I don’t have any real complaints about the skills. I want more options.
I would offer several themes and let the guild pick which one they like. Floating islands could be one of them. The players would be given a chunk of land a little smaller than a wvw borderland, and have the option of doing PvE or PvP events in this territory for glory and resources.
cool ideas – dual wielding shields – would have never thought of that.
I see you haven’t met the dual wielding wheel shields guy in Dark Souls before.
That said, yeah, greatswords are super popular. I’m also pretty confident anet is going to open more weapon types to more classes before adding whole new types of weapons. It’s going to be a huge pain for them to do, and I’m sure there will be a lot of confusion and whining when it first launches. Especially if classes people perceive as being unloved don’t get as much cool stuff.
Ignoring any other issues, +150 second cooldown is way too long to be interesting. That means I’m using the skill every other fight (boring) or waiting for it to come off cooldown (also boring).
I would only be interested in dueling if it used sPvP rules. I have no interest in fighting someone who may have a stat advantage because they spent the time grinding out ascended gear.
Leveling is kind of boring. You don’t have all your traits or skills, your gear probably sucks, and you’re restricted to level appropriate areas. After you’ve done a few alts it gets really tedious.
I’d propose like an xp boost for each other character you have above the current alt’s level. If if you have a bunch of level 80s, your new character levels much more quickly. With the downscaling system you can still enjoy all the content, so you’re not missing much.
A lot people already look at the Daily/monthly as a way to force you into something you dont want to do separating dungeons into their own category would only further that train of thought .
Yeah, I’m not a big fan of the dailies. They feel like chores or ham-fisted ways to direct players.
That said, if were in addition to the existing things they wouldn’t bother me. I could just ignore them unless I wanted to do the dungeon anyway.
Make them tradable.
How do you feel about zerg trains, where players run in a big group killing monsters with minimal risk. Is that intentional? Will future events be more of the same? The mad king’s labyrinth is pretty much that, though it may have more players going down than the queen’s pavilion did.
I’m generally in favor of removing the random factor from combat, so I’m interested.
You don’t have to use the waypoints if you don’t want to. Removing them won’t make the minutes/hours of autorun any more interesting. I’d put youtube or something up on the second monitor while autorunning and complain how much the game doesn’t respect my time.
It’s more of a problem when it’s in the buffs area from those “allies get +x stat” traits. I know someone is giving me… something, but I have to mouseover it to see. Doesn’t matter much, but it’s a thing.
Standing around autoattacking a mob is not hard at all. It’s just the champ farms give more gold/hr.
Have you been in the intance this year? Every group i have been in dies to the candy corn guy because they don’t know how to stand in candy goo, or dies to the litch because they don’t learn when they attack the little skeletal dudes they reflect damage.
Does the game communicate this stuff to the players? Does it do so in a way where they can learn in a big melee, before they die?
The knockdown/pulls from some of the monsters in the labyrinth is annoying, and there’s not any particular reward for going there, so I do other things in game. I have little desire to run around in a circle killing monsters just-because.
Now, if it was like a game, with goals and such, I might be more interested. I’m picturing something like sanctum sprint or guild rushes. Make the maze more complicated, fog up the mini map, drop players inside and award points or something if they make it out. Or have it be a race to get to the end. Pretty much anything other than another farming spot.
You don’t go in there to get the mad king gear? I just want it for looks even if the stats arn’t so great.
Last year I farmed the heck out of it and came out with 3 pieces. So far I have one this year.
No. I don’t really care about gear.
I’d like the option to see achievements per character. This is partly because I want to do each dungeon path with each class, and I haven’t been tracking it myself. It’d be nice if the game tracked it for me. Plus there’d be other interesting information to see, like who’s done the most damage or who’s gone the longest without dying.
I don’t really care about achievement points, so it’s fine if you only get the points once. I don’t expect to get the daily more than per character, either.
Titles might be cool, though. People like titles and they don’t touch game balance. That’s an easy win.
(If there’s already a way to do this, please let me know.)
It’s the contribution to the party that is a lie. When you’re on bearbow, what do you give to the party? Not dps nor support. There is no wrong way to play the game, but there’s an efficient one. I understand we all don’t play for efficiency, and that’s fine.
But please, humor me that the majority doesn’t want a fast run. Hence, the “exp,” and “zerkers” that the LFG tool is littered with.
We play to have fun, a select few hardcores play to be efficient, but most gamers don’t give a flying kitten if they are efficient or not, as long as they are having fun who cares.
The majority are just happy to be in there enjoying themselves, they don’t care how fast or slow something takes..
There is no right play style, but Zerker at this time is the only real effective play style, i for one would like to see a trinity of sorts dps/control/support not just faceroll dps and non existent rest..
I don’t even hate tank healer dps, it has issues agreed but so does this what we have now..
I disagree. When we play, we have a goal in mind, something to aim for. And in order to achieve that goal we have to put some effort in as not everything is given (even as Anet said there’s no grind). Because players wanted to achieve that goal in as little wasted time as possible, we aim for efficiency, and yes the majority play this way. hint: farming
Of course this may not be the case for new players as they’re still learning the game, or those that have an easily achievable goal.
That only really applies to people who are chasing external goals. Maybe that’s most people. There are probably at least some people like me with goals like “I want to do all the dungeons with every class”, and that doesn’t encourage speed running or max efficiency.
It would never happen, but weapon/armor customization like in some of those superhero MMOs could be cool.
Standing around autoattacking a mob is not hard at all. It’s just the champ farms give more gold/hr.
Have you been in the intance this year? Every group i have been in dies to the candy corn guy because they don’t know how to stand in candy goo, or dies to the litch because they don’t learn when they attack the little skeletal dudes they reflect damage.
Does the game communicate this stuff to the players? Does it do so in a way where they can learn in a big melee, before they die?
The knockdown/pulls from some of the monsters in the labyrinth is annoying, and there’s not any particular reward for going there, so I do other things in game. I have little desire to run around in a circle killing monsters just-because.
Now, if it was like a game, with goals and such, I might be more interested. I’m picturing something like sanctum sprint or guild rushes. Make the maze more complicated, fog up the mini map, drop players inside and award points or something if they make it out. Or have it be a race to get to the end. Pretty much anything other than another farming spot.
Sounds a bit boring. I’d rather have something I haven’t seen many times before. Paragon and dervish felt new to me in GW1, for example.
Both of them been done before in other games. May not be very popular games like DnD but they been done. even DnD had Paragon class, which was a sub class of Paladins anyway.
Well, yes, most ideas have been done before or had very similar ideas before. (Do you have a link for the paragon D&D class? I’m not familiar.)
Point is, ‘shadow knight’ doesn’t sound like it brings much new to the table.
just use your skills to overcome that X%!
But they’re using their skills, too, so that doesn’t solve the “one side is playing with a handicap” thing.
I figure the people who want ascended in WvW just want the advantage for themselves. There’s probably some overlap with people who use aimbots in shooters.
Sounds a bit boring. I’d rather have something I haven’t seen many times before. Paragon and dervish felt new to me in GW1, for example.
Tie endurance to a stat that isn’t on berserkers gear. Maybe vitality, maybe something new. Doesn’t matter. Now people who are in full berserker can’t dodge much at all.
Vitality, toughness and healing power. So, full bunkers could dodge the best, hybrids a bit worse, and zerkers would have to be very careful not to waste their dodges on something that wouldn’t kill them outright.
It’s actually a pretty neat idea.
So now, instead of three warriors, one mesmer and one guardian who can be switched out for a warrior for the ultimate dream team in dungeoneering, you have three zerk warriors, one zerk mesmer and one bunker guardian who will be able to heal the group by flipping around with an insane dodge metre and probably all of the vigor in the world to recharge it.
If this were to were somehow to happen I would roll an asura guardian. I would name her xxXYodaXxx.
Edit: I have the female asura guardian already to go now – named Xxxyodaxxx since the game seems to sensibly have rules for naming your character.
Uh, no. Make it so fully statting for dodges gives you about the same dodge capability as you have now. Or come up with other solutions. Use your imagination.
So where is this flat cap reached or where is the point on diminished returns make dodge capabilities the same as current? Rare stat budget? Exotic? Ascended? Remember, ascended weapons and accessories are in the game right now and ascended armour will not be too far away. If you set the cap/returns plateau too high then you get an even larger elitist effect since people wont take certain because they don’t have dodge cap and other players will opt out of content that requires dodging in favour of the easier content – this effect of players mass opting out of content because of mechanical decisions, real or perceived, can be observed with tequatl. If you set the cap/returns too low a stat then all that will happen is people will stat up to the point where diminished returns make it infeasible or in the case of a flat cap they’ll just hit it and stack zerker or equivalent.
It doesn’t solve anything. In fact, it would make the problem even worse as now the players with the same current dodge also have, depending on how you derive dodge high vitality, toughness, healing, other stat or some complex relation between the three. The food and oil/stone/whatever buffs would need to be reworked since there are %defense to offense conversion buffs which, if not modified would leave “elite” players with a definite advantage in terms of raw power vs defensive capability. And finally, one mesmer, one guardian and three warriors would still be the group du jour as this group already mechanically covers for each other and responds the best to bunkering.
There are probably things I have left out and things I may not have explained better than I could of to be honest but, this is what I thought up when I made the comments, if you had used your imagination you might of come across some of these points and insights.
So you can’t immediately make the math work and your speculative fears scare you, so the idea could never work ever. Right.
Not that the idea wont work, but that the idea doesn’t change anything for the general populace, in fact, the idea may make them worse off. The one sentence quip given didn’t even address the simplest of the points made: Cap or Diminishing Returns, at what quality of gear is this budgeted out on and how is dodge calculated? Is it by one stat, by a ratio of defensive stats; is it a special stat: like boon duration and critical damage; how food buffs interact with dodge, does this mean that vigor needs to be reworked?
I haven’t put the effort in to figure out all the math, and I’m not going to because it won’t be easy, and anet isn’t going to use my work anyway. You may be right in that there are probably more bad ways to do it than good ways. But I think something could be done with endurance to make things other than berserker more important.
It fits in with the general theme of time-gating they have going on. It seems they are afraid of players finishing content, getting bored, and complaining.
Honestly I’d be happier if they just told those people to roll an alt or take a break from the game, but apparently there’s money to be made this way.
They probably figure people will just buy another one if they accidentally waste most of one. If so, that’s not very customer friendly. I hope I’m wrong.
I believe anet worked hard to encourage cooperation and friendliness in PvE. You see it in how easy it is to jump in and help people in fights, in reviving people, and in how few events can be intentionally failed. Once you start adding PvP you risk adding a lot of bad blood and resentment.
That said, I had an idea the other day for certain dungeons (or an option for existing dungeons) where players can invade, Dark Souls style. If players opt in to invasion mode, other players can spawn in the dungeon and try to kill them. There’s some details to work out, but it could be pretty interesting.
(If you haven’t played dark souls, I highly recommend it. Well, with the caveat that it may make all other games feel overly simple and hand-holdy)
Yeah, this would be useful. I don’t really need to see heavy armor if I’m playing my necromancer.
I guess this is a personal preference thing. I don’t mind melee on my necromancer. I use dagger/warhorn on my necro because I like the stun and life force generation. It’s not as involved as elementalist, but I’m okay with that.
My only concern is that it would make it harder for new players to find (experienced) people in lower level fractals.
Tie endurance to a stat that isn’t on berserkers gear. Maybe vitality, maybe something new. Doesn’t matter. Now people who are in full berserker can’t dodge much at all.
Vitality, toughness and healing power. So, full bunkers could dodge the best, hybrids a bit worse, and zerkers would have to be very careful not to waste their dodges on something that wouldn’t kill them outright.
It’s actually a pretty neat idea.
So now, instead of three warriors, one mesmer and one guardian who can be switched out for a warrior for the ultimate dream team in dungeoneering, you have three zerk warriors, one zerk mesmer and one bunker guardian who will be able to heal the group by flipping around with an insane dodge metre and probably all of the vigor in the world to recharge it.
If this were to were somehow to happen I would roll an asura guardian. I would name her xxXYodaXxx.
Edit: I have the female asura guardian already to go now – named Xxxyodaxxx since the game seems to sensibly have rules for naming your character.
Uh, no. Make it so fully statting for dodges gives you about the same dodge capability as you have now. Or come up with other solutions. Use your imagination.
So where is this flat cap reached or where is the point on diminished returns make dodge capabilities the same as current? Rare stat budget? Exotic? Ascended? Remember, ascended weapons and accessories are in the game right now and ascended armour will not be too far away. If you set the cap/returns plateau too high then you get an even larger elitist effect since people wont take certain because they don’t have dodge cap and other players will opt out of content that requires dodging in favour of the easier content – this effect of players mass opting out of content because of mechanical decisions, real or perceived, can be observed with tequatl. If you set the cap/returns too low a stat then all that will happen is people will stat up to the point where diminished returns make it infeasible or in the case of a flat cap they’ll just hit it and stack zerker or equivalent.
It doesn’t solve anything. In fact, it would make the problem even worse as now the players with the same current dodge also have, depending on how you derive dodge high vitality, toughness, healing, other stat or some complex relation between the three. The food and oil/stone/whatever buffs would need to be reworked since there are %defense to offense conversion buffs which, if not modified would leave “elite” players with a definite advantage in terms of raw power vs defensive capability. And finally, one mesmer, one guardian and three warriors would still be the group du jour as this group already mechanically covers for each other and responds the best to bunkering.
There are probably things I have left out and things I may not have explained better than I could of to be honest but, this is what I thought up when I made the comments, if you had used your imagination you might of come across some of these points and insights.
So you can’t immediately make the math work and your speculative fears scare you, so the idea could never work ever. Right.
WvW is meant to be the open world PvPvE game. It is statistically imbalanced on a player level because it uses the gear from PvE. Why change what wasn’t a problem before? Why blow dev time on something they designed to be that way?
It became a problem to the players like the OP when they added Ascended gear to an already unbalanced system that unbalances it further.
That the developers designed it intentionally does not automatically mean it is good. Otherwise, it would mean developers could design terrible content (poop) intentionally and we’d have to think it’s fine that they gave us some poop. A poop by design is still a poop. Players will still expect, and rightfully so, that Anet try and encourage balanced server matchups even though WvW wasn’t intended to be balanced and can never be perfectly balanced. Improvements.
But I’m not talking about server balance, and that’s not what the thread is about.
This thread is about whether or not we should change WvW’s ruleset to scale earned armor down because people don’t want to put in the effort to earn it themselves.
Earn? Are you kittening kidding me? You don’t “earn” ascended gear in any meaningful sense. You do a bunch of simple chores for a few days and you get it. Stop acting like it’s something to be proud of.
But it still begs the question as to why people are fine with legendaries needing boatloads of playtime and mats to craft, but are against a tier with a playtime/mats requirement lower than legendary.
Makes no sense whatsoever.
It does if you remember that Legendary weapons were supposed to be prestige cosmetics, not perma-BiS gear. That has gone out of the window along with a lot of other gear grind principles.
Nope, still makes no sense to me. The grind is fine for something that had zero effect on gameplay? Infact that makes even less sense to me.
Seriously? Not sure if serious or troll. Go play gw1 and try again.
Tie endurance to a stat that isn’t on berserkers gear. Maybe vitality, maybe something new. Doesn’t matter. Now people who are in full berserker can’t dodge much at all.
Vitality, toughness and healing power. So, full bunkers could dodge the best, hybrids a bit worse, and zerkers would have to be very careful not to waste their dodges on something that wouldn’t kill them outright.
It’s actually a pretty neat idea.
So now, instead of three warriors, one mesmer and one guardian who can be switched out for a warrior for the ultimate dream team in dungeoneering, you have three zerk warriors, one zerk mesmer and one bunker guardian who will be able to heal the group by flipping around with an insane dodge metre and probably all of the vigor in the world to recharge it.
If this were to were somehow to happen I would roll an asura guardian. I would name her xxXYodaXxx.
Edit: I have the female asura guardian already to go now – named Xxxyodaxxx since the game seems to sensibly have rules for naming your character.
Uh, no. Make it so fully statting for dodges gives you about the same dodge capability as you have now. Or come up with other solutions. Use your imagination.
I’m for it. People with a lot of free time don’t need a stat handicap (which is another way to look at ascended gear- a handicap in your favor). They have enough time to practice.
Tie endurance to a stat that isn’t on berserkers gear. Maybe vitality, maybe something new. Doesn’t matter. Now people who are in full berserker can’t dodge much at all.
If enemies did more damage to tightly packed players, that might discourage zerging and stacking.
Part of the problem is also that many people are playing to get the rewards at the end rather than for fun. You’re not going to get very engaged players like that.
And crafting can be leveled with time (30 minutes a day to do Ori/Ancient wood runs).
And do the 30 minutes a day to mine Ori/Ancient also give you the 60+ globs of ecto and 60+ T6 mats needed to level up one profession?
If that’s the only thing you do? No of course not.
Are you really expecting to max out on everything in the game, and get the next step up of gear without putting any effort in at all? Without playing the game?
Doing ANYTHING ELSE in the game will get you globs of ecto and T6 mats, are you expecting to sit in LA and just have materials flow into your collection?
Do you and others want to do nothing in the game and be rewarded?
Ahh, the typical brainless strawman “do you really expect to get X for doing nothing” argument. Maybe what they expect iss to be able to do something BESIDES feed the grind to be able to craft one, much less multiples if they have the temerity to roll alts.
Your specious argument is specious.
No, your rebuttal is basically meaningless.
I’m asking, do you expect to get items for literally doing nothing. Because that IS what the opposition is suggesting. There are so many avenues for getting the things that you need to level crafting or get ascended, that honestly the only barrier to entry is effort. If the people who whine about ascended spent as much time in game gathering/crafting as they do whining about it, they’d have full ascended everything at this point.
Also the alt argument is idiotic at best. Ascended gear that you craft is account bound until you equip it, which means you only have to level that craft to 500 once and you are set forever, across your entire account.
Let’s explore. What would happen if you could get exotic gear for PvE the same way you can for sPvP? Ugly default skin, but you can collect fancier skins through different activities. Would you still play? Would anyone? I would.
Anyway it’s all
About dodging and DPSing , we won’t see anything different without
A tank and a healer .
How very unimaginative of you.
If they added a hard mode to dungeons that might satisfy a lot of people. Especially if they had them reward prestige skins (and not more kitten power). Double especially if they made them “hard” not by inflating the numbers, but giving the enemies more skills and smarter behavior. Like GW1, enemy groups could be designed so they work well as a whole.
Hi All,
Recently we spent some time discussing the concept of collaborative development with some of our community. The thread can be found here:
[url]https://forum-en.gw2archive.eu/forum/game/gw2/Collaborative-Development/first[url]
We talked about rolling out a new process in which over a set time period we can discuss design philosophies behind the main components of Guild Wars 2.
The first part of the plan is for you all to list the top three sections of this area of the game that you would like to discuss:
For example for PVE your list might be:
1: Living World
2: Roleplaying
3: Ascended itemsAfter a couple of days we will choose the number 1 topic in each area and then create the threads within the specific areas for us all to discuss, brainstorm and share our opinions on.
Chris
1. Ascended gear, or more broadly “time = power.” It takes a whole lot of time to get max stats, and it really shouldn’t. That is by far my #1 complaint. Can I vote for that three times?
If I had to pick a second:
2. Zerging and stacking. I’d like to see things done so the most mindless way of playing isn’t very effective.
And maybe a third:
3. Enemy behavior. Can we have it more interesting? Most monsters are slow and use very few skills. If they’re a threat it’s often only because of their inflated hp and outgoing damage. Why not give them player skills and some more smarts?
Get rid of ascended gear stat bonus
New areas
New dungeons
New classes/skills
Xp requirements for alts lowered
You can tell those aren’t weekend 1 because the stamina bar is in the current place. I saw the shadow behemoth during one of the first weekends, and it was amazing. No Zerg, no farming. It was just a bunch of us fighting monsters. I miss that, and I don’t think it’s coming back.
I don’t really see what the argument here is. You’re not supposed to get end-game gear easily.
Why not? That’s how it used to be.
Yep. Would be cool. Could also let players craft furniture and other things to put in their houses, add trophies for doing stuff (dungeons, big events, etc) to show off to friends.
I also had an idea of letting guilds claim a patch of land a little smaller than a WvW borderland, with resources and the like. Then every so often have monsters attack, and the guild needs to defend their keep, resources, and NPC allies. And for guilds that opt in, let other guilds invade.
It’s awesome that now we will have new ground targeting, but still it would be very useful if u add an option that shows maximum range of a skill. Something like a faint white circle around yout character when u press the skill.
I believe that would be very useful for great amount of players including myself (hate those 5 spamming with thiefs shortbow near max range until finally hitting right distance T.T)
Oh, yes. This would be good. I hate when I click slightly too far away with Blink and waste it.
Unless they let people freely change their race, no, bad idea. I want to play the race/class combo that appeals to me without getting a stat penalty.
The system is perfectly fine as it is. ANet want people to spread out their focus in the game and refusing to do guild missions and Fractals is your choice. It takes time but I have 6 characters with full ascended trinkets now. You clearly want everything served to you on a silver platter.
-1
Time should not equal power. Having a lot of free time should not give you bigger numbers. Having other interests or obligations should not result in a stat penalty. People with excessive free time have enough advantages already, such as having more time to practice and experiment with builds.
Dude what are you smoking, this is an MMO.
Things don’t need to be done the way they were done before.
The system is perfectly fine as it is. ANet want people to spread out their focus in the game and refusing to do guild missions and Fractals is your choice. It takes time but I have 6 characters with full ascended trinkets now. You clearly want everything served to you on a silver platter.
-1
Time should not equal power. Having a lot of free time should not give you bigger numbers. Having other interests or obligations should not result in a stat penalty. People with excessive free time have enough advantages already, such as having more time to practice and experiment with builds.
ok after three pages of blah blah this, and blah blah that, i’m really trying to figure all this out.
Is ascended gear nice? Honestly, I have no idea, I’ve never seen it.
Are the stats better? Not than legendary, but ok, better than exotic.
Are they necessary? Maybe for fractals, but not for anything else.Maybe I am just playing wrong, and the fractals are wonderful, game changing, and 100% necessary for loving the universe, the game, and life itself.
I certainly didn’t see them that way. I’ve amazingly managed to do everything with only all exotic gear, but if you listened to people here, that must be absolutely impossible.
But it isn’t. This stuff is necessary for one small piece of the game. You can buy it with laurels, craft it, or get it as in game rewards. Now I do agree it would be nice if the stats weren’t different, but it doesn’t bother me.
Honestly? I’d be more impressed with more attractive and interesting legendary designs and effects. And I would love ANet forever if they reintroduced heroes.
For kitten’s sake. It gives people with a lot of time an advantage. People with a lot of time don’t need special advantages. They have enough. It punishes people who don’t have a lot of time or who don’t want to do chores by limiting them to second best gear. It might not “matter” very much, but the psychological value clearly matters to people.
Dredge fractal. Too long, too many infinite spawns, dredge boss’ mega attack too hard to see.
edit: And you can’t just choose not to do it like you can avoid certain dungeon paths.
Start the dungeon yourself, simple fix.
Not sure if troll or just didn’t think about it. Do you really want all the players fighting over who can open the dungeon? What about people who haven’t done story mode/the lower level fractals? There is no reason for it to exist like it does now. For kitten’s sake, think things through.
