I’m bumping this.
The only thing that GW1 had better (IMO) is in fact the storyline, like someone else already stated.
In expansions they should go back to the mission system.
It was A LOT more engaging.
1. Guardian
2. Mesmer
3. Ele
4. Engineer
5. Necromancer
6. Thief
7. Ranger
8. Warrior
Properly specced in tPvP.
I use shatters for that, they aren’t even a utility.
More damage, no charge time.
I feel the only thing that genuinely disappointed me was the personal storylines.
Up until 50 it is fine, then it because Trahearne’s story: starring me.
Really, the next expansion should have much smaller ones. If expansions were to add 4 zones, we should have a story for each zone. Part of the problem is the storylines felt so disjointed and scattered about, the pathway was there, but there were large holes in it.
Another thing is they give terrible rewards.
Last patch was a step forward, but they still give terrible rewards.
I’d find it more suitable if it didn’t do laughable damage.
It should be “tickle, feather, bubbles” or something to match what it really does.
Who says they don’t plan on rewarding support?
You’re missing a bunch.
Sylvari starting zone has 2, norn zone has 1, there’s tequatl, claw of jormag, giant risen crab.
I’m sure there’s more too.
Edit: There’s the fire elemental too, and the centaur air elemental.
(edited by Untouch.2541)
Easily.
Any good defensive class, (a good ele, a good engineer) would demolish the thieves.
A good guardian would demolish the mesmers.
But that’s exactly what happened in GW1.
What they said last week implies that they aren’t finalized with the reward changes.
I personally find that the lack of trinity works.
At least when the bosses (and in some cases, the trash, those dogs in TA hit like a train with no way to avoid them) are designed for the new system.
By that I mean the combat system.
The lack of locked attacks means you are free to move and dodge attacks. Since MOST projectiles don’t home in, you could essentially do boss encounters without even getting damage. This is how it should be, and some boss encounters are designed to fit this, some aren’t though.
The way bosses should work in my opinion is that they should require two things, coordination and movement.
I’ll look at bosses that DO follow these, because some exist.
I haven’t done explorable modes, so I’ll focus on storymode.
Coordination – TA final boss
The final boss fight of TA focuses on you killing 4 of the 5 members of DA.
Faolin will revive them if they die, so you need to interrupt her.
It is VERY coordination based, if your team splits up, the fight can mess up VERY quickly, but it is very satisfying to win. Eir does a lot of damage, so the team should focus on killing her first. The fight works because it isn’t cheap, if you lose it is because you weren’t coordinated, your team messed up somewhere and you wiped. More bosses should be like this, requiring teamwide effort.
Movement – Arah shade (?)
The shade (I believe it was the shade) is a fight that involves constant movement. He fires projectiles that do NOT home in, meaning they are avoidable by anyone with sufficient skill. Really, you can dodge the bolts by moving. Do not design a boss based on dodge rolling. Dodge rolling is based on a resource. The random nature of bosses means it is impossible to time properly, unavoidable attacks 3 times in a row will kill someone no matter what they do. If more bosses are designed like the shade bosses would require more skill. If dodging projectiles is too hard, too bad.
I find that bosses would be amazing if they stopped being big balls of hp that one hit you, and you have the ability to make them more complex and more skill based. Remember, this was a game advertised as an action game, thecombat system supports it too. Utilize it.
Most of the exploits involve jumping over things using the environment, not coding problems.
I think he meant PUB games, not PUG games.
Because MOBA’s have no PvE or WvW and additional features take TIME TO CODE.
Stop crying and just wait, its coming.
arenanet had about what 5 years more to code all that than the development of dota2?
everyone talkes about how complicated yadayada time consuming blabla but that is simply not the case when you have a game in development for nearly a decade
most of the features aside from spectator mode are incredibly easy to implement up to a point where it is actually not a matter of time rather than willingness
I don’t think you have near an idea on how long this stuff takes.
I don’t think the way to deal with exploits is to harm everyone, fix the exploits then put it back to normal.
I’d just like them to give us 7 or so skills per weapon and we get to slot them in.
Yeah, I was confused by everyone saying it was really hard.
This is something VERY irritating.
If you try to pick up an environmental object while moving, your character keeps moving until the animation is over, with no way to stop them.
Sometimes you can be running with swiftness or something and you can over-run the object, preventing you from picking it up.
Please fix.
Haven’t done any explorable, but after doing AC I was underwhelmed, everyone said it was really hard.
Died 3 times on the lovers, twice we had no plan, just rushed in, once I kitten up and ran into an AOE.
They said they were planning spectator AGES ago, and now we know we’re getting ranked stuff.
I think ranking should’ve been in at launch, but what’re you going to do? Turn back time?
Uh, this is the system.
Events repeat.
Hearts don’t.
It’s been like that for a bit, this isn’t new.
I genuinely don’t know what OP is trying to say.
Can you tell me what you expected?
The game’s not even been out a month.
They still gotta FIX the dungeons.
what do you mean?
The reward change was nice and well needed, but some dungeons are still broken.
They still gotta FIX the dungeons.
Been broken for a while, they keep saying they’ve fixed it.
The thing is, people are just rushing in.
If this was in, people would try and res defeated players instead of pouring in and dieing right away.
I don’t see the point of playing it, you can PVP from level 1 and get max level 80 gear. When reaching max level you don’t get any rewards or any extra content you may do.
You’re not alone. Many think that it is One step forward, yet two steps back for the genre
are you genuinely serious
not having to grind PvE to play PvP is a step backwards?
is this what the MMO genre has become?
Simple, have a buff in dungeons.
The buff increases magic find by 150%, increases how much tokens you get by 3×.
Every time you use a waypoint after being defeated, the magic find goes down by 5% and the amount of tokens you you get goes down by .1×.
This is only if you use the waypoint, being ressed doesn’t take the buff down.
And that’s the problem with MMOS!
Might as well just make a “click2item” button with a bunch of flashy lights, because that’s what pepole want.
I hope you realize that by making them character bound it led to them making them tradable.
By making them tradable they’re probably selling A MASSIVE amount less.
Why would I gamble at buying dyes when I can buy the one I want right away?
Dyes are like 50c on the TP.
I never said you were asking, other people have been asking though.
I can’t believe there are people defending gear progression.
It’s designed to slow you down to keep you subbed.
EVERYTHING about it ties in to slowing you down and forcing you to raid over and over again.
Say you enjoy raiding, but don’t want to repeat content?
1. You get booted from your guild, meaning you can’t do newer content
2. You don’t get gear, meaning you can’t do newer content
Gear progression doesn’t change the raid, the boss will do more damage and have more health to offset your new gear.
You’ve been conditioned into thinking this system is not only acceptable, but encouraged.
Please just get OUT of this mindset.
This mindset is killing MMOs, and you’re being zombies.
Why would you play sPvP for rewards?
Explain the logic behind this.
Someone please explain the logic behind this.
Sorry, but if you need a “point”, you don’t enjoy the genre, you only enjoy the end.
Well, the endgame is pretty bad right now, the dungeons are kinda broken in multiple ways.
Luckily they’re fixing all those ways.
Uh, most games are 60 dollars nowadays.
I don’t think you know how to play this class, OP.
Sorry.
If you say the clones don’t do anything, why are people whining and kittening about how they’re confusing on the PvP subforum?
Actually they did, it was during BWE2.
Also if I remember correctly they said they’re releasing conquest first to see how the system works and adding more modes.
I know many people thought Anet took a sort of communist approach to this game. Sure it’s fun and this and that, as long as you do it our way. That’s basically the merit
Sorry, but you can apply this to any game.
What if I have fun jumping off the edge? That game over screen is breaking my flow, nintendo LIED TO ME.
Why do you people leave WoW because you’re sick of it then come to another game and expect it to be WoW?
This applies to most MMOs released after WoW.
No, that’s why they stated several times they’re adding more.
Source? I’d like to see it, I haven’t heard anything about that
They said during beta.
Forums were culled, so I can’t give proof.
Sorry.
