(edited by digiowl.9620)
Engi Flamethrower kit. Such a sad weapon when it could be good.
Also, Warrior Longbow – even though it’s effective situationally, the #1 skill is pathetic (it needs a dramatic reduction to its aftercast), which makes it really clunky and feeble in general usage.
On that note, i would love for ANet to account for aftercast in their cast time tooltip entries. Right now going by tooltip engineer pistol #1 should outperform rifle #1. But because of the aftercast on pistol #1 rifle #1 is on par, or even slightly ahead.
Then again, the game shipped with no cast time tooltips below 1s. I guess it was one of their misguided attempts at “promoting skill”. Meaning that people would pick weapon based on feel and seat of pants playing rather than numbers.
It is almost as if the GW2 devs avoid looking at GW1 as much as possible (or any other game launched or expanded since GW2 started development), except for the odd lore reference.
Haha, yeah all that random junk does get annoying when you don’t need it.
And you don’t know if you should toss it or hang on to it just in case ANet come up with some “remember the event” trade in or similar…
I just want to get from A to B and do what i am there to do without some killshot warrior or backstab thief popping out of their hideyhole and instakill me, because they find ganking an aphrodisiac and confirmation of their online alpha male status.
That is why i wrote off ever getting a legendary as long as world completion involves WVW maps.
Just about the only thing i have used WVW for recently was to transfer daily key pieces between an alt in the camp and and alt next to the tower chest before it tumbled.
I don’t think people get the tactic wrong as much as they are focusing on staying alive.
the champ locks onto them for some reason (high toughness, shield, whatever) and then proceeds to chase them around the platform as the player instinctively backs off to limit damage.
Also the mines show up with AOE markers, unlike the bombs of a certain other event champ, indicating that they are dangerous.
The only way to figure out the mechanics is by chance or by getting ignored by the champ long enough to read the target info. A poor way of delivery, given the amount of things happening on that small platform!
Its like they tuned the platforms for top end SPVP players used to dancing on a capture point…
this is what happens when good PvE players go into wvw:
http://www.youtube.com/watch?v=mCaEGzBkEuo
Good enough to exploit the ranged attack jiggle from what i can tell.
Seeing the video i really wish the control scheme of the game was more like Neverwinter, as i pull stuff like that all the time in said game but find it aggravating to even attempt in GW2.
insta cast could use a fix so u can click a skill with the mouse drag it and let go.
right now if u click and try to drag with insta cast . the aoe aimer gets stuck at your feet
Not a problem with instacast, but a problem with how ground targeting interact with UI elements.
You get the very same effect if you rest the mouse over the target readout (top center), the skill bar, the top left toolbar, the chat box if it is made opaque, the map, even earlier incarnations of the top right “questbar”.
I first noticed the issue almost a year ago, reported it, and nothing has happened since.
A related effect is if you drag the mouse onto a UI element after “readying” a cast (have a AOE circle following the mouse). If cast, the game will give you a “out of range” error and the relevant skill will go on cooldown.
Problem: Most bleed and torment applications do so one stack at a time. This suggestion would make them hugely overbearing.
Could be fixes indirectly. Make them 10x stronger but 10x less likely to proc. And so on.
This defeats the purpose. As someone said above, condition damage in any other game has always been the most consistent and ‘safe’ way to put down damage. It’s never been a beat all end all type of playstyle. The purpose is consistency. It leaves your party with more room to experiment, adapt to what the boss is doing, etc. without worrying about doing top notch DPS 24/7 and nothing else, regardless of how inefficient that can truly be at times. Boss jumps away? Damage is still ticking until you catch up. Someone goes down, damage is still ticking as the group picks them up. People need to back up and heal? Damage. Still. Ticking.
Mind you, yes, damage is definitely still ticking on bosses with max stacks, but a cap makes multiple condition builds in group play or massive PvE significantly less useful as an individual. As I’ve said already, when a warrior can both DPS extremely well AND stack conditions as well as I can, what in the kitten is the point of having a Conditionmancer in your group? There absolutely isn’t one.
Removing a cap and making conditions consistent with a good damage per tick will make people that can stack 10+ conditions individually extremely beneficial to any group in any situation. Not because it would be overpowered, but guaranteed. You’re not going to think twice about a Necro or Condi Engi joining your party if you already have a Condi Warrior because the more ticks the better. Taking a page from current state Necros, Condi Engies or Warriors could have their weapon DPS reduced or increase in cooldowns to remain balanced. The name of the game is damage over time. Not hard hitting fother muckers. That’s what the power stat is for.
This expose the second issue with group PVE tho, the kitten backwards nature of combat. Taking it slow and defensive is actually more dangerous than going banzai DPS, because it means more time for the big bad to release his spike damage attack that can’t be tanked. And with more times that said attack gets released, the more likely it is that too many of the group miss their active defense for one reason and other. End result, group wipe.
Right now the game is in the awkward position of having the control scheme of a traditional MMORPG, but playing like a over the shoulder action RPG.
This is pretty much the same as the FGS issue, and the karka roll from the mob side of things.
Rather than one long continuous attack, all of these are a rapid series of smaller attacks. In theory spread out because of the accompanying movement, but all to often concentrated in a single spot to devastating effect.
I am starting to wonder if all attacks, except single target projectiles, are simulated by way of small AOEs rather than given distinct code.
I like how you say “needing” instead of “getting”, Atherakhia. No wonder condi builds are as weak as they are. On top of a prohibitive stack limit and that’s just in 5mans, there’s just no scalability behind it beyond the (frankly overpowered) food.
If it were a food problem PvP wouldn’t be in month 10 of the worst condi meta any mmo has ever seen.
PvE is an entirely different problem and not worth discussing.
and here we have a perfect example of the mess we have from trying to balance everything between the game modes, yet not having the game modes behave the same.
conditions are OP in PVP thanks to the tighter numbers between offense and defense (numerically a soldier warrior will win against a zerker warrior in a tank and spank exchange), and conditions allow for bunker builds to do constant damage.
But in PVE the mechanics make conditions UP, because the pr target stacks are shared (1 condition necro and 5 condition necro will do just as much damage against a mob once the stacks are maxed out) and the way they make mobs “threatening” is by upping the health pool (taking down anything above trash mobs while in a bunker build and the biggest danger is loss of concentration because of the drawn out fight).
And frankly, jiggling the numbers will do nothing. The problem is that PVE and PVP play nothing alike. And i suspect they can’t make mobs more PVP like because that would overtax their server farm. Each zone instance is after all perfectly tuned to max out a cpu core and a specific amount of ram when a certain amount of players are in there. Up the AI complexity of mobs, and they either have to set up more instances or decrease the mob density.
Could it be the grawl?
More likely that those are on the bottom right.
So the same old opaque aggro is at work with phase 2 as it is with every other part of this game. Nice job there, ANet. How about giving mobs a target of target readout so we can tell who the heck it has picked as its chew toy?!
Another thing is that for the most part a boon from a zerker and a boon from a soldier behaves just the same (cleric as well if one ignore that regeneration is affected by healing power). Only recently was there introduced a gear stat combo that give additional boon duration. Before that you had to mix 2 runes from 3 different sets to get anything outside of the 30% trait line.
And the CC in this game is really interrupts masking as CC (and if i get into the whole unshakable/defiant combo, deity help us).
In most other MMOs, using CC can be an alternative to tanking for controlling the flow of battle. But this can’t be done in GW2.
I tried CCing some skritt using the engineer shield throw, and i had barely started attacking one of them before the rest woke up.
In most other games, i could have taken out one or more of the group before the effect wore off. Thus controlling how much damage i would be taking from that group of mobs. And depending on the build, the CC would be ready to use again, allowing me to chain CC one or more of them until it was the only one left.
The closest you get to this is dropping a pulsing blind field, except when fighting dredge…
I wonder if those cause some degree of balancing troubles, as the devs see, and has planned for, uses that the player base ignore or has deemed worthless.
Take engineer shield #4 for instance.
It is a projectile reflect that can also be used as a knockback and a blast finisher.
This is 3 different uses out of a single skill. All of them situationally useful, but in aggregate tied down by a long cooldown.
And because of that cooldown you can’t really build around any one of the uses without having massive cost-effectiveness issues.
Right now it seems to be mostly used as a on call blast finisher for the Healing turret water field, because healing in this game is deliberately weak to dissuade “tank and spank” play.
And i suspect there are multiple other skills like this where any single use is held down by a cooldown instituted because of the skills multiple uses. Uses that would be potentially overpowered if allowed to be used at shorter intervals.
I’ve always found Ettin to be great dodge/block training against non-circle attacks, but maybe someone doesn’t fight any Ettins on their path to 80, that’s the price of an open world sandbox.
I dunno. The ettins have a very pronounced weapon glow when winding up that you do not find so often on latter mobs. The wurms in diessa have something similar, but i don’t recall seeing it on wurms closer to Orr. This may be a good thing or bad thing, depending on who you ask. But to me, the removal of this element of the tell ups the workload for no good reason (outside of the purely aesthetic that is).
Yeah, the transforms are head scratchers (the racials doubly so, as racial skills are deliberately weak). Take the necromancer lich for instance. the transformation itself only last long enough for each skill outside of #1 to be used once (one of them maybe twice if you make sure to use it right after transforming).
They could just as well have made them into a model change with some stat modifiers and called it a day, letting people continue to use the skills and weapons they have set up their build around.
For what its worth, the NPCs on the platform with the big chest after Marionette do talk about heading back to Lion’s Arch, so that’s a hint besides just the UI.
That said, you only get to the platform if you win, but the instance opens up as long as you participate (win or lose) so its a bit flawed in that regard. Also, with all the people up there it can be hard to tell what they’re saying, especially if you’re trying to read the text and not listen to the vocals.
Don’t that make the whole event a massive paradox? I only got to complete the event long after i had fully cleared out the lab and assembled the journal.
the reason for not including the tengu seems to have been aesthetic rather than technical. They simply could not make the “talking heads” cut scenes work with the tengu beaks. Until ANet feels like radically reworking every cutscene in the LS to something that do not require complex lip animations, the tengu is pretty much a NPC only race.
ANet made a MOBA and nailed the PVE stuff on top as almost an afterthought.
CC do not control, it interrupts. It is not there to lock a mob down for a extended period, it is there to mess with the spike/bunker sequence of a PVP opponent.
They stripped out the trinity not by making every profession easily able to slot into any of the 3 roles, but by adding mob mechanics and behavior that make anything but DPS futile (unshakable, telegraphed spike damage, borderline random aggro, massive health pools at higher “ranks”).
Massively difficult is anathema to temporary open world content. It will burn out and antagonize more than it will make people try harder.
Again and again it seems as if ANet stared themselves blinkered on the GW1 statistics, and tailored the game to the GW1 die hards (either exploring instances for hidden meaning, pushing for the fastest possible clear time of the hardest instances, or mastering the game mechanics in PVP). But was then blindsided by the up-swell of people coming from other games in search of something new, but not so interested in stressing themselves with lore, mechanics and PVP.
And it seems that rather than accept that there are more than the GW1 die hards out there, they are trying to make content to turn everyone into GW1 die hards.
For me, a not-hardcore-living-for-play any game, and with Demon Souls and Dark Souls as favorite games ever, just alongside the original X-COM, the Marionette event has a big issue to will make me not to care about it.
Funny how you mention games that are either wholly single player, or has multiplayer only as a secondary feature. When the competition is between player and game, ramping the difficulty to 11 is much more acceptable. But trying to emulate that in a primarily multiplayer world, especially one where people can come and go at random and their actions can help and hinder in equal measure, is bound to cause rivers of grief.
End result is that every time i see someone here or elsewhere compare GW2 to Dark Souls i cringe.
Nothing about the new content teaches players how to play better, it just requires that they DO play better,
That’s a fair point. Thanks. I’ll think about how to incorporate better direction in future content.
Hey, that’s great to hear. It’s one of the things I believe the game sorely needs, speaking from experience playing with friends that bounced off the game. So I’ve put in my thoughts about the lack of low level dungeons into a thread.
It would fill the dungeon-gap for those below lvl 30, and a good opportunity to teach players about dodge/combo-fields and all that early on, as well as offering a fun and challenging experience during the first hours of play.
Never mind that the instructions that are in game can drive you batty.
Try the blocking “tutorial” in Queensdale for instance. It keeps trying to get you to block at the last possible moment. Meaning block when the split second animation ends, not when it begins. That just flies in the face of every last human instinct there is on the subject.
Changing defiance to be timer based rather than a counter would be a start, as that could promote “smart” use of CC (not that CC have much value in PVE to begin with thanks to pitiful duration to cooldown ratio).
But the real bugbear is ANet’s heavy handed focus on active defenses. Sure, it was one of their selling points. But did they have to decimate passive defenses to make it work?
First of, make the cannon charge pr failed second phase be related to the number of broken regulators. More broken regulators, noticeably less charge. This makes a 4/5 fail distinct from a 0/5 fail, making the phase less of a all or nothing fight.
second, make people load in on a smaller platform above the main platform. This to avoid the “killed by loading screen” issue, and also avoid (to some degree at least) the potential of people just camping and sniping the champ. said small platform may even be made to vanish some seconds into the fight, dropping whoever is still on it into the fight below.
The yellow stars told me to go to the Vigil camp in Bloodtide & the Marionette in Lornar’s Pass. my problem was:
It did not indicate when to go to the “L.A. meeting in the harbour” and when to go to the secret lair (or perhaps that was kind of buggy on the release day).
Technically it did, but in a very easy to miss manner. Upon taking part in a relevant event there would be a flash of light and a ding sound when the text for one of the two markers in the LS sidebar entries changed to the LA meeting one.
But nothing remained lit on the sidebar, so if you were not looking at it as the effect happened there was nothing to indicate where the effect came from.
So if before you had counted two entries, and you still counted two entries, nothing short of reading said entries a second time would tell you that one of them had actually changed.
Nerf clerics. Allowing to facetank ARAH and LUPICUS without dodging is extremely broken. This is something you can’t deny.
If it was solo, i could agree. But 5 people stacking as best they can, i would say it is barely working as intended.
So, to the above three posters, why not just lower Retaliation damage further? Or you know, since this would be a major gamewide change, also look into all of those extra condition damage applications on power damage skills that also cause problems in PvE?
If we lower retaliaton damage more then it will become even more useless in PvE.
The problem is not retaliation, it is the basic mob design. 1 attack pr second, every third attack or so a telegraphed spike attack.
Yes, this promote “active” combat in that a player that can manage his evades well can walk away unharmed. But it also makes 90% or the armor sets pointless, and mess up the functioning of mechanics like retaliation.
This because in a PVP situation the rule is not single massive attacks, unless you come out of stealth or similarly surprise your opponent, but many small and fast attacks.
but but but eles are so weak!
I’ve been saying for a long time that they can burst as good as anyone. Others have disagreed, but they are wrong.
At 2-3x the button mashing…
Regarding that vampiric necro trait… I don’t think anyone is using it except the bots in Orr… They never got it to work, never found a good way to balance it.
I would not pin my hopes on fixing some useless Eng traits with solutions found in the Necro professions. Ever.
I use it all the time with the flamethrower consumable its awesome :P
Even after the ICD it outperforms a complete necromancer set with the possible exception of vampiric master and a full zoo. And the less is said about how it works before, the better.
if you want a balanced PvE game, the only way to fix it is to start with enemy behavior. As long as they behave like they do, full damage will always be far and away better than any other setup.
while i agree in general, i would not mind if ANet took a good hard look at reflect.
Nope, starting power stats are exactly the same for all classes.
They have no more damage than anyone else can attain.
Except for the fact that the class has unique mechanics that allow it to output more dps than any other class.
Just saying.
Depends very much on the player maintaining a tight high APM rotation tho.
If said player can’t, a zerker warrior is likely do as much DPS and be sturdier.
Seriously, the elementalist have as many skills as a max level build in Rift. But in Rift all skills can be visible at all times via multiple skill bars, making timing easier. Never mind the ability to stack multiple skills on a single bar for ease of rotation.
The attunements mechanic, while interesting in concept, is at present a UX nightmare because 3/4 of the cooldowns are hidden from view at any one moment.
Sometimes i wonder if ANet went out of their way to make the UX combersome in a misguided attempt at “promoting skill”.
(edited by digiowl.9620)
Josh: Love the Marri- despite the frustration caused by watching a group of baddies fail.
Can I suggest a more focused training program for the individual for a future patch?
You’d need to make it essentially mandatory, either by rewards or locking Legendaries, level 80 or something behind it.
Have something that specifically teaches dodges, something that specifically requires trait swapping, something that specifically teaches positioning.
I’d love some harder content, and if the only way to get it is ensuring the playerbase is competent then it’s really up to you guys to actively push it forwards systematically and not just hope people pick things up while being carried by others.
Its called Fractals. Thats where I learned the importance of dodging / trait swapping (and skill swapping for each boss), positioning, even weapon swapping for different abilities vs different foes, and at higher levels it is harder content.
However, because it’s hard and requires things like the above, most people don’t do it. I have a friend who is adamant that he does not need to change skills / armor / weapons/ etc no matter what he does in the game …some will never learn….I honestly hate doing dungeons or anything with him since typically he spends more time getting healed than doing damage to our opponent…those people will always exist in the game…and will always still try to do this content…and get frustrated when they fail. I’ve talked until I was blue to him about dodging and swapping skills and etc…he doesn’t care, his attitude is that he shouldn’t have to do that (“think” to play the game) so he wont.
I have no problem swapping skills, as that can easily be done in the field (tho the weapon skills are a bit more iffy than the utility ones).
Traits are a different matter as that means either a gem store consumable or a round trip to a trainer (if it needs more than flipping over some majors).
swapping armor/trinkets is pretty much a no go because of the expense, in particular if there is ascended gear involved (never mind the inventory space required to lug around multiple armor sets).
Honestly, the only skills you can really swap at will are the boon dispensing ones as they are virtually unaffected by stats. All the others really needs a matching stats set to be anything other than mediocre.
Timers create a different type of pressure than something like the Marionette’s mechanic. They are both equally valid ways to pressure players and create difficulty, and both have merits in different scenarios.
Nope, not equal. Timers count down no matter if you play offensive or defensive. Now if both sides could score points, and the one with the most wins at end of timer, then it may well be the equivalent. This because then the potential winner can switch from offensive to defensive when holding the higher score. But with a automatic loss for one side, it forced said side to be constantly on the offensive.
And honestly, this is why this game see so much zerg and zerk mentality. Because so much of the content favors a ball to the wall offensive approach. This because of timers, combat mechanics and similar.
Sure it produces tension and suspense, but it also cause stress. And stress makes people overlook details. And thus we have things like people failing to notice certain quirks with the event mechanics and similar, because they can’t catch a breather as they are on the clock.
Could be she found away for vehicles, like those airships to transition to and from the mists. May explain how they could suddenly appear in the sky during the jubilee. Also, the lady do appear to have a intricate understanding of portal and teleportation magic.
I missed one or more of the updates, as upon updating it gave a short sound and a flash of light. In the middle of a fight, like the one in the mari lanes, it can be hard to tell exactly what the source of those were. Never mind that i don’t recall the entries being individually interactive before.
loling hard at kittenpit
Best filter error so far
I think going forward events like these should have their failure conditions moved to things players feel like they have more control over. They should also have a means of easily gauging progress toward learning the encounter. Timers are a poor means of communicating challenge as it feels like skill is not the determining factor in winning the encounter just DPS. Though this is just a feeling and not actually true, the Marionette offers a better mechanic for a challenging encounter that can fail through the minion waves. Under the hood it is still a DPS race vs a timer (as you must kill the energizing mobs before they reach the end of the lane). However, you as a player have more tools to control this failure (e.g., cripple, chill, immobilize, walls).
I have stated this many times…and Agree wholeheartedly, Timers have no place in a “living” world. Does Tequatl have a dinner appointment? Do the Wurms have a hot date that they absolutely must get to? Live or Die should depend on factors of the fight, not whether an arbitrary clock counts down….that is also why I love the marionette. On one fight we had over the weekend, we were able to get through 2 complete rotations of all 5 lanes…it was AMAZING defense coupled with really crappy offense (since we lost even after all 5 lanes went in twice)….we were all seriously cheering the defense part though since that was the furthest I (and everyone else there) had ever seen the defense last. The fight was lost because we were just concentrating on the defense….and in total the fight lasted over 1/2 hour….if we had a timer it would have been lost much earlier. It was still an awesome fight because WE determined the outcome, not an arbitrary number of minutes.
Sounds like you have a case of every other lane failing the platform phase, would have been a interesting spectacle.
And yes, i have pretty much stated the same about those world boss timers since day one. Those buggers should come and go depending on objectives they are trying to achieve, not because some egg timer goes buzzing.
Hiya Josh,
For a casual event, I think the level of difficulty is at a great place, and you have done a great job at acchieving the goals you stated in your last post.
I believe that the problem with this event, and why it’s so difficult to finish it, is not the difficulty itself, but the very restricting victory conditions versus the nature of an open-world event.
No matter how many casual players become more skillful out of this, there will always exist a few randoms, who stumble upon or try the event for the first time, and compromise the entire server’s victory. This is because the event’s success is heavily tied to the weakest links – and all the other, better players can’t do much to prevent the situation.
I don’t think this event should be “nerfed” in difficulty. I think, however, that forcing all five groups to beat the champions is where the problem comes from. But I do agree that all five groups should do it successfully, in order to demand from the least skillful players to get better at the game. Does it feels like I’m contradicting myself? But I’m not: I think the problem comes from this part of the event, but this part of the event is not exactly THE problem.
My suggestion could be, that for each successful group at destroying a power generator, the bar goes down. (If this already happens, it’s not noticeable enough). This would allow the event to cycle back to lane 1 more easily, and give to players faith to keep going even after one lane fails. (It shouldn’t still decrease the bar enough to make this event cycle infinitely. If anything, I’d say that 4/5 groups should be able to destroy their power generators to, say, have the bar fill only 3/4s of what it otherwise would). I think most people currently leave because they lose faith that the event will be worth to continue for.
Pretty much this. I think right now if 3-5 out of 25 platforms fail, the whole event is failed. That is up there with a random dice roll in terms of the chance of success, given the lack of control over who ends up on what platform.
This seems like a good idea, though i have a few questions about it.
How will this affect hemispherical aimed skills, such as meteor storm and frost bow #4?
What will happen to other ground targeted skills such as mind stab and lava font/eruption etc. How would these react to the max radius change?
Unless i am completely wrong, the max range of those are base on center of AOE.
This is so bad. Proper timing and activation of targeted AoE skills based on one’s positional relation to a target is one of the very few gauges for skill in this game. By making such abilities into things that are auto-aimed for you, it wrecks that skill-based aspect.
The skill needed for a game should not come from how well you can battle against the mechanics and controls of the game.
They could make it so that in order to walk forward to had to tap the w key to the beat of the Star Wars soundtrack.. that would certainly take skill but that doesnt make it good design. Its just makes it annoying to play.
/signed.
Yea, if they were on different times, people would run out to the zone for the fight, then end up on an overflow where the fight doesn’t start until potentially hours later.
Essentially, it would totally screw over people on overflows.
You also have a case with the karka event where people would be calling out for overflows where the fight was still going on hours after it was finished on the main.
I’m not sure, but i think this could result in someone getting the final chest 2-3 times.
On that note, shattering a clone makes it run to the target before going boom. Do the same with the necro minion and it pops on the spot…
The issue with the bombs is that they produce no AOE circle.
And i think the 4th one, the overgrown horror, is nasty in its insidiousness. The shout/scream (thankfully cone AOE marked now) do little to no direct damage but put out a pile of confusion. And the periodic AOE produce a secondary black AOE that puts out torment.
End result is that if you move you die, if you stay still you die, and if you attack you die. And not every profession have a easy way to clear out multiple conditions in a single go.
An alternative to Distate’s #2 could be to make the cannon charge proportional to the number of platforms completed. Right now it jumps about 25% on a failure, no matter how many platforms of the 5 was completed. It could instead jump by 5% for each incompleted platform. This would give more lanes a chance at the various champs, and also that a almost win is not as punishing as a complete wipe.
Rule 1 for this event – Dont be a kitten.
What does this mean? I keep seeing ‘kitten’ used in a wide variety of contexts across these forums and it seems so odd.
It’s the forums swear word filter. It can be a bit oversensitive at times.
And some people have taken to insert the word themselves in various contexts…
First person view is an alternative which has been discussed at length. Personally I dislike it, but others clearly want it. As I understand, Anet have looked at that and there are technical issues which are preventing its implementation.
Best i can recall, the overly solid camera is not a technical issue, but an artistic one. Having it be less solid seems to risk revealing the dirty underside of all those beautifully crafted maps…
Huh, and here i assumed that title was about Queen Jenna…
This is so bad. Proper timing and activation of targeted AoE skills based on one’s positional relation to a target is one of the very few gauges for skill in this game. By making such abilities into things that are auto-aimed for you, it wrecks that skill-based aspect.
So if i don’t 90 degree drift every turn of my commute i am a lesser human being?
This chase of “skill” has got to go…
Yeah, each update where ANet introduce a gimmick fight they expect everyone to just jump in at the deep and swim. Not helped this time by individual failure ends potentially failing it for everyone, including those that may have had their only chance for the day (or maybe week).