Agreed. All other games do it because it makes sense.
Exactly. It just simply makes sense. Making you cut off some of your distance just because of a distance cap makes certain moves feel way too clunky.
Sometimes i wonder if i fight the UI more than i fight enemies.
Heh, i wonder how many times i have had that “a wild GS warrior appears” happen to me. It does indeed make one wonder.
It was referred to as “Shai-Hulud” in one fight…
Walk without rythm…
Nature is season based. As such the seeds found could be preparation for the next awakening (season). But by planting one ahead of time it was allowed to sprout before the dragon could assert it control.
they pretty much can’t. Each instance is perfectly balanced to not overload a CPU core in their server farm. Meaning that when a overflow is formed, the existing instance is already running a CPU core at 100% and maxing out its RAM allotment.
At best what they could do was link the state of the boss mob across instances somehow, but even that is a nightmare when one consider the various phases and such.
if the HP problem is about PvE, just make mobs hit a fixed % of your max health, problem solved
Best idea so far. This would allow them to back off the one-shots in pve. I assume the reason for all these one hit down attacks are because of high survivability of pvt/high hp players. Making the mobs hit a fixed % of max health would be perfect for solving this problem. High health/toughness players would still get some benefit, while low health/toughness players would not have to endure one-shots as much. The current system of having so many one shots just to counter high health/toughness is a bad system because it overly punishes low health/toughness players.
The massive spikes are pretty much in there to force feed us their “active” combat. The thing that would be oh so innovative vs all the rest of the MMORPG market.
They pretty much kittened on existing games with their “i swing a sword, i swing a sword again, oh my i swing a sword again” spiel in the manifest.
But between the overly solid camera (bumps into every last branch and outcrop in the area), the map designs (all to often the fight is happening in a tight spot, or on top of a ledge or bridge), and their insistence on using a traditional control and targeting scheme (apparently it would be to action focused to go with toggled mouse look), the best option is all to often to simply stand there and duke it out.
Honestly if the “Lane 2 boss” is the one you gotta lure into mines to get stunned and vulnerable to damage? I wonder how I got them on Lane 4. And despite me not having any bears out, I got told to “keep that bearbow crap out of the platforms”.
Seems the champs are more related to the chain than the lane. I suspect people assumed lane because lane 1 rarely failed (easy to get people there as it is right next to a waypoint), and so lane 2 usually got the second chain champion.
The reason i can do this in Neverwinter, but can’t really do so (at least not as effortlessly) in GW2 is the targeting. In Neverwinter the targeting is more like a shooter, in that the camera is always following the mouse and target selection is done by hovering a crosshair over a mob when activating a skill.
You can actually do that in GW2. Just keep down the RMB. Skills like FT #1 or EG #3 follow the camera, even if a target is selected, assuming you don’t let go of the camera controls.
I swear that when i do so, i get a whole lot of “miss” messages, as if the FX is going one way, and the attacks another.
Just going to c/p something I said in another thread….
Before the Teq update I remember seeing so many threads about how everything was too easy.
Sometimes i wonder if a good portion of those claims were from people that barely touched the game and was in essence trolling the community.
No, I don’t like it. It’s a l2p issue and it will oversimplify things.
One of the biggest challenges ANet has in balance is ability usefulness as you scale the size of the fight (or number of people on each side).
That is probably the leading reason why some classes are so over dominant on larger T1 servers in WvW.
Everything is pretty much balanced for 2-3 vs 2-3, as that is what most commonly get on a SPVP point fight. Anything less and it becomes all about spike/attrition, anything more and it ends up with AOE spam.
Hehe, my go to character these days is a weed with a penchant for gunpowder (kegs of them for the most part). Not much to look at tho, as he is decked out in temple armor (i find the transmutation system annoying).
I confess, for a second i read the title as “beer bomb”. Would likely be very popular with norns.
Yeah, sorry. Meant fumigate. Don’t know how i got that wrong.
This may be a tangent, but still:
I jump between Neverwinter and GW2. And coming to GW2 after a Neverwinter session makes the control scheme of GW2 feel overly cumbersome.
For instance i play a control wizard there, and one of the skills shoots a row of lighting strikes out in the direction i am aiming.
What i often end up doing is noticing a group of weaker mobs coming in from the side, spin round temporarily to aim in their general direction, tap said skill to fry them, then spin back to continue attacking the big bad.
The reason i can do this in Neverwinter, but can’t really do so (at least not as effortlessly) in GW2 is the targeting. In Neverwinter the targeting is more like a shooter, in that the camera is always following the mouse and target selection is done by hovering a crosshair over a mob when activating a skill.
As the targeting is never hard locked to a single mob, i can much quicker jump between targets in the heat of battle.
I know there is a option in GW2 that makes the game drop my target if it was selected by me using a skill rather than clocking or “next target”. But if i use the last two options it still remains, and for it to work the target has to be almost 90 degrees off from the screen center.
Hell, GW2 allows me to fire skills even with no target selected. While Neverwinter insist that a target is within range on most projectile based attacks. But still Neverwinter seems to work better in the heat of battle, while GW2 quickly becomes either cumbersome or overwhelming.
(edited by digiowl.9620)
And you know what? When you’re the only platform that wipes out of a lane, it’s really shameful. Happened in my lane last night and all five of them felt terrible about it. And you know what that does? It pushes them to do better.
Or pack up and do something else, if they are done with the meta and are not achievement completionists.
Back when Scarlet was revealed, the text that got posted on the site suggested that Scarlet saw both the pale tree and the nightmare court as constricting the freedoms of sylvari. And so she set out to find a way to disconnect the hold they had.
It would not surprise me if she discovered that both were aspects of the jungle dragons power, and the events so far are a run up to taking the fight to it.
There is also a sylvari personal story path that present you with the possibility that there are other sylvari communities out there, independent of the pale tree we know.
All in all i hope this means we will see the game expand westwards soon.
Hmm, makes sense. I kinda noticed a wild mix of mobs at that event when i went there for the achievement and curiosity.
Some were at or near the area level, others were enough levels above to get a red level number. And all were showing up within a short distance of one of the fans.
And thus, the hate for Scarlet diminishes by a bit.
If only it had not taken half a year to get to this point…
The differences would not be so bad, if the game had working aggro management. Yes yes, no tanks. But that has just resulted in the only option being DPS or GTFO.
Supposedly toughness acts as a aggro magnet. But because of the difference in base numbers, it is natural for a elementalist player to pile on toughness for solo survival. But that then turns them into a aggro magnet in group scenarios, something that is kitten backwards to say the least and likely to catch them off guard.
FT adn EG#2 makes me wish the game had a proper aim mode.
EG#2 in particular begs for me to momentarily aim away from a mob to hose down a compatriot (unless said compatriot is in melee with said mob), and then go back to darting the mob.
Thaumanova reactor?
It’s been…what? Four days since release. Marionette has been beaten a number of times. It is doable. It’s been done. Many times.
And I like wurm. People are absolutely raging mad there is something they can’t do within a day. I love the challenge. I have been on Teamspeak for hours with others trying to figure it out with others and making plans. We’ve been trying out strategies and working together. We may be a minority, but this is absolutely lovely. We know it can be done, but we have to do it just right.
I am so tired of people wanting easier content when they have an entire world of easier content.
This is not about easy or hard, this is about the sense of helplessness and frustration when you clear your platform early and see the next one down having one guy barely holding his own, knowing that if he fails your effort was a waste.
The issue is basically that there is no proportionality to the platforms, either they all succeed or its a complete failiure. And you do not know where the weakest link will be, nor have any ability to reinforce it, until the very last moment.
It would be much better if the charge rate would be lower on a failure, meaning that if a lane manages 4/5, it is not a complete loss. Right now 4/5 or 0/5 produce the same 25% jump. But if it didn’t there would be more chances for the other lanes to recover.
Maybe you think that is carebear-mode (there is a wurm for you down in bloodtide i think), i see it as being more community friendly.
Everything in GW2 PvE is basically made for casual players that is why I keep seeing people getting fed up with the game, as there is no challenge in anything.
And this is why we can’t have nice things…
One compromise could be to have the charge advancement be based on the number of platforms that succeed. Meaning that if phase 2 gets 4/5 it will barely move, but if it gets 0/5 you get the current 25% jump.
headdesk…
charr charr charr /15
Also for clarification’s sake, the champions you face are based on the chain you are trying to destroy. Each chain’s champions will be on all 5 platforms and the lane entering must destroy all 5 of them (and the power source) to sever the chain. It is NOT that the lane itself will face 5 different champions, they WILL all be facing the same 5 champions, depending on which chain they are attempting to sever.
Well that explains why i could not quite get the champs to gel with my experiences doing the various lanes. But i had it written of as me getting the lanes confused.
Josh Foreman.8250:
As far as I can tell there are a couple challenges we are trying to overcome. First, we are trying to teach the community a new skill: self organization. And I’m happy to see that in the aggregate, they ARE learning. I’m sure as this process continues we will find better ways to accommodate the communication structures that will emerge.
If we are moving to world events that require us to be organized, then why are we restricted to a party/ group of 5 ?
like i said before, he isnt talking about 5 man organization, hes talking broadly in terms of hey you 20 guys protect this while these other 40 guys attacks this, and these 6 guys defend this while these 10 guys use this item.
It might be nice if they gave commanders more functionality like, being able to write a mission parameter (might need larger squads) and draw arrows etc on the map of people with them, but we arent talking about small group type organization here.
One thing that may help would be if commanders could do mass invites simply by proximity. Meaning they could hit a button and everyone within range that was not already in a squad would get a invite.
Right now the commander have to invite each individually, or they have to join by selecting the commander.
Another option would be if commanders could have a persistent message above their head, or a selection of persistent icons beyond their tag, that would offer some indication about what to do.
As for drawing on the map, you already can. Shift+left mouse will do that. Not sure how long the shapes stay tho, and the size of the minimap do not really make it that useful.
I also see on the wiki that commanders can put special icons on the map for anyone in the squad to see. I can’t find any examples of what those icons look like tho.
For the platform – if you finish your platform, couldn’t a mini tron machine appear that you can talk to that gives options to port to any of the platforms? It only appears on the platform that’s finished. Something similar to that asura lava jumping puzzle.
Or a couple of jump pads like those around Tequatl, that would send you to the next platforms over.
Orange circles have nothing to do with whether or not a game is “art”, much less “good art” or “toilet art” (whatever that means). Art isn’t arbitrarily limited to imagery being naturalisticly rendered or animated any more than op-art or modern art or abstract art or any sort of more wildly experimental art is not art simply because it doesn’t involve an illustrative rendering of a subject. Using abstract shapes and colors in a non-representative format to lead the viewer’s eye has been a tool in art long before video games existed.
That is true, but I believe GW2 should look more like this and less like this.
The latter is what i get on every major boss fight right now, thanks to the particle smog that every last guardian, elementalist and mesmer throws up (going flamethrower as an engineer likely do not help, but with its cone attack i at least know i will be hitting something, anything, in that epileptic fit of a fight).
This is actually a really good solution. I can’t think of why this shouldn’t be implemented. My literal only concern is for people who use “slow” weapons. Necro staff comes to mind. But even then, a staff user is has a secondary weapon, I don’t know what Necro users use as their secondary, but it’s still faster than a staff.
Conversely rapidly attacking weapons would be absolutely devastating to objects, weapons like the engineer flamethrower.
Having 5 on one platform and 1 on another could only be a very edge case requiring several people to drop out at the right moment. Our script does exactly what you said, poker dealer style.
Very edge case? Players complain on chat about that “very edge case” almost every time im doing that event.
Happends. Period.
Is the reason to lose the whole event. Period.
Fix it. Period…
Without seeing the server logs i could not say for sure, but from personal experience what may look like a single person on a platform may have been a 5 man band where 4 died early and waypointed out.
I personally experienced this on lane 4, where the champ is a clockwork horror.
One moment i was dancing around it with 4 others, the next i noticed multiple downed/defeated markets that quickly vanished as they noticed i was unlikely to be of any assistance. I had enough trouble with keeping myself out of the AOE filling the platform, never mind stopping to aid any of them all the way from Defeated.
Most of them show up in the story instance in LA.
I’m calling it now, the Pale Tree gets destroyed.
One problem with that… Sylvari would be doomed to extinction. Without the Pale Tree, no new Sylvari.
Unless the weed has come up with some way to sprout seedlings…
If skill is involved, why does there need to be DPS? Unless the person is out to troll by stalling progress, winning should be more than enough indication off skill as long as there is no way to 100% insulate the character from damage via passive measures.
I’m kind of puzzled by your question. I think you might have meant, “why does there have to be time constrained DPS for victory?” To that I agree that there doesn’t have to be. I wasn’t defending its inclusion, to the contrary I think they should drop the timers (as explained further up thread). All I was saying is that it isn’t true that the timers aren’t a skill check as one has to be alive to damage the boss, and to be alive one must learn the boss mechanics that cause death or prohibit damage from being done.
If you were suggesting they remove the doing damage aspect entirely, that would mean many of our skills are essentially useless for the fight and players would rightly wonder why give us weapons or skills at all if they aren’t relevant to the battles we are having. Even the Marionette Phase 1 requires that we do damage in a limited amount of time. We have to do damage to the minions to prevent them from reaching the end of the lane, and not doing enough of it will fail the event. The difference between this and timers is that you can extend the time you have to burn down the mobs through some abilities, in particular control abilities that slow down the minions extending the window you have to kill them.
Nah, i think we were talking past each other. Removing damage would be just silly. But right now it seems that skill is tilted a bit much towards the offensive. This in large part by fights being timed.
The Problem is Not dire gear, its the bufffood.
Consumables keeps throwing wrenches into the game mechanics…
Engineer and elementalist is both a high APM profession by virtue of having access to what amount to 3-4 full skill bars. They don’t have to be played that way, but ANet apparently balanced for corner cases.
Honestly if the professions could have all their equipped skills visible at all times, the UI would not be that different from your typical multi-bar MMORPG UI.
Right now it seems ANet’s event mechanics overly emphasize offense…
Makes you wonder if/for how long she’s infiltrated the Priory.
And is it the only place?
Meaning that the success or failure of the event depends on the performance of the players, not some timer ticking down in the background.
I sympathize with removing the timers, but I would go so far as to say timers don’t depend on player performance. They are both skill and DPS indicator. For Tequatl you need to have the skills to avoid the waves and other hazards to DPS him and beat the timer. For the wurms you have to have the skills to deliver bombs and phytotoxin to DPS him. I support removing the timers for more interesting failure conditions that make sense (does Tequatl have an appointment to make?)
If skill is involved, why does there need to be DPS? Unless the person is out to troll by stalling progress, winning should be more than enough indication off skill as long as there is no way to 100% insulate the character from damage via passive measures.
You mean new Dynamic Event chains? Anet has given up on those.
They kinda gave up too soon. Hell, just today i ran into that NPC antagonist guild they introduced a year ago for the first time.
ANet problem is that they initially vastly overestimated how many there would be with a Woodenpotato level interest in scouring the world for changes and hidden messages.
As such, they didn’t announce the events much beyond a line entry in a much larger patch.
And surprise surprise, most people didn’t notice if the event they ran into the middle of had been there all the time or was recently introduced.
I reminded myself that if i ignore the platforms for a moment the event is as i have suggested Tequatl should be worked.
Meaning that the success or failure of the event depends on the performance of the players, not some timer ticking down in the background.
This because failing to stop clockwork mobs, or failing the platforms, advance the cannon charge.
Tequatl could have been reworked to something similar related to the cannon on the beach. And i am sure that other world bosses could be reworked in some similar fashion, thus removing the need for the arbitrary time limit.
Still, some of the platform champions could use some scrutiny.
First is the one that plonk down bombs around the edge of the platform ever so often. Those bombs are the very same that the “squids” loves to spread during the invasions. And in both cases the problem is that they do not have any AOE markers. This makes it harder than usual to ensure you are outside of the blast area when they go off.
Second is the confusion&torment spewing one. Both of those conditions are insanely insidious. Confusion hurts based on character actions. As such, the humble auto-attack quickly becomes a liability. And torment hurts based on movement, something you want to do to stay out of the AOE circles. Both can be countered by condition removal or conversion, but not every class have that in ample supply.
Starting to think Scarlet is not actively hostile against Tyria, just indifferent. She is preparing for something much bigger, and the fallout of that project just happens to endanger the locals. So far what we have been doing is containment and cleanup after she is done with each of her stages. Question is what she wanted the human queen for…
The crazy thing about the gates is that ANet already have automatic teleports in game. You don’t have to interact with an asura gate to travel via it…
I wonder if part of the problem is that banners and such share popup color with your general loot/interact popup. As such, it is quite easy for someone in the heat of battle to go “hey, loot!” upon noticing the color alone.
For this reason i have bound AOE loot on a separate key, and drilled myself to always hammering that after a fight rather than use the interact key.
The scaling system seems to be wonky in both directions. I have veteran larva eat damage that could drop a champ under other situations, and i barely registered on the health bar. And those larva, never mind the husks or wurms, keep spawning over and over and over. I am honestly not sure how ANet intends for us to deal with them given that we have no tank related mechanics.
Given the voice distortion during the event, she rides inside when fighting.
Weed.
charr charr charr /15
cause it grows back or cause you want to smoke it dead
Well it is a plant, and i have a flamethrower…
Problem with kiting the mobs is that they don’t stick to me. I wonder how many times i have seen a larva or husk come at me, i keep firing at them, then suddenly they spin right around and go after someone else off in the distance doing something completely unrelated.
If ANet want’s me to kite, they can darn well give me a taunt mechanic to apply for that purpose. Right now what seems to work for one mob do not work for another, in the same kitten event!
Not thing came to mind, have anyone else noticed mass mob spawns on the 4 spots near the gates?
Sometimes i have seen something like 3-4 mobs pr point spawning.