Was watching Destiny Review and it reminded me of GW2 for some reason.
https://www.youtube.com/watch?v=gzopWRXK_r4
Grinding, no content, insane RNG.
Perhaps it’s time for the developers to focus on sandbox MMOs instead of theme park.
Sandbox MMOs are a niche, and very difficult to get right. Not everyone enjoys them because you have to find fun yourself, and thus designing them is a fine balance between giving enough of a structure such that people can work with it and create their own endgame, and having too much structure that everyone ends up going the same route.
I don’t buy this too advance, too complex mentality. With that Guild Wars 2 is going to end up more like “My little pony” for carebears rather than a great MMO.
You can gradually introduce this system to new players much like any other system in the game. I don’t think that’s a problem. When I started playing wow many years ago I did not understand much at first ( I was a newbie kid). However that did not scare me away, more the opposite. I wanted to get better at the game and learn more about it.
This is not about gear, think of it more like the dodge mechanic. It’s available independent of your character or gear. This system would bring more awareness towards what you actually is fighting against, and require that you think about your attack approach.
Except it wouldn’t work well in GW2. Let’s take the example of the enemies that are immune to burning. If you’re a guardian, you just basically can’t damage those enemies through conditions because burning is your only condition and you can’t do anything about that.
Stuff like that only works if there’s a high degree of easy-to-access character customization, otherwise it’s more of a straight-up limitation that screws over certain classes or introduces more grind as opposed to a adaptation mechanic.
I’d say Might stacks then take off the kid gloves and tell you Ozzy and Coley—and anyone else—that I roll up and smoke zerkers like a cheap blunt. bring your PvE junk into WvW and anyone who plays more than once a week knows just how long you’ll last against a havoc or a zerg. Frak: in a havoc or a zerg you’re glass cannon crud gets you dead at the gate cuz you’re over-reliant on dodges and no one’s going to waste time ressing a guardian that explodes in 15 seconds. Someone hits you and realizes just how soft you are, their mission in life becomes making sure you down ASAP if you don’t drop from AoE in the first place which you probably did because you are zerker thus you are leet.
So yes, please bring your zerk on in. I love farming you scrubs. You guys make me skill points and loot bags snaps fingers all day long and I laugh when you roll in here on a BnW about skill balance.
Just like all the other PvE scrubs we’ve been rolling over the last couple months. One of the best Commanders in our server is an AH guardian. He’s a hardass but he knows how to drop the hammer. And he also knows why high HP is important.
Do you? Sorry, redundant question. Actually, not sorry. Stopped being sorry halfway through reading page two. And as for redundant: You folk really need to think about why high HP is important and strong healing from a guardian is useful. But you guys don’t seem to understand that dirty word “think”. You just know how to spike AI and troll forums until you kitten others off.
What if I tell you some of us plays/played real pvp?
Currently, ‘real’ PvP is a bit limited considering that we only have 1 sPvP game mode.
A lot of things “work” but you can do better than AH. Sustain is no good in instanced pve when enemies can 1-2 shot you anyways. Sustain is good when you must deal with a lot of incidental damage and stray shots (and thus good in wvw and such) , which is not the case for most encounters! You’re just going to have to learn to dodge and use blocks properly. Good use of Aegis will help you a lot more than some healing.
You can only become as good as the build you play. Even if you can’t execute the build, you can improve. But if the build is weak, then you are limited by it, regardless of how much you improve. So why optimize a dead end?
Obal’s hammer build is good for survival if you do feel squishy and need a leg to stand on: http://intothemists.com/guides/3793-max_utility_dps_hammer_guardian
There’s a few places in PvE where your group is under constant pressure as opposed to some huge boss going 10k+ hits on you.
A good example is the Cliffside fractal. Aegis is pretty useless there because the attacks come from multiple sources, and frequently. At the same time, DPS isn’t that important there for a large part of the fractal because killing isn’t a direct objective, so AH/EM builds are surprisingly useful.
The first thing that came to my mind was the old Ragnaros fire resist gear-gating back in WoW. That was not fun and added no value to the encounter other than a gear grind.
Is anyone here really arguing that AoC is more interesting than Guild Wars 2 is to more people?
I found aoc to be way more emerging then gw2 will ever be 8-)
If AoC means Age of Conan. Solid game, engaging plot, immersive setting. Optimisation and polish of a piece of sandpaper.
Exactly Indigo! That is why this proposed ides could never be balanced.
First off, the idea of players applying/maintain their own burn would be so ridiculously OP the tears would cause local floods. Never mind the idea of ALL conditions being personal. A good condi can dish out 1k burn ticks.
Vulnerability affecting conditions would cause wild fluctuations in condi damage and be that many more calculations that need to be handled.
You don’t even have to go into the math on this one. If everyone applying their own burn would be OP, then every elementalist and every guardian would be using a burn build on solos, which is clearly not the case.
There’s already wild fluctuations in condi damage due to changing tick values as conditions are overwritten.
I don’t really see how seeing improvements to condition builds rationally would suddenly make it seem like a stupid idea. Heck, having damage mechanisms which don’t work in a group setting in a *MMO*RPG is pretty rationally silly.
LOL for the people saying thieves are left behind due to nerfs are correct. Rangers took their place. I am glad rangers got what they needed but anet needs to bring back the original Dev team that made GW1 so good and the team that deals with GW2 go to Wildstar or work on another project please…
Except GW1 is nothing like GW2. What made GW1 good wasn’t the balance, because GW1 was arguably even less balanced than GW2.
What made GW1 good was the core game concepts, which GW2 ditched for….well, I don’t really know what.
The reason why at least in PvE it doesn’t work is because unlike other classes every single skill in the thief’s bar is in direct competition with each other because there’s no cooldowns to block skills out of usage and they all pull from the same resource pool.
In the case of a hybrid, CnD+backstab is directly competing against DB, because they’re both used for damage instead of utility. You can alternate between them in the 3 second reveal but again, uses the same resource pool, so that’s way too initiative hungry to sustain.
So you’ll use whatever skill that gives you more DPS out of your initiative.
Since this competition only really exists above 50% HP due to Heartseeker, there’s not much of an argument over long term vs short term DPS. So in whatever build you make, you’ll only use one of CnD or DB, and not both, hence why its always either spam DB or don’t use it at all.
D/D is best setup for hybrid.
1) you use DB on stack bleed/evade and direct DMG
2) Target has 25x stack bleed ? OK now you use AA on poison and direct DMG.
3) Target <25% HP Use HS.And dont miss combo field.
Fire field
1) HS make Fire Shield (might stack + burning)
2) DB burn all enemy
3) DD same like DBAnd other combo fields with cool stuffs
I want only three change on this weapons set -> Torrment on DD,Bleeding on Back stab and better base DMG or coefficient on DB
This is exactly what I’ve talking about when I said it doesn’t work. All you’re doing is basically spamming DB until 25% HP.
First time this is Thief, class without CD on skills. Thief use skills as needed.
Power D/D has main benefit for CaD,BS and HS, rarely use DB on evade or aoe heal with Signet of Malice and DD on slow target.
Condit D/D has main benefit for DB on stack bleed,evade and healing with Signet of Malice. Using HS on fire field (stack might and burning) or on <25% life target. DD using on slow target or on combo field (fire on burning or dark on beast healing). Rarely use CaD and BS.
Power/Condi D/D benefits from all these skills
How does power/condi d/d benefit from CnD? If CnD works out to be better DPS than DB, you use CnD and never use DB, and if it’s the other way around, you never use CnD.
D/D is like 2 completely separate weapon sets stuffed into one, without ant thought of how they would work together.
Did Anet ever talk about how they intended this thing to work?
They try to avoid talking about thief at all, I mean someone gave carl the card suggesting venoms were for a condition build and several of the changes were functionality changes followed by a confusing look.
Took 2 years for them to make venomous aura use the thief’s own stats :/
This is why I think they should just ask the top thieves of PvE, WvW and sPvP to give them advice on what to do.
Those guys spent collectively hundreds of hours turning over ever rock, I doubt the devs know more about the class than those guys.
It’s incredibly awkward to do it and a pain in the kitten in combat. The Napalm field is literally a line so its pretty much impossible to land it from a distance.
I would love them to change it, simply because it’s a pain on your fingers to blast it and it doesn’t fit into the flow of combat at all.
…..and how does this help balancing?
Burning has existed since launch and stacks in duration b/c it is incredibly powerful. It’s the ‘burst’ of conditions. Poison stacks in duration to maintain the pressure of other conditions so condi users aren’t fighting an eternal uphill battle against every/any other build (passive healing and/or short cooldowns).
I don’t, at all, understand how you’d intend to balance this proposed idea though tbh.
Each player has their own stack of burning. Make conditions be affected by vulnerability. Remove the condition cap.
If they manage to do that somehow, condition builds might become viable in PvE.
Did Anet ever talk about how they intended this thing to work?
I just looked at Zel’s stickied thread. Is….that still correct?
It lists CE as having a cash time of 4.2 seconds, when the skill says 3.25. Not minding the aftercast, that’s the first time I’ve seen a skill that has its cast time listed that wrong on the skilltip.
(edited by Xae Isareth.1364)
There’s been a lot of suggestions on how to fix it. They don’t really care, and they’re kind of right.
Look at what the focus of the game is on at the moment: dungeons and fractals have been abandoned by the developers, and their focus is on personal instances and open world events.
Personal instances doesn’t have this problem, because you’re the only person there.
In open world events your DPS is of little significance, so it doesn’t really matter.
Sure, very soon. You’ll need to be level 81 to enter though
The reason why at least in PvE it doesn’t work is because unlike other classes every single skill in the thief’s bar is in direct competition with each other because there’s no cooldowns to block skills out of usage and they all pull from the same resource pool.
In the case of a hybrid, CnD+backstab is directly competing against DB, because they’re both used for damage instead of utility. You can alternate between them in the 3 second reveal but again, uses the same resource pool, so that’s way too initiative hungry to sustain.
So you’ll use whatever skill that gives you more DPS out of your initiative.
Since this competition only really exists above 50% HP due to Heartseeker, there’s not much of an argument over long term vs short term DPS. So in whatever build you make, you’ll only use one of CnD or DB, and not both, hence why its always either spam DB or don’t use it at all.
D/D is best setup for hybrid.
1) you use DB on stack bleed/evade and direct DMG
2) Target has 25x stack bleed ? OK now you use AA on poison and direct DMG.
3) Target <25% HP Use HS.And dont miss combo field.
Fire field
1) HS make Fire Shield (might stack + burning)
2) DB burn all enemy
3) DD same like DBAnd other combo fields with cool stuffs
I want only three change on this weapons set -> Torrment on DD,Bleeding on Back stab and better base DMG or coefficient on DB
This is exactly what I’ve talking about when I said it doesn’t work. All you’re doing is basically spamming DB until 25% HP.
Tell players we got an expansion coming…….. soon™.
The only massive problems I have with the game are way too much RNG and lack of character progression or customisation.
Rewards associated with everything has such extreme RNG associated with it that it makes accomplishments hollow. Precursors, FotM weapons, and most valuables are all so associated with RNG that you don’t go ‘wow, that guy’s determination is impressive’, you go ‘how lucky of him’.
Build diversity is extremely low. Half the traits are just useless in all settings, and fixed weapon skills means that in a lot of cases either you settle with useless skills on your bar and there’s nothing you can do about it. It feels more like playing smash bros than playing a RPG.
By bigger hit area I meant it hits in a cone instead of a small area at the target.
Firstly, conditions don’t work very well in group PvE because they still havn’t found a solution for the stack limit. I think they gave up.
Bombs are probably better than grenades with a very incompetent group as the advantage grenades had was it contributed more to group DPS through vulnerability whilst bombs gave you better personal DPS. So if your group is terrible (and I mean really bad), bombs might be better as they won’t be making much use out of the extra vul.
FT camping isn’t ideal but it does have its advantages.
-It has a bigger hit area. It tags mobs like a boss in events. DPS isn’t a thing in event farms so FT is quite the king in there. It also means depending on the spread of mobs, you might end up doing more overall DPS.
-It doesn’t suffer as much from travel time and spread as grenades, and requires less effort to use (you don’t need to aim), so in frantic ranged fights with a lot of enemy movement, you might be better off.
The reason why at least in PvE it doesn’t work is because unlike other classes every single skill in the thief’s bar is in direct competition with each other because there’s no cooldowns to block skills out of usage and they all pull from the same resource pool.
In the case of a hybrid, CnD+backstab is directly competing against DB, because they’re both used for damage instead of utility. You can alternate between them in the 3 second reveal but again, uses the same resource pool, so that’s way too initiative hungry to sustain.
So you’ll use whatever skill that gives you more DPS out of your initiative.
Since this competition only really exists above 50% HP due to Heartseeker, there’s not much of an argument over long term vs short term DPS. So in whatever build you make, you’ll only use one of CnD or DB, and not both, hence why its always either spam DB or don’t use it at all.
That build is already there. Staff is a pretty much stay-in-a-single-element weapon for PvE, because each element goes to such extremes.
I think the idea behind every other weapon set was to encourage you to switch a lot, because that’s how Anet wanted them to be played. So unless you want them to completely redesign those weapon sets, it’s probably a no.
Of course, if you don’t care about optimisation, you can just stay in a single element, for example, you can pop the air CD trait and stay in air on s/d. CDs will be low enough and skills active enough to make it not boring. You’ll be doing microscopic DPS, but that’s the price you gotta pay I guess.
Idk, you can ummm, errrr, pretend your elemental is doing massive DPS?
The only thing nerfed about d/ builds is you can’t stack trails on burning speed anymore (which I fail to understand why hey would nerf that).
I don’t think you’re at all forced to run LH, the opposite in fact. If you went for a d/ build, then you’re in for the versatility and utility it has over s/ builds. Using LH as a primary weapon just ruins that, and so if you’re using LH, why would you use a d/ setup in the first place when s/ setups are better in every respect for such a build?
^ I should’ve made it clear I was talking about PvE, in reponse to his comment. I don’t know how well it works in PvP because I don’t play a thief in PvP, but if you’re gonna have fixed weapon skills and also have a limited bar, you can’t have PvP-only skills on a bar.
@ comments regarding dancing dagger: I think having a 1/4 stun would way too overpowered, because that essentially in PvE makes it just Headshot with better damage and lower cost, as it isn’t hard to flank in PvE.
I think a good function it could have is to have an optional (ie, you can turn it off) function of turning into a skill that pulls you to your first target, much like ele’s magnetic grasp.
D/D works fine as a hybrid set, at least in PvE. It sacrifices some DPS for versatility. That’s how it’s supposed to work. The problem with DB is that it’s mostly useless in a Power set due to the crappy evade. Improve the evade, it stops being useless.
I frankly don’t want D/D to be pure power. It doesn’t need to be. It already works fine as a Power set and S/x is also a power set.
Except at this point, hybrid sets are pretty much proven to not work. 2 years post release with no changes to fundamental mechanics, no one even uses a hybrid set in solos. If there was some way to make it work, we would’ve made it work by now.
The way I see it, the problem isnt in the evade itself. .25 is stupidly low but it is manageable.
What’s not managable is the forced movement with an aftercast (essentially a self-CC) and that the evade happens in the middle of the cast as opposed to the start like every other evade skill in the game. It’s impossible to use it as an evade seriously unless you see a very slow attack coming a mile away.
(edited by Xae Isareth.1364)
Death Blossom. I think my mortal mind just can’t comprehend how this would as an offensive skill work in any build because in every scenario I can think of, you’d just end up spamming 3 and be too low on initiative to do anything else.
As a defensive skill: it’s got the shortest evade out of any skill with an evade in the game
….that happens in the middle of the animation (start is for normal people)…
……with a horrid aftercast, making using it as an evade in any serious context signing your own death warrant.
Well, most PvE builds will have 2.6 seconds of blind per pulse because of the 30% extra condition duration that comes with the power trait.
I went and spent a few hours gathering attack times on mobs from Dry Top to Orr. Nothing I found, even risen enemies with frenzy, had an attack rate of below 2 seconds. Furthermore, it seems that enemies unlike players have cool downs on the end of their attacks instead of on cast. Ie if they cast a chain attack, they can’t just attack straight after. 2.09 seemed like a popular number amongst fast attacking mobs.
Regarding that 2 second vulnerability issue, I don’t think it’s a problem. If they removed their blind, it means they’ve attacked, which means it will be 2 seconds before they can attack again, by which BP would have reapplied blind, as the previous blind must have been applied before they attacked.
There only two situations which I can think of that’s going to make a difference:
1. In a chain attack, BP will make less of that chain miss.
2. To fully perma blind, you need to catch every enemy you want to blind in the initial blast, because there is now a 2 second window for a new enemy to jump in and hit you instead of 1.
How much does this actually impact PvE?
Just looking at most mobs, they seem to either attack with at least 2 second intervals or do multi-hit attacks for which blind wasn’t that effective anyways. So personally, I don’t think it affects PvE much at all.
Are you going to drop BP from your rotations or will you keep using it?
And this is why developers normally avoid telling anyone anything about their products until they’re almost ready for release.
Even Peter Molyneux learnt that lesson.
Or they just leave a small print that this is in active development and intended for release in year x, with no fixed deadline.
You need to throw info out to players interested. It’s in fact crucial. Look at ESO, I consider Matt Frior’s May roadmap letter to be the reason why ESO still actually exists. Launch was a bugfest, reviews were poor, players weren’t happy, and in short, it was a mess. But him talking about all the cool stuff they were working on got people hyped, it was the first time when there was a generally positive atmosphere in the forums. You need that anticipation, otherwise people got nothing to look forwards to.
He had no choice in the matter – the game sucked so bad, it wasn’t worth the money people spent on it.
People are now lauding FFXIV but this is go around 2 for that game and the first one made sure I would never try an FF game again.
This game forum does not have the same type of posters – most here are OCD or have personality problems (too much self importance) . It is what it is.
I think thats a bit insulting, but anyways.
People like having good things to look forwards to. It’s not just something you do on a failing game, developers since time immemorial has been talking about things in their upcoming games. You need hype, you need to get players excited and think it’s worthwhile to stick with the game, or at least keep it on their radar.
It is not insulting – it is the truth. All you have to do is read the negative threads on this forum. I read the threads and shake my head at all the declarative statements that just bash this game w/o any suggestions as to what can be done constructive.
That’s basically true for every MMO forum ever. Or the internet in general to be honest. When people don the mask of anonymity, they often let their emotions speak for them.
The only forums where you won’t find any negativity is on games that are dying or dead, because by that point, no one cares anymore.
Hmm, no offence to the dungeon team but, I’m not very convinced that they were actually making good content. Most of the vanilla dungeons were pretty…bad to say the least, and to be honest the most interesting dungeons actually came with the living story: FotM, Aetherblade Retreat, Molten Facility. Twilight Assault was a bit of a hit and miss (mainly due to rewards being terrible and some parts of the dungeon being more annoying than fun), but it still had far more interesting and challenging boss mechanics than most of the other dungeons.
By the way, as a game design student, I can say that fundamentally the gameplay mechanics of GW1 and GW2 aren’t really that alien to each other. Probably the two biggest differences are jumping and movement while casting. That is if we are talking about combat.
Your a game design student and you think those are the only differences? Oh boy.
Guild wars had an actual penalty for death, non of this kiddy pool armor damage/repair system they copy/pasted from wow. A few deaths on key players like the monk caused your team to become hyper focused on staying alive and getting kills so you can gain exp to work off the death penalty.
Along with the death penalty there was the morale boost which was the only way to recharge a resurrection signet. Res signet was mandatory in pvp because getting allies back into the fight as soon as possible is a huge tactical advantage. Morale boosts allowed gw pvp to have amazing secondary objectives that had nothing to do with the actual win condition of the match but were so important they were the primary focus of the match. The downed state was a stupid idea from the moment it was announced before gw2 was even released.
Also guild wars had collision detection and blocking enemy players was very important part of combat that took skill.
I don’t PvP or really want to comment more on the down state (I don’t like it either and I think we should just have hardmode dungeons where you can’t res anyone).
However, I completely disagree with your first point. Death it itself is a penalty, I don’t like dying, you don’t like dying, no one thinks dying is fun and we all try to avoid dying. So what is the point of death penalties? You’re trying to avoid dying already and when you die, you get a bit annoyed. So all that penalty does is add injury to insult, it serves no purpose whatsoever.
That’s why you don’t see MMOs with harsh death penalties anymore. It doesn’t add anything to the game apart from frustrating the player, and the player doesn’t like to be frustrated playing a game.
And this is why developers normally avoid telling anyone anything about their products until they’re almost ready for release.
Even Peter Molyneux learnt that lesson.
Or they just leave a small print that this is in active development and intended for release in year x, with no fixed deadline.
You need to throw info out to players interested. It’s in fact crucial. Look at ESO, I consider Matt Frior’s May roadmap letter to be the reason why ESO still actually exists. Launch was a bugfest, reviews were poor, players weren’t happy, and in short, it was a mess. But him talking about all the cool stuff they were working on got people hyped, it was the first time when there was a generally positive atmosphere in the forums. You need that anticipation, otherwise people got nothing to look forwards to.
He had no choice in the matter – the game sucked so bad, it wasn’t worth the money people spent on it.
People are now lauding FFXIV but this is go around 2 for that game and the first one made sure I would never try an FF game again.
This game forum does not have the same type of posters – most here are OCD or have personality problems (too much self importance) . It is what it is.
I think thats a bit insulting, but anyways.
People like having good things to look forwards to. It’s not just something you do on a failing game, developers since time immemorial has been talking about things in their upcoming games. You need hype, you need to get players excited and think it’s worthwhile to stick with the game, or at least keep it on their radar.
It may sound weird but, a few examples:
-Swiftness: usually good but in some cases, the classical example being CoE, where you need to ‘hop’ and do precise short distance jumps, it just makes things worse.
-Infiltrator’s Return on thief: it forms a core part of the mechanic behind the chain but sometimes you just want to use sword #2 as a gap closer.
You might want to take a look at the T3 asuran cultural weapons (unlike cultural armour, anyone can use the weapons). Although not fairylike particularly, they have a pinkish look to them (with gold), and have pink orbs which float down when you run. I have the GS, sword and focus on my asuran mesmer (and note the pink quggan backpack!):
i have seen the axe, love to have it but in a lightning blue color, gives me a chance on making thor
There’s also Mjinor(?)- whatever his hammer is called if you wanna make Thor.
It does kind of exist in blue. Dreamthistle axe is a blue glowing axe.
And this is why developers normally avoid telling anyone anything about their products until they’re almost ready for release.
Even Peter Molyneux learnt that lesson.
Or they just leave a small print that this is in active development and intended for release in year x, with no fixed deadline.
You need to throw info out to players interested. It’s in fact crucial. Look at ESO, I consider Matt Frior’s May roadmap letter to be the reason why ESO still actually exists. Launch was a bugfest, reviews were poor, players weren’t happy, and in short, it was a mess. But him talking about all the cool stuff they were working on got people hyped, it was the first time when there was a generally positive atmosphere in the forums. You need that anticipation, otherwise people got nothing to look forwards to.
I personally like that the set is no longer available. It feels like my character has some exclusivity to it and makes my Thief very recognizable. Especially in WvW i get tells all the time and people run when they see me coming. Granted im only using the shoulders, chest, boots and gloves with aviators and rascal pants. But i love that sense of uniqueness.
Exclusivity through purely hacking an item out of the game is very controversial, this has been established all the way back to RuneScape’s party hats. It especially escalates when the way it was done was as a side-effect of changing a reward system that was supposed to improve the game and not take more away from it.
If a developer wants exclusivity, then they should do it through just sheer difficulty in some way or the other.
When you see someone with a storm wizard sword in GW2 and you like it, it urges you to (eventually, when SAB is back) to hone your skills to finally beat W2 tribulation mode.
When you see someone with a max cape in RuneScape and you want that thing, it gives you the motivation to grind hundreds of hours away.
When you see someone with a selfless potion, stalwarts set, or sunless wings, and you want it, it just leaves you with a sour taste in your mouth that no matter what you do, it aint gonna happen. Sour is not a good taste. No one likes sour.
Greatsword does not fit the quick and agile nature of a rouge type class. So i’ll have to disagree.
I’d think a thief with a GS would be more…. Devil May Cry than the warrior’s Dynasty Warriors.
The over-the-top and ridiculously flashy way that Dante uses his greatsword would be pretty perfect for a thief actually.
Well, I guess our only hope is that they’ll put them into a reward track eventually.
http://wiki.guildwars2.com/wiki/PvP_Stalwart_armor
http://wiki.guildwars2.com/wiki/PvP_Masquerade_armor
and etc.
Have we got an answer from Anet yet about any of those? I’ve seen countless threads since the April patch about them, yet I haven’t seen an answer from Anet. At least not one I can find: not on Reddit, or here.
Anyone got anything?
I had another thread like this but I can’t seem to find it anywhere. So… anyways.
Make a trait, utility skill or an elite. Keep it within reasonable balance ( ie no I Win: You die), but otherwise throw all you got out here!
Elementalist utility: Signet of Arcane Might
Passive: increase your Power (180 at level 80).
Active: recharge all attunements.
Mesmer GM trait: Phantasmal Expansion (because we can’t get a real expansion)
Increases maximum number of illusions to 4.
Thief GM trait: Zero Evidence
You cannot directly inflict conditions. Inflict extra direct damage instead when you would have inflicted condition(s).
@Indigo I was quoting it in response to Harper’s claims that dungeons were made for the lowest denominator and were meant to be extremely easy.
@Harper again, no one ever claimed healers or tanks make a game better, or wanting them in GW2. It’s like having the role of goalkeeper in football: having it doesn’t make the game better but the game was made around having one.
Games like WoW we’re built around having a tank and a healer and their players like having those roles. GW2 wasn’t, so we don’t need a tank or healer here.
You can’t fail dungeons in most games. That’s why just giving up and wiping when things dont go as expected to start again is a thing. That doesn’t make it easy, it just makes it not frustrating.
So what if the content was from two years ago? Once you get appropriately geared and know what to do, mechanics should still exist and they should still impose a challenge, especially in a game that aims to keep everything eternally relevant.
So does the warrior offer some long time fun and motivation to keep getting better and better?
It depends on what you do. If you solo dungeons or PvP, there’s always motivation to get better. That’s for any class.
For normal PvE, not really. Warrior is a very easy class to play by design and has very high survivability, and there isn’t really much decision making when you use a skill. That results in a class which never really pushes you to do better and is very easy to master.
If you play thief then try warrior, you’ll feel like you just turned godmode on.
I find it the other way around xd. My friend always logs his thief when he gets killed on any class to kill that guy. Just because in 1on1s thief is godmode.
But I got 3000+ hours clocked in WvW and around 800 in sPvP/tPvP and PvE on my warrior. Still love em and recently lvled a new one
.
The last bit was aimed at PvE. Although with my limited experience at PvP, I find warriors a lot easy to play. Maybe it’s because I don’t go and reset fights as a thief because I think it’s just dishonorable: if you got me beaten to the extent where I need to reset a fight, you’ve bested me and deserve the kill.
Gw1 was dual professions. I miss that and the body block system.
Btw this game realy needs something realy new. No serious changes in the last 2 years.ANet just seems to be afraid to do anything. Judging by how much effort they went into to make the LS (the results are arguable), adding more skills seems like a molehill of a task compared to that mountain.
So the only conclusion I can make is that they’re just too scared that it would screw up balance in the game.
That is actually the reason why new skills aren’t in yet they have to make sure the balance is equal across all 3 game modes basically and its no easy task.
It’s an impossible task. No MMO has ever reached perfect balance. Perfect balance is only attainable if you just stop updating the game altogether.
If you stop updating your MMO, then it’s dead.
Correct with most MMOs nowadays they have to update to compete ,but that is another topic for another thread though.
But that’s exactly the problem. It gets boring after 2 years of using the same set of skills, the same set of traits over and over.
stuff
Actually I do – I dodge the hell out of whatever has aggro on me. Perhaps you don’t but don’t assume.
Dungeons are designed to be easy – I’ve explained this before.
They’re designed around the common denominator – a pretty bad player. Of course good players will be able to go full offense against content designed to challenge bad players.
Content designed to challenge good players however does exist – and it’s strongly recommended you don’t go full glass there.
Regarding Arah and FoTM – players don’t do them precisely because they aren’t faceroll.
Do you realize that that’s the main reason people don’t do these? That and the rewards.Hard content will never be the norm in a game designed to cater to the hypercasual player.
I’m going to quote myself here
That’s not actually it. The reason is that they designed the game to have a very low skill ceiling required to play and complete content successfully.
This was done in order to keep a good retention rate of hypercasual players – the kind of player that isn’t very good at games and can’t be very good ( because he’s got a job and spends most of his time outside the game) but who might be inclined to spend money on the gem store ( because he has a job and can afford it).
The indirect ( and unavoidable) side-effect of this is that very skilled players ( the kind that play the game for thousands of hours on end because they have the time – or just the kind that are good at games in general) are capable of mitigating every threat the game poses through skill and don’t need defensive gear because they can compensate the lack of passive defense with their own ability as a player.
This is what lead to the viability of full glass parties.
Just a search on google of ‘ArenaNet on dungeons’ yields this:
http://massively.joystiq.com/2012/09/17/arenanet-talks-guild-wars-2-dungeon-difficulty/
‘Just like Domain of Anguish in [Guild Wars], it takes time and practice to learn how to overcome stuff as hard as our explorable mode dungeons, and that’s exactly the kind of players they are designed for.’ – ANet.
They clearly didn’t design explorable paths to be faceroll.
In conclusion. I don’t think I ever said I wanted the trinity back, that system itself is actually flawed in the same way as GW2’s is: focusing too much on one aspect. However, the trinity as an aspect of the 3-sided consideration of healing, power and defense should be in every game in some form or the other.
This i disagree with completely.
This game is not WoW – it never meant to be WoW. It will never be WoW.
Please understand that if it’s WoW you’re looking for this is not the right place.
The idea of healing power and defense are part of GW2. What bothers you is that there are only some areas where even good players are forced to choose between the three.
That’s because of what I explained above – simple content made for poor players allows good players to do very well.
But Tanks and healers are artificial.
Heck I can think a role up too – the stander. He stands there during fights doing nothing. The game has to register that he’s there and alive so you don’t lose the fight.
There – role created. Does this mean every game has to have one of these too?Ultimately I feel the problem here comes from your dissatisfaction with the content. Which has less to do with what GW2 is and more to do with what GW2 isn’t.
A lot of players wanted a new WoW – this isn’kitten
I understand your frustration but changing the game to suit yourself won’t improve it.
First of all. Can you stop pretending you know how to play a tank or a healer. From your posts, you clearly don’t have a clue. If you think all you do is just stand there and afk, then why does it take weeks and sometimes months for guilds to get a smooth run on a raid then? Is everyone stupid? Is your intellect just that much above them?
No one wanted a new WoW. No me, not you, not anyone here. Do you see anyone saying we should get the trinity here too? I don’t.
In Pokemon there’s the consideration of defence, offence and utility when you make your moveset. Does that make Pokemon a copy of WoW?
To put things bluntly, if you think all you have to do as a tank or DPS in a game with the trinity in it is just afk and let the healer do it all, then you have no right to debate about it.
Yes I have. And I did the afk thing with AI healers in GW1 and it worked marvelously for 90% of the game.
Move party to target x, engage enemy mobs, tab out, tab back in, mobs are dead. Rinse and repeat.
Boy, I must have been in some pretty bad guilds that took weeks to perfect a raid then.