Showing Posts For TwoBit.5903:

Server Match up is terrible

in WvW

Posted by: TwoBit.5903

TwoBit.5903

This is the inherent problem in forcing unbalanced servers to play maps that are designed with balance of servers in mind. The larger server wins no no matter what.

At it’s core WvW is broken because player motivation is narrowed and focused towards few goals due to the game mode being regimented through matches and a point based system. In a more tightly designed games this system favors balance and fairness of play, but in GW2 it provides scores to all the wrong things like mass zerging and night capping and tells the servers that exploit these mechanics the best that they won.

The unlimited sickle is disappointing

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

This has got to be a bug.

Limited Time Offers in the Gem Store

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

It’s tactic used to create urgency, getting people to spend more in a short amount of time. It also makes these items exclusive to players who are fast enough to buy them.

Exactly. Consumers have been conditioned to buy things that are “limited time only” or “on sale”. JC Penney learned the hard way how conditioned the consumer is when they got rid of sales and just priced the items the same as when they were on sale (instead of 60% off $30 jeans they simply offered them at $12 all the time). Store sales plummeted.

Strangely enough it’s the “hunt” for bargins and “foraging” for specials that still drive us.

I wouldn’t go as far as simplify like that-psychobiology is far more intricate than people make it out to be- but yeah, finding a relative savings feels nice. Companies often employ this as a control tactic, and it’s within their rights to do so. However, there’s a point where people wise up to sleazy control tactics and stop supporting them, and there are cases when companies attempt these tactics but very poorly and, as a result, they backfire.

I’d wager this is partly why Zynga hasn’t been doing too well lately. Perhaps it can be argued that triple-a is losing sales because the average consumer has been burned too often by hype and false promises (As an aside, XBOne kind of burned themselves blaming losses on used game sales, when it fact most losses can be attributed to poor decision making higher up. No one buys it.). I don’t mean to imply that the same thing will happen to GW2’s Gem Store; they’re just sales really. But there’re no guarantee that players will always care about the items they sell, or they can simply become desensitized to it.

(edited by TwoBit.5903)

Limited Time Offers in the Gem Store

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

It’s tactic used to create urgency, getting people to spend more in a short amount of time. It also makes these items exclusive to players who are fast enough to buy them.

IMO, a better method would be something along the lines of what you mentioned. It would be better to sell the items with an “introductory discount” and then keep them up for a higher price after the discount is gone. This is because sales not only creates urgency but they also let the player feel better about spending less than full price. These players will also have the option to buy them later at full price if they miss the sale giving them more freedom to spend their gold/gems, and ANet can cycle the items through their sales to keep people interested in the gem store.

Some Suggestions for Spirit Weapon

in Guardian

Posted by: TwoBit.5903

TwoBit.5903

]I made it quite clear on what your suggestion for spirit weapon was. Putting your condescending attitude to the side for a moment…

Your idea still lacks utter control of the weapons, albeit, more so than what we currently have. The full control you appear to be looking for is treating spirit weapons as pets. Activating whether or not they go immune to damage and breaks combat doesn’t really make much sense from a practical standpoint. It’s needlessly complicating a set of utilities whose purpose is to provide damage, cc, condition removal, and projectile absorption.

You don’t need Ranger pet controls to have reasonable controls of pets. Toggling their aggro and control their movement with your own is enough more precise use. That’s what these suggestions try to accomplish. The current system is less complicated with respect to actually executing the skills, but that’s not a good thing and its inadequate when you consider the environment they’re used in. Once they’re let loose the combination of poor AI (ANet has shown their they’re incapable of designing decent AI) and dynamic environments compromises their function. They go rogue, aggroing random enemies. Aside from the shield (only because of its niche in PvE), These weapons are completely unreliable after firing off their skills once or twice. Once they inevitably die, you’re left with a utility on cooldown. This is why no one uses spirit weapons. You should know as much if you play guardians at a high level.

By making activation windows shorter there’s less of a chance that this will happen, because the AI resets after every use. What’s so complicated about pressing a button every time you want to use them and managing their HP?

There’s an inherent problem when a set of utilities are not even looked at because they don’t compare to shouts or meditations. From traits, to health, to functionality all need to be looked at and not just some gimmicky concept of making them invulnerable and then making them aggressive. To even be considered in the guardian meta game, spirit weapons need more utility with them. I wouldn’t be against spirit weapons behaving like Ranger Spirit utilities. Adding more to what they do to groups would be a start.

Weapon effects are more than fine (the hammer knocks down enemies quite consistently if you fight solo enemies). The problem lies with the game’s execution of them. Toggling invulnerability will make them more viable in an AOE environment and also make their use more opportunistic. It’s hardly a gimmick. It’s a workaround. If you increase their health without changing the way they work with respect to their environment all that will accomplish is to change how long they stay out. Go overboard and you have a situation where they’re unkillable with no risk-reward play like with ranger pets.

If that’s the extent of your criticisms and insights, then I think my condescension is fully justified.

(edited by TwoBit.5903)

Some Suggestions for Spirit Weapon

in Guardian

Posted by: TwoBit.5903

TwoBit.5903

You’ve read it incorrectly as well.

They’re immune when passive. Vulnerable on command. This problem deals with the core issues with AOE and poor AI (which I’m not confident that ANet will ever work out). It gives more control of the weapons to the player, and adds risk to using them as a tradeoff for using them (if they die, you get a very long cooldown). Traits and health can always be tweaked, but tweaking them doesn’t deal with the issue of their viability in the metagame. The actual functionality is what’s wrong with the weapons.

Goodness, seems that when I posted this, I sorely underestimated the average forum poster’s level of reading comprehension.

(edited by TwoBit.5903)

Some Suggestions for Spirit Weapon

in Guardian

Posted by: TwoBit.5903

TwoBit.5903

Again, I think you’ve read the OP incorrectly.

Some Suggestions for Spirit Weapon

in Guardian

Posted by: TwoBit.5903

TwoBit.5903

That would remove all the challenge in using Spirit Weapon. They would be even more of a fire and forget utility (even though they’re ineffectual when used that way) because you can use them any time without repercussion.

Some Suggestions for Spirit Weapon

in Guardian

Posted by: TwoBit.5903

TwoBit.5903

I don’t think you read that correctly. These are nothing like signets. The passive effect is to summon the weapon, similar to Necromancer pets (minus the attacking). The active effect causes the weapon to use their skills (the skills they use while summoned in the current system) and be attacked. The fact that they only take damage while active is where the strategy comes in, and also how the design deals with AoE. I.E. don’t activate them when there’s AOE everywhere and they won’t die.

(edited by TwoBit.5903)

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: TwoBit.5903

TwoBit.5903

Instead of backpacks, maybe they can turn the kits into fanny packs? :P

Some Suggestions for Spirit Weapon

in Guardian

Posted by: TwoBit.5903

TwoBit.5903

The current fire and forget functionality of spirit weapons (and pretty much every other pet in the game) diminishes their viability in a setting where AOE is the dominate form of attack. Instead of the current design, I propose several changes that together will make these weapons more practical.

-Make spirit weapons immune to healing and regeneration.

-Give each Spirit Weapon utility a passive effect that summons their associated Spirit Weapon. The weapons will be intangible in this form, i.e. they can neither attack nor be attacked. They are also passive and will follow the player around, ignoring aggro.

-On activation of the utility skill, the weapons become tangible for a short period of time and will use their associated skills (the same skills they use when you summon them currently). In this form they may be attacked and destroyed.

-If activated and not destroyed, the weapons will go on a short cooldown and become intangible before being available for use.

-The cooldown is the same length as length of each weapon’s duration. This will allow the Guardian to keep their Spirit Weapons tangible indefinitely so long as they continue to activate them as they go intangible.

-The spirit weapons will not replenish health points while intangible if the player is in combat. They will begin to regenerate while out of combat.

-If activated and destroyed, the weapons will go on a much longer cooldown. Once this cooldown is finished, the weapons will by re-summoned in their intangible state at full health.

-Shield of absorption’s active effect may need some tweaking in order to not be OP.

Rational behind the changes
With these changes, usage of the spirit weapons becomes more strategic. The player is given more control over when, where and how they’re used. As intangible pets, they will follow the player around. This will allow players more acute control over where the spirits will activate, and a short window of activation ensures that they won’t wander off to attack/draw aggro from unintented targets. This will also indirectly buff them against AOE, and that’s a logistical issue that sorely needs addressing.

For PVP, this design of the Spirit Weapons will also pose challenges for both the users and their opponent. The health and tangibility mechanics create a sort of risk/reward resource game. The user of the weapon must choose to risk Spirit Weapon health (the resource) for their active abilities (the reward). Opponents facing Spirit Weapon builds will be challenged to either deplete the weapons in a timely manner or avoid them while going for the guardian; in either case, these weapons should change the way players fight this type of Guardians.

Edit: Clarification, mixed up some bullet points

(edited by TwoBit.5903)

smite and gw2 pvp

in PvP

Posted by: TwoBit.5903

TwoBit.5903

Competitive players will flock to the largest and most promising Esports scene. In this regard, LoL is succeeding as an eSport due in no small part to their funding of their own scene. I hear they’ve even absorbed some players from the fighting games, which goes to show how effective money is as an incentive and how limited talented players can be.

http://gamasutra.com/blogs/ZoranCunningham/20130508/191605/Progamer_migration_to_League_of_Legends_reveals_tension_between_eSports_communities.php

(edited by TwoBit.5903)

Canach's story and Wall of Texts

in Last Stand at Southsun

Posted by: TwoBit.5903

TwoBit.5903

Contrary to popular belief, you don’t need cinematics or special effects to tell a good story. You simply need to structure the information in a sensible manner. That said, I’d rather see story information, like Canach’s backstory, in-game and given in appropriate servings throughout the gameplay.

Come to think of it, a lot of Korean MMO are good at providing expository information through NPC dialogue, both in structure and presentation. Vindictus is a very good example of this (it’d be an even better example if it had a better story).

Nerf "Mind Wrack" like "Mug".

in PvP

Posted by: TwoBit.5903

TwoBit.5903

They need to make shattering less focused on DPS, imo. In fact a lot of the dps and sustain could use toning down.

I always imagined clones as tools to provide area control or some interesting field effect. Why not make it so that shattering clones creates exploitable combo fields or other support effects? It’ll at the very least be more interesting than the the current focus of balancing it on dps.

Your message was suppressed

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

It’s ironic because gold spammers often find ways to get around suppression, while regular players are subject to it.

I also remember reading a suggestion about it a while back Seems it’s something ANet can’t or are unwilling to change.

Why is ascended gear unique? Any reason?

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

Other than to increase the grind, don’t really see any reason for them to be unique. Maybe to be thematic? Ascended accessories do have lore tied to them.

(edited by TwoBit.5903)

MMORPG: The Best MMOs of 2013... So Far

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

It could be because the pickings are slim for early 2013. Most of the big titles are being released late 2013 or 2014. The wording of the article’s title is misleading in this respect. It did mention “so far,” so I’ll let that slide.

Another thing is that the article doesn’t do very good job of qualitatively breaking down each game.

In terms of volume of content per dollar and visual aesthetics GW2 beats all and rightfully so. However the structure of the content is often done poorly. The devs may have extended their reach too far into action territory with the combat system, and therefore have a difficult time finding a method for balancing professions (Warriors OP in PvE, terrible in PvP.)

I have an issue with GW2’s generally high rating. It’s based mostly on promise. To quote the article, “Even if you’re not a fan of ArenaNet’s sequel, you’d be hard pressed to deny the team’s dedication to adding to and improving their game. " This isn’t unique to GW2. Furthermore it implies that dedication and is enough to improve. It isn’t always. There will always those logistical problems that bog the game down, and GW2 is full of these issues. It takes a lot of ingenuity rather than passion to figure out ways around these problems, and I haven’t seen much any ingenuity in GW2’s recent patches.

PoE is the only other game I’ve played on that list, so I’ll indulge in discussing it as well. Mechanically I’d say PoE is the best of the recent MMOs. The character customization is very deep, and it function beautifully with the loot system. It’s not dumbed down like D3 was. I think it’s definitely worth a look if you’re a fan of dungeon crawlers. That’s not to say I disagree with it being rated lower than other games. It runs the caveat of being developed by a small team and everything it entails, namely the volume of content and the polish. Even with a fantastic customization system there’s very little content to actual play. There’s also very little visual customization as well, which is something that would definitely turn some players away.

Haven’t really played the others, and I couldn’t get into TSW so I can’t really comment on those games.

Edit: Accidentally deleted a quote.

(edited by TwoBit.5903)

WvW Livestream on GW2 Twitch Channel

in WvW

Posted by: TwoBit.5903

TwoBit.5903

Because we have talked before.. I know you loved that chess analogy. Gw2 has hardly changed so i would say even then and now the same applies.

You have the pieces and they all work great but your board has holes in it. Not to mention you seem to want to tear it in half. Then add some fuel and set it on fire.

I wonder how chess would play if I could replace all my units with queens and knights or make infinite moves while the opponent is looking away. Because that’s basically stealth. and also WvW in a nutshell if this game were to be compared to chess.

(edited by TwoBit.5903)

WvW Livestream on GW2 Twitch Channel

in WvW

Posted by: TwoBit.5903

TwoBit.5903

And lo, now anyone who doesnt play a thief has an excuse when facing a thief in wvw. Just dont bother. No seriously, dont bother, anet dev said a thief could tie up six people for hours, whats the point of going one on one?

Rather than really teaching new stuff or strats in wvw, the dev just confirmed that thieves are stupid good roamers. So good, that if you meet one, just dont bother.

Yeah, pretty kitten funny. But, I’ve got bad news for the super l33t “it’s a good thief, don’t even bother – just move on” strategy. If a thief wants to they can follow you around and harass your group as much as they want to. Witness the 1v15 thief movie that was just posted.

They tried ANet’s advanced strategy of running away but it didn’t work.

Congratulations ANet on creating a game with some of the worst trolling builds in the history of MMORPGs. That was no small feat.

And they wanted to nerf stealth so a thf could not spam it but these forums complained about it to no end so Anet did not do it.
THESE FORUMS ARE KILLING THE GAME. No one knows what they want.

Thieves complained about it. ANET broke the game by not addressing obvious and serious issues quickly enough, so now they are handcuffed to some of their bad design decisions.

To be fair, they didn’t want to “Wack-a-Mole” balance by listening to the forums. In the case of stealth, however, it was an obviously broken mechanic that forum go-ers would naturally complain about.

WvW Livestream on GW2 Twitch Channel

in WvW

Posted by: TwoBit.5903

TwoBit.5903

providing anti stealth abilities on other classes.

Traps are their way of doing this.

Sounds like feature creep to deal with uncontrolled design.

Will tPvP Ever Reach E-Sport Status?

in PvP

Posted by: TwoBit.5903

TwoBit.5903

I think it may draw in more people if tPvP was re-marketed as an interactive particle show.

Is Thief The "Golden Child" Class?

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

They’re just poorly designed. Thief stealth was a poor attempt at the simulation of stealth-like play, and what resulted from the uninspired design was a PvP cheese class that’s pretty much bad at everything but cheesing.

(edited by TwoBit.5903)

Please Do Not Abandon Diversity

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

Diversity? Well, we have diverse variations of caricature races.

Cantha, in it’s former state, probably won’t be coming. And I say “former” because it’s very likely that if ANet decides to implement it, they’ll have rewrite the way they mixed together the borrowed Asian customs. In doing so they’ll have to rebuild both the architecture and the societal structures.

Dust Devil Scepter Earth 3

in Elementalist

Posted by: TwoBit.5903

TwoBit.5903

I’ve contemplated that as well. An issue with balance, perhaps? Or maybe it just didn’t fall in line with the whims of the designer.

Fireball nerfed?

in Elementalist

Posted by: TwoBit.5903

TwoBit.5903

Dat dartboard balancing.

Suggestions with 4000+ views vs. responses

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903


Feel free to make any suggestions you want, but don’t expect an answer.

You are obviously right and based on personal experience from my place of work, I find that absolutely appalling.

Our company recieves 4-5 suggestions from clients every day and the company policy is that all employees must act on any suggestion they recieve. We are required to rate and/or forward any suggestions to relevant persons/dept.
At the most basic level all client suggestions will be acknowledged and the client is thanked for showing interest.
We have several product improvements and services that can be directly linked to suggestions from our customers and their involvement is considered a valuable asset to the company.

I guess the computer gaming industry is still very young as client suggestions defaults to being considered a liability.

you do relize that anet has a slightly higher flow of feedback then your company, and that 90% of said feedback isn’t very good, right?

Yeah… that seems like sort of a silly comparison. 4-5 a day it makes sense to acknowledge all of them. That’s maybe a half hour out of someone’s day, tops. Hundreds of suggestions a day… not so much. If they “acknowledged” all of them it would either have to be a bot that posted a generic “thank you for your suggestion” message, or they’d have to hire several people full time to post generic “thank you for your suggestion” messages. Neither of those is a good option.

I think this guy just unintentionally proved the point that many of the suggestions on these forums aren’t very good ideas.

Some of the very good ones, like the camera suggestions, have no response at all. I’m guessing intuitive QoL improvements aren’t good ideas?

“They should respond to every single suggestion because my company that receives 5 or less suggestions a day does” is a bad (and unfair) suggestion/comparison. I don’t know how you took anything more than that from my post.

I was really responding to the last sentence. But regardless, they don’t have to respond to every suggestion. They can filter them by popularity and view count, and respond to the ones with the highest ratings….like the threads discussing camera issues.

Suggestions with 4000+ views vs. responses

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

As was mentioned earlier in this thread, we have stated that we are unable to provide a reply to all suggestions posted in the suggestion subforum.

We do, however, regularly read the suggestions forum and deliver feedback to the design team on a daily basis. Just because you haven’t seen a reply does not mean it’s not being read.

I don’t think anyone would blame the ANet dev team for not responding to each and every suggestion, even ones of merit or popularity. That would be unreasonable. However, whenever the team does respond it sounds an awful lot like PR talk to me, and not even enthusiastic PR talk at that. It’s many many variations on a cold and distant “we’ll consider it.”

I’ll agree that some response is better than no response, but I’ll argue that some reasoning, even faulty reasoning, is better than no reasoning. There’s no rational in PR talk. We don’t know what the devs are doing given the limitations they’re working with, because they don’t bother tell us. Not clearly, anyway. This not only gives the impressions of a large distance between player and dev, but also stretches the players’ patience and confidence in the dev team.


Feel free to make any suggestions you want, but don’t expect an answer.

You are obviously right and based on personal experience from my place of work, I find that absolutely appalling.

Our company recieves 4-5 suggestions from clients every day and the company policy is that all employees must act on any suggestion they recieve. We are required to rate and/or forward any suggestions to relevant persons/dept.
At the most basic level all client suggestions will be acknowledged and the client is thanked for showing interest.
We have several product improvements and services that can be directly linked to suggestions from our customers and their involvement is considered a valuable asset to the company.

I guess the computer gaming industry is still very young as client suggestions defaults to being considered a liability.

you do relize that anet has a slightly higher flow of feedback then your company, and that 90% of said feedback isn’t very good, right?

Yeah… that seems like sort of a silly comparison. 4-5 a day it makes sense to acknowledge all of them. That’s maybe a half hour out of someone’s day, tops. Hundreds of suggestions a day… not so much. If they “acknowledged” all of them it would either have to be a bot that posted a generic “thank you for your suggestion” message, or they’d have to hire several people full time to post generic “thank you for your suggestion” messages. Neither of those is a good option.

I think this guy just unintentionally proved the point that many of the suggestions on these forums aren’t very good ideas.

Some of the very good ones, like the camera suggestions, have no response at all. I’m guessing intuitive QoL improvements aren’t good ideas?

(edited by TwoBit.5903)

Optimal Builds / Farce of Traits and Builds?

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

Traits are bad because they only augment rather than provide actual tradeoffs or offer meaningful gameplay dilemmas. Furthermore, the ones that are most useful in most scenarios become obvious picks. The Ele profession is a good example the extremes of this system.

The only tradeoffs players are forced to make in this game is with stats, but stats don’t entirely alter the way you look at enemies or your own abilities. They simply control the speed at which you do things.

Retaliation Dmg Floater

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

I agree with OP. Can’t they just make the damage numbers orange? The floater contributes to the already unmanageable amounts of screen clutter.

(edited by TwoBit.5903)

Sentinal Gear for Ele

in Elementalist

Posted by: TwoBit.5903

TwoBit.5903

Ele sustain comes from heals. More hp just means you’ll have more to heal. You’ll get more mileage with soldiers because of the higher power.

Serious question for all true elementalists

in Elementalist

Posted by: TwoBit.5903

TwoBit.5903

It’s always fun to play spot the bug with Eles.

Virtues - They're great but..

in Guardian

Posted by: TwoBit.5903

TwoBit.5903

They just a mandatory signets. They’re powerful but I too find their effects to be a bit bland.

Fix most broken autoattack in game

in Guardian

Posted by: TwoBit.5903

TwoBit.5903

So….. is tricking the game’s auto-aim system for ranged attack GW2’s version of dodging projectiles?

Progression is pointless...

in Suggestions

Posted by: TwoBit.5903

TwoBit.5903

Keyska.4105; Still amazes me that they leave out one of Gw1 best aspects. The skill system, finding, unlocking and prepping a set up. People would of had tons more to do then.

Absolutely agree, one of the best things about GW1, especially in NM, is it allows for a great deal more individuality in player and team build. Some system for capping skills would be most welcome.

The skill capping system was great in that each skill causes players to look at their entire skillset differently. It’s the really engaging deck-building element that GW2 is sorely missing. In GW2 you min max stats and choose obviously superior traits. What exacerbates this is that traits are mostly inconsequential in the open world, unless they boost your dps or sustain.

I would take back all the negative things I’ve said about this game if they implemented skill capping, but I can’t see them being able to design it without making the system as convoluted as it was in GW1. It’ll also take a lot more finesse to pull off with GW2 when you consider how the game tries to incorporate action elements into their combat.

(edited by TwoBit.5903)

30 seconds before attack notification?

in WvW

Posted by: TwoBit.5903

TwoBit.5903

This just highlights how WvW is fundamentally broken in both its core design and infrastructure. Bandage patches won’t salvage the game mode, they’ll only punctuate the brokenness piecemeal.

(edited by TwoBit.5903)

Elementalist Patch Notes April 30th

in Elementalist

Posted by: TwoBit.5903

TwoBit.5903

@Ralathor
Efficient? Hardly. The only it’s efficient at is covering the field in pretty particles. The damage is subpar in PvE and PvP compared to D/D. Ranged AoE isn’t as useful as it sounds in PvE when you can simply facetank mobs and dps them down, in which case melee cleave is superior than the staff’s AoE. The staff’s only saving grace as a ranged dps weapon is WvW and that’s if you hide behind allies or keep walls, but it’s greatest utility in WvW is (surprise surprise) ranged AoE CCs. And lol Hounds as AoE…

But I digress. Rebutting your blind defense of the staff besides the point. The point is that traits need to provide actual tradeoffs; they need change the properties of skills, let players choose between damage cc, etc. All they’re doing right now is sometimes tweaking skills a tiny bit, and mostly changing their damage values. We’re only provided the illusion of customization of playstyle when all that we can adjust is the speed at which health bars go down. That’s why we have very cookie cutter builds with each weapon set.

Elementalist Patch Notes April 30th

in Elementalist

Posted by: TwoBit.5903

TwoBit.5903

You are out of your mind. With tools like Frozen Ground, Static Field, Unsteady Ground, shockwave, and healing rain (on call large water field with good duration!!) elementalist is one of the core utility classes in a large WvW conflict.

The more I’ve played staff ele in WvW, the more I realize that my job is support first and damage second. This is true even built glass cannon. I still do my large masses of damage, but laying down those crucial abilities that do far more to determine the fight always takes priority.

Good, yes, but that hardly makes up for the staff’s inability to function effectively in a non-support role.

If I want range, I’ve gotta go staff, so that’s a major gripe for me.

While it doesn’t bother me as much as it does some, this is the real crux of the problem. What they should do is repurpose the Staff for damage primary and utility second,ary and introduce a new weapon type, like maybe a Tome/Book, with a heavier emphasis on support/utility.

In other words, the problem is having only one long range weapon, and that weapon having a very specific play-style requirement.

IMO, the problem is that the only real customization we have is the damage-survivability tradeoff. There’s no true customization beyond that, no modding attacks for specific effects. We can’t have an efficient 1200 dps range weapon because that weapon always has to come with cc, and in a game where dps is king it’ll always be a mediocre weapon set.

This problem of shallow customization is an issue with all professions in the game and it’s why we have very cookie cutter sets.

(edited by TwoBit.5903)

How to make conjures less bad

in Elementalist

Posted by: TwoBit.5903

TwoBit.5903

Bow has one good skill, and would probably be more useful if you were able to give it to players who could support higher offensive states.

Uh, the spread shot chill, the 100% projectile finisher rapid fire, or the PvE/WvW AoE death machine?

I mean, I know #1 and 5 have pretty much no use due to slow firing, and the cooldowns are rather long, but it’s still very good in the proper situations.

Fan is good up close because of the chill, but in a PvE setting anything that isn’t DPS isn’t really worth it. Same deal with the freezing shot. As for WvW, would you even be close enough in to abuse it? The rapid fire finisher isn’t as good as it sounds, because the projectile combos (except maybe for confusion in WvW, but that’s been nerfed) in game the aren’t something to write home about. You’ll actually do more dps/have more utility by just dropping it after the storm and then cycling through your weapon skills. This isn’t to say you can’t use it if you wanted to, it’s just not as good as it sounds.

(edited by TwoBit.5903)

How to make conjures less bad

in Elementalist

Posted by: TwoBit.5903

TwoBit.5903

Fiery Greatsword 1 when specced properly will crit up to 6k, and it pierces, that’s far more than my Lich form as a burst Necromancer.

It’s a 2 3/4 second channel, so that’s not all that impressive.

That and the Elementalist could be doing far more useful things than spamming autoattack.

Elementalist Patch Notes April 30th

in Elementalist

Posted by: TwoBit.5903

TwoBit.5903

it makes me smile how ANYONE can defend anet considering they applied nerfs to PvE.

And buffed warriors…..

Now show me you have the courage to say they know what they do…
Do you think so?

Then think to their Patches as monthly nerfs….and you understand how bad they are at their work.

It’s likely they don’t play PvE nor do they take it seriously :/

How to make conjures less bad

in Elementalist

Posted by: TwoBit.5903

TwoBit.5903

Conjures are incredibly strong already.

Theoretically. In play, they’re clunky and you’re often better off just using your regular abilities. The one exception goes to Lightning Hammer, but the build associated with it isn’t very good outside of casual play. Bow has one good skill, and would probably be more useful if you were able to give it to players who could support higher offensive states. Greatsword is okay, but the cooldown reduces its overall effectiveness. Furthermore this is really only true for the PvE and sometimes WvW setting. Conjures are rarely ever used in sPvP, except maybe outside of killing the khylo treb.

With this change the Elementalist is given more options as to what he or she wants to do with the conjures. For Elementalists that don’t invest in conjure traits, it may be better to hand all charges over to allies. Elementalists built for conjures may choose to keep all weapon charges for themselves. It’s amazing they haven’t chosen to do this already.

Or just make them kits. With an optional cooldown if spawning a second weapon via sequence skill for another player (which does have charges).

So you swap to FGS, and play with it all day. Its not OP because you’re locked out of all your other skills. Would finally make sense given the Ele has no weapon swap. As long as you don’t spawn a second weapon via the sequence skill, you can freely switch between the Conjure and normal skills (with, say a 5s internal CD on all Conjures).

IF you then spawn a second FGS for another player, the spawned one lasts for 15 charges. You can keep playing with the FGS, but if you swap out of FGS, say back to Staff for a Water Field, FGS goes on a 180s CD.

Then just apply this design to the other Conjures. Its in a similar vein to Guardian Virtues. By “activating” the Conjure sequence, you’ve spawned another weapon and increased overall party utility/DPS, but only for a short time.

This would probably be better, but I’m sure the devs have some (probably contrived) reason as to why the skills weren’t designed as kits in the first place.

(edited by TwoBit.5903)

How to make conjures less bad

in Elementalist

Posted by: TwoBit.5903

TwoBit.5903

  • Make the base skill summon a 30 base charge (can be increased with traits) conjure to the Elementalist.
  • Chain to a skill that summons another 15 charge conjure to the target location at the cost of 15 charges.

Thieves Shorbow Autoattack = Broken now

in PvP

Posted by: TwoBit.5903

TwoBit.5903

The autoattack was hardly an issue…

30 seconds before attack notification?

in WvW

Posted by: TwoBit.5903

TwoBit.5903

Forcing players to defend without making it intrinsically interesting to do so? Yeah no.

Welcome to full on PvDoor.

Elementalist Patch Notes April 30th

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Posted by: TwoBit.5903

TwoBit.5903

-Comet skill: Blast finisher now occurs at the comet’s location rather than at the elementalist’s location.

Dat dartboard balancing. GG ANet.

That’s actually a bugfix. Don’t fault them for fixing bugs. You’d not want them to stop fixing bugs, do you?

The bugged version is more useful logistically. You used to have control over where the blast occured, but with the change the control is delegated to the whims of the horrid targeting system. I’d call the original functionality a happy accident.

Elementalist Patch Notes April 30th

in Elementalist

Posted by: TwoBit.5903

TwoBit.5903

-Comet skill: Blast finisher now occurs at the comet’s location rather than at the elementalist’s location.

Dat dartboard balancing. GG ANet.

In my opinion, GW2 is dying

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

Wake up Anet, your game is starting to die.

Unfounded claims of the game dying: Check.
Claims that GW2 isn’t as good as GW1: Check.

Its like a pattern in every kitten ‘complaint’ thread. All I’m missing is ‘whar trinity whar’.

I love playing GW2, but, GW1 DOES HAVE better game-play, GW2 just looks better.

How is it better game play? I must say being able to MOVE out of the way of attk is very nice being able to do combo is amassing for team work the ability to switch your ability and changeable skills in the tratle lines just out side of combat is very nice and adds a lot being able to switch weapons IN COMBAT is a god sent. So what could you do in GW1 that was “better game-play” the turn base like combat?

Guildwars had more strategy, more variation, more heart to combat, in GW1 you had to work hard to survive and it was epic fun just getting through certain areas, yes you were locked to the spot when you fought but i LIKED that,it took skill to survive, GW2 feels like im playing Street fighter 2 in an mmo, The AI is so trivialized because it cannot keep up with the fluid combat style, so they make everything stupid hard in Dungeons to try and keep up..

GW1 had so many skills and the Capture ability made combat worth going out and doing in GW2 once you unlock your meager skills you are STUCK with them forever..so now combat is generic and classes are all clones of each other like every other mmo..

Street Fighter 2 locks you in place or in an animation when you attack as well. In fact it adds to the depth because it adds tradeoffs to the move and makes relative positioning and windups more important. In GW2 you just spam attacks, just like in every other MMO, except you can now move around!

Don’t need to be an investigator or agent to use Google.

And movement does not make better combat, Well designed and calculated movement does, but that doesn’t really exist in GW2.

Though you where asking if it was what type of comment you where using.
Movement dose exist in GW2 main thing that show it is the food that makes you hit harder when your are MOVING. There also hit boxes for skills there attk types there are root skill wall skill that stop movement for the most part.

Messed up quote sry about that.

That’s true, they exist. But they’re not well designed, much less designed on a level worthy of eSports. There’s simply no depth to that aspect of combat. I mean I press buttons to move in every game, but it doesn’t mean that the movement is well-integrated.

IMO, there’s nothing wrong with turn-based combat or combat that’s similar. Pokemon is purely turn based (and well designed at that) and it has a huge competitive following.

Its getting there to the level of eSports though look at Smit (not sure if that an eSports yet) there is no rolling every thing is a skill shot but its a very one way line shot. Even in LoL there not too much moving out of the way in GW2 every class can roll out of the way of something if they need to you can blink behind walls and avoid dmg you can even move just out side of the 150 melee range and watch the wifts.

Pokemon is more about team builds and timing of your switch (from what i seen). Its like a game of poker (pokermon!) true turn base has a places but its becoming less and less used.

Irrc, you could see the actual fight in Smite. LoL would be an unwatchable clusterkitten if every player was allowed to move cast and zoom across the map at their whim. Animation locking is there for a reason.

If the tradeoff to moving away from turn based is poorly designed and shallow “action combat” (that’s not at all action in reality, just turn based with movment) then the future of MMOs looks even more dim.

In my opinion, GW2 is dying

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

Don’t need to be an investigator or agent to use Google.

And movement does not make better combat, Well designed and calculated movement does, but that doesn’t really exist in GW2.

Though you where asking if it was what type of comment you where using.
Movement dose exist in GW2 main thing that show it is the food that makes you hit harder when your are MOVING. There also hit boxes for skills there attk types there are root skill wall skill that stop movement for the most part.

Messed up quote sry about that.

That’s true, they exist. But they’re not well designed, much less designed on a level worthy of eSports. There’s simply no depth to that aspect of combat. I mean I press buttons to move in every game, but it doesn’t mean that the movement is well-integrated.

IMO, there’s nothing wrong with turn-based combat or combat that’s similar. Pokemon is purely turn based (and well designed at that) and it has a huge competitive following.

In my opinion, GW2 is dying

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

Wake up Anet, your game is starting to die.

Unfounded claims of the game dying: Check.
Claims that GW2 isn’t as good as GW1: Check.

Its like a pattern in every kitten ‘complaint’ thread. All I’m missing is ‘whar trinity whar’.

I love playing GW2, but, GW1 DOES HAVE better game-play, GW2 just looks better.

How is it better game play? I must say being able to MOVE out of the way of attk is very nice being able to do combo is amassing for team work the ability to switch your ability and changeable skills in the tratle lines just out side of combat is very nice and adds a lot being able to switch weapons IN COMBAT is a god sent. So what could you do in GW1 that was “better game-play” the turn base like combat?

Not sure if this is anecdotal or not, but April saw the departure of at least four well-known gaming communities from GW2 as dedicated communities.

I think that falls under slander if you cant back it up well agent Anet.

Don’t need to be an investigator or agent to use Google.

And movement does not make better combat. Well designed and calculated movement does, but that doesn’t really exist in GW2.

(edited by TwoBit.5903)

In my opinion, GW2 is dying

in Guild Wars 2 Discussion

Posted by: TwoBit.5903

TwoBit.5903

Not sure if this is anecdotal or not, but April saw the departure of at least four well-known gaming communities from GW2 as dedicated communities.