While they’re at it, they should really redesign Legendaries for elementalists. Throwing out a flamethrower when you’re attuned to water on Incinerator makes zero sense and just says they just did it in a rush.
^ unmm, I think it’s a mistake but, are you gonna use those 2 last trait points? o.o
^frankly, that’s how MMORPGs work, and the developers acknowledge that. That’s why balancing updates happen, and why no MMORPGS has Infamous-esque skills which turns the player into a human nuclear warhead.
Every MMORPG in existence have their meta builds and have mass numbers if players seeking optimisation, and you cannot change that.
Why? I don’t know. It just is human nature to seek perfection in a fantasy world they have some attachment to.
I think that given eles are much more at risk rooted in melee range than warriors, and that Churning Earth’s cast time is comparable to 100b whilst having fully backloaded damage, for PvE I think it would be fair to increase the skill’s damage coefficient from 3.25 to 5.1 (a bit less than 100b to adjust for the bleed and cripple, as useless as they are).
(PvP is more debatable, I personally think given how much you need to set this skill up to hit anyone who knows what they’re doing, 5.1 isn’t totally unfair, but I’m not an expert on PvP)
(edited by Xae Isareth.1364)
Staff’s DPS tanks through the floor the moment you switch away from fire. So in other words, it doesn’t offer any utility whatsoever if you want to not hit like a wet noodle.
Also, although you can stay at 1200 range, you need to be relatively close to your group for buffs, and within 360 range to your own fire fields if you want to blast them. Staff also needs your target to stay still, which often doesn’t happen with FotM and pugs.
People use dagger because if you want your focus there, you gotta choose between sceptre and dagger. Sceptre absolutely needs LH to do any reasonable DPS at all, which is fine in your AC/CoE/CoF/etc facerolls, but in FotM, the combination of the lack of fluidness and you dying more means it’s not such a great option. Using LH also means you can’t use your /f utilities in the middle of your LH rotations.
I mostly use staff in lvl 50 fracts, especially when puging. U can dish out loads of dps and stand just a little bit behind so you’re in safety all times. Since most encounters are stacking anyway I dont see the point of running anyting else. Lavafont and meteor shower too stronk aoe.
I find theres barely any stacking in fractals unless you’re set up to stack with protection, Aegis and reflects. The only place I can think of where you minlessly stack is cliffside, but then DPS isnt very important there.
i am not to farm, but yesterday i had 49silver….i did the easy lvl55 dungeon about 4times and had 4gold by the end of it……what do u people want? i mean seriously? LMAO
Some people do not like dungeons. Some people Like Playing " any way they want." which was part of the gw2 manifesto.
If for these people to earn a lot more gold means going into dungeons, they are not Playing " anyway they want."
Gw2 seems to have turned it’s back On it’s manifesto.
I’m sorry but that’s just ridiculous. Playing the way I want means dressing my character up in LA. Where’s my 10g per hour?
I just love the hypocrisy since when does it become a social crime to complain about the lack of updates to a product that’s supposedly on mark and making lots of money? Last I checked it wasn’t so not sure why people are even reading these threads if they don’t like them.
Incidently I don’t think it was ever their plan to actually read the forums I believe they hang out exclusively now at Reddit.
I’m not surprised. At least at Reddit, you can have a civil conversation without it descending into a whirlpool of verbal abuse.
You can almost taste the toxicity on these forums.
In all honesty, I do actually hope GW2 gets hit with a wake up call of falling profits and player counts.
SWTOR got hit by that, had to go F2P but it meant the devs had to improve and innovate, making TOR a much better game than it was at launch.
FF14:ARR was the relaunch of a complete failure of a MMO. It’s the only MMO released in recent years that managed to stay P2P.
ESO was a flop, no doubts about that. However, since then you can see how much effort the developers are putting into expanding and improving the game. Monthly balance patches, what I wouldn’t give for that.
So if I think if GW2 can survive through a turmoil, it’ll come out golden.
In all honesty, this happens in every game. No balancing is perfect, so you always get classes which are wanted above others. Well, unless you design your game like TSW where there’s no classes (or the game just has one giant class, depending on how you look at it).
Although Anet has reconfigured the foundation of the game. Currently no vertical nor horizontal progression has been added to the game. So in the long run is there any strategy at all to builds? Anything that makes one player unique from another? There is nothing to work towards other then legendarys and they honestly arn’t worth the time you put into them for they are but skins.
Depends on who you talk to. For me, skins make or break an item. In most games, if the BiS raid gear didn’t look cool, I didn’t bother with it because what’s the point of it? It’s BiS so you don’t need it to get anything else and seeing bigger numbers didn’t exactly blow my mind in a MMO.
What I mean is that, to illustrate with an example: warriors. For pure DPS specs, axe and GS are both very strong, and both have their situational uses. However, on both, there’s the problem that Berserker’s Power is so strong that’ll achieve optimal play, you’re forced to not use your Burst Skill at all, and rewarded for passive play, which is just very silly.
That’s good to hear, since personally I think staff and SLH rotations completely invalidate the point of being an elementalist: being versatile as the elements themselves and constantly switching in and out between them.
Ie, not just camp on fire or AA-ing with a hammer 90% of the time. That sounds like to me a massive failure in skill balancing and content design (heard the original dungeon lead got fired, not sure if it’s true).
(edited by Xae Isareth.1364)
^ what do you define as reasonable? Why are they not reasonable now?
The point of my post is that when you involve other players into the reward equation, things get complicated because it opens the door to abuse and exploits. The EotM karma train was not intentional by design.
Lupi won’t let you farm him for free loot, he’ll ‘give his all’ in every fight, but players won’t do that, they’ll set up ways to farm the system like a machine.
So the question then is, how do you set the rewards? Set them to level with people are playing properly and thus give the players who abuse the system disproportionate rewards? Or set the rewards to level with the abusers and leave the players playing properly in the dust?
It just doesnt work either way.
Have you see what happens in EotM? I can rack up 3k+ badges in a matter of hours, can you imagine what happens to the economy if your suggestion gets carried through?
I dont think ele needs a lot at this point, mainly minor stuff. If anything, Ranger needs a second CDI.
Eles still need a massive trait overhaul, cooldown reductions and some baseline survivability. Also a change to useless abilities like Impale.
And Churning Earth. And I still don’t understand why staves have the highest DPS in PvE on an ele, when the one consistent rule in this game is that melee>ranged in DPS.
If you don’t balance the game and change things up frequently enough, people get bored and grow tired of their favorite skills/weapons being a big pile of doo doo (Dancing Dagger I’m looking at you.)
If you balance the game too frequently, players get annoyed by the meta constantly changing and them having to rework everything. You also are more unlikely to end up making stupid decisions from not having enough data to see the full effects of your last change.
It’s a delicate balance (within a balance).
So, how often do you think Anet should balance the game?
I disagree with Healing Surge. I think it’s a very versatile heal which can be used both offensively and defensively, which is great.
Want a huge heal? Save your adrenaline.
Want to pump out more damage/stuns/burns/whatever? Sacrifice some healing to do that.It’s not versatile in the least. Say you get spiked right after using your burst, you’re basically screwed. The rank 1 or 2 heal isn’t enough to keep you alive, I don’t care how good you are there are going to be plenty of situations were you NEED the full healing but there’s no guarantee you’ll have it. Adren gain is no issue if you have CI.
Its a case of resource management. You chose to use up your adrenaline for the burst, which appropriately means you get less heal out of your heal. Action and consequence.
While they’re at it, they should also update Bolt’s effects. Unless that’s changed recently (havnt seen anyone with it for a while), the electric effect looks like something from a cheap F2P game.
The whirl finisher is a good combo with smoke screen, and the bleed is underrated. But it is an overall underpowered skill that could use a buff, and probably the biggest reason D/D isn’t used very often.
The bleed isn’t exactly underrated as DB spam is a thing with condi dagger builds. However, it just doesn’t fit with the rest of the skill set, and the only way to properly use condi on daggers is to just only use AA chain 3 and DB…which makes no sense.
So….. I’ve been looking into this a bit and I’m a bit stuck.
1. As a mainhand, it seems S/x-LH builds both out-DPS dagger builds and stacks more might.
2. As an offhand, d/d is inferior to everything and in a s/x build, dagger is barely a DPS increase and focus again stacks more might.
So, is dagger just a bad weapon choice for PvE?
I never really understood why Churning Earth was made like what it is today. It was originally a charge attack, which would have been awesome and everypne’s response was ‘Ooooo’ and ‘aaaa’, but for whatever reason Anet decided to scrap that concept despite that.
Then throughout release to now, people have been struggling to find a use for in in either game mode, because even in PvP, you need so much setting up for it, it’s just not worth it.
I disagree with Healing Surge. I think it’s a very versatile heal which can be used both offensively and defensively, which is great.
Want a huge heal? Save your adrenaline.
Want to pump out more damage/stuns/burns/whatever? Sacrifice some healing to do that.
Yes, zerker is still the predominant stat allocation. But that’s not because of skill coefficients or antyhing. It’s because GW2’s PvE mechanics promote damage-above-all-else gameplay. True support builds, heals, conditions…not as effective as power builds. Some coefficients could be tweaked I’m sure, but the primary issue is the way bosses & fights are designed.
That’s not a GW2-specific thing, that’s something which applies to all MMOs. Healers and tanks are only a thing because fight mechanics needed them. No one wants a ‘full support’ build if everyone can stay alive perfectly well already and that support didn’t take the form of more damage in any game.
It’s just that GW2 doesn’t have any constraints which needs you to do anything else other than take zerker stats.
People want the EotM farm gone because it’s not what EotM was supposed to be. It’s supposed to be a less serious WvW where players can do what they like in WvW without the pressure of failure. A bastion for open world PvPers to experiment, hone their skills or have mock battles in a more relaxed atmosphere.
Then someone found out you could do a loot train and all that ideal was thrown out the window. The place that was a resort for open world pvpers, was turned into just another mindless farm route where PvP is even discouraged.Is that ANet’s official position, or is this something you inferred from the release notes that came out with the EotM update.
That phrase ‘supposed to be (x)’ gets tossed around a lot regarding content, but usually without any evidence. I’m not trying to be a kitten about this, just genuinely curious.
And Re: the topic at hand, GW2 seems to be trying to maximize profits (consistent monetization) with minimal effort (sparse content and updates). Standard practice for any business, but it sucks for us as consumers.
What ever it was supposed to be, I doubt Anet went ‘you know what the WvWers need? Another karma train!’ when they made EotM.
There were data files created for it already. It seemed that it was going to be similar to some sort of an achievement-tracking system, but it was likely scrapped.
Anet said that given the recent changes to rewards, they need to redevelop the system. This was probably refering to how players have so many T7 mats stacked up, and Anet probably wasn’t expecting that. So in other words, don’t expect it soon.
I would be very logical to give it to new legendaries instead of existing ones, to contain the effects of any ‘screw-ups’.
If someone buys the game after the end of living story 2, they’d have to pay to unlock living story 2.
If I buy lets say Lord of the Rings Online today, I have to pay to unlock a kitten-ton of expansions. How is this different?
Are you kidding?
Because for someone who logged in during that 2 week span…they got it for free! Have fun being a new player and having to buy:
- base game
- S1
- S2
- S#
Each season is ~$60…
And how is this different to WoW/LotR/GW1 exactly? If I joined GW1 after EotN hits, I gotta buy Nightfall, Factions, and EotN to experience everything the game has to offer.
I’m not saying I like it, but it’s basically the same as any other game, and I don’t see what you want to happen. Do you want them to charge everyone for it do it’s fair on new players?
Will the story episodes you buy be instanced? If so, how do players handle stuff like the destruction of Lion’s Arch? If it isn’t instanced, what’s to stop people from farming events like the destruction of Lion’s Arch of the original Queen’s Gauntlet indefinitely?
From the Announcement:
“Also, because Season 1 of Living World was not built with the Journal in mind, it will not be available in the story Journal on initial launch when Season 2 begins. We do hope to add Season 1 to the Journal in the future. As I mentioned earlier, only festivals will continue to use the gold star UI. They will not be in the story Journal, and they will remain as temporary content that comes in each year for a period of time and then packs up and leaves when the festival has completed.”
To answer your question: Queen’s Gauntlet is a festival thus temporary and Destruction of LA is Season 1. Once they put Season 1 in the journal, then I guess you’ll have a definitive answer.
Except that pretty much means we won’t be seeing large scale content in Season 2, because if they do an event like the destruction of LA, or the marionette, etc. it couldn’t be put in the journal.
There are still ways to do them. Destruction of LA could have been a 15-man ‘raid’ instance.
An interesting excuse for replaying past events is something like FF14’s ballad Altima Weapon fight, where it is simply a replay if the past events inside your head. Marionette could be re-experienced by a large group as a powerful illusion cast by a Mesmer or something.
^ PvP and PvE are already separated by stats. From the way confusion is calculated to the damage done by Cloak and Dagger, you’ll find differences in quite a few places.
In your example with Toxic mobs, what makes it different to Bleed other than being a different condition then?
Nothing, the point was that TA mobs actually use abilities continuously and hence actually suffer the damage. The secondary function of Confusion does – luckily – not work in PvE (and neither does it in PvP tbh because the damage per stack is so low after the nerfs) since it’d lead to it being affected by Defiance.
I don’t know about you but if I got 10+ stacks of confusion on me, I think twice before attacking because wasting HP in PvP is a one way trip to the graveyard.
“Is gw2 trying to lose players?”
I’m guessing thats rhetorical, but they are without a doubt. Excluding China, the numbers are going down. Facts or facts.
I don’t know if it’s going up or down or sideways. But if you’re gonna claim ‘facts’, you should show the evidence.
I think what we need is a change in attitude. Not trying to sound ride, but it just seems to me that often Anet just takes the easy way out.
(Correct me if I’m wrong) on BWE1 NPCs actually had GW1-esque AI. They would run away from AoEs, kite you and all that good stuff. But there was one problem: everything in this game is an AoE so they just kept running and barely attacked. So instead of improving the AI to fix this problem, Anet just abandoned the original design and went with the simplistic AI we have now.
People were able to stun-lock bosses and make fights trivial. Not good. But instead of giving preventative measures to offset that, they just slapped Defiance on and ruined CCs altogether at bosses.
Things like that just makes me think that Anet just gives up and settled for a bandaid solution sometimes, even on core problems with the game.
I think that they dont have to change the skills but to change PvE to actually make skills useful…
This is partially true, but its far too late. They’d have to redesign most of the existing PvE content to achieve that, which equates to possibly years of work. It’s not gonna happen.
There’s also just stuff like offhand axe which have no use whatsoever. The general rule is that if you don’t see anyone using something in both PvE and PvP, then it probably is just comparatively useless for everything that can possibly happen apart from ‘this enemy can only be hurt by Whirling Axe’ or something.
I’m working on Incinerator at the moment. It’s awesome. I look at videos, and I’m all drooling over it.
Until I saw an ele with it.
It took the perfectly and appropriately designed visuals of each element and just turned them all into ‘throw a dagger’. It’s horrible. A legendary is supposed to improve the visuals of stuff you do, not make them worse.
I know its not a priority to redo the animations (again) but meanwhile, can we at least get an option to turn the skill changes off?
Your dungeon run rewards have nothing to do with how fast you complete it or how fast another completes it. That was my point.
You’re right, the speed of a dungoen run is not the problem. The problem is: “If you don’t have 5k AP and full berserker gear, you can’t PUG for arah”.
This is what drives some people (including me) mad.
The fundamental issue is that if I switch from zerker to valkyrie armour, the completion time increases from 30 minutes to 1hour and a half because you can’t corner stack anymore. The group is forced to do the dungeon the “classic” way which is way slower.
Thus the toxic gearcheck.
I don’t gear check or have AP requirements. So I do what I can. My requirements include communication and fashionable characters. Also most of us here who are being insulted and accused of doing these things are coordinators and mentors of one of the coolest teaching initiative for gw2 pve I’ve seen. We are not the ones you’re mad at. It’s not the berserker gear. It’s not the meta builds. It’s the lfg community that isn’t even present on this forum.
I read your post for a while now and I know you are not a gearchecker. This is why I have a profound respect for you.
I have however experienced the checkers and I know a lot of people who have been spoiled as well. This is why I am concerned about this and I try to raise this issue up.
As I said, the problem is not dps race or zerker. It’s gearcheck and class segregation.
You can’t get rid of that. Elitism and segregation has existed and always will exist in MMOs. You cannot tell those people what to do (you can’t but they won’t listen), developers can’t ban them, so there’s nothing that can be done about it.
Defiant needs an overhaul because it renders CC builds useless.
I think this is a big one. I would like to see a test of Defiant being tied to an individual, not just a pool of immunity to a group as it is now. If Person X just knocked down/pulled/stunned a boss then Person X can’t do any of that for 60 (or whatever is a reasonable balance) seconds. However, Person Y still has the ability to do it. If an entire party decides to blow their Defiant cooldown at the same time then the boss can’t be controlled for the next 60 seconds. If the party coordinates their control effects, however, they have a lot more opportunity for controlling the boss throughout the next minute, thus making the fight easier and rewarding coordination.
It would help with issues like the one I have a lot as a greatsword Ranger (and I can think of several other classes and skills where this comes into play). If I want to block an attack I can use GS4…but then I kick the boss and trigger a stack of Defiant and no one else can control the boss until the stack is taken off.
You gotta be careful with that. If you allow it to be too strong in a fight, you’ll end up with a lot of encounters where a co-ordinated group can just pretty much faceroll it by interrupting all challenging mechanics. I’m not sure if thats something we’d want.
There’s also something else missing in Gw2. In most games, every boss encounter has attacks which the developers designed around you interrupting (like the dredge boss), GW2 has very few of them.
In PvE, there’s also very few uses for CCs in general. There’s very few cases where you have to kite an enemy or disable it, making CC something which you wouldn’t focus on anyways.
They should not be linked. They need to be separate. Let me give you an example to display why.
Confusion: it’s a mechanic which forces the target to make a decision: attack and eat damage or not attack. NPCs don’t make decisions, they aren’t alive, so this mechanic is just moot in PvE and there’s no way you can balance ur under one umbrella: it’s either going to be the strongest DoT in the game because mobs always eat the damage or one of the weakest because mibs don’t attack enough. Pick your poison.
So?
That’s relatively easy to fix, why should mobs not be constantly using abilities? Against many Toxic Alliance mobs, probably the most well-designed PvE enemies so far, confusion is quite effective. Not deadly, but then, it isn’t in PvP and WvW since the nerfs, so that’s fair. It’s balanced between the modes.Abilities should be linked. I should be playing Guild Wars 2. Not 3 games which happens to share a common launcher.
If you as a player gets hit with 25 stacks of confusion, you wouldn’t use skills unless its really nessecary.
If a NPC gets hit with 25 stacks as it is, they’ll just attack and eat the damage regardless.
In your example with Toxic mobs, what makes it different to Bleed other than being a different condition then?
Frankly PvE is in a better place and should NOT be the focus of a patch right now.
WvW should be a higher priority.
Explain how.
In grouped PVE, conditions are useless, half your weapons are useless, on the usefuil weapons, you got skills which have no use, most of your traits are useless, anything but zerker gear is useless, you got completely ridiculous mechanics like FGS #4’s wall stack killing a boss in seconds flying around. I could go on.
Some of those are core system problems, but how is WvW worse?
In PvP, zerker isn’t so popular, because it has a constraint of the other player will whale on you, and you will just get hit sometimes, a lot even. So, the way to solve it is to make PvE more like PvP: faster attacks and better AI.
I’m using this one as an example, the core of the message (2nd paragraph and onwards) is for all of you.
I main ele, the class with the smallest health pool in the game. The only reason I can stay alive is because during the current encounters I can mitigate all damage with active defenses. If the change you suggested ever happened I would be forced to choose more defensive stats and a defensive(healing) build in order to be able to survive the encounter. Meanwhile a warrior in berzerker gear with a dps build would still be able to yolo trough it. At the moment there are still a kittenton of PUGs that only want heavies in their teams and such a change would only enforce that kind of mentality.The beauty of gw2 lies in it’s viability. Right now you can complete every dungeon with every possible group/gear/trait/weapon setup. Not all of them are efficient but they are all viable.
Nearly all of the suggestions that are made in threads like these would destroy this viability. You people never think about the consequenses for other builds, gear choices and classes. All you want is for your special snowflake build to be highly desired in every dungeon group. Imho you guys are all a bunch of selfish pricks and this attitude needs to stop.I have to admit that rampager stats combined with a condi dps build should be able to deal damage that is comparable with berzerker stats and a direct damage dps build, even in groups. Aside from that, the game is fine.
Do you see full zerk warriors yoloing through PvP? When you play a warrior in WvW, do you just go full zerk, 100b and facetank all the damage the other players do on you?
I tried it, unsurprisingly it didn’t work very well.
Defensive stats and abilities are something which should be factored into every consideration, not a pair of training wheels for the unskilled. MMOs diversify based on constraints, when you build for anything in any MMO, it’s a matter of pulling max DPS based in x, y, z constraints. If you want build diversity, you need x, y, z.
It’s common sense that when you make mobs that hit so hard even a warrior has to change his gear to passive defense stats in order to survive, the squishy classes will be forced into wearing PVT or cleric gear, I suppose a healer will become something mandatory as well.
There is a lot of build diversity within the dps meta, just because you deny it doesn’t mean it isn’t true. And as I said before anything is viable. I don’t see how forcing people to invest in passive defenses in order to pass a certain piece of content, regardless of skill, will improve the game in any way whatsoever.
If you don’t make something nessecary, people won’t use it. If healers arent needed for WoW, people would just run DPSs instead.
It improves the game because then you add more variables into the equation to consider. It makes buildcrafting more interesting and allows people to come up with more diverse builds.
Currently if you use anything but zerker/assasin in group PvE, you’re not optimal. That’s a joke.
It’s unfair on the players then. We need to apply the same with enemies.
Next time you see the legendary archkittenou can have a civilised conversation on how he’s hurting the collosus’ feelings instead.
This game needs to evolve and base combat on a duel of words and logic instead if the barbaric sword-swinging we got now.
In PvP, zerker isn’t so popular, because it has a constraint of the other player will whale on you, and you will just get hit sometimes, a lot even. So, the way to solve it is to make PvE more like PvP: faster attacks and better AI.
I’m using this one as an example, the core of the message (2nd paragraph and onwards) is for all of you.
I main ele, the class with the smallest health pool in the game. The only reason I can stay alive is because during the current encounters I can mitigate all damage with active defenses. If the change you suggested ever happened I would be forced to choose more defensive stats and a defensive(healing) build in order to be able to survive the encounter. Meanwhile a warrior in berzerker gear with a dps build would still be able to yolo trough it. At the moment there are still a kittenton of PUGs that only want heavies in their teams and such a change would only enforce that kind of mentality.The beauty of gw2 lies in it’s viability. Right now you can complete every dungeon with every possible group/gear/trait/weapon setup. Not all of them are efficient but they are all viable.
Nearly all of the suggestions that are made in threads like these would destroy this viability. You people never think about the consequenses for other builds, gear choices and classes. All you want is for your special snowflake build to be highly desired in every dungeon group. Imho you guys are all a bunch of selfish pricks and this attitude needs to stop.I have to admit that rampager stats combined with a condi dps build should be able to deal damage that is comparable with berzerker stats and a direct damage dps build, even in groups. Aside from that, the game is fine.
Do you see full zerk warriors yoloing through PvP? When you play a warrior in WvW, do you just go full zerk, 100b and facetank all the damage the other players do on you?
I tried it, unsurprisingly it didn’t work very well.
Defensive stats and abilities are something which should be factored into every consideration, not a pair of training wheels for the unskilled. MMOs diversify based on constraints, when you build for anything in any MMO, it’s a matter of pulling max DPS based in x, y, z constraints. If you want build diversity, you need x, y, z.
Anyone else knows anything .__.?
(Oh boy, please tell me we didn’t get a discontinued item out of the blue)
Warrior was made for people who are not very intelligent and who like to faceroll through GW2. ofc everything is kitteny, because so are u if u still play a warrior.
I enjoy reading arguments based on insults and nonsensical retorts. I really do.
Don’t know what you mean, the spider queen is still pretty easy. You can still safely kill her with 3 people running dps meta assuming you bait the 1st venom spray but I am sure even that is not necessary. It’s the p2 part with Detha and the traps that concerns me when it comes to pugs in AC.
Not even that. Just get an ele and FGS it: instakill. Traps? Icebow, dead.
The change is nowhere near enough.
(And on a side note: FGS needs a fix, the wall stacking on #4 is just complete nonsense)
^That would make things even worse. Lets say you do 500 DPS with your build, another character comes with his 500 DPS build, you both together would still do 500 DPS, which is essentially the problem with condition caps but made worse through now that 2 condi users are definitely useless in any case.
I’m not saying it should be instituted here. That ship has sailed. I’m saying that it was anet’s decision to even add condition damage to gear and that was a mistake in my eyes.
Had they kept the same formula from the previous game that started in 05’ and is still being played today we wouldn’t even be having this discussion. Conditions in Guild Wars was never the primary source of damage in a build. It was the plus. Not to mention many skills had other effects if a player had particular conditions on them which many times is what you built around.
For an example: First skill, hit for dd and apply poison. Second skill, hit for dd, if subject is suffering from poison then do double damage or apply weakness or knockdown or blind or anything the skill says.
Guild Wars entire skill system was made up that way, not just conditions. Enchantments/Hexes/Offensive/Defensive skills were made up that way too.
You got it here as well. Guardians do 10% more damage to burning targets. Thieves apply weakness when they apply poison. Necro does some weird stuff with conditions and cutting their wrists or something, I don’t play one so I don’t know but its there.
The problem is that I’m sure of Anet just goes ‘right, massive overhaul, screw conditions, we messed up. Taking all condition damage away and removing conditions as a primary source of damage from the game’, there would be a riot.
I don’t get it.
They can simply solve it by splitting the 3 stats (power, precision, ferocity)
Or maybe allowing maximum only 1 or 2 pieces of zerker stat gear.Is there a reason why they are still allowing zerker gear in game?
It’s rather toxic to see a party list that does this:
lvl80s zerkers only, ping gear, >10,000AP onlyThen imagine the poor just lvl80 new GW2 player who joined the party only to get kicked without knowing the real reason why.
That won’t help at all. Because then what happens is that everyone would use the next best alternative and min-max to that, and all you get is slower fights and still zero build diversity.
To be honest with you. Full zerker is something which every raider wants in every MMO. The idea of every MMO is to pile on as much deeps as you can under x,y,z constraints. The problem with GW2 is that it lacks that constraint in PvE.
In PvP, zerker isn’t so popular, because it has a constraint of the other player will whale on you, and you will just get hit sometimes, a lot even. So, the way to solve it is to make PvE more like PvP: faster attacks and better AI.
I don’t really get why we don’t have that to be honest, just looking at the training NPCs in the mists, they clearly can create it.
Thanks for the feedback guys…
I guess my love for this game is dying if this keeps up…When ArenaNet doesnt respond to posts like this, it makes me worried about the future of the game.
I guess FF11, FF14 and SWTOR are the only MMOs I know that continue taking Story telling seriously in an epic adventure through missions and exploring… Only problem with those games is Combat sucks… and no Jumping Puzzles and such content I liked from GW2. I dont play games just for story, I play games with good story and gameplay together.
Nah, they seldom respond to posts like this.
Anyway gw2 isn’t such a bad game tbh. at least its not as stupid as SWTOR where you literally must pay to even wear epic gear i think.It is however not a conventional mmo, think of it as a very casual mmo, where it encourages you to have alts and doll up your avatar in nice mix and match armors.
Oh, if you like wvw zerging, gw2 can be fun for you.If you don’t hold too much hope for gw2, you will be happier.
Just treat it as an mmo, that you can come back to play anytime with no subs and obligations to pay for anything.There is nothing to do after you finish personal story and done the things you enjoyed.
Im talking about content wise since all the content is pulled out due to Living World’s temp nature…
If they work on making more Story Missions, Personal Stories and Story dunegoens, jumping puzzles and such permanantly each month, the game would be expanding and thus having more to do. Specially for new and returning players.
It’s fine if it’s casual MMO, it’s not cool if content is taken away. Taking content away doesnt expand your game at all. It keeps it the same. You should be able to play any content you want at your own time and enjoy it at your own time. Not be forced to do it in a time frame.
Word has it that LS S2 is mostly permanent content. Even Anet admitted that LS S1 was a bit of a flop.
Why have Story Dungeons & Personal Stories have been abanddoned?
The best way to tell a story is through these 2 contents.
The Living World is the worst way to tell a story due to it’s temporarily nature.
I want more story and adventure at my own time with challenge and I feel that the Personal Story, Story Dungeons and even the GW1 Story Missions were the best formula to tell a story. So what’s happening?I wish ArenaNet would just tell us about this situation. It’s been 2 years now.
GW2 is currently at a situation where while it is still mildly popular (just mildly),
it is no longer the flagship or most important valuable product to parent company NCSoft. Wildstar currently holds that title.So, throughout the 2 years, after they have already milked most of their profits mainly from launch, they probably don’t think spending extra money for an expansion for a 2 year old game is profitable, thus halt any plans for it and thats why you don’t hear a peep even after 2 years, just speculations here and there even from the devs.
Living story is their alternative to provide content, while trying to milk as much money as possible before they kill off gw2 perhaps. Minimum effort for maximum gain. Don’t hold high hopes for any significant content to be added in the so-called Season 2. We’ll probably have another Scarlett 2.0 or something along that line.
All we can hope is that China GW2 does well enough to let NCSoft take notice again, and hopefully allocate abit more budget to produce more temporary content.
Obviously, i don’t work at Anet or NCSoft so what i’ve said above was pure speculation. But it sure does feel like it though.
To be honest with you. Lineage is NCSoft’s baby. That’s basically their WoW.
Shields, I would like to like shields more in this open world environment. There are so many nice shields.
Even in PvP, shields are a niche weapon for both Guardian and Warrior. The only class that actually has useful shield abilities are engineers, while the iconic shield wearing classes are left in the dark.
Because all shield abilities have ridiculous CDs on warrior and guardian. It needs a complete redesign to be honest.
2x axe on warrior is pretty lame but at least it feels awesome using it because the skills all meld into each other and it feels fluid. Shields are both lame and feels awkward: what kind of an idiot just does nothing with his shield 90% of the time and then block for 3 seconds or whatever and goes ‘yep, thats enough use out of that thing, don;t wanna damage the rust on it!’.