i’d love to know what people would see as difficult but yet not frustrating. So far people have complained about HP increases on mobs. They then complain about unique encounters like the oozes. How about making a recommendation instead of just whining? So far this new dungeon has had interesting mechanics and utilized good team play. Kudos to anet for it. If you are going to gripe be constructive and offer at least some examples of what you “wouldn’t” complain about.
I agree.
People complain when content is made “hard” by adding enemies with a lot of health and/or who do a lot of damage but can be attacked any way you like.
But then they also complain when a fight or a section of a dungeon has specific mechanics that have to be used and the challenge is simply knowing what to do.
Adding a lot of health and OHKO moves isn’t a good way to make content hard. Look at the fights in games with good bosses, such as Devil May Cry 3/4 or Dark Souls. They don’t force you into using any mechanics or OHKO you constantly, nor do they have a lot of health. You can attack in any way you like. Still, the bosses are challenging, because they have interesting mechanics that are rarely annoying.
We’re not supposed to design encounters for ANet. We’re not designers. However, I can see when a boss is interesting and when it’s not. The bosses of Dark Souls are interesting. GW2’s aren’t.
Note that all of these (especially the last one) are huge balance issues that make half of the game’s builds bad in PvE.
It is exactly that, a balance issue. Now pretty much every build is “bad” if talking about only dps. Direct damagers lose their crits, condition damagers lose most of their dots and tanky/healy builds are not doing much damage anyway compared to pure dps builds.
They are all bad, but they are just as bad as every other possible build. People can actually play the builds they like to play anywhere else in the game and not feel more useless than the others.
…what? It wouldn’t be a balance issue if all builds were as bad. The point is that CDmg builds are inherently WORSE than direct damage builds because of the broken mechanics.
As for the rest of your post, are you saying we should just forget about balance because one option will always be the best mathematically?
Percentage of players who play charr and engineers combined. My guess is less than 25%.
Percentage of players who use hair. 100%
I’m not thinking that Anet’s priorities are wrong, in spite of the fact I would welcome fixes to charr and engineers also.
You do realize that’s why their usage is so low right? Because Anet doesn’t fix them, Very Few uses them…
Most players in my guild, and even most players I know, do not even know about the Charr clipping issues. I myself wouldn’t know if I didn’t visit the forums. Make all the excuses you wish, Arenanet failed to make the Charr race appealing to the average player and that’s all there is to it.
Many of the Guild Wars 1 players refuse to use charr because of what they did to Ascalon. I know it sounds silly but seriously, there’s a group of players who decided before the game ever launched they’d never play a charr.
Honestly, I don’t know nor is there any way it could be proven, but I really do not believe the majority of GW1 players would fall in that category, especially not enough to be a significant factor in the Charr’s unpopularity. That’s just taking the story way more personally than I believe the average person ever would.
That just depends how much person loved gw1 story and lore. Personally, i had such admiration for charr’s ferocity and power that i decided i was gonna play charr same moment gw2 races were announced. I was also taking charr side with whole “to whom Ascalon belongs to” thing.
Not to mention Charr had a pretty good antihero presense in EotN, so I imagine many GW1 players liked them.
Does it really even matter?
If they “fix” this, it just means that they will also multiply the boss health so it still takes the same amount of time to kill.
Same with crits. If contstructs would be crittable, they would also have 2x health.
Yes, it matters for all condition builds, and also crit builds, and for players that don’t want to have to kitten their builds, redo their traits, change their armor set and basically have to become melee class in order to register damage on a boss.
No, it doesn’t matter if your toon is a PVT warrior or guardian spamming 1 against the object.
If they want to have build diversity it needs fixing.
I’m not against the fix in any way, but my point was that would it after all be nothing more than a cosmetic change? Sure, numbers would be bigger and there would be a lot more of them, but the boss would still take the same amount of time to kill.
For example, conditions and crits are not working now, so Mark 2 golem now takes 10 minutes to kill.
If they fix the Golem in a way that all conditions and crits are working and everyone gets 100% dps out of their characters, they also would have to buff the golem’s health so it would still take 10 minutes to kill.
Of course it would feel nice to get to blast away at full power.
It would fix a lot of things:
People not willing to take more than one CDmg character in a dungeon group.
CDmg characters being useless and unwanted in Teq fights.
CDmg characters being a pain to level because of “destroy ten baskets” Hearts and DEs.
CDmg characters not receiving credit for kills during large DEs.
CDmg being the “kitten choice” in PvE, because direct damage is always as good and often better.
Note that all of these (especially the last one) are huge balance issues that make half of the game’s builds bad in PvE.
Crits are a problem, too, but direct damage is fine, anyway. Enabling crits on world bosses would mostly help CDmg characters that have feats like Barbed Precision.
(edited by dekou.6012)
Just compare GW2’s FGJ to GW1’s pre-nerf version of FGJ. GW2’s skill just gives you an attribute boost, while GW1’s skill gave you a unique bonus that doubled the amount of Adrenaline you got, making your skills “recharge” twice as fast.
I don’t want to be “that guy”, but… http://wiki.guildwars2.com/wiki/Frenzy_
<_<
That’s one of GW2’s few interesting skills, but it’s not as interesting as the GW1 Frenzy, because there are no stances and no cancel stances. Anyway, it doesn’t decrease your skills’ recharge, so it’s the GW2 equivalent of GW1 Frenzy, not GW1 FGJ.
The weapon skills system would be ok if your non-weapon skills were really important and interesting. Unfortunetly, they’re usually neither or just one of those things. Just compare GW2’s FGJ to GW1’s pre-nerf version of FGJ. GW2’s skill just gives you an attribute boost, while GW1’s skill gave you a unique bonus that doubled the amount of Adrenaline you got, making your skills “recharge” twice as fast.
I blame Boons and Conditions. While it’s true GW1’s buff/debuff system was a bit too complicated, Boons and Conditions are way too simple to be interesting.
Is this attempted trolling? Infinite levels? Please go away.
Actually, ANet considered infinite levels at one point. They scrapped the idea afterwards, but it was based on logarithmic progression – each level would give you less than the previous one.
A new dungeon path is great news. It would be called a new dungeon in any other MMORPG.
They should let Orr go IMO. We killed Zhaitan, removed its corruption, et cetera. There’s plenty of non-Orrian lore they could use and aren’t using. Instead we get to prevent another Evil Plan of an Evil Psycho who succeed at everything because she’s an Evil Genius. Yay!
There is a 25 stack limit on conditions. Presumably that’s because Anet’s servers can handle up to 25 condi-computes per second.
That’s the assumption you’re basing this topic on and it’s at least partially wrong. Why? Let me explain.
Let’s say there are two players and both are able to maintain 25 stacks of Bleeding. They’re on the same map and near each other, but fighting different mobs. ANet’s server now has to calculate the damage for 50 stacks of Bleeding.
These players notice a champion and start fighting it together. Now, for some reason, ANet’s server can only hande 25 stacks of Bleeding on that champion? Can’t be true.
The only reasonable conclusion is that we don’t know the whole story. With that in mind, we can’t really suggest a solution other than “fix it ASAP”. Because that’s what they should do.
They don’t have to remove the cap in PvP or WvW or conditions like Vulnerability. Just the Bleed cap from PvE mobs.
It needs to be fixed around nine months ago. Half of the builds being kitten in PvE is a pretty big deal.
What I don’t understand about the server bandwidth explanation is that 10 people can apply 100 bleed stacks on ten different monsters, but can’t apply 100 bleed stacks on one monster. Calculations wise, it’s the same thing.
Horns aside, the pink boots are pretty ridiculous.
Do y’all remember the Halloween search for the clues to get the Mad Memories? I didn’t have the faintest idea how to figure out the clues, and still don’t.
For example:
- Stories yet untold despite the power that marks a spooky site. When humans flee their homes of old, where they settle cannot be told.How in the world does anyone figure this sort of thing out without an outside guide?
That one was actually pretty well-made. Humans flee their homes of old and settle somewhere → Ascalon Settlement. Spooky site → graveyard.
At least it has a clue and is a puzzle. Usually, normal “go there” quests are harder to figure out than those puzzles, because you’re not given a clue.
This is killing build variety for high-end PvE content. You could go with CDmg and be useless in some situations, or you can just zerk and not worry. At least make it so a part of the CDmg you would’ve dealt is dealt directly to PvE mobs when the stacks are full.
Notice though. There are several reasons for this. 1) They are sticking with their philosophy that there will never be content you NEED highest tier gear for. 2) The jump from Exotic > Ascended is maybe half a tier. The jump from Fine > Mastercraft and Rare > Exotic are MUCH bigger leaps (almost 200 dmg on some weapons) where the jump from Exotic > Ascended is about 50 damage on average. I’m certain Armor will follow the same rule. They offer a relatively small boost for a whole new “tier” their main perk is the infusion slots.
Sure, there are reasons. There’s still no point. Other than…
It’s the same point as when it was only going to be Exotic. The point is that it is BiS. That’s it. If they started making content that required Ascended gear to complete then we’d be playing WoW…
The whole point of GW2 is that nothing is required. I can complete FoTM, every dungeon, every path, every world boss with Exotic gear. Heck I’ve done it with Rare gear.
The fact you are looking for a point means you don’t quite get GW2.
…this. However, the point of Exotic isn’t just that it’s BiS. It’s also cosmetically superior, which is something GW has always been about. Besides, your Exotic gear is generally easy to get, so it could be considered the basic lvl 80 gear and doesn’t have to have a point.
Ascended, on the other hand, requires a big time investment, doesn’t look much better and isn’t needed anywhere. Like Danikat pointed out, it’s like a gear treadmill… except there’s no goal. After a lot of work, you still get to do the same content, with items that most likely look the same because you transmuted them. Yay.
Disclaimer: This topic isn’t about the grind related to Ascended items. If you want to discuss that, there’s plenty of other topics available.
So, you’ve braved the most dangerous places of Tyria. You’ve beaten epic foes, explored exotic locations, found ancient artifacts and saved the world a couple of times. Finally, you’ve obtained the most powerful equipment there is: a full set of Ascended items. Oh, what an achievement! So, what now?
You can do all of that again.
Except it’s easier now.
…what?
We got a new tier of gear. Great. Maybe. However, there’s no content for that gear outside of WvW. It mattering in WvW is probably a bad thing, so let’s ignore that. So, why should I get Ascended gear? So I could run CoF P1 10% faster? No, thanks. What’s ANet’s master plan here? Making the whole game easier?
Alright, so we’re getting revamped world bosses. However, Tequila Sunrise can’t require Ascended gear, because it’s a world boss. If it’s too hard for yellow/orange characters, the majority of players will basically be griefing the minority with Ascended gear. Besides, isn’t getting Ascended the point of that boss? Requiring Ascenced to get Ascended would be extremely stupid.
So, dungeons? Beatable with Rares. FotM? Barely anyone plays at a high enough level for that to matter and those who do will just get a few levels of the same stuff for free difficulty wise. Uh, Queensdale? Nope.
So, what’s the point?
Taco – that’s a different story but one hell of a step in a right direction (finally, after a whole year) – we may fight boss for certain items. It’s still RNG but at least one can be sure that he eventually will get his Taco weapon.
Yes, it’s a bit like fighting the Claw of Jormag for Frostfang or participating in lotteries. It’s still RNG, but you’ll win eventually.
I know, I may not have the most positive outlook on this, but ANet’s RNG has been terrible so far and we have no reason to believe they’re going to improve it.
now where is talk of increasing level cap coming from?
They’ve mentioned it in several interviews. Then again, they mentioned expansions in those same interviews, so…
As someone who explores a lot, has eight characters and does every DE he comes across, I still haven’t seen the Skritt burglar or the “evil” guild events they mentioned in that update. If they want players to react, they should add some events that are noticeable, such as new meta events for areas without any.
Generally, however, I think that non-interactive stories are enjoyable once. For repeatable gameplay, people go into areas with good encounters and rewards. DEs have crappy rewards. 1,5 silver is pretty much nothing at lvl 80. If events are supposed to be the backbone of GW2’s PvE, completing them should be encouraged mechanically.
The whole loot revision has been weird. DEs are supposed to be the bread and butter of GW2’s PvE, but what do you get for a DE? 1,5 silver and some karma. Even back when Orr DE farming was a thing, people got their stuff from killing mobs during the DE and not completing the DE itself.
I don’t know why they chose to give you loot bags for killing champs instead of giving them for completing the DEs those champs are involved in.
While I don’t think Vanquishing would work in GW2, I do think Hard Mode versions of areas could work. They’d all be lvl 80, non-instanced zones in which you’d play with other lvl 80 players.
They’ll most likely replace MF gear with similar gear. For example, Explorer’s could be replaced with Berserker’s, Traveler’s with Rampager’s and Wayfarer’s with Soldier’s. The stuff that costs laurels could probably just be refunded.
I’d just take a fix to / rework of the current weapons. Some of them aren’t even viable at the moment. Mesmers practically have a single main-hand weapon and four off-hand ones.
Doesn’t it seem to you all kittened to wear books, holographic chicken wings/backpack, flower, tentancles, dream catchers? It does for me.
If anything should be worn beside rucksack, it should be cape or cloak!
ArenaNet give us these weird, unlogical things only because they are lazy to finally develop system which would fix clipping issues on all items. Why would anyone want to wear a flower? Does it smell good, or it gives you Bee Worker’s Aura? Why would anyone want to wear wings when they don’t allow you to fly?
I and probably majority of players want cloaks! A piece of clothing which helps keeping you warm and dry. Shown in every great fantasy novel like LOTR or The Name of The Wind. Fantasy heroes without capes are just not complete. Every traveler needs oneYou have no idea how easy it would be for them to fix every clipping issue. The PROBLEM isn’t fixing it. It’s the fact that extra “collision” geometry packets would have to be sent to and from the client/server, thereby potentially doubling the lag situation.
I work as a freelance character artist on top of my day job, and my first Indy title I worked on went through the same situation. Character and environment art is all about packet reduction, borrowing and re-using textures. Adding collision to each piece of geometry adds essentially another layer of complexity that the server needs to retrieve. Not only would it cause lag, but it would also decrease the already sub-optimized performance of the game.
Sending cloak positioning data to the server and back makes no sense. Cloaks are completely visual enhancements, so handling them client side is a much better idea. The only info the server would have to send is “that character is wearing a blue cloak”, which is the same as with any items.
If this is a Gate of Madness Fractal, Evon is my Charr.
funny it seemed pretty static the 30 mins I stood and watched
Well maybe they have changed that like everything else in Orr too. I took it solo with four characters but it has been something like two months since the last one.
It used to do a little patrolling route back and forth that platform where the point is and also down the stairs far enough to be able to crab the point without aggroing. Just had to kill the normal mobs next to the point.
It still does that. I just got the SP a few weeks ago, along with 100% Orr completion on my newest lvl 80. Did it solo.
One of the major problems of GW2 is the huge difference in behavior between foes in PvP and PvE. Unfortunately for PvE, the game is balanced with PvP in mind. Dodging is only a problem because monsters have an extremely low attack speed, resulting in fights where all damage can be dodged.
So, my ideal solution would be increasing mobs’ attack speed to at least one attack per second while keeping the same DPS. Of course, that would require a lot of work, so it’s unlikely to happen.
Illusionary Vanguard:
Summon an illusion next to your target, crippling them. After it’s summoned, the clone will execute the Mind Slash sword chain.
Damage: 1
Crippled: 1 s
Vulnerability: 5 s
Range: 600
Swap:
Swap locations with your clone. Immobilize its target.
Immobilized: 2 s
Combo Finisher: Leap
Range: 600
Removed the possible pathing issues, removed the first Leap Finisher and made the Immobilized single-target to compensate for the improved activation time.
I think they haven’t fixed this already because those attacks are Leap skills, like GS #3. You can’t dodge or move during Leaps, so for Rangers to be able to move and dodge during their Sword auto-attack chain ANet should either rework how Leaps work (big change, would affect balance) or create a whole new skill type. The second option might seem easy to a non-programmer, but it can be pretty complicated due to all the movement calculation involved.
It’s probably far from an impossible task, but they’ve got bigger worries, as do Rangers. For example, I’d rather have their programmers work on pet AI.
You need 30 points for a Black Widow, so it’s not exactly easy to get.
I think the skins will be identical for all armor classes, which is why they don’t want to make chest/leg armor. So, they’ll work similarly to Fused Gauntlets, HoM gauntlets and the like.
Back when the Halloween and Wintersday updates came out it was nice to have back items given away because there were relatively few in-game.
During Halloween there were no 3D back items in-game. Now we still have few real options, especially because back items can’t be dyed and some of them are pretty weird and don’t fit most characters.
So, I’d say sure, give us more back items. I wouldn’t mind other skins, either, but practically anything is ok as long as it looks good.
Skill capping. It was a much better system than skill challenges and gave bosses some personality. You were fighting Orggu the Bulky with his Juggernaut elite, not some random Champion Troll.
WvW requires three servers, so…
I think they should scale content rewards based on how long the average run takes and how often players complete that run. For example (made up stats ahead!):
An average Dun1 run takes 10 minutes and is completed 500 times a day. Completing it gives you n tokens.
An average Dun2 run takes 10 minutes, but is kittening hard, so it’s only completed 20 times a day. It gives you n*5 tokens.
An average Dun3 run takes two hours AND is kittening hard. It’s completed once a day and gives you n*20 tokens.
An average Dun4 run takes two hours, but is pretty easy and completed 200 times a day. It gives you n*15 tokens.
It’s a bit like the mob XP system: when you kill a mob that’s rarely killed, you get more XP. Except this time, completing dungeons that no one completes would give better rewards. It would encourage capable people to run the hardest dungeons and not just different dungeons. Of course, the base number (n) has to be reasonably high, such as 30 tokens. That way, even completing the current “meta” paths would give you a reasonable reward.
SweetFX’s SMAA isn’t noticeably different and has a very small performance cost. FXAA is terrible, however, and you should replace is ASAP if your GW2 is still using it.
All professions are more than strong enough in PvE. PvE’s problem is that full zerker 100b builds are too strong because of poor mob design and AI. Also build variety, which this patch should improve.
I’ve been running dungeons with thieves, engis and rangers and all of them are just fine. Yes, maybe they don’t do as much damage as full zerker warriors, but again, that’s a design/AI issue, not a balance issue. Simply making bosses dodge, block or knockback when they’re surrounded would make 100b groups much less efficient.
Basically, mobs should act more like PvP opponents. That would make stationary builds like 100b less efficient and things like Confusion more efficient. They did this in GW1, so it’s a real shame it doesn’t work in GW2.
This is a rather typical “why are they buffing a powerful profession” topic. They’re not buffing Mesmers. They’re buffing Scepter, which no one uses because it sucks.
They could just make it so conditions deal some percentage of their damage to structures immediately. It would make CDmg builds much less annoying in PvE.
We had some topics on this a while ago:
https://forum-en.gw2archive.eu/forum/game/gw2/State-of-Control-in-PvE/first
https://forum-en.gw2archive.eu/forum/game/gw2/Support-in-GW2-PvE/first
The second one is my opinion that remains largely unchanged. Long story short, I think Defiant sucks and both bosses and support/CC skills are mostly boring and uninspired. If bosses had actually meaningful adds or special abilities, Defiant wouldn’t be needed. Of course, cheesy methods like consumable spamming should be looked at beforehand.
I’m from australia and nobody playing in my peak times
And there’s your answer. Finding a guild from your time zone would probably be best for you.
Making a weapon rack bleed sounds as silly as making a pile of stones disappear by hitting it with a dagger, making an earth elemental bleed or not being able to set said weapon rack on fire.
http://www.mmorpg.com/discussion2.cfm/post/5791650#5791650
Some of the patch notes.
I’m Russian and I find the moletariat and other Dredge references hilarious. Besides, the Soviet political system earned every bit of ridicule it gets.
3D characters can be used in these cutscenes just like they were used in the character creation cutscene.
Last time I saw that DE was in beta. Come to think of it, that’s a bit weird. I’ve spent lots of time there.
You got gold for the first event and silver for the second one. That’s why your reward is smaller.

