(edited by Xillllix.3485)
One word Bois.. CROWFALL… Bois.
About a year+ off in its own right.
You guys want to hear about what going to happen but when your faces with the really of what your asking for and the time to make it work this is how you guys react i can see why they give no info most of the time. Read just read how you guys react to any new things and ask your self why dont they add new things in.
The problem is, we havent been told whats going to happen. All WvW players have been given is “BIG Overhaul soon”. No details or ideas what that might include, not even a tease. Just a statement of “soon”.
And im tired of this argument of players being the “spoiled child” when asking for basic things. Just because someone might say something mean, you are going to not do you job of improving the game and adding content? Asking to see or hear what someone has been working on for a year+ isn’t asking too much, especially if a company is trying to give you a “we’re actively listening to your feedback” line every time their lack of communication is brought up.
They never said “soon”, they said “later this year”. It could be next November for all we know.
I was expecting:
WvW: Server Merge / Rewards improvements (not a “wait another year on an empty tier or give us 20$ to transfer”)
PvP: New TDM and Stronghold maps, what is the PvP dev team doing? We got a new game mode and only 1 map
PvE: return of dungeon rewards, SAB and new fractals
Items: Rest of the unfinished legendaries
Please just tell us that after this balance patch we won’t get hit for 24k Coalescence of Ruin double hits from a single cast in WvW.
Its your like..3 or 4 post in this thread about something noone care. It doesnt go anywhere so the qq is pointless. Dont want to be hit for 10k cor? Time to get toughness gear and move on.
Everyone in the WvW community cares about this. It’s why many people are just leaving the game. Toughness doesn’t change anything, you still get hit for 10k and the double hit still 1-shot you even if you have 3k armor.
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Can’t believe you’re working on adding gliding to dead PvE zones when WvW is in such a critical state.
Looks like you only have 1 thing in mind: Making Free-to-Play players buy HoT.
Please just tell us that after this balance patch we won’t get hit for 24k Coalescence of Ruin double hits from a single cast in WvW.
Are they really that understaffed?!
Probably, I doubt they would pay full programmers for a year for no results. All we’ve heard from is 1 WvW dev (Devon) and he left the company. I would guess that since he left they have 1 new guy trying to figure out his code.
My feeling is that if they would have dome something they would have at the bare minimum a screenshot to show in a new year blog.
Move to tier 1, everything else feels empty. Even tier 1 has dead moments, WvW is on it’s last breath.
You guys at Anet also forgot to say when SAB is coming back. Many of us are waiting on that promise.
WvW just ___________________flatlined
By ruining Dungeons and WvW they managed to irritate both the WvW and PvE community. Strangely with dungeon it was just 1 single bad decision while with WvW it was the lack of decisions as well as bad decisions made over the span of 3 years.
Also let’s remember when it all started to go down: When they removed the WvW matchups forums.
Even if they fix WvW “later this year” many of my friends have left for other games and aren’t coming back.
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You guys are taking too much time to fix WvW. The situation is critical, most of my friends have left the game already and it’s like you are on snooze mode.
Wake up and just merge the servers.
“Later this year”, “Major overhaul” and “been working on it for 1 year” makes it seem like they haven’t done anything so far but want to pretend they have, while trying to keep people playing and giving themselves the margin to actually do something.
When ESO merged servers they didn’t call it a “Major Overhaul” and it certainly didn’t take them 1 year to do so. They just did it and fixed populations for years to come.
Sounds like the good time to take a break from this game mode. I think I’ll be back “later this year”, more on this in the coming months…
It shouldn’t take 1 year to merge servers and improve rewards, it takes 2 weeks at most with a full competent team. Then if you want to change more things please go ahead, but make the game enjoyable first. Someone up there is just incapable of making the right decision for this game mode; they’re probably making a super complicated system that will dissolve things further instead of just doing the obvious and merging the servers in alliances with a campaign system like ESO.
Wow! 17k crit of coalescence of ruin! I didnt WvW much but I remember some revenant instant kill me from far range before…
Most people don’t realize it, but Coalescence of Ruin, on top of doing insane damage, is also broken and sometimes hit twice or 3 times on the same target.
See the attacked image, that was not 2 different Coalescence of Ruin casts, that was a single cast that because of the terrain hit me twice for 24k total.
How comes fixing Coalescence of Ruin broken damage not top on the priority list. Because of the terrain in WvW someone can hit you up to 3 times 10k damage or more pressing a single key once. It’s so frustrating it has been ruining WvW for months.
Posting another screenshot. 24k damage from a single button on a 2 second cooldown. Revenant are using the terrain angle to make the skill hit twice or more a single target.
This NEEDS to be fixed.
Snip.
I’ve thought through the implications of removing cele from PvP and what would happen to elementalist quite a bit, actually. It’s pretty risky. I think elementalist would need a new 4 stat combo to be viable at roughly the same level (maybe something like 1050pow/1050condi/560vit/560healing).
It’s not just a risk, it would be a complete disaster with the new trait system, unless you plan on redesigning the entire class.
Diamondskin is Meta for eles for a reason, cause u guys boosted condicancer to a point of being completly ridiculous. So not using diamondskin is not viable as an ele in pvp.
Instead of nerfing it, cause the condikiddies are whining about it, u should think about, why it is used by nearly every ele.
Yeah Diamond Skin is the symptom not the cause. They should focus on making build variety.
For Diamond Skin I would suggest they give resistance for 5 seconds on earth attunement.
Well Guild Wars 2 GvG would have had the potential to be the best eSport ever if it existed.
Can we PLEASE have Chill no longer affect Attunement cool-down?
It’s fine to let it reduce cool-down on skills, but no other class suffers as much as the Ele when it comes to Chill.
Yes, no other class gets completely lockdown from chill. It’s really stupid not to be able to do anything for 5-6 seconds.
Elite changes:
Rebound: Recharges all attunements, 60 seconds cooldown
Tornado: aoe cast
FGS: added a block skill and damage increase
Superior Glymph of elemental: elemental stays summoned until it dies
Scepter:
Increased the range to 1200 when wielding a Warhorn (with warhorn trait)
Warhorn: Replace with sword, make 20 new skills
Dagger:
Churning Earth, 20% damage buff on full cast, option to detonate early for less damage
Ride the Lightning, reduced cooldown.
Improved fire and water auto-attack
Utilities:
Mist Form, with new fire trait: Apply 1 stack of burning and poison every second
Ice Bow: 100% damage buff in PvP and WvW
Overload:
Water overload: Float ennemies around, Waterfield
Staff:
Burning Retreat: aoe Flameblast on cast
Meteor: 10% damage increase
Fireball: 25% speed and velocity increase
Lava Font: ticks as soon as it goes down
Static Field: Removal of the delay on cast
Gust: aoe target-able, 33% faster projectile
Chain lightning: hits 5 target, 25% faster projectile
Eruption: 50% faster animation, 20% damage buff
Unsteady Ground: cause bleeding
Magnetic wave: aoe target-able, 33% faster projectile and 50% damage increase
Water auto attack: does something
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Can you rush out the quickness-stomp/res change? And not wait?
Its hard to tell how things will pan out until things like that get normalized.
Also an other quickness bug fix needed:
Ice Spike doesn’t work with quickness anymore, at least with the superior sigil of speed. The animation is faster but the damage comes out 2 seconds later.
Wow! Wow! Wow! o// thank you! Diamond Skin change is perfect!!! Thank you!! I can finally hit an Elementalist when I run a condi build! Im so happy! That infinite invulnerability was rough!
Not sure making a good grandmaster trait useless is good for the game, specially in the current condi-heavy meta. Condi are passive offense after all and do not require the same amount of skill to pull off as damage spike builds. What will stop a perma-chill Reaper of destroying eles without any effort now? Chill affect the elementalist class twice more than all the other classes, as soon as the diamond skin threshold is broken eles just melt in place.
Tempest is already god-mode in terms of team support, it doesn’t have to be god-mode in 1v1s too.
Tempest is a complete bunker build. If a complete bunker build doesn’t sustain a 1v1 then no other build will be viable.
Wow! Wow! Wow! o// thank you! Diamond Skin change is perfect!!! Thank you!! I can finally hit an Elementalist when I run a condi build! Im so happy! That infinite invulnerability was rough!
Not sure making a good grandmaster trait useless is good for the game, specially in the current condi-heavy meta. Condi are passive offense after all and do not require the same amount of skill to pull off as damage spike builds. What will stop a perma-chill Reaper of destroying eles without any effort now? Chill affect the elementalist class twice more than all the other classes, as soon as the diamond skin threshold is broken eles just melt in place.
Snip.
I’ve thought through the implications of removing cele from PvP and what would happen to elementalist quite a bit, actually. It’s pretty risky. I think elementalist would need a new 4 stat combo to be viable at roughly the same level (maybe something like 1050pow/1050condi/560vit/560healing).
Why don’t you guys first look at normalizing health pools? With so many defensive traits available, for all professions, it no longer makes sense that someone with berserker is walking around with 11k health and someone else with 18-19k.
+1 This is a huge issue.
Snip.
I’ve thought through the implications of removing cele from PvP and what would happen to elementalist quite a bit, actually. It’s pretty risky. I think elementalist would need a new 4 stat combo to be viable at roughly the same level (maybe something like 1050pow/1050condi/560vit/560healing).
Then you end up with no toughness on the squishiest class and would destroy build variety on that class, limiting it to earth and tempest for protection and water for cleanses.
Aside from skill adjustments, another way we can adjust balance in PvP is by looking at the runes/sigils/amulets that are available for use through the customization panel.
I would be interested in hearing thoughts (with the high-level goals from the blog in-mind) on adding/removing various sigils/amulets/runes. In general, our goal for PvP is to be faster-paced with a higher-level of lethality than what we’re seeing in S1.
I know we’ve had this conversation a few times before, but it’s always important to have this discussion with the correct context in mind.
It would be nice to be able to customize our amulets instead of being stuck with static amulets. This would open more possibilities for players to make more unique builds. Allow for the amulets to be either 3 stat or 4 stat combos.
More variety in stat combos can definitely be a thing – but I don’t think manual stat allocation is in the cards currently.
Whatever balance you guys are doing, could you please try to make it in a manner to promote build diversity? Nobody want’s to be “forced” to play certain build for 3 months.
Some trait lines need more synergy together and with skills.
For example the fire line on the elementalist since it lost it’s synergy with both signets (auras on signets were removed) and cantrips (might on cantrips was removed). It has no good synergy with other trait lines except the fire auras with tempest. In comparison the Air line already has synergy with the water line thanks to Weak Spot and Piercing Shards (a 20% damage modifier). The quality of a build and therefore build variety relies on it’s full synergy potential. Just think about it at least.
Aside from skill adjustments, another way we can adjust balance in PvP is by looking at the runes/sigils/amulets that are available for use through the customization panel.
I would be interested in hearing thoughts (with the high-level goals from the blog in-mind) on adding/removing various sigils/amulets/runes. In general, our goal for PvP is to be faster-paced with a higher-level of lethality than what we’re seeing in S1.
I know we’ve had this conversation a few times before, but it’s always important to have this discussion with the correct context in mind.
It would be nice to be able to customize our amulets instead of being stuck with static amulets. This would open more possibilities for players to make more unique builds. Allow for the amulets to be either 3 stat or 4 stat combos.
I would like to see this, amulet having something like 300 stats points you can move around.
It needs damage on all skills and speed on dragon tooth.
I still think Tempest needs a trait that changes the Scepter range to 1200 when wielding a warhorn. That way it could be used in WvW.
Aside from skill adjustments, another way we can adjust balance in PvP is by looking at the runes/sigils/amulets that are available for use through the customization panel.
I would be interested in hearing thoughts (with the high-level goals from the blog in-mind) on adding/removing various sigils/amulets/runes. In general, our goal for PvP is to be faster-paced with a higher-level of lethality than what we’re seeing in S1.
I know we’ve had this conversation a few times before, but it’s always important to have this discussion with the correct context in mind.
If the team is going to be looking at runes/sigils/amulets, might I strongly suggest getting rid of celestial amulet. I know it has be suggested before, but I think this would be a very healthy change for pvp overall. Some reasons:
- Cele amulet is a huge reason we have poor build diversity, especially when there are classes that get a huge benefit defensively because of self sustainable might stacking. These classes most notably include ele, engie, necro, ergo allowing these classes to fulfill multiple roles with no downside.
- With the release of HoT your developers have steered away from being a non traditional mmo by introducing druid as a more healing dedicated spec when it comes to PvE (this includes several unique pvp builds). There is also the more strongly designated role of tanking in raids. I now see that it is pointless to hamper build diversity through the use of this mentality that no trinity exists, as support (healer), bunker (tank), and burst (dps) rolls have become more fleshed out across the classes with HoT’s release.
Further more the removal of celestial amulet would allow players to make far more match influencing decisions by more specifically choosing a roll they would like to play. I believe it will also make matches far more interesting.
Lol if they get rid of the celestial amulet they will break the elementalist. The class can’t sustain with any other amulet.
Your statement proves that cele amulet is poor design, think about it. You say ele can only survive with one amulet. Any single class should not have to rely on one amulet to properly function in pvp.
Cele amulet is poor and lazy design no matter which way it is put. To the other poster trying to say that the “weakness” of cele amulet exists in not excelling in any specific area, why use the amulet in the first place. If the point of having several “unique” classes in a game to make it interesting, or allow their players a choice, why bring those classes closer and closer together with a unifying muddle item?
Well then they would need to completly rebalance and buff the elementalist class, so that it can use berserker amulet like it could on release. You need to realize that we are forced to use the celestial amulet because of the boon duration, toughness and hp we lost from the new trait system. As the squishiest class there is just no other option.
Aside from skill adjustments, another way we can adjust balance in PvP is by looking at the runes/sigils/amulets that are available for use through the customization panel.
I would be interested in hearing thoughts (with the high-level goals from the blog in-mind) on adding/removing various sigils/amulets/runes. In general, our goal for PvP is to be faster-paced with a higher-level of lethality than what we’re seeing in S1.
I know we’ve had this conversation a few times before, but it’s always important to have this discussion with the correct context in mind.
Just ensure that “faster paced” doesn’t result in spammy aoe/1-shot meta at the same time. Shave some of the active defenses from those who have too many (Chrono) and give them to some who need it more (Necromancer) and keep damage kind of similar and you will see less of those bunkers and more people dying.
Just be careful of over-correcting by “making bunkers less sustainable” and “making damage dealers do more damage” resulting in a hard swing in the other direction. Other than that, it sounds good. :}
Good feedback. Something to keep in mind as we talk through proposals/suggestions, etc, is that while the meta does indeed have a heavy bunker aspect to it, there’s actually a considerable amount of damage going around that is only offset by how prevalent rezzing is. Think about the impact of the normalization of downstate and quickness/slow and how that will affect snowballing.
You guys absolutely have to look into the elementalist Warhorn, conjures and elite skills, all of which are borderline useless. The elementalist community has been asking for good elites since the game was released (tornado should be a aoe cast skill, need an elite that recharges the attunements, FGS is only good for mobility, Ice Bow is now completly worthless) and nobody is using the warhorn.
Also the stability changes were bad for WvW and pvp. You need to bring back the old stability.
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Aside from skill adjustments, another way we can adjust balance in PvP is by looking at the runes/sigils/amulets that are available for use through the customization panel.
I would be interested in hearing thoughts (with the high-level goals from the blog in-mind) on adding/removing various sigils/amulets/runes. In general, our goal for PvP is to be faster-paced with a higher-level of lethality than what we’re seeing in S1.
I know we’ve had this conversation a few times before, but it’s always important to have this discussion with the correct context in mind.
If the team is going to be looking at runes/sigils/amulets, might I strongly suggest getting rid of celestial amulet. I know it has be suggested before, but I think this would be a very healthy change for pvp overall. Some reasons:
- Cele amulet is a huge reason we have poor build diversity, especially when there are classes that get a huge benefit defensively because of self sustainable might stacking. These classes most notably include ele, engie, necro, ergo allowing these classes to fulfill multiple roles with no downside.
- With the release of HoT your developers have steered away from being a non traditional mmo by introducing druid as a more healing dedicated spec when it comes to PvE (this includes several unique pvp builds). There is also the more strongly designated role of tanking in raids. I now see that it is pointless to hamper build diversity through the use of this mentality that no trinity exists, as support (healer), bunker (tank), and burst (dps) rolls have become more fleshed out across the classes with HoT’s release.
Further more the removal of celestial amulet would allow players to make far more match influencing decisions by more specifically choosing a roll they would like to play. I believe it will also make matches far more interesting.
Lol if they get rid of the celestial amulet they will break the elementalist. The class can’t sustain with any other amulet.
Defensive nerfs again… Not sure the buffs will be worth it and it’s the fire line that really needed a buff, not air.
I think diamond skin was fine, only noobs didn’t know how to break through it and it was the only counter to full condi builds.
What about Coalescence of Ruin doing 17k hits on a single target in WvW. Or around 30k damage on 3 targets on a 2 seconds cooldown. Don’t tell me you won’t be balancing this game-breaking skill/trait combo.
Also Chronomancer casting their elite twice is seriously unfair. And dual gravity well is just a huge cc aoe that lockdown anyone in the area for almost 10 sseconds, specially npcs in Stronghold.
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I wouldn’t change rebound, I would completely scrap it and make a new elite skill. They’ve done it for guardians elites that was already better.
With tempest giving us a huge penalty and slowing our rotation down I think what we need is an Elite that recharges all our attunement instantly.
Would also make our rotation less boring predictable in a fight.
Oh they also nerfed Ice Bow to uselessness, so you don’t have to worry about that OP broken pvp skill.
/sarcasm.
There is only one thing I want in this game since the game was released and Anet is stubborn on not doing it: GvG. Guild vs Guild.
What the hell has happened to the PVP in this game? I’m an old player who has just returned and the introduction of the elite specs has completely messed up my beloved pvp… the hell…
Guardians are insta killing with TRAPS! Now I’ve seen everything… And Necromancers are just some devil spawn of pure aggravation to fight now.
I remember when warriors with a hundred blades was bad… this is a whole new category!
Can someone explain to me how current PVP is balanced?
It’s not balanced, the last eSport tournament was such a boring disaster. Build variety is completely gone from their priorities and now they try to “create new metas” instead of balancing the skills for new variety.
So you asked what happen, well what happen is that Anet tried to dictate the Meta instead of letting the players find it.
I’m not going to read 7 pages but I’m just going to say that HoT didn’t fail since many players enjoyed it and the developers got money out of it. That doesn’t sound like a failure.
You can’t please everyone and nobody enjoys everything but that doesn’t mean that everything is a failure.
I think the goal of a MMO expansion is to entertain people for more than 2 weeks… 2 weeks in HoT I had already seen everything.
Very Very good post. Specially what you wrote about the stability changes, that indeed ruined WvW for smaller servers and made the matchups even less balanced
You forgot to mention the new classes, insane damage mitigation with Revenants and Tempests, and crazy damage burst of the revenant hammer 2 that 1-shot the backline.
imo the goal obviously was to keep f2p players from decent gold source and move it to places they cant access
If this is true, and it could well be, then it’s really a sabotage of their own game.
However you don’t make a lot of gold in HoT either.
Can we finally change this title? This kitten article is up here for the past 2 weeks and every time I enter the forum this is the first I see; the worst part is that it is not true! The game didn’t fail and even the video the OP posted tells the audience it didn’t fail.
Well, the 4 new zones of PvE didn’t fail that’s certain. They are beautiful and interesting. At the end of that 4th zone however you feel the expansion was never finished. There should have been a dungeon on the 3 of the new maps and kept the story for the living story 3.
For what interest me the most however, PvP, GvG and WvW, it’s a fail:
GvG support is still non-existant (guild invite system, ranks and scoreboard?)
Only 1 PvP map and no improvement to the lobby is beyond disappointing
WvW core population and reward systems were not changed yet they urgently needed a rework
Oddly enough, dungeons were fun and a testament to that is that some people still do them even after Anet’s hard work of over 3 years to kill them off.
The really weird thing about this is the fact that they’ve been trying to kill them in the first place. Which game company tries to remove content or discourage people to do content? I guess this is what’s left of all the innovating.
How easily dungeons could have been expanded upon (the community gave so many pointers).
I do like the fact that you guys still argue about dungeons being fun, toxic, not challenging, braindead spam 1, etc…
Maybe Anet will see that it still has a pulse and hit it on the head once more.
I thought that with the release of Ascended gear they would make new hardcore paths for the dungeons. Instead they just left them out. It’s like they are sabotaging their own game.
Agreed, it’s too much area cc. The worse is that’s is an elite, and with the Chronomancer class mechanic they can cast that elite 2 times in a row. It’s a complete lock-down on 5 people that they can cast twice.
Someone was asking the same question in map chat and someone else answered that they fired or reassigned the dungeon team right after GW2’s release.
Would certainly explain why the changes have been only the chest rewards. It’s really sad because Dungeons were really the best content of the game.
Probably the same with the people doing jumping puzzles, since we haven’t got any new ones in 2 years, even after an expansion release.
With the patch coming soon it would be the right time to give ele proper elites.
lol How many times have we asked for proper elites… like ten thousands times? Rebound is all they could come up with in a 50$ expansion so I lost all hope from that point on.
You should be able to right-click on every item and open the wiki page associated to that item from in-game. Would make so much sense.
Everything feels so broken, just shows how much the elite spec were rushed out. It’s not even a question of balance at this point, the gameplay is so frustrating it could qualify as buggy. When you try to press a key for 10 seconds but it does nothing because you are interrupted every second it’s not a balance issue, it’s a failure in game design (because of the awful stability changes in this case).
It’s just terrible. You can barely have fun with this. It’s just cheese condi that tick for half your hp, constant interrupts, ridiculous broken game mechanics and balance.
Build variety has been completely eliminated, it’s gone, destroyed, kaput. They said “it’s too soon to tell” when we warned them on this forum they were about to destroy build variety. Well now we’ve all seen it and it’s a massive failure in diversity and therefore balance, thanks for not listening to the feedback of all of us who saw this coming a mile away.
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Nobody knows what’s happening with WvW. It’s been years, it’s the first thing people mentioned in the CDI and they haven’t done any noticeable improvement.
It’s like they are completely clueless about how to organize a good server system.
Truth is it really shouldn’t be that complicated, they have megaservers for all the other gamemodes after all, all the population distribution is virtual. We could have balanced WvW tomorrow if they had the courage to look at the PvP server system of ESO. Zenimax found the solution and they just have to make an identical system to save WvW.
How come 3 years after GW2’s release I can’t play WvW with/agains’t 75% of my friends because they are all on different server? How pathetic is that for a MMO when you can’t even play with your friends without taking 20$ out of your credit card to try to transfer to servers that are listed full. That is even if people only play on 25% of the max population capacity of that tier at peak times?
Making new maps is a good thing, but if you don’t even have a core system that half-works then you won’t have people to play on these new maps. Which is what exactly is happening to the new Borderland map. You have 24 copies of a map spread over 8 tiers when only 3 copies of it could hold the entire WvW population at peak time. Someone just didn’t do the math.
Then they have supposedly a “overhaul” they have been working on for over a year, yet the expansion releases with a WvW world map background image that hasn’t even been updated to accomodate the Desert BL maps. Makes it seems really amateurish.
like i talk it 100times,
Just delete celestial from the game!
The class cannot survive without celestial. You would just destroy the class.
Every patch we get nerfed to the ground, then learn to master the only viable build left until everyone starts complaining that we are OP, then we get nerfed again… it’s an infinite loop of nerfing.
All the elites, the glymphs, the slow skills that rarely hit anyone, it all need redesign.
Forgot about the utility. Added them.
I think you also forgot Warhorn, but it’s ok nobody cares about it anymore…