed and I love that they implemented that. Everysingle thing they will change in the game will have people that like it, people that hate it and people that don’t care.
The only condition that could use a buff are torment and bleeding. Poison is more of a utility condition with the limiting healing part so, it’s already powerful.
Ya dungeon/fractal created the zerk meta because they are too hard. That’s someone that know how the game work
No. Melandru is just a very very old meta in WvW that been replace by hoelbrak for at least a year.
Ya it seem like the worst heal possible. If you could move while channeling it, then it could be good, but standing channeling heal is just poor design for a thief.
Ya it’s a common theme for Try hard. They overestimate what they and most people are doing to the point that they magically do better than record run with less.
It’s not about speed run or anything. These game mode are just so different.
Both actually. PVE as well. And sorry I blew my top.
You gonna need 3 builds then.
You used the word “just” implying only…
Anyway.
Lol. Read pls.
Prior to the rewrite of the traits system we just had, I had three builds: a bomb build, using elixir infused bombs and healing power, a flamethrower build, and a crit based build.
Prior to the rewrite of the traits system we just had, …
,
See
And not much fractal can be done in 5min. Maybe swamp in a speed run setting, but outside of that.
I don’t see why they removed the option of completing 4 in a row.
I’m pretty sure that you can do as many fractal as you want in a row.
Ya. Weapons and healing/utility/elite should be accessible without the trait line. The only thing that should be limited to the elite should be any change to the profession mechanic like the F5 for Chronomancer, the Reaper Shroud for Reaper, etc.
It’s easier to balance that way for Anet, but they already simplified the balance with the specialisation.
Not a deal breaker, but still. Would be nice.
I want the kit nerfed to the ground specifically because too much of the class has been balanced around it for much too long
I hope you are doing an hyperbole, otherwise you are not worth listening too. Nerfing to the ground something you don’t like isn’t an healthy way of dealing with stuff.
And before that, grenade 1 was nerfed by a hefty percentage.
The problem with the grenade kit is Explosives. Specifically steel packed powder.
That minor trait is amazeballs. And the grenade kit procs it 3x as much as the other explosive kits.
True. They could buff the damage of grenade and reduce the number to two nades so that the dps stay the same, but the power of Steel packed powder with nade would be reduce a bit. They can even buff steel packet powder after so that Engie stay good at vulnerability, but reducing the difference of capability between nades and bomb.
Well the vast majority of player that have zeal use a GS and Mace only became popular because of Symbolic Avenger. So you are wrong in your interpretation.
But you are right that Zeal could use some reworking and that symbol could be removed out of the minor trait. I like your idea in general, but there is a couple of thing that I disagree.
I would like to put Fiery Wrath into a minor trait because it’s so good that this almost eliminate any diversity in that slot.
Symbolic Power could become a Adeat major trait.
Symbolic exposure would be merge with symbolic avenger.
Binding Jeopardy or a modified version of Wrathful Spirit could be the other minor.
Anyone else underwhelmed by the"Elite" specs?
in Guild Wars 2: Heart of Thorns
Posted by: Thaddeus.4891
It’s all opinion, but so far Tempest and DH seem to receive the most hate, while the rest of specialisation vary from ok to perfect depending on each person.
Well DA is pretty good. Dagger training and trap’s trait are lacking, but Trap themselves are lacking so.
CS need a bit more work that DA, but it’s a great trait line. Pistol being the big mistake here.
SA is in the same situation as CS. Some great trait, but some bugs and less good trait. Not a big deal.
Trickery is great. The problems are minor here.
Acrobatic is where it hurt. The worst part is that it’s way too similar in concept to Daredevil with both being around evasion.
In my opinion.
Daredevil should be build around dodge and endurance like it is
Acrobatic should be build around vigor, mobility and break stun.
A Daredevil should be hard to hit, while an Acrobatic thief should be hard to catch. A Daredevil should be in melee range and survive with evade. An Acrobatic thief should be all about hit and run.
That way both have an identity.
1) Yes and no. They apply the same thing and have the same cooldown. But they are different in the way they apply it. The skill Analize need a target so you can only use it on visible target so they don’t go in stealth. Lock on only work on enemies in stealth.
2) PvP or PvE? Take a look at Soldier Rifle Elixir Variant for PvP on meta battle. Your choice look like this if it’s for PvP.
3) Healing Kit isn’t great. Healing Turret is by far the best healing skill of the engi. AED Work well, but it can go wrong quickly. Elixir H is the easiest to use and is good, but less adaptable than Healing Turret, and there is a bit of randomness in it.
Here is the dps comparison of some guardian build for PvE. Those number are from Dekeyz one of the member of DNT.
http://metabattle.com/wiki/MetaBattle_Wiki
You can also check meta battle.
Ya they should be a lot more resistant like minions. Right now they are just a joke to kill.
People will use the new dodge and test it out. Will be fun until they unintentionally reveal themselves by dodging.
You going to sit in Shadow Refuge and eat all that aoe/cleave damage w/o dodging? GG
True, but it’s not like this happen a lot. I mean, using your SR and dodging in it, that’s the worst case scenario when you kittened up or got yourself into an bad fight. You usually want to keep your SR to rez your team.
Are you seriously going to argue that thieve don’t use SR often? Really?
Read more carefully pls. I said that it’s not often that SR is used to keep you alive while you dodge AoE inside of it. In WvW ya, but in sPvP you want to avoid that situation as much as possible. I never ever said that thief don’t use SR often.
Sword isn’t the best single target condi weapon. It’s the scepter. But for PvP, scepter can have some difficulty to hit the target regularly and that’s why Sword is part of the build (plus the teleport).
- I like the crit on sword applies bleeding. It could work with Right-hand mastery in two trait. One trait increase one-handed crit chance and the other trait improve the cd of sword and give them bleed on crits. Then you need to place those trait in the right place. I could see the one-handed crit chance stay where it is for PvE and putting the sword+bleed trait as a master in Valor. That would be the best place for the build, but it doesn’t really work well with the concept of valor.
- I don’t like the Virtue of justice passive thing. Burning should still be our main source of condi.
- Ya it could work. This would help to protect our burning against condi clear.
- The bleed on burning is a bit op. That would be pretty much a 150% buff to our burning skills. If it apply short stack of vulnerability, then I could be ok. Like 2-3sec of vulnerability by stack of burning.
Some of these could replace some of the useless trait the guardian have. Even we have a lot fewer of those now.
I think it reigned supreme for too long. Either nerf it or change it or level-up other alternatives.
They already nerfed it. They lost their field and range, which is already a good balancing. At this point, I don’t thing nerfing nade would be a good idea, and I rather buff a little bit some other choice. Because it’s not like enigneer is so powerful, and that grenade reign supreme because it’s just op.
Flamethrower and Bomb mostly need some love. They have some specific skill that are really great, but others are lacking, which drag these kit down.
I agree that they should stay alive until slain. A bit like minions.
But if the cooldown is in the background that mean that most of the time they will be perma present and it’s a bad thing. They should take the approach of Mantra. The cooldown start when the spirit weapon die, but the cooldown is low like 15-25 second.
My friend is using a burn Spirit Weapon build. He’s a good guardian player so he kind of carry the build a bit, but he can do some damage with it. A bit like power necro, he’s super powerful when downed so he usually always win any 1vs1. The main problem is that the second his spirit weapon die he have almost nothing else for the long cooldown. They should start by those change and then see what happen before buff too much the spirit weapons.
Ya rabid is your best second option. Rampager isn’t good at all. Less damage than Rabid.
That would be nice to add bleed to guardian, but it would really improve the guardian much because Bleed is pretty bad right now. All good condi build rely on burn for a reason.
They would need to increase the duration of bleed by around 15-20% and decrease burning duration by around 15-20% to rebalance things.
People will use the new dodge and test it out. Will be fun until they unintentionally reveal themselves by dodging.
You going to sit in Shadow Refuge and eat all that aoe/cleave damage w/o dodging? GG
True, but it’s not like this happen a lot. I mean, using your SR and dodging in it, that’s the worst case scenario when you kittened up or got yourself into an bad fight. You usually want to keep your SR to rez your team.
Well we have no idea on the quantity of content. We speculate on what anet told us and what we datamined, but we really have no idea on the scale of the content and there is still stuff to be announced.
Anet is lousy at advertised, but they want to keep the expansion as fresh as possible when it come out. Will it be small or big in term of quantity of content. We have no idea.
Since Sword have probably lost their power DPS role for ever and is mainly use in condi guardian build these day. It could be nice to rework the skill #3 to make it better and more condi oriented. Not because sword need a burn, but because sword need some rework since day one anyway.
S/P never used acrobatic when it was a better evade trait line and the build itself was never really that great. So I don’t see why it would suddently be good out of nowhere because of Daredevil.
S/D on the other end will most probably be a contender for meta with Daredevil. It was exchanging place with D/P for a long time before the nerf to acrobatics. It will probably won’t replace D/P because their role isn’t the same and the D/P role is more important. But the effectiveness of each build will probably be more similar.
@ Fat Disgrace. S/P is a one trick pony. It only kill bad players, unaware players, or when you caught player by surprise because it been several months since most people saw one of those.
Yep, it can kill people. But like I said, its a one trick pony. If someone know how to counter you #3, then you are completely useless. There is a reason why nobody even bother to update that build after the specialization update. It work wonder in low level matches, but otherwise…
(edited by Thaddeus.4891)
In group play everyone and their mother has vulnerability. Engineer and Shiro Rev stack it within seconds to 25 for example ;p. So do other classes.
Against normal mobs yes. Against bosses no.
Wow this is such a weird alternate universe tread right here.
Ya for sure. Grenade is part of most of the best build in PvE, PvP and WvW. Pretty much all the best engineer in WTS play grenade,but sure why not say that grenade is bad.
Grenade is a bit too powerful since day one compare to other kit. This begin to be less the case, flamethrower and bomb have a it more use these day, but they are still not equal. The fact that some people don’t like grenade doesn’t mean that it should be gone because there will always have people that like and don’t like everything in the game.
Ya silverwaste is a great way, but the g/h vary greatly. You can reach 15g/h while you are started and everything is good, but in reality it’s closer to 10g/h if you average it all. But it really depend on a lot of factor.
Dungeon speed run is between 7-10G per hour depending on your group. You can go higher, but you need a good group that stay together for that.
There is karka farming and Orr farming that are suppose to be good, but I never tried them so I can tell you much info nor g/hour numbers.
World boss train is also popular. It’s usually less gold/h than other farm, but there is a couple of high price item there. Some specific world boss like Teq have a good reward for the time you spend, but it’s a once per day thing so.
Yup I agree 100% with Wethospu. Fury is perfect like it is with the current system. And a non random weakness would be nice. Especially since they announced that in new content ennemies will gain more stats like criticals so weakness would have a higher impact in PvE.
It’s all about opinions.
To me Chronomancer, Reaper, Tempest and Druid all are great names.
Dragonhunter just feel out of context. What we hunt dragon like deers with Bow and Trap?
Beserker. I don’t mind the name itself. But the fact that Beserker is such a popular gear stats might create some miscommunication between players. Too bad because the name really fix the elite.
Daredevil fit the profession nicely, but the obvious name stealing is obvious.
Forge. We’ll see, but for me Forge is the name of an object so…
Herald. I really have no opinion on that one.
Daredevil is the exact concept I was expecting and wanted
I love that they make endurance such a big part of the specialisation. It’s just just more dodge like Acrobatic was before. Endurance is not just about dodge now. Your actions give you endurance and your dodge give you several advantage. Managing both your Initiative and Endurance give the Daredevil a unique feel.
Physical skill was view as the most boring option for the thief spec. There was talk about kits and Rage skill, but Physical was view as the easiest route. I love that the twisted them and merge them with the chain skills system of the Assassin in GW1. Nice job.
What I don’t really like is that the profession mechanic of steal seem totally unchanged.
but we did the path anyway and it was only at the end that the warrior realised he didn’t have any backpiece or trinkets on.
I did a path 2 arah and soloed lupi for the party, found out the same thing after as well. Good thing my abysmal damage blended right in.
I was showing my friend how to OS Lupi on his guardian for solo and duo run. He was doing so badly that it was horrible. Lupi didn’t went lower than 40%. Just to realize he was on his complete WvW setup.
It also happen to me a couple of time. Jesus, I do so little damage, just to realize I have my EotM gear on.