Curious if the incoming expansion pack means the end of living story and the two week cadence + small updates?
For me:
Open beautiful world
Armor/skin diversity— no one looks the same.
world vs world
Personal story – sorry..I loved it.
Gem store – although I dont spend $$ in gem store anymore, if/when Im playing because I dont support what arenanet has done to the game in the last 1+ yr
If an expansion means the end to living story…(for good..it wont come back)… I will return to Guild Wars 2.
Right now, Im too far gone. As long as living story is in the game, I will not be Sad reality for me because this game had such potential for me.
I suppose for me: (in order)
1-Living Story-No one asked for it, but it is the #1 focus of dev…when there are people clamoring for attention in other areas. I don’t like it. Not at all. Not one bit. And when the development focus is centered around it…I feel like I get no content at all. So for me, taking out living story, this game is a hollow shell with a great leveling experience. Beyond that, its a missed opportunity through and through.
2-Ascended gear. Whether we are at peace with it and whether or not it changes how we play, we had our BiS pieces and then this was shoved in our face without warning.
3-No dungeon revamp/update/additions/attention. Weren’t they going to work on dungeons? Revamped AC and thats it? Stopped? Oh, because of Living Story focus…right.
4- No new skills/abilities that have a meaningful impact. Sorry, a few healing skills and an anti toxin skill is not what the masses wanted and thought we would get. 9/10 builds do not center around a healing skill.
5- The ever-continuing lie about pre cursor scav hunt/crafting system/<insert idea here>. I farmed for months for mats and at the chance I would get a precursor. Nothing. A bit bitter, I am.
Agree with all, but #3…just living story in general.
I’ll say it again. No one clamored for something like living story. It just happened. For every person that enjoys living story, theres someone that does not enjoy it, or someone that has quit the game because of it, or someone that would prefer an expansion.
I wonder if they would accept my app if I applied.. but Im probably on some blacklist.
I think the game breaks the mold in the leveling experience…granted the New Player Experience recently released might have messed with this a bit. “If it aint broke dont fix it” certainly applies, arenanet.
Anyways…
OP: You aren’t guided by ! or ? . Wander off, kill things, happen upon events. Go exploring in a cave, you might find a jumping puzzle and find waypoints and points of interest that give you XP. Or go back to town and craft(crafting gives a lot of XP in this game). The leveling experience is definitely the one shining spot of this game. Its the endgame you have to worry about. There is none. A handful of people(it seems) run dungeons anymore because developers haven’t looked at dungeons in..1+ years? More? All focus is living story and not everyone likes living story. The only true endgame is world vs world which can get quite epic. I thoroughly enjoyed WvW when I played the game.
I stopped because even for a free game, I can’t get behind the dev direction arenanet is taking it, and feel like paying 15$ a month gets me more for my money in either WoW, ESO, or Wildstar…whichever tickles my fancy at the moment.
Can I chime in here?
I think that a broad topic of raiding lends itself to multiple discussions on various points and asking us to stick to two aspects of it is difficult without addressing the other parts.
I want to go on record again and say I don’t think raiding has a place in GW2. Im not sure I necessarily would want it in the game as you start down a slippery slope of max level only content when we have been sold this idea that everything is endgame.
With that being said…
- - Accessibility. I don’t want to be obligated to join a guild for this. A ‘looking for raid’ system would fit well within the community here.
- - No gear checks, no gear requirements. I dont want to feel the need to get that extra boost via ascended gear just to be able to clear raid content efficiently. Adding things into the game where ascended gear gives even the slighest boost over rare gear, again, starts you down a slippery slope.
- - Be transparent with how you are developing this. Don’t go away for 6 months, come out and say BTW we got raiding coming and this is what its going to be like. In the spirit of collaboration and CDI, keep a continuous dialogue open with us. Tell us how you are going to begin development on it, and keep us updated. This way we can give you feedback early on if we will like it or not, rather than after its implemented and now annoyed with a rage storm. Let us build it with you.
This is not aggro management. Call it organized chaos, and it is no different than anything else currently in GW2. In any given dungeon, the boss will bounce back and forth between party members depending on certain factors. There is no true measure to controlling the aggro. To be honest, it makes zero difference to me if the boss is hitting the elementalist or the thief in the group. My gameplay doesn’t change. When the boss turns to me, I…dodge or whatever. I wouldn’t exactly call that managing aggro. Lets not glorify this. Lets call it for what it is…moving away from a baddie and staying out of bad floor.
If you label that as aggro management…then when the boss is fighting the guardian and throws a bad floor on me, I dodge…did I just manage aggro? I dont get it.
Im not sure why people are even talking about this. How is adapting to who the boss is hitting considered aggro management? I mean, I guess you can label just about anything..so if you want to label a groups “reaction to who the boss is fighting” ‘aggro management’, then so be it. To me, it it is simply “Whelp hes beating on the thief now…dps dps dps, oops coming at me now, dps kite dps, now hes going after the engineer…” Its borderline random(even though there are factors that play into who has aggro), chaotic, uncontrollable, and non interactable…at least not in the sense of how people would like it to be.
Ill try again as i failed to explain it properly. In fractals it is often the job of the guardian to manage the aggro of mossman, arch diviner or the champ ettin. To do this he has to remain at closer proximity to those bosses and maintain respectable or frequent damage to the target. This way the target will focus mainly on the guardian. However if other players move too close or get too far ahead on the damage then aggro can change. Often the guardian can re-aquire aggro by using knowledge and experience of the encounter.
For example when i kite the ettin while the rest of the group kills the other 3 mobs. I used to lose aggro all the time because i kited too safely. I learnt that staying close and making sure my teammates did not damage him at all reduced the chance of him losing aggro. I also learnt that if he decided to change aggro i would have to run right up to him and immobilise him to get him to switch back to me. I was managing his aggro as best i could despite there being no proper threat mechanic. This can be done in any gear but many have claimed that aggro on this particular fight is easier to maintain when using knights gear.
Ok, I hear what youre saying…
So if you can effectively manage the aggro of a boss, because of your toughness value(I have heard that too) and if you can keep the boss focused on you 95% of the time…isnt that tanking? If so, I thought GW2 did away with the trinity.
That to me sounds like tanking.
one thing that is certainly needed:
Tone DOWN the particle effects! :P at the moment fighting in groups of more than 5 is a horrible mess. a low glow is perfectly fine instead of giant effects making you’re screen flash every 3 seconds
One of the more useful contributions. I didnt think of this…but good one and I agree. Particle effects are out of control in larger encounters.
Bolded part is important. Agro management works, people just ignore it as well many other things to prove their point or whatever reason they have.
Please tell me how you manage to maintain 100% aggro given the mechanics of GW2 and the skills of a given class?
Because if you are able to do this and you aren’t lying, you have successfully proven that the trinity DOES exist in GW2, and Im pretty sure it doesnt.
Aggro management has nothing to do with having one person hold aggro permanently. It just means you are adapting to who has aggro and acting accordingly. So for example the person with aggro will backstep and kite. If aggro switches then the players role switches. This is an every day occurence against mossman, arch diviner and mai trin. Different bosses aggro different ways. And they often have different rules on different attacks. And although most bosses dont have clear aggro patterns you can manipulate them to some degree to control the aggro and help your group. You can manage that with the proper knowledge and experience.
This is not aggro management. Call it organized chaos, and it is no different than anything else currently in GW2. In any given dungeon, the boss will bounce back and forth between party members depending on certain factors. There is no true measure to controlling the aggro. To be honest, it makes zero difference to me if the boss is hitting the elementalist or the thief in the group. My gameplay doesn’t change. When the boss turns to me, I…dodge or whatever. I wouldn’t exactly call that managing aggro. Lets not glorify this. Lets call it for what it is…moving away from a baddie and staying out of bad floor.
If you label that as aggro management…then when the boss is fighting the guardian and throws a bad floor on me, I dodge…did I just manage aggro? I dont get it.
Im not sure why people are even talking about this. How is adapting to who the boss is hitting considered aggro management? I mean, I guess you can label just about anything..so if you want to label a groups “reaction to who the boss is fighting” ‘aggro management’, then so be it. To me, it it is simply “Whelp hes beating on the thief now…dps dps dps, oops coming at me now, dps kite dps, now hes going after the engineer…” Its borderline random(even though there are factors that play into who has aggro), chaotic, uncontrollable, and non interactable…at least not in the sense of how people would like it to be.
Bolded part is important. Agro management works, people just ignore it as well many other things to prove their point or whatever reason they have.
Please tell me how you manage to maintain 100% aggro given the mechanics of GW2 and the skills of a given class?
Because if you are able to do this and you aren’t lying, you have successfully proven that the trinity DOES exist in GW2, and Im pretty sure it doesnt.
I would like to point out, with improved aggro management with some small changes to the aggro mechanics, “tanking” can be a role that’s not passive, and would be supported by defensive stats in the same manner as DPS is supported by offensive stats. Defensive stats would provide passive damage mitigation to some level, for sure, but to hold the aggro would be the part requiring player skill.
Tanking works fine, just not as dumb as in others game with artificial threat mechanics.
Archy and Mossman are great examples how can you make an advantage of the situation when the boss sticks to you. Thats why guardians often use Knights gear there so while they grab the agro and rotating blocks or simply backpedaling while the boss is slowed down, the rest of the party can damage the boss at free will. Of course when the kitten hits the fan and the boss suddenly turns around to rip off that poor ele’s face than you should react and hope the guard dude get the agro back soon.It just requires more situational awareness. Watch the game, not the UI.
I think you missed my proposed aggro changes from earlier the same page. Situational awareness is exactly what I am driving. With enhanced aggro mechanics, raid encounters can be designed with aggro management role in mind.
I read that. The problem with the idea (more or less with the current one as well) that often the one would get agro who is the least threat for the enemy.
“Hey that dude poke me with 500 damage per hit but let the ele melt my left arm with a gazillion of damage.” You get it.I wouldn’t be surprised if we would have more area and / or room wide effects to force everyone in the raid to defend itself somehow instad of getting hit one by one. And if you think about it why would it good if 1 player gets the boss attention while 9, 14, 24 or whatever number of other players just slice it into little pieces?
tl;dr: Agro management is currently acceptable in 5 man dungeon content while in raid environment it’s an encounter design issue.
Well, even overall, how on earth can you possibly maintain aggro with GW2 combat system?
First off, theres no trinity. Thus, no need to maintain aggro. Otherwise, if you intend to encourage someone maintaining aggro, why on earth do away with the trinity?
Second, even if you ignored the fact that theres no trinity, what abilities does any class have that will constantly keep aggro on one person for more than a brief second? I cant think of any and if there are some abilities, its very brief and won’t be a reliable “taunt”.
I don’t think aggro management can work in Guild Wars 2 overall, let alone dungeons or raids.
However, if you’re talking about “who has the highest DPS gets the aggro” well then that person likely doesn’t have enough mitigation to withstand the attention of a raid boss.
Again, I don’t think it works.
Im still at a loss why GW2 needs raids. As Colin J. once put it: Gw2 is about completing events in open world with large amounts of people. Why are we going to suddenly segregate some playerbase by creating instanced content for 10-20 people, that will require voice comms(i.e. 9/10 times it will be a guild and not a pug). Seems that the very essence of raids, whatever the combat style and mechanics are, go against what GW2 was meant to be.
Are raids definitely coming?
edit: I understand we have instanced content with fractals and dungeons. I dont think theres an MMO out there currently that doesn’t have traditional 5-man dungeons, or something of the sort. But not every game has endgame max-level raid content. I thought GW2 fell into this category.
Encourage you to purchase bank space/bag space in the gem store?
I assure you this is not a blind oversight. Theres a method to the madness because this is such a “duh” sort of thing.
What is up with the baby bottle? haha
All part of the NPE. It explains a lot, really.
This got me laughing. Come on…Arenanet needs to acknowledge a funny when they see it. Have a sense of humor. This thread is pure win.
The biggest issue with random boss abilities is that it would then become nearly impossible to design/develop an interesting encounter.
Boss abilities should synergize with one another to create a puzzle type feel to beating them. A simplistic example – if a boss cripples a players and then starts to attack that player with single target pistol shots, it really doesn’t mean anything – dodge counters it either way. However, if a boss cripples a player and then drops a fire field under the player, things are bit more dire and require more reactive thought from the player.
Again, a really simplistic example, but I think it illustrates how planned attacks fit into a bigger picture. the devs need to be able to piece the different attacks/mechanics together into more complex encounters. That simply isnt possible with random chaotic design.
I’ll agree that boss abilities that synergize are definitely cool, but its not a must have.
Example: Ragnaros(cataclysm) in WoW. Bouncing the meteor balls back and forth between the two groups has zero synergy to anything else going on.
as an FYI…at one point during the fight you split up into two groups on either side of the boss. Two meteors that travel slowly spawn and will wipe a group if it touches down. You assign one player from each side to dps the meteor a bit here and there to keep bouncing it back and forth like ping pong while the rest of the raid dps the boss.
Thats a fantastically interesting mechanic, but no synergy.
The rest of the fight involves randomly placed lines of badfloor as well as adds that need to be dps’d down.
Simplistic in that there are only a few mechanics, but mind-smashingly difficult to complete without a group of at least semi-elitists. My guild was far from it, so they had issues.
(edited by cesmode.4257)
Interrupt Armor/Defiant
Continuing on from my last post…
One thing that GW2 should look into is taking a page from Wildstar’s Interrupt armor / Moments of Opportunity(I have mentioned this previously).
Use your defiant system. Encourage players in a group to interrupt boss casting in succession and in unison in order to remove defiant and be able to be interrupted/stunned. This creates a moment of opportunity(MoO) where the target takes double damage.
Interrupt armor in Wildstar and MoO, I have to say, provide the most basic yet innovative and exciting group play mechanic. Say what you want about the game, interrupt armor and MoO changed the way dungeons are played, as well as raids. Very well done and I think it should be a standard going forward for MMO dungeons.
Picture this:
Boss is beating on a “tank” or a support/protection guardian. He casts some some AoE that everyone needs to run away from. But when everyone runs back to the boss, we all know that we need to break 2 stacks of defiant via interrupts(interrupt armor) and cast a third in order to actually interrupt the boss and create a Moment of Opportunity. The boss takes 3-4 seconds of double damage. Burn him!!!!
Its an awesome mechanic. Thoughts?
(edited by cesmode.4257)
I just want to drop a few videos from raids in Wildstar (Anets sister company).
World first kill of some boss
https://www.youtube.com/watch?v=zzKAFrQFCcI
Some trash/base population in the raids which actually cause some death! And actually did drop some usefull stuff
https://www.youtube.com/watch?v=aAKsiLhjtng
Video from Pax with devs talking and showing different bosses
https://www.youtube.com/watch?v=te1O4bgzlTASomebody in this thread was talking about bosses from Wildstar a few days ago, and I decided to watch some stream and videos of groups doing some boss attempts.
What I like about the boss design of those are, there is so much to do!
The first link I posted shows a boss that has adds/things spawning around the room, some people have to go though a teleporter to get to the top floor and kill some mobs there for a reason I dont know and so much more (It looks like that to me, I dont know the fight at all)
Their combat system is very simmilar to gw2 combat, and if we want a challenging raid smaller size ofc, we can learn from some of those encounters!
I will post a boss fight tomorrow when I have an idea for one xD Still trying to think of something that forces you to dodge alot, be aware of your surroundings, use interrupts, have adds come in that makes huge aoe if not killed and much more.
Really, watch atleast one video (link 1 and 3 is best) and see just how much is going on with effects on the ground, mobs and more!
Sorry for involving another game into this discussion.Wildstar has great raid and dungeon encounters,bosses ad trash.The animations are well telegraphed and seen.Special boss attacks are not instant hits and are seen.GW2 developers should learn something from Wildstar raids.
I completely agree. Wildstar dungeons and raids are what I wish would happen in GW2. They are fantastic. Very difficult, very engaging, and require a team effort. Using more than your spammer skill is required, unlike GW2 in most cases.
You guys want to talk about raids? Look at the games that have done it successfully(WoW and Wildstar).
And before you say that Wildstar is a failure…it isn’t having problems because their raids suck. They are having run of the mill new MMO start up issues, along with coming to grips that they shouldn’t have focused on the ~1% of hardcore raiding folk (which is something that arenanet needs to keep in mind, and Im sure they are).
Aside from that, Wildstar’s dungeon boss mechanics and raid mechanics are great.
If you start talking about large groups of players its not really a raid anymore. Its a zerg. And when you start talking about zergs it doesnt matter how challenging you make the content. It will be easy. Zergs trivialise everything.
So can we stick to discussing ideas around 10-20 player limits. Weve already got fully inclusive open world zerging. We dont really need more of that.
Agreed. Open world zergs have destroyed the fun of open world content for me in this game. They do not foster strategy or skill. Regardless of what Arenanet tries to do with encouraging us not to blob up…it is still mindless.
No idea what’s an N Bomb
Norn.
I chuckled.
@OP: Sadly, kids are kids, immature kids are immature kids, and sometimes even adults goof off. In an MMO, theres not a ton that a developer can do. As long as you aren’t being harassed directly, Im not sure theres a case you can make. I mean, you can try submitting a support ticket, with screenshotted chat logs. Customer Support might issue temp bans to people. Maybe.
Not sure if this has been mentioned, but curious what people think about environmental objects being used in raids(or any content for that matter..but specifically raids). For example you see a “rock” or a “piece of scrap metal”. When you run around the world you see these objects you can interact with..pick up a piece of rusty metal and swing it at something for …pitiful damage *. Always wondered why these were in the game if they were so weak.
In any case, what about using this feature in a raid. We see something similar in a Fractal where we need to pick up boulders or something to break a shield. Something similar and even expand upon it for a raid.
Thoughts?
Quick note before I run out, but will try to get caught up with things later tonight.
Thanks to everyone who posted their notes on the questions I asked about Timmy’s proposal about Legendary Armor. Most of you guys are already touching base on what we would most likely do if we introduced legendary armor, but I wanted to push the brainstorming aspect of this CDI. It’s great to see everyone is more or less on the same page about this.
Edit: I understand that this post by me is a sidetrack of the current CDI, apologies. Just wanted to respond
I tried to find the post about legendary armor.
Just my quick opinion on it: I wouldn’t want it. Unless legendary armor AND weapons become a bit easier to acquire and a lot less random, no. Just no. Currently to acquire even ascended gear, I need to invest a lot of time into things that I necessarily might not want to do. I’d love to acquire a legendary weapon and after 1500 hours into the game before I took a break, not one precursor. Yet, people run around with multiple complete legendaries.
So again, unless the entire legendary acquisition system is reworked, I don’t want this. Its just another piece of content that I won’t ever accomplish regardless of the hours put in. Not to mention, and no offense, but if Arenanet cannot implement a precursor scavenger hunt or crafting system 2.5 years after launch, I highly doubt you should be looking or even thinking about implementing a legendary armor system. We were told that the precursor <insert acquisition here> would be here by early 2014. Here we are approaching 2015 and no whisper of it. Its an afterthought.
Please focus on making the current game better, and I would love it to not see legendary armor because of the probable RNG wall that I will never be able to climb.
That is, ofcourse, you remove RNG from it and allow us to craft pre cursors via solo-attainable methods (i.e. not requiring some 50 man group or something).
Just my two cents
Pertaining to raids: If something like this were to be in the game, I hope it isn’t locked behind a raid.
(edited by cesmode.4257)
Regarding Agony. Personally I would not want to use it for Raiding. I would like us to focus on the core combat and movement mechanics of the game and then build on that as a foundation to how encounters and mobs interact with the player and group.
Chris
I harped on using agony as a core mechanic for raids because it eliminates the problem of segregating the playerbase.
If player A is a raider and player B is not…do you think player B will want to raid just to have the BiS gear or best gear he can acquire from raids? Well, if the only gear you acquire in raids are agony-centric gear…or gear that is specifically itemized for raids only(thus useless in the open world), then player B has nothing to worry about. He/she can go on about their business in Tyria without having to worry about raids.
But if raiding becomes an optimal area for awsome gear acquisition, whether it be fantastic statistical gear or aesthetic, then player B might become compelled to raid even though he/she initially did not want to.
I do think the discsussion around gear needs to happen at some point. And I would be in favor of ideas that do not compel player B to raid just to have the latest and greatest stuff. Raiding, in GW2 specifically, should be about killing difficult baddies with an organized group. Not about loot, whether its vertical in nature or aesthetic.
Sure thing, Chris. I feel like the discussion of rewards progression in particular could use some guidance. I had suggested earlier a system by which players could earn Legendary Raid Armor through a progression system. I was expecting a lot of strong reactions, but I mostly heard silence.
Curious as to what others think. Personally, I think raids need unique (read: can only be earned in raids) reward skins that are earned either through RNG or a progression system. (Meaning: you can get them as a drop if you’re lucky, but you get a fixed-effort backup option as well.)
Edit: here was that post. https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Raiding/4529755
Crystal is taking point on progression and I am taking point on foundational design.
I am sure she will see your post soon.
Her discussion area is doing better than mine (-: so yes maybe it is time to focus in on some of the ideas in that area.
Chris
P.S: Note the Seahawks game is on soon and I will afk!!
The discussion on foundational design is a bit more wordy. If I am correct, youre asking us to think of encounter ideas and mechanicsfor you, which becomes a lengthy post for us and I kind of thought you wanted us to be a bit more concise. Not many people want to type out 5000 word posts For this reason, I made a post earlier on some encounters in other games that were pretty nifty.
I think GW2 has all of the tools in place to make a mechanic-rich raid.
Combo fields are something that are woefully under utilized. Things like raid-wide debuffs that are dispellable via combo fields are at the core of your combat. In traditional games, you would have healers casting ‘purge’ or some other debuff removing skill on individuals. In GW2, have a Guardian, or some other appropriate class, drop a combo field..call it out on teamspeak and have players blow it up (metaphorically) to remove conditions. Currently, out of all of the combat, world bosses and dungeons in the game…nothing requires this. Nothing that I can think of off of the top of my head. But this is where you need to focus your efforts.
Dodging can also play a critical role for avoiding damage. I can’t remember the boon name , but whatever class can cast a field that increases dodge-energy regen rate or whatever. (I really cannot think today ).
The DPS and mechanics around DPS are kind of straight forward and you can do some interesting things, but I think this game has enough content that is based around burning mobs down. I really think you need to focus your efforts more on the support roles.
I can’t be sure, but are there not any “taunting” abilities for classes like warrior or guardian? “tanking” or other protective measures for your group will be difficult to discuss because there is no true tanking in the game. You can have a class build around taking a few extra punches but in the traditional sense, you’re not going to have one person taking all the hits like a normal tank. Again, for this reason, I would first focus on bringing the support roles/builds/playstyles to the forefront and finally letting those staff guardians, staff elementalists, etc..shine.
Yes? No? Maybe so?
Hey,
Just wanted to toss out a few boss fights from other games and a brief summary of their key mechanics for ideas: (some of these are my favs and most of them I haven’t done in years so..if memory serves…)
WoW:
Valithria Dreamwalker: Healers “fly” in a dream and catch powerboost bubbles. Once they exit the dream they have boosted healing to heal up a subdued dragon. Tanks and DPS fight off mobs entering the room from either side. Fight is compelted once dreamwalker is healed up completely(shes a good guy/gal).
Ragnaros(cataclysm): This fight.. My guild was horrible, but the fight itself was very mechanical. Striped bad floor that would be random. 5-7(I think) mobs that would spawn and need to be dps’d down asap. Stacking for heals. Spreading out on either side and bouncing comets across the room via DPS while DPS’ing the boss as well. This part was exceptionally cool.
Alysrazor: Tanks and DPS take care of adds below while one or two people “fly” around dps’ing the boss. To stay flying they need to capture flight boosts. At certain points, everyone is grounded and fire tornados spawn in random locations and travel at random speeds and directions. Rinse/Repeat until boss lands and its a dps race if I remember.
Sindragosa : Im not going to explain it because Im trying to forget the dozens of hours spent on this one. Look it up. Frustratingly beautiful.
Gruul: Simple tank and spank. Need to kill him quickly otherwise he continues to grow in strength and size. Avoidable environmental damage, etc. Simple tank and spank with a few twists.
Chess Event(karazhan): Non-combative(in the sense that you don’t use your abilities) but you play chess pieces and fight other chess pieces. Very creative.
Wildstar:
Experiment X-89: Fun fight. If you are targeted and do not move away from the group to the smallest area of the floor you can explode the entire floor your raid is standing on and wipe everyone.
about progression I want to ask you (players as well as devs) a question:
How do you feel about the agony resist system from fractals? Do you see any cons to this system? What are they and how do you think these could be fixed?
I really like the concept of agony, having an impact on the fractals only and no use outside of these mini-dungeons. I could imagine that this system would work fine in raids as well.
As an actual mechanic, agony is completely lazy. Having, at times, unavoidable damage being negated by some stat on your gear becomes a numerical dance rather than strategical. Id rather be able to avoid damage and progress rather than move my peg across a matrix of numbers and find out where I’ll max out at.
Basically, its a numbers game rather than actually playing the game….thats my take on it.
As a way to keep the non-raiders and raiders on equal playing field: Sure it does the job. Ive already suggested expanding the fractal system to include raids for this very reason.
But on a whole, agony is a lazy cheap mechanic (as is one-shot boss mechanics).
I would personally love to see raids where the groups of enemies have inherent ‘weak links’ that need to be hit first, lest the group becomes a huge problem. GW1 handled this particular aspect of combat really well, but it’s still something missing from GW2 for the most part. That fear of not properly bursting down the healer of the group, or the Mesmer that will ruin your caster’s day was always something that made each engagement, well, engaging!
In fact, I feel a lot of the more interesting skills from GW1 could be brought back for raid mechanics. For example, a raid with a variation of the GW1 Mesmer’s ‘Panic’ skill in effect would be fantastic (upon using a weapon skill, interrupt all allies within a 200 radius – bypassing stability to prevent easy mechanic negation). This would need to be in tandem with fights which do not involve singular ‘big’ targets though, so that melee could still be useful. Whole parties of purely melee would not be viable in such a raid, however. The point of such a mechanic would be to force players to use movement that isn’t simply ‘stack on a wall’ and naturally make the fight a bit more skilful.
Weak spots and all are cool, but I don’t think very fitting in GW2 tab target style. I mean, you can do it in GW2 but then it just becomes another target to tab to assuming your tab targeting priority is actually working. For one reason or another, mine has always been messed up.
In actual true-action combat games where you use a crosshair to target, something like this becomes 100% more interesting.
Curious… are raids a definite? Or is the entire possibility still being kicked around?
Im not sure if I mentioned this suggestion in one of my previous posts so I’ll say it again(apologies if it is re-iteration)…
Turn fractals into raids, scalable instances. The fractals that you have are outstanding. Interesting, great environmental mechanic usage, decent boss mechancis(some could use tweaking). The fractal bosses and mechanics are leaps and bounds better than the dungeons.
So why not use what you already have and make fractals scalable up to X amount of players or as low kitten . Isn’t it logical that people who will enjoy and participate in raids be heavily involved in fractals anyways ?
Gear wise: You already have your “progression” system in place with agony resist. This way, the non raiders still do not feel at a disadvantage because they are not raiding. And this, I think, is an important thing to remember. There will be loads more people that won’t want to raid. Keep them in mind more than the people that will raid.
Just an observation, dungeon style I won’t take part open world I will take part. Way I am built.
I want to say I agree that the spirit of GW2 is completing events in open world, not really instanced. Which is why there are so many world bosses.
But at the same time, theres a reason some of these fights are so simplistic. Designing encounters for an unknown number of players at any given time of unknown gear composition and unknown skill level is daunting. So they are watered down.
Question: Why not make fractals flex in terms of group size, up to a maximum of 15 players(or whatever is determined…I chose 15 because Chris Whiteside mentioned it). Content scales.
Is there a need to create a new set of content? Recycle what you have and add to it, improve it. I already think those encounters were some of the best I’ve experienced in an MMO.
Thoughts?
Add in a fractal leaderboard(I can’t remember if this is in already) where a guild or group name of a pug is entered for that week to see whats the highest level achieved that week.
There you have it. Recycled content = less dev time = cost savings = shareholders happy.
No new tiers or systems to entice people out of their comfort zones if they don’t want to be.
Leaderboard to add a bit of competitive flavor.
Appeases most groups, yes?
Hi, I mentioned this in my first post a few moments ago. I could be out of date as well as this mind set that we were given early on…but isn’t the entire game ‘endgame’ ? Hop in, do whatever you want to do. No pressure, nada. Take your time, the whole thing is your oyster. When you start creating level 80 content only, ala raids, you segregate the playerbase much like other games where its then a rush to max level to do the raids. All of the gorgeous 1-80 content you have in this game becomes completely trivial and a stepping stone to the real game. You might as well just allow people to boost to 80 via potions or something and skip leveling all together because it becomes absolutely meaningless. A meaningless time sink. I didnt need 80 levels to learn my class. Maybe less than two dozen and I had it down. The rest was just enjoyment because the 1-80 content was nice. I leveled through it without any pressure. Put max level content in the game, and we will feel rushed to get to the real stuff. Its human nature.
For this reason, I do not think raids belong in GW2. But if they are to be implemented, I do have suggestions which I have shared
I bolded a section of this that I wanted to inquire about. Do you think the fact the game has been live for over 2 years now change your thoughts on this? This is definitely a common occurrence with new MMO’s that launch with raiding, but what about a game that didn’t launch with raiding? Is there still an issue of players “rushing to 80” when a large percentage of the player base already has at least one 80? Thoughts?
I definitely thought about this as I wrote that. Honestly, Im not sure. Logic says that most of your playerbase is max level already, so who cares right? However, what about people that like to casually level up alts. Will they feel rushed to get that character to max level so they can raid with it? What about the new players that you guys are trying to attract (since there seems to be a focus lately around the new player experience). Do I think it will be as bad as a new game or an expansion of an existing game? No but I do think the problem will still exist.
Question to you: Does GW2 plan to stay at level 80 forever? Because this definitely will be a more interesting conversation if you start throwing in raids and then increase the level cap with some large patch in 6months-year or something. At that point, yes the level rush is on!
@Jaken: Historically and traditionally raids are similar to 5 man dungeons but designed for larger groups of people(10,20,25,40) people that actually have to have coordination to complete the encounters within. In a game like WoW, it is like memorizing the steps to a dance. @ 75% group up and stack here, at 50% spread out again, at 25% these 10 people go to the left, these 10 to the right…something like that. Or sometimes mechanics in a fight are time based, sometimes completely random but you need to know the steps to the dance. Need to know where to go, where to stand, where not to, when to pour on the heavy heals, when to taunt. This then segues into the holy trinity in which these raids were built around.
Not having this trinity could be interesting in a raid. It might limit some of the things you can do in an encounter. It still just might be a glorified 5 man dungeon with 20 people doing their own thing and avoiding one shot bad-floors.
Also, traditionally, the loot in raids was significantly better than found anywhere else in the game because the content was supposed to be harder. A long time ago(10+ years) when people thought of raids, it was content that only organized and skilled/geared guilds could clear. WoW eventually broke down these barriers during their second expansion. Pickup groups can clear raids as well as ‘queueing’ up for a raid.
Its all a matter where Arenanet wants to go with it. Make it exclusive for the well organized, well geared and well communicated group(i.e. guilds that can hack it) or open to all(pick up groups thus dummying down the content a bit).
You mean like fractal gear?
fractal gear = ascended gear.
But something along those lines… Create new stats(multiple stats) that work only in these raids. For example: your current gear setup might be power precision toughness. The values on those gears would be zeroed out the moment you zone into a raid. Instead you need a new set of raid stats(Stat A, Stat B, Stat C). These stats are only usable in raids and when you exit, they are zeroed out making them useless out of raids.
This way, if you don’t want to participate in raids, you need not worry about having the gear for it. Your current gear is fine, whether you are in rare, exotic, or ascended, and you can continue on playing how you want. Honestly, this is how fractal/ascended gear should have been handled but thats another story.
Personally I would also want to see raids as end game content and by that I mean level 80 only.
Chris
I suppose endgame isn’t the best word in the world to be using so liberally. It does usually mean content to play once at max level but for a lot of players, myself included, it has a lot of other implications as well.
When you start creating level 80 content only, ala raids, you segregate the playerbase much like other games where its then a rush to max level to do the raids. All of the gorgeous 1-80 content you have in this game becomes completely trivial and a stepping stone to the real game. You might as well just allow people to boost to 80 via potions or something and skip leveling all together because it becomes absolutely meaningless.
I remember it being stated how the whole game is end game content. At level 80 you can continue running through the world, exploring, completing dynamic events etc. But that’s not what i’ve been doing since I hit level 80 – I don’t know anybody who spends the majority of their time doing that after they have leveled up.
There are already dungeons and world bosses, sPvP and WvW. The idea that the addition of what would ultimately just be one more instanced type of content would cause the rest of the game to suddenly become devoid of players seems a little baseless. Sure I can imagine if the rewards were far too generous then farmers would flock to it. But can you really see a PvPer giving up on PvP forever just because they could be doing raids instead? What about a WvW player or a world boss enthusiast? If that were the case wouldn’t the explorable modes of Honor of the Waves, Crucible of Eternity and Arah along with Fractals already be doing this?
I was actually going to comment on the term Endgame in my post. My hope is that we can try to approach this discussion from the foundation of GW2 an not from expectations of what ‘Endgame’ means to different people.
What I would like to see is us taking the very best of the core of our game and then re-imagining what co-operative, strategic and challenging instanced content could be rather than retro fitting existing paradigms.
Some folks have been doing this, it would be great if we could all focus on this as the spring board for discussion.
While I am on the subject let’s also frame the discussion around 15 player’s with the ability to do encounters with less.
I don’t want to constrain us to much but I think this will be helpful.
Chris
Hi Chris,
Touching on the item where you mention ‘15 players or less’…
I compare this to the Flex raiding in WoW I suppose even though Ive never experienced it. Good idea, definitely becomes more accessible to smaller groups and smaller guilds. Good approach.
With only 15 people I can only assume that these raids you have in mind will be instanced. Is that the direction you are going? If so, again, I agree that raids need to be instanced if you want to have the most interesting boss mechanics. Your open world bosses, even Tequatl to an extent, are enormously simplistic. HP meatsacks with oneshot mechanics. Boring and lazy. However, I continue to commend your fractal encounters…some of the best mechanics utilizing environment and whatnot that Ive ever seen in an MMO. Well done. Lets scale that to 15 players and keep it interesting.
(edited by cesmode.4257)
So having said that where do you feel raiding falls (end game VS horizontal)?
I’d want to see Raids as end game content. Others are right in stating that other games have raids as end game content – it’s what they are normally categorised as. However I’m not sure I follow the logic where that therefore means they shouldn’t be end game content in GW2. It’s not like end game raids make a game worse or less appealing and I don’t want to be forced to go play a different game to play the type of content I like. It’s important to avoid getting hung up on whether GW2 should or shouldn’t be taking cues from other games and to focus on making raids they best they can be, regardless of where the ideas come from.
I’d like to see raids as end game content as challenging PVE content is something that is currently missing from the game and raids could the thing that fills the hole. It’s not as if end game raids make all other content redundant. In fact if they weren’t end game you could argue they could be so similar to other content such as dungeons or world bosses depending on their final form that they would start making other content redundant.
I suppose ultimately people want raids to be accessible. However if they are too easy they make the game as a whole less accessible. Those who want easier content, who already have a very diverse selection to choose from will get more, which is great for them. But those who want the challenging endgame PVE content that is currently lacking would be left out. In that sense by making raids more accessible, GW2 could potentially miss an opportunity to appeal to a wider audience.
Personally I would also want to see raids as end game content and by that I mean level 80 only.
Chris
Hi, I mentioned this in my first post a few moments ago. I could be out of date as well as this mind set that we were given early on…but isn’t the entire game ‘endgame’ ? Hop in, do whatever you want to do. No pressure, nada. Take your time, the whole thing is your oyster. When you start creating level 80 content only, ala raids, you segregate the playerbase much like other games where its then a rush to max level to do the raids. All of the gorgeous 1-80 content you have in this game becomes completely trivial and a stepping stone to the real game. You might as well just allow people to boost to 80 via potions or something and skip leveling all together because it becomes absolutely meaningless. A meaningless time sink. I didnt need 80 levels to learn my class. Maybe less than two dozen and I had it down. The rest was just enjoyment because the 1-80 content was nice. I leveled through it without any pressure. Put max level content in the game, and we will feel rushed to get to the real stuff. Its human nature.
For this reason, I do not think raids belong in GW2. But if they are to be implemented, I do have suggestions which I have shared
Yep this is an astute point. Let’s not worry about levels in this discussion then. However we should focus on the foundation of this content being challenging, requiring skill and strategic co-operation whilst being build around the core combat, movement and accessibility of GW2.
Chris
cesmode makes a most valid point. Something I worry about a lot with introducing raiding in Gw2 is that a lot of stuff that were previously optional now stop being optional. Dont want to go after a full set of ascended gear.. no problem, there is no content tuned to the point of requiring ascended gear. Exotic is all you need. Yet with raiding this will become a problem. If the raid itself is tuned for exotics rather then ascended then it will not provide the full challenge for raid teams in full ascended etc..
What if raiding worked a bit like sPvP and you are lvl80 with a set stats. I think that would address both cesmode and my concerns.
Sorry for focusing on levels right in the post you said not too.. Its just I feel this is a big issue worth pointing out.
Let this be a day that you and I see eye to eye Galen Grey.
I agree, maybe some sort of new gear that has different stats specifically for raiding. This gear would be much less useful in the open world but be very beneficial in a raid environment. Honestly, Im not a fan of this idea as it is a new set of gear to grind out(and GW2 is known for its immense grind), but it sort of solves the problem of “what stats do we need for raids”.
So having said that where do you feel raiding falls (end game VS horizontal)?
I’d want to see Raids as end game content. Others are right in stating that other games have raids as end game content – it’s what they are normally categorised as. However I’m not sure I follow the logic where that therefore means they shouldn’t be end game content in GW2. It’s not like end game raids make a game worse or less appealing and I don’t want to be forced to go play a different game to play the type of content I like. It’s important to avoid getting hung up on whether GW2 should or shouldn’t be taking cues from other games and to focus on making raids they best they can be, regardless of where the ideas come from.
I’d like to see raids as end game content as challenging PVE content is something that is currently missing from the game and raids could the thing that fills the hole. It’s not as if end game raids make all other content redundant. In fact if they weren’t end game you could argue they could be so similar to other content such as dungeons or world bosses depending on their final form that they would start making other content redundant.
I suppose ultimately people want raids to be accessible. However if they are too easy they make the game as a whole less accessible. Those who want easier content, who already have a very diverse selection to choose from will get more, which is great for them. But those who want the challenging endgame PVE content that is currently lacking would be left out. In that sense by making raids more accessible, GW2 could potentially miss an opportunity to appeal to a wider audience.
Personally I would also want to see raids as end game content and by that I mean level 80 only.
Chris
Hi, I mentioned this in my first post a few moments ago. I could be out of date as well as this mind set that we were given early on…but isn’t the entire game ‘endgame’ ? Hop in, do whatever you want to do. No pressure, nada. Take your time, the whole thing is your oyster. When you start creating level 80 content only, ala raids, you segregate the playerbase much like other games where its then a rush to max level to do the raids. All of the gorgeous 1-80 content you have in this game becomes completely trivial and a stepping stone to the real game. You might as well just allow people to boost to 80 via potions or something and skip leveling all together because it becomes absolutely meaningless. A meaningless time sink. I didnt need 80 levels to learn my class. Maybe less than two dozen and I had it down. The rest was just enjoyment because the 1-80 content was nice. I leveled through it without any pressure. Put max level content in the game, and we will feel rushed to get to the real stuff. Its human nature.
For this reason, I do not think raids belong in GW2. But if they are to be implemented, I do have suggestions which I have shared
People won’t rush to level 80 to do end game content. GW2 is known for it’s really solid and fun leveling experience therefore most people will still take their time and they won’t rush it. Also if people were to rush to level 80 it would be a very small amount of people. Therefore we don’t really need to worry about that small minority that wants to rush to level 80. People will rush to whatever level they want regardless of content.
I disagree. In any game that has a traditional end game, the players eat up the leveling content in a blink of an eye. Developers claim they didn’t plan for the speed at which we burn through it and thus are unprepared for the masses. Yes, people will burn through the leveling.
While I think the 1-80 content is the game’s strongpoint as well, I definitely hear people saying that the leveling in GW2 is boring and the DE system is a mask for a traditional quest system. The people that clamored for some sort of vertical progression will be the same people that rush to 80.
I think GW2 should focus on making the entire game end game as marketed, give us incentive to be out in the game in any zone we want. Even though I have provided my suggestions for how raiding should be handled in GW2, I am still not convinced it belongs in the game.
So having said that where do you feel raiding falls (end game VS horizontal)?
I’d want to see Raids as end game content. Others are right in stating that other games have raids as end game content – it’s what they are normally categorised as. However I’m not sure I follow the logic where that therefore means they shouldn’t be end game content in GW2. It’s not like end game raids make a game worse or less appealing and I don’t want to be forced to go play a different game to play the type of content I like. It’s important to avoid getting hung up on whether GW2 should or shouldn’t be taking cues from other games and to focus on making raids they best they can be, regardless of where the ideas come from.
I’d like to see raids as end game content as challenging PVE content is something that is currently missing from the game and raids could the thing that fills the hole. It’s not as if end game raids make all other content redundant. In fact if they weren’t end game you could argue they could be so similar to other content such as dungeons or world bosses depending on their final form that they would start making other content redundant.
I suppose ultimately people want raids to be accessible. However if they are too easy they make the game as a whole less accessible. Those who want easier content, who already have a very diverse selection to choose from will get more, which is great for them. But those who want the challenging endgame PVE content that is currently lacking would be left out. In that sense by making raids more accessible, GW2 could potentially miss an opportunity to appeal to a wider audience.
Personally I would also want to see raids as end game content and by that I mean level 80 only.
Chris
Hi, I mentioned this in my first post a few moments ago. I could be out of date as well as this mind set that we were given early on…but isn’t the entire game ‘endgame’ ? Hop in, do whatever you want to do. No pressure, nada. Take your time, the whole thing is your oyster. When you start creating level 80 content only, ala raids, you segregate the playerbase much like other games where its then a rush to max level to do the raids. All of the gorgeous 1-80 content you have in this game becomes completely trivial and a stepping stone to the real game. You might as well just allow people to boost to 80 via potions or something and skip leveling all together because it becomes absolutely meaningless. A meaningless time sink. I didnt need 80 levels to learn my class. Maybe less than two dozen and I had it down. The rest was just enjoyment because the 1-80 content was nice. I leveled through it without any pressure. Put max level content in the game, and we will feel rushed to get to the real stuff. Its human nature.
For this reason, I do not think raids belong in GW2. But if they are to be implemented, I do have suggestions which I have shared
Yep this is an astute point. Let’s not worry about levels in this discussion then. However we should focus on the foundation of this content being challenging, requiring skill and strategic co-operation whilst being build around the core combat, movement and accessibility of GW2.
Chris
In that case see my other two posts. Ive touched on those aspects.
So having said that where do you feel raiding falls (end game VS horizontal)?
I’d want to see Raids as end game content. Others are right in stating that other games have raids as end game content – it’s what they are normally categorised as. However I’m not sure I follow the logic where that therefore means they shouldn’t be end game content in GW2. It’s not like end game raids make a game worse or less appealing and I don’t want to be forced to go play a different game to play the type of content I like. It’s important to avoid getting hung up on whether GW2 should or shouldn’t be taking cues from other games and to focus on making raids they best they can be, regardless of where the ideas come from.
I’d like to see raids as end game content as challenging PVE content is something that is currently missing from the game and raids could the thing that fills the hole. It’s not as if end game raids make all other content redundant. In fact if they weren’t end game you could argue they could be so similar to other content such as dungeons or world bosses depending on their final form that they would start making other content redundant.
I suppose ultimately people want raids to be accessible. However if they are too easy they make the game as a whole less accessible. Those who want easier content, who already have a very diverse selection to choose from will get more, which is great for them. But those who want the challenging endgame PVE content that is currently lacking would be left out. In that sense by making raids more accessible, GW2 could potentially miss an opportunity to appeal to a wider audience.
Personally I would also want to see raids as end game content and by that I mean level 80 only.
Chris
Hi, I mentioned this in my first post a few moments ago. I could be out of date as well as this mind set that we were given early on…but isn’t the entire game ‘endgame’ ? Hop in, do whatever you want to do. No pressure, nada. Take your time, the whole thing is your oyster. When you start creating level 80 content only, ala raids, you segregate the playerbase much like other games where its then a rush to max level to do the raids. All of the gorgeous 1-80 content you have in this game becomes completely trivial and a stepping stone to the real game. You might as well just allow people to boost to 80 via potions or something and skip leveling all together because it becomes absolutely meaningless. A meaningless time sink. I didnt need 80 levels to learn my class. Maybe less than two dozen and I had it down. The rest was just enjoyment because the 1-80 content was nice. I leveled through it without any pressure. Put max level content in the game, and we will feel rushed to get to the real stuff. Its human nature.
For this reason, I do not think raids belong in GW2. But if they are to be implemented, I do have suggestions which I have shared
Concerning some mechanics…
Proposal Overview
This is GW2’s opportunity to let the combat system shine instead of falling back into the trap of pounding one key over and over. You have combo fields that remove conditions as well as other abilities and traits that really synergize. Use that.
Goal of Proposal
Use the strength of CC abilities, healing abilities, support abilities. DPS will always be there, but focus on creating boss fights that revolve around the other aspects of group combat.
Proposal Functionality
Example: One boss might be particularly prone to blinds. This allows thieves to create some interesting builds revolving dark fields and blinds to keep the boss “stunned”. This also suggests you need to remove the ‘defiant’ mechanic altogether. completely. Its just a bad design. Also, possibly take a page from Wildstar’s book. Reward players for interrupting casting with MoO(Moments of Opportunity) via double damage. Sometimes you need to chain two or 3 interrupts in succession to trigger the MoO.
Associated Risks
You risk the trap that WoW fell into with “bring the class not the player” early on. There were bosses that required certain classes, such as mage tanking in Gruuls lair. However, still, these were the best raiding days. Ask any WoW vet and they will say their best raiding came out of TBC when the “bring the class not the player” format(unintentional by the devs however) was still prevalent.
Proposal Overview
Instanced Raids. I personally do not feel raids have any place in GW2. I simply don’t think it fits with the spirit of the game, but if you must put it in, make it instanced. Creating open-world Tequatl size bosses just create a lot of havoc and problems. The idea of raids are organized(key word organized) difficult content handled by a larger group, typically guilds. Please do not make raids open world.
Goal of Proposal
Instance the raids similar to dungeons. Do not make them open world.
Proposal Functionality
Use the same dungeon functionality that exists in the game. Even utilize the LFG tool to allow the raids to be more accessible.
Associated Risks
You risk segregating the player base but again, I do not think raids have any part in the game nor do I necessarily wish to see them in GW2. Raids are “end game” and since forever we have been told the entire game is endgame. Also, I remember Colin once saying that players in the open world tackling events is the spirit of GW2. If you keep that mantra and put in place raid bosses, such as Tequatl, you will have what we have today with Tequatl. Pre-megaservers, only one or two servers tackling it daily and only one large guild tackling it. Also, if you are in a guild or group, it is diffuclt to get into the same overflow.
This is why I think the raids should be instanced. It segregates the playerbase but avoids a lot of the problems that open-world bosses have. Also, you have a bit more creative freedom with regard to boss mechanics, something GW2 is not necessarily known for and can definitely improve upon.
My two cents.
Edit: as with other posters, the gear from raids should be equivalent to exotic or ascended. No more tiers obviously. The raids are simply for tackling difficult content or an alternate way of acquiring ascended gear.
GW2 is second to WoW in terms of length of time played for me considering MMOs. It had a great foundation at release. But then arenanet started chipping away at the game and the idea that I was sold on, at least in my mind. At various points I took breaks, and now the game is uninstalled.
I have been thinking about re-installing and seeing if I can find some enjoyment out of what was supposed to be a fantastic game for the explorer-type. Yes, I can still do that, but at some point I return to a main city and all I see or hear are living story things. And it seems that there are no releases or content from other teams such as dungeons, or meaningful build-changing skills being added.
I fear that the game is very much watered down from what it once was, and now the only new stuff is tied to living story.
Worth it?
All of the pro and cons in ths thread aside…
I love how arenanet forum peoples hop into threads that are benign in nature but not in something like this.
When people comment on aesthetics or some gem shop item being cool or bad, or whatever, they comment in there. But when people have concerns, they steer clear. Probably because they know that people will put them on pikes, but still.
Devs are listening.
You realize this thread was started around 3:30 am ArenaNet time and its only 7:30 am their time now.
I understand the desire for more communication, but complaining they haven’t responded to a 4 hour thread that was posted in the middle of their night is a bit ridiculous and, most likely, simply meant to inflame an issue and start an argument .
There is way too much of that on the forums. If you want to affect change, you need to do so in a more rational and level headed manner.
Its more of a broad observation that specific to this thread. Look at the main page…I see a lot of arenanet posts on non-controversial / non-critical(in terms of feedback) threads.
All of the pro and cons in ths thread aside…
I love how arenanet forum peoples hop into threads that are benign in nature but not in something like this.
When people comment on aesthetics or some gem shop item being cool or bad, or whatever, they comment in there. But when people have concerns, they steer clear. Probably because they know that people will put them on pikes, but still.
Devs are listening.
1 toxic healing skill, 1 class specific healing skill and 5 traits per class have been added since launch. There has additionally been various new costume/transform and environmental skills, but who counts those.
The new healing skill and/or traits were build changing for some.
Not sure I would include traits. For any class that I play, can I put those 5 new traits on my action bar and click them?
We are talking about issues that have BEEN HERE SINCE RELEASE, none of the examples you have given have been here since release, ergo not really relevant to the discussion in question.
So…
Empty zones was not an issue since release? I think it was. Arenanets solution: Megaservers.
Ascended gear: 3 months after launch…could be considered ‘launch’..not to mention Chris Whiteside claims that Ascended gear was ALWAYS planned for the game but just didn’t make it on launch day.
So yes, quite relevant. These are two hot topics that have been on these forums ~3 months since release.
*"promised"
And no, other than the skills mention none have been added as of yet. Claiming they are non-impacting or non-build changing is incorrect though. At least the Mesmer one is very useful (haven’t tried any of the others).
Largely they were non impactful. I honestly could have cared less that my Thief had some anti toxin heal that was so situational. Come on man, you know they haven’t delivered on new skills.
In the 1-2 years of Living Story and the claim of “an entire expansions worth of content”, we have no new meaningful skills that would be found in a traditional expansion. Not to mention, no new playable races or classes. So, an actual pillar of the game has gone largely ignored(class/race combo and skill/combat).
People keep shouting about all these massive issues that have been here since release and is not fixed and yet I have never actually seen anyone that have said WHAT these issues are and HOW to fix them.
I had multiple suggestions for several other hot topics on these forums, as well as other folks.
For example: the ascended gear debacle. Do you think people just…cried? In those enormous threads there were suggestions. Ultimately Arenanet listened to some of them and made some improvements such as account wide ascended pieces I believe. Honestly, this is only half-satisfying since its a “duh” move. Its another example of arenanet putting something highly controversial into the game and knowing that it will spark huge rage, sitting back letting us rage, and then “fix” it and claim that they listen. They’ve down this countless times with every hot topic. So I am less than impressed, but thats another story.
So, again, you’re incorrect that folks don’t offer up suggestions. For ascended gear, we said we want it account bound. We said we wanted to acquire them in more than one way(has this been done yet? I honestly dont know). Etc, etc etc.