(edited by Vaulken.6983)
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GW2 Halloween is so awesome, sweetFX made it more awesome
Unnecessary. Aggro rotates already. Players being unable to control aggro, except with stuff like Stealth/Wards/Pets/Minions/Clones, makes the game more fun. Adding skills that force aggro on 1 player brings it one step closer to the unHoly Trinity, which is boring.
That would still be there, but not every profession has these skills. The above is supposed to put the players in the drivers seat and bring group coordination back into gameplay. Aggro does not rotate based on a players decision, you run and hide when a boss looks your way when in reality it would be more heroic where the player chooses when to go toe to toe with the boss while the others assist from the sidelines. or help a defenseless player.
Sometimes a boss will lock on to a player with a profession with no skills that cannot drop aggro this player usually goes down immediately after all survival tools are on CD. I’ve been in groups where a thief stealth bombed a player about to bite the dust, the boss turned away to another player but them immediately went back to the player that went to ground. As you can see it doesn’t always work.
Not a Thief problem. It happens with every profession.
Still needs a fix though.
It happens way more often with thief (and mesmer) because of stealth.
This happens in spvp too.
Never seen it happen in sPvP :-/
It sort of is a theif problem because they rely on not being seen to survive. They can benefit the most out of this, profs that don’t exploit stealth don’t really benefit from this at all.
Although I don’t think it’s a big deal, spvp isn’t affected by this and that’s the only place where a 1v1 will count for anything.
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Then those should be made baseline. But that doesn’t address the second skill which gives bunker builds more importance.
Hi. Dungeon master here. None of the boss fights in dungeons are really that hard except for VERY FEW exceptions. Among those would definitely be phase 2 of G-Lupe in Arah exp and phase 3 of Subject alpha in path 2 & 3 of Crucible of Eternity exp. This whole thread is pointless, and nothing you talk about is really necessary. I do dungeon speed clears everyday.
Not everyone is as awesome as you. I bet you have a ferrari too, or is it a lambourgini? This is besides the point, do you see any call for nerfs, I certainly don’t. This is to bring more co-ordination created by the group.
Right now everyone fends for themselves and then when someone goes down we revive them, you didn’t have to be a tank or a healer in other MMO’s to save a group from a wipe. If you have dead weight in your group there is no real way to make up for their lack of input, if they suck at surviving or dodging when the bosses is coming at them, there isn’t all that much you can do unless you’re a profession that can use area stealth.
So don’t come in here giving lip like you’re all that when you clearly have no idea what this thread is even about.
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Then those should be made baseline. But that doesn’t address the second skill which gives bunker builds more importance.
I believe open grouping was at the very least started in Warhammer online. Rift invasions were alright but they got stale very quickly and felt very detached from the world. Invasions have been in a lot of other MMO’s though, including SWG. Ahhh how I miss the Nightsister invasions.
Warhammer started public quests not public grouping., you still had to form a group to benefit from buffs and the like.
I rarely see anyone any more in the Nord home City and Hoelbrek.
Yet I got the started edition of WoW last week and the starter town was rammed with other players, 8 years after the game came out.
..where are you guys all hiding? I can’t be the only level 10 player out there?
Blizzard did this thing called Cross Realm Zones, where 3 servers share the same zones, on top of the expansion just being released, that is why you’re seeing so many people crammed in one area.
GW2 has been out for a bit longer in comparison to MoP and because this is everyones first go at it we’ve all gotten past the starting area and aren’t stuck making alts. The general populous is in mid to high areas now not to mention some people just do sPvP and/or WvW as it is available level 2+.
All GW2 servers are either FULL or High.
Make a badge vendor to buy or make awesome shiny things.
Create world invasions that reward said badges.
Invasions happen “x” amount of times in “y” amount of zones. Can be any zone.
Every zone can now be used again for new content. Invasions that could happen:
- invasion of svanir in the shiverpeaks
- centaur tribes unite and launch a desparate assault
- flame legion tries to expand
- zhaitan marches his armies from orr across TyriaIf you fail a zone it could continue into another, world domination could arise.
In other words, similar to Rift. :P They already stol…erm…adopted… the open grouping idea from Rift. I enjoy RIft a lot and don’t mind paying the 15$ a month for it. Frankly, I find in general the games with monthly fees offer the player base a LOT more for their buck than the F2P models who’s sole purpose is to make it so the players nickel and dime themselves to death by bleeding RL cash into the game company to have things like storage space, etc.
But with added purpose and a proper reason than “it’s just happening”. Rifts are random, but invasions should be timed events that can spread over multiple zones. I hope they can get rid of the instancing :/
Make a badge vendor to buy or make awesome shiny things.
Create world invasions that reward said badges.
Invasions happen “x” amount of times in “y” amount of zones. Can be any zone.
Every zone can now be used again for new content. Invasions that could happen:
- invasion of svanir in the shiverpeaks
- centaur tribes unite and launch a desparate assault
- flame legion tries to expand
- zhaitan marches his armies from orr across Tyria
If you fail a zone it could continue into another, world domination could ensue. These invasions could start in footholds and slowly expand over the zone, any place they conquer becomes occupied increasing reinforcements they receive. Escalation of war can happen too, the NPC’s should have just as much of a chance to win as the players.
Note, if an invasion is quelled it should by all means NOT reoccur in that zone for a while so players feel like their effort made a difference.
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If a champion sits on you, bunker build or not, you won’t last forever. I have an idea, what if:
- everyone gets 2 extra skills
- skill A taunt (50 second CD – boss will forever hate you unless taunted by someone else or the below skill goes into affect)
- skill B inflame weak spot (increase boss damage taken and dealt, 50/50 chance to pull aggro)
The idea is to rotate aggro through party members rather than the boss randomly picking whoever he wants to squish. This way a party can re-direct aggro to someone else so the defenseless player has time to rest before getting back into the fight.
Also there is the option to exploit times to increase the bosses damage taken at the risk of the boss also doing more damage and screwing up the aggro rotation order. Bunker builds at this point could be very useful allowing your group to sustain short bursts of increased damage to the boss.
This should reinforce party play and not feel like you’re doomed if a champion decides your next as it gives other party members a chance to save you before you potentially go to ground.
What think?
“So does any class that beats you in PvP need to be nerfed?”
He’s not asking for a nerf to theifs, he’s saying that unstealthing benefits from a couple of seconds of being un-rendered artificially extending stealth time which is really a bug.
I’ve gotten a rare or two from chests, usually level 78. Never got an exotic from a chest bar Mad King Dungeon.
I max out magic find, I can never get enough of it!
“The first two weeks of this game were wonderful. I had a blast leveling, I got to enjoy myself for hours on end each day, and all around, I thought this game was pretty great.
Now, here we are just over a month in and I have run out of things to do.”
Basically you will not enjoy yourself if:
A) You’re not getting any new levels
B) You’re not getting new gear that inflates your stats
Are you a hamster?
I said the clock tower is epic and its difficulty is great.
What I said was bad about it was the waiting and the crowds. What is wrong with moderators on here. Does no one read on here?
This is like the time I got infracted for making a thread in the wrong forum when there was ONLY ONE FRIKKIN FORUM WHEN IT CAME ONLINE geeeeeeeeez.
My wife and I were talking about this yesterday, its incredibly impressive the amount of content they kept layering in every act. In Queensdale there are some reinforcements spawns for events that are like mini invasions like rift.
Honestly the depth that went into this holiday is simply amazing. It puts every other MMO to shame. Especially that other one that’s been out for years and churned out the same garbage every year with a different level cap and loot table for a 20 second boss fight.
I’ve already done it. Even when I’d constantly get quite far it’s still annoying as hell having to wait and sometimes you can fall for screwed up reasons which totally ruin the fun because you have to wait again.
The mad clock tower is a stroke of genius, I can see it paving the way for dungeon gauntlet runs or competitive jumping puzzle races.
BUT.
BIG BUT.
Who on earth thought it would be a good idea to have you group with a large mass of people so you can’t see the platform beneath your feet AND this is the real kicker; when you fall and have to start again you have to wait almost a minute before it starts and even then you have to watch that clip of the tower again.
Those seconds feel like hours and I don’t know why it was decided to be there other than to really frustrate and anger people doing something so fun, I would love to do the clock tower again but considering how long it takes because of falling wait timer I really can’t be bothered. My wife gave up because of the waiting timer, not because it was difficult.
Wait no, I didn’t say anything wrong you made an incorrect assumption. It clearly states AT LEVEL CAP all exp generated is now converted to karma. 1-79 is not affected by this.
SUGGESTION: At level cap, all activities you now do generate karma instead of exp i.e. gathering, exploring and even the exp you would get from events etc —> all converted to karma.
Interesting idea. But then how would we get more skills/skill points after level 80 if we so desired?
I think he’s suggesting that instead of leveling with XP, you level with Karma i.e. Karma would be your new XP.
I disagree. Do that and people will still do the activity that nets the most Karma i.e. Cursed Shore events. It’ll do nothing to bring people back into the world.
What we need are activities that bring people back into the wider world (Nic the Traveler, Treasure Hunts, Scavenger Hunts [as a mini-game / competition between groups, maybe even exclude the use of Waypoints]).
Make these activities rewarding (chunks of Karma, Coin, Unique skins, Mini’s, achievements and titles, rare crafting materials, crafting materials to progress towards Legendary weapons [Mystic Clovers, Icy Runestones ect]) and it’ll encourage people to go back and pursue these.
1-79 is normal exp, once you hit 80 all exp gains are turned into karma. Then you have karma levels of 1-80 and then + karma levels for reducing box prices.
SUGGESTION: At level cap, all activities you now do generate karma instead of exp i.e. gathering, exploring and even the exp you would get from events etc —> all converted to karma.
Interesting idea. But then how would we get more skills/skill points after level 80 if we so desired?
Sorry I meant to say all activities that generate exp now generate karma. Skill challenges would still grant you your skill points.
Preface
Rather than write a review of the game, even with its flaws, I don’t think I’m going to be gone any time soon. Instead while playing the game I always get ideas, ideas and then some. So this is sort of going to be a note pad of my ideas based on pretty much everything in the game.
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Things Of Excellence In GW2
Here are the things that I think represent GW2 in its best light:
- Exploration as part of the meat in leveling: vistas, jumping puzzles, hidden mini-bosses in hidden labyrinths, getting that buzz when you stumble across a cave: fantastic
- Dynamic events that distract you from going from point A to B steering the game away from being too linear via hearts
- Hearts having multiple activities to accomplish them (note the emphasis on variety already)
- Scaling your level down to an area so it’s always somewhat of a challenge also keeping consistency of power i.e. you never become god like in strength (stats) but your experience as a player exponentially makes you tougher and wiser to deal with encounters
- Structured PvP and The Mists: #) you can test out a new class from level 2, #) you get to practice new builds at no cost encouraging exploration of your class, #) you get the hard reality if you suck at your class with the level playing field in Spvp (love it!)
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The Note Pad
Level 80
- Hitting level 80 to me isn’t a bad thing but it misses something so important that you have from 1-79: getting levels. Or more specifically seeing that bar rise and fill up every time you do something, it’s the incremental progression that makes even insignificant things feel compelling. When I see it fill up now I have a sense of “yay” because it fills up until I realize I don’t get squat from it filling up any more at which point my brain goes “aw”.
- Clarification of the below: 1-79 is achieved with normal exp. When you hit 80 all exp gains become converted to karma. The karma you generate at 80 contributes to your new karma levels of 1-80 (like glory levels) and plus levels reducing karma box prices individually. This is to continue the feeling of incremental progression once at 80 from doing anything.
SUGGESTION: At level cap, all activities you now do generate karma instead of exp i.e. gathering, exploring and even the exp you would get from events etc —> all converted to karma. You now have Karma levels that work pretty much the same as glory i.e. you level up based on the total amount of karma you’ve ever gathered once you hit 80.
So there should also be more things to buy with karma. Karma level restricted vendors should be in place each one selling a box that gives you random things based on level brackets that are split into:
- Crafting Box (gathering mats and crafted mats)
- Item Box (armour, weapons etc)
- Fun Box (misc and fun items like minis, tonics etc)
- Consumption Box (consumables: food, boons, repair/salvage kits etc)
- Siege Box (WvW and PvP oriented items)
- Mystery Box (you could get anything from junk to legendary items)
There are 80 karma levels, then every other level you get after 80 reduces karma vendor prices (only vendors that sell the boxes). Each type of box can only be reduced to so much, however the mystery box is meant to be extremely expensive and you continue to level karma to make it cheaper, why? There is a legendary set that you can obtain from the mystery box although it is ridiculously rare so you’re going to have to buy a lot of them. Once you acquire a full set of legendary items i.e. all slots filled you get the achievement “Legendary Luck” with the title “Luck of Legend”.
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The other topics I will later get around to:
- Hearts, helping others and lack of dynamism
- Dynamic events unchained
- Worldwide invasions and conquering
- Champions, bosses and combat
- Customization
- Group finding
- Game activity awareness/explanations/tutorials
- WvW and sPvP
- Travel
- Future content
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Getting their ‘groove’ on meant getting new power and taming the titans. You’re just giddy to tell people you know the lore lol.
There is an extreme amount of censorship on here.
I’m sorry but I have to call you out on your reasonings behind removing Tab Target from GW2.
First: It is and that is your latency talking or not timing it properly, it will give you a small window to 100% evade anything, yes we’re talking about 1 second or even less. It’s very easy for mobs with long attacks to still do damage to you.
Second: Giant wurm throwing boulders and giants throwing boulders say hello. Your attacks will miss if A they are player targeted and you do not have something targeted or B are some kind of area targeted attack that includes circles on the floor and cone attacks.
Third: That’s why it’s so weird!!!! It shows it works perfectly well to have attacks that do not rely on targeting but then has a hand full that do which removes the intuitive sense, contradicting each other.
It’s also silly that you can’t choose to block whenever you want with a shield, when you block with a shield you shouldn’t be able to attack either. Having it on a CD where you can block and attack at the same time makes sense but otherwise is silly leaving the shield to be more of an accessory the majority of the time.
If there were mechanics that gave you an option to defend and not attack i.e. choosing when you can block instead of attacking then survival could be justified as a playstyle, Berserkers and Lancers define this really nicely in Tera, Berserkers are an offensive class with heavy armour that utilizes blocking and absorbing a few hits with a bit of self healing attacks to survive. The Lancer has the same playstyle but has tankier stats i.e. less damage to absorb more hits.
A) I do not agree with your tab targetting issue, not completely. B ) You have no idea what the uncanny valley is. http://en.wikipedia.org/wiki/Uncanny_valley
Metaphorical not literal, genius.
I’m not sure I understand the desire to kill tab targeting. Could the OP elaborate?
GW 2 is in the uncanny valley of being in the middle of having old combat that improved upon MUD’s and then being like Tera online but it’s not quite there yet because you don’t ‘dodge’ you have temporary invulnerability in GW2.
This imitates dodging so it is a step forward from simply trading blows and the very idea of wanting to not get hit to survive and it being the core of survival is the step forward which relates to Tera.
Onward, its very jarring when things like charge or shield bash don’t hit and you run right through things simply because they weren’t ‘targeted’.
Some things throw projectiles at you that move reeeally slowly, the first thought is to move out of the way or dodge. You can’t move out of the way as it will home in on you even if it’s a giant boulder, and counter intuitively you should stand still and wait a few seconds for it to arrive and then put up your temporary invulnerability called ‘dodge’.
The developers hold onto tab targeting which is really archaic and it impedes on the gameplay so much.
The vid shows MMO combat without tab targeting; like Tera in GW2 if you swing your sword and don’t touch anything you miss, if it’s in front of you, you hit. However you’ll see the monster throw fireballs (projectile), notice how they don’t home in, all ranged weapons are on the same level of melee now, you aim and shoot, if the target is there when the projectile arrives then it is a hit just like swinging a sword.
The monster will also do a series of attacks that follow a single direction caught up in its momentum, the player dodges out of the way and so the monster cannot just simply flip 180 and make sure everything hits the player.
In tab targeting MMO’s including GW2 when a monster starts an attack it will follow you with uncanny accuracy, which is not intuitive because when you start an attack you commit to it and follow through its momentum.
This creates a meta of landing attacks appropriately or be left exposed by the momentum of your attack leaving you vulnerable unable to defend.
This is why tab targeting should die, because it’s not intuitive AT ALL, it makes dodging POINTLESS. You realize very early on in the game when fighting tough foes veteran+ that the game is not about survival at all, even as melee the fastest way to succeed is burn them down as fast as possible, kite when everything is on CD rinse and repeat and that’s against melee mobs. Against ranged mobs it’s a race against the clock, you can’t avoid the majority of their attacks and now you’re back to MUD’s trading blow for blow in the majority of cases.
What makes things worse is that a lot of champions are made artificially harder by having instant cast dots that will kill you very quickly and if the aggro is on you when you’re downed there is no way for anyone to prevent your death.
Tab targeting is bad and needs to die and GW2 can’t get rid of the sense of needing a dedicated healer or tank until it is gone.
Preface
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This thread is sort of a speculation of what could happen in the future of GW2, I don’t hear much talk about where Anet is going with this but if anything it should be nothing less than interesting.
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Hopefully in the future Anet will:
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- kill tab targeting.
- quick time event executions for veteran+ monsters, this would make boss fights feel like boss fights, I think boss fights in GW2 to me are probably the only thing I really don’t like in the game, all they are, are normal mobs with elevated stats which just means they 1-2 shot you, some are pretty big too so attacking their feet is really dull especially with tab targeting
- new weapons and slot skills! This is a given, but the interesting thing about it is it doesn’t inflate our hot bar which I <3 to bits, any other MMO makes me very weary of having skill bloat, can’t wait for a halbeard, 2 handed axe, or 1 handed spear to go SPARTAAAAAAAAA on your kitten or a whip!!! Something that needs improving on though is the elite skills they’re not very epic at all apart from Rampage <3 Dual wield shields needs to happen too and not for defensive purposes either
- dynamic events, what if there was a global dynamic event that could push from one zone into the next? Like what if the mursaat get their groove on somehow and brought the titans back and they crusade from their volcano islands all the way to other side of the globe, or the fire legion press for world domination
- PROPER ENVIRONMENT WEAPONS, this is just a pet peeve but sometimes I get pretty disappointed when I pick up some weapons off the ground, these weapons should be slightly overpowered and a joy to discover; their uses should be more brutal and creative i.e. you find some copperwire and now have the opportunity when you opponents health is at 30% to grapple them to the floor in a quick time event and strangle them with the copperwire, and to better their situational use it would probably be best to an extra button in addition to your current weapon so you can save the environment weapon for when you want/need to use it and if it’s a straight up almighty replacement like an elemental weapon then it can replace your hotbar entirely
So where do you think the future of GW2 lies?
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While GW2 is a solid game I’d really hand that to the exploring, puzzles, dynamic events and automatic partying, the game has a lot of great ‘systems’ that drive the game. However, I’ve had a lot of mixed feelings about its combat. Right now it’s in uncanny valley:
- it’s tab target like most traditional MMO’s
- but it has the dodge mechanic
- everything is tuned around being able to dodge things
In theory this sounds alright but the problem herein lies that you can’t dodge very often and dodging isn’t dodging in the practical sense, what it really does is put a temporary “100% chance to evade” for a very short amount of time contradicting the purpose of dodging. For example in Tera Online if you are not under the foot of a monster when the foot lands, you don’t get hit, but in GW2 if you don’t have your magic dodge buff up when the foot lands and even if you’re not near it, it will hit you because its a tab target combat system. Not fun. Not intuitive.
Ultimately it feels like they wanted to do Tera Onlines combat but somehow got stuck with tab targeting. It saddens me greatly that now the game is out it will never deviate from being tab target which is an ancient design that is really obsolete. I feel very jaded about this because on one hand Guild Wars 2 has a lot of amazing new concepts for an MMO like puzzles and purposed exploration that I really enjoy; and it would be the perfect addition to the meat of any game: the combat.
I hope the developers have plans for making the combat more intuitive in the game, it’s a really great game I hope they can get around to it :’)
Just my 2 cents.
(edited by Vaulken.6983)