Showing Posts For digiowl.9620:

"Out of range"

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Reminds me that i should check if the new GT mode fixes any of the issues with GT while mousing over UI.

1. have the mouse hover over any opaque UI element and hit a GT skill, the effect will happen at your characters feet rather than where the mouse would be in 3D space.

2. (only seen with targeting circles active) hit a GT skill, then mouse over a opaque UI element before hitting it again. Rather than landing where the mouse should be in 3D space, the circle vanishes the moment it is above a UI element, and the game produces a “out of range” error.

And i fear that ANet actually thinks that clunky UI promote player skill. This based on how they rearranged some Guardian weapon skills so players could no longer hit the numbers in sequence and get boons. After the rearrangement, the sequence involved going something like 2 4 3 where before it was 2 3 4.

Things like that just benefit those with gaming peripherals over M&K players.

Healing power

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

HP works in SPVP thanks to the baselines between sides being very close together. This makes build choices have a impact as a well timed heal can tip the balance in your favor. But in PVE, mobs can outlast characters in a massive way. Thus making massive damage output the way to fly.

traits and skill update

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Welcome to the ANet hype machine.

A case for the Holy Trinity.

in Suggestions

Posted by: digiowl.9620

digiowl.9620

I wonder if that is because of the highly granular build mechanics of PVE gear (6 armor slots with individual stats and upgrade slots, 6 trinkets with same, 1-2 weapons with same), in combination with the near level starting ground of characters (916 to all Attributes before trait lines and gear, variations in health and armor within known limits). End result is that attrition is a valid alternative to spikes, depending on the number of opponents and player performance.

(edited by digiowl.9620)

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

What’s the deal with aftercasts in general? It’s a hidden stat that renders other stats (such as Activation speed) useless and makes it near impossible to meta?

ANet appears to think that detailed skill data leads to theorycrafting over player skill being the deciding factor. When the game launched there was not even anything resembling windup times on tooltips, only channel and recharge times.

A few Halloween Suggestions

in Blood and Madness

Posted by: digiowl.9620

digiowl.9620

Seems ANet’s idea with candy corn now is to have people complete the story instances so that they get a candy corn node at their home instance…

LFG tool

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

One more point to clarify: In parties and LFG, there is no leader. One person initially advertises the party, but there is no concept of party “ownership”. So when two parties merge, neither party becomes the leader.

Note that this isn’t the same thing as instance ownership. Instance ownership is determined by the player who initially opens the instance that everyone joins.

Given that just about the only reason for PVE parties to form are for dungeons, instance owners pretty much become party owners…

New Life Siphon & Definition of "improvement"

in Necromancer

Posted by: digiowl.9620

digiowl.9620

The meta would be the SPVP builds and counterbuilds.

LFG tool

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

When someone joins a group that you created via LFG tool, who is he actually joining?

  • The person who created the initial ad?
  • The person who entered the dungeon 1st?
  • An unique instance ID that has nothing to do with the players.
    (from my observations this seems to be the case)

I’m interested because I would like to know how this works with ppl you have on ignore.
Normally via /join, they cannot join your party, and even if they do know someone else in your group, you always have the accept/deny window as a safety measure.

Thanks in advance,

The third option is closest. When a party is created, it has a unique ID that provides a handle to that party throughout the game systems.

Then how come the whole party get booted from dungeons the moment the “leader” leaves?

New Life Siphon & Definition of "improvement"

in Necromancer

Posted by: digiowl.9620

digiowl.9620

For all the bellyaching out of the SPVPers for lack of content, they sure have the devs ears when it comes to “balance”.

I swear, the general SPVP forum is flooded with ANet red…

Honestly ANet, just give up on the esport thing already. And face the fact that most PVPers go for WVW, because they can show of their PVE shinies.

Turret health wasn't increased this patch...

in Engineer

Posted by: digiowl.9620

digiowl.9620

The problem is that turrets have a hit box of a DRAGON. Warrior with a greatsword hits turret that is BEHIND that warrior’s back.
Sometimes YOU are shot and turret that is just near you (not between you and attacker) takes damage instead of you.

Have ANet even acknowledged this issue?

71.43% -- huh?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

By the way, it would be nice if they released minion health, toughness, power, etc totals. Why be so secretive about it?

Because ANet wants to favor “skill” over theorycrafting.

Play by the seat of your pants in other words…

Turret health wasn't increased this patch...

in Engineer

Posted by: digiowl.9620

digiowl.9620

Well that confirms it, turets are not minions…

New rocket turret toolbelt.

in Engineer

Posted by: digiowl.9620

digiowl.9620

Throw Napalm is the Flame Turret Toolbelt, not the Rocket Turret Toolbelt.

Mea culpa. Shows how little i bother with turrets…

A case for the Holy Trinity.

in Suggestions

Posted by: digiowl.9620

digiowl.9620

Except it has a control scheme straight out of a RPG. If you want to see a proper action control scheme, take a glance at Neverwinter. GW2 is a classic RPG that someone tried to action up half way through, and produced a awkward hybrid.

New rocket turret toolbelt.

in Engineer

Posted by: digiowl.9620

digiowl.9620

It is very much documented. It is the Throw Napalm skill that the patch notes mentions.

10/15 Update: What Utilities Will U Use?

in Engineer

Posted by: digiowl.9620

digiowl.9620

Playing around with grenades again in my PVE kit-engineer after having used tool kit for a while (fnf Throw Wrench toolbelt). Other than that it is same old same old.

Minions HP buff???

in Necromancer

Posted by: digiowl.9620

digiowl.9620

WVW sometimes get SPVP-like changes. I think WVW confusion now match SPVP confusion (half damage compared to PVE confusion) while initially it was similar to PVE confusion (never mind that ANet seems to love throwing a confusion spamming mobs at us every other LS episode).

Why can't "Support" be a more Prominent type?

in PvP

Posted by: digiowl.9620

digiowl.9620

One thing to keep in mind about “support” is that ANet’s definition seems to be not just heal, but also any kind of boon or conditions that benefits the group. So spreading boons around the group is, in ANet’s opinion, Support. As are conditions that reduce the enemies ability fight, and strip them of defenses. Consequently, removing/converting conditions from your fellow fighters, and boons from your enemies, is also support. Never mind that most of this is not supported by any stat lines, so you can go full damage and still be “support” by what traits and utilities you bring.

New Life Siphon & Definition of "improvement"

in Necromancer

Posted by: digiowl.9620

digiowl.9620

First off, ANet is deathly afraid of indestructible SPVP necro bunkers. End result, they will move with extreme caution when it comes to upping necro survivability.

Second, ANet is attempting to favor build diversity in the Blood line. This by making Bloodthirst optional rather than mandatory when building for siphon. Thus freeing up a trait slot. Or at least that seems to be their thinking.

Tequatl and Scarlet both borked

in Dynamic Events

Posted by: digiowl.9620

digiowl.9620

I maintain that the issue if the use of failure timers.

Over at Rift, you have something very similar to the Scarlet invasions. But there the failure of such a event is based on the lack of defense, not a lack of offense.

This by having nearby settlements and such have objects that the mobs try to destroy. This at the same time as the players are trying to achieve the events goals, so that the big bad spawns.

Basically, the failure or not is entirely up to the ability of the players to balance offense and defense. Not some arbitrary timer that makes the mobs go “ok, lets break for tea”.

Offense/defense seems to be present in the Teq event.

Yes, but the timer makes it a DPS race more than anything else. Remove the timer, and let the failure or not hinge on people properly defending some non-reparable object (big cannon?).

PvE: Group utility disparity?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Engineers will get more reliable party boons on Tuesday, if the leaked patch notes holds up. This by eliminating the RNG on certain thrown elixirs.

And the necro transfusion trait (for Death Shroud #4 Life Transfer) will supposedly scale with healing power at that point as well.

Still, in a PVE group situation necromancers are hampered by mob design above all else. Because necromancers rely on conversion rather than dispensing. They convert boons to conditions, and conditions to boons. So they are very reliant on how the mob operates in what they can bring to the fight.

I think a bigger issue is not so much who can bring what, but how little builds affect the effectiveness of what they bring. there is just a single stat line for boons, how long they last.

Incorrect Thinking

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

The conversations in here are frightening.

You’re going to have to specify what area of the game you are talking about.

WvW: Hell no don’t go zerk. You’re either looking for 1v1s or you just don’t know what you’re doing.

sPvP: Sure, why not.

Dungeons: Hell yes you should be zerk, or working towards it. The dungeons in this game can all be done in full zerker. You should be trying to know the instances good enough to wear as many zerker pieces you can. This is for efficiency. If you don’t care if your dungeon run takes longer, then join other people that don’t care. Most the people running dungeons want it to be quick and efficient.

Healing and tanking is not needed IN DUNGEONS in this game, assuming everybody in your party knows what they are doing. If you feel special becaues you can heal people and take very limit damage, fine, it’s your choice. But it’s also the party’s choice to kick you because they want the dungeon done in 15 minutes instead of 25 minutes.

From what I seen ‘most’ people are not wearing zerkers into dungeons. Only dungeons I seen that want to be fast cleared with zerkers is COF and AC. I haven’t seen a single one saying Speed Clear zerker only for any Arah, SE, or TA. Another thing is zerkers have to work together cause a single mistake can cause a party wipe.

I wear zerker into all dungeons. Everything I do in PvE I wear zerkers.

Speedclear =/= efficient group.

The more zerker you have in the group, the more efficient it will be, if the people in the party know what they are doing.

Just because I might post something in LFG that doesn’t say “speedrun” doesn’t mean I’m okay with it taking an hour instead of 20 minutes. Doesn’t really matter anyway, as I always try to run with my guild. Even then I find a cleric’s guard in my group =(

Most people I play with regularly are the same: We rock Zerker 100% of the time. Why waste DPS mitigating damage when you can avoid it completely with dodge?

The people in this thread praising non-Zerker gear have it backwards. Your gear isn’t making you better, it’s capping your potential.

You can migrate some damage with dodge but you can not dodge it all. If you can great considering that means your kiting a lot.

This is so mistaken it’s not even funny. With the exception of Agony at Jade Maw, every single serious damage encounter can be avoided. Not mitigated, avoided. The small damage isn’t what troubles me, and it isn’t what downs most people, it’s the big spike damage which, as I’ve said repeatedly in this thread, can be avoided 100% of the time.

But here’s where it gets interesting: That big spike damage I’m talking about, well, it tends to down bunkers and zerkers alike. Let’s analyze, for example, the Legendary Wraithlord Crusher in P3 in Arah. Have you ever seen a bunker tank his spike damage? The answer is no. No amount of healing/toughness/health/armor currently available in the game will mitigate that damage. The only way to avoid it is to dodge.

And that encounter isn’t unique. Now I’m not saying that the game design is right. But I am calling it for what it is.

Everyone (should at least) dodges the spike damage but constant damage is what downs people the most. Such as why do you think the Zhaitan Thrall has downed the most people? It has very minimal spike damage but high constant damage. There also happens to be a lot of them. Dredge people hate to fight not cause they have super spike damage but because they have great constant damage. Pretty much every monster people hate to fight either has CC or constant damage.

I hate dredge because of their knockback spam. In particular because they can knock us off ledges and walkways while we can’t do so to them. Never mind them being blind immune, removing a solid counter to the knockback (not everyone has stability after all).

As for thralls, i have no issue with them on their own. But when combined with spikers they become near impossible to avoid. The real killer is still the spike, even if the finisher happens to be constant damage. This because the spiker narrows the reaction window to the other damage in a split second.

Never make content too hard for Exotics.

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

gw2 difficulty isnt too often about stats. When it does get difficult its about abilities, coordination, timing etc. A skilled player avoids a lot more dmg, and deals dmg more often at better opportunities.

Hope you have a stable, low latency connection then…

Armor skins!

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

I’d prefer more armor skins ingame…. You know, that i can earn by playing? This isnt a f2p

Or perhaps chuck the whole transmutation system and instead offer wardrobe slots, that can be bought pr character just like inventory bags.

Incorrect Thinking

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

People have become interested in my build (especially within my guilds) just due to its nature since the new dungeon. Zerker builds are great and all but in situations such as the new TA dungeon a full zerker person is going to go down and die really fast just cause there is too much damage to avoid. My build focuses on survivability with damage.

Nice “fix”, ANet. Lets just fill the area with damage to negate the utility of dodge completely.

Why jumping in this game so aweful?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

The engine was never meant to be used for platforming.

That it is comes from GW1 not having jumping at all, and the map designers going overboard with the gimmick once it was included in GW2 (along with underwater combat).

There is virtually no visible difference between a slope you can scale, and one you can’t for instance.

A case for the Holy Trinity.

in Suggestions

Posted by: digiowl.9620

digiowl.9620

The OP wrote a well thought out, coherent missive that explains his point of view very well.

My take on it:

I am an MMO vet as well. Everything I have ever played (save for GW2) has a trinity. I don’t play any of them any more.

Why?

Because I hate having characters sit in storage doing nothing because the only thing people want to bring to a fight is (insert role here.) So many years looking at LFG queues that say “Healer wanted for X” or “Tank needed for Boss Fight Y” while the lesser played non-trinity role characters sit gathering dust.

God forbid that my favorite class to play isn’t a trinity class. If I want in a group in these other games, I absolutely HAVE to roll a class that’s wanted or needed in a group, or I sit around in town begging for a group that wants to “support” me.

This reason, above every other is the reason that I believe the trinity is a dead concept.

GW1 had a trinity of sorts, but there were multiple professions that could spec to do the heal thing, or the tank thing, or the DPS thing. It wasn’t quite trinity-free, but they made an attempt at it. Aion did as well, making a class or two that didn’t quite fit the “trinity mold.” GW2 is the only game that has done away with the traditional holy trinity altogether.

It’s not a matter of who does what role and more. It’s a matter of being so ingrained into our minds that the holy trinity is necessary in the first place. After years of playing that way, it’s hard to undo all that knowledge.

So, at the risk of sounding like a troll, we all need to “learn to play” when it comes to removing the trinity. Bringing it back only serves to make us all move in the wrong direction.

But then again, this is only the opinion of one player among thousands.

It was hard to find tanks and healers in other MMOs because 85% of the playerbase like to be a dps with zero responsibility. Tanks like to lead and protect the group, if they mess up, the group will most likely die. Some people thrive on that level pressure. Similarly with healers, they like to push a group to preform above what they could individually and if they spread themselves too thin, the group will likely wipe to losing the tank.

No matter the reason why players like different roles, they exist to make a game more complex and fun. Having a game setup for only dps, makes the game way too easy. Simply stacking ‘zerker and hopping out of easily discernible telegraphed attacks, does not equal an epic skill ceiling. I used to have to concentrate so intensely on healing during some really tough boss battles that I would achieve full ’Ferret on crack’ mode, just to keep all the plates spinning! My GF used to love to poke me in the ribs after such a fight, just to watch me pop up like a madman in full fright lol! You ever get anything like that deepsing GW2?

If GW2 suddenly got a trinity, nothing would really change for players that like to dps. The change would be more orderly and complex PvE fights and the game would attract a lot more people. The PvP dynamic would also change for the better IMO. I personally don’t think anything in gaming is more fun than healing in PvP, it’s so funny if you do it right.

You’re assuming people want that feeling of being a small mammal on crack. Also this feeling is there in GW2 – try soloing a boss once your party is down and it’s just you and it. Try beating Liadri, or the new Tet.

There is a difference between losing one player aka tank or healer, and losing… 4/5 of the team.

Missing the point. More and more GW2 caters to reflex play. Something that is hilarious as ANet supposedly avoided GW1 style interrupts because they were too latency sensitive.

With no aggro management and no proper tankish stats, staying alive means staying out of reach. And that again means constantly moving around.

Thing is that anything below 900 range may well be melee, as mobs can close that gap in a second.

I am all for movement as a option, but right now the game design makes it mandatory.

So...full damage, kitten the rest?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

I suspect a reason for this is that meaningful PVE support leads to indestructible PVP bunkers.

Maybe PvE and PvP shouldn’t be using the same skills or balance of skills then…

According to ANet, that path leads to player confusion…

A case for the Holy Trinity.

in Suggestions

Posted by: digiowl.9620

digiowl.9620

Actually, you have tools to CC – it’s up to you to build it. Here, classes can provide damage, but have clear and distinct roles.

Take for example, a warrior and a guard – both can spec for full damage, but a warrior provides the offensive support role and the steady damage role, either by using shouts such as On My Mark and For Great Justice, or banners such as Banner of Discipline, Strength, Defense, and Tactics. A guard does the steady damage role as well, but provides more defensive utility, such as condition removal either by shout or virtue, area buffing by way of consecrations, projectile denial by way of SoA and WoR, or even clutch healing using Light of Deliverance from Tome of Courage.

Classes can do roles, it’s just that roles are decentralized from the gear, and is based on traits, with gear just improving how your character plays out. Unlike other games where the content is heavily dependent on gear, here the content is most likely dependent upon above, weapon setup, and utilities.

Not dependent on gear?! 2/3 of the stats come from gear!

But gear doesn’t support your role other than boost your dps. Being support in dps gear while other support stats are there crying in the corner with the lights off… design working as intended!

If so, it is a messed up design. If you can do as good support in DPS gear as in non-DPS gear, why have non-DPS gear in the game in the first place? It gives the players a illusion of choice when there is none, and cheapens the game.

A case for the Holy Trinity.

in Suggestions

Posted by: digiowl.9620

digiowl.9620

I must say OP has really good points there.

It beats me how can people not realise simple fact that holly trinity would made boss fights ( mechanics), so much more versatile and interesting then without heal,tank,dps system.

PVE in GW2 lacking sooo much (i am speaking for myself here) and is just outright boring.

ON the other hand,i like how current system works in PVP and combat system is very interesting and fun (tho there is WAST space for improvements),so i am kinda split with my opinnion bout holly trinity.

For me..it sucks in PVE and i hate PVE in this game,but it works pretty good in PVP.

Oh yes…for people who thinks that they would have problem to find groups,did you read LFG pannel latelly?:P

Its like..you open it and in description you see (all in caps ofc) “ONLY WARRIORS AND MESMERS”…." ONLY 5K ACHI POINTS PEOPLE" (this is easily my favourite ever:P) and kitten like that.

Its there guys..you dont need holly trinity for this kind of behaviour .

Cheers

Honestly, more and more it seems like GW2 was originally meant to be a MOBA. But at some point ANet was prodded into making it follow up to GW, and so turned it into a MMORPG.

What needs work tho is mob design. They are cheesy health bags with either spiky damage, spammy CC, or both. This sadly nullifies a lot of the toy boxes of various professions. For instance, there is very little use for profession skills that manipulates boons. This because very few mobs rely on boons.

A case for the Holy Trinity.

in Suggestions

Posted by: digiowl.9620

digiowl.9620

Actually, you have tools to CC – it’s up to you to build it. Here, classes can provide damage, but have clear and distinct roles.

Take for example, a warrior and a guard – both can spec for full damage, but a warrior provides the offensive support role and the steady damage role, either by using shouts such as On My Mark and For Great Justice, or banners such as Banner of Discipline, Strength, Defense, and Tactics. A guard does the steady damage role as well, but provides more defensive utility, such as condition removal either by shout or virtue, area buffing by way of consecrations, projectile denial by way of SoA and WoR, or even clutch healing using Light of Deliverance from Tome of Courage.

Classes can do roles, it’s just that roles are decentralized from the gear, and is based on traits, with gear just improving how your character plays out. Unlike other games where the content is heavily dependent on gear, here the content is most likely dependent upon above, weapon setup, and utilities.

Not dependent on gear?! 2/3 of the stats come from gear!

A case for the Holy Trinity.

in Suggestions

Posted by: digiowl.9620

digiowl.9620

working together:
1. peter lays down a water field
2. jane, mary, sharon, susan blasts the water field
3. area healing, area healing every where

who says people are not working together?

also:
light field > blast = area retaliation
fire field > blast = area might
pink field > blast = area chaos armor
etc

source:
http://wiki.guildwars2.com/wiki/Combo

How do you tell that 1 put down a water field and not a light field? You either have to be playing with the same group for ages, or be on voice com so 1 can announce that there is a water field coming. This because trying to tell what field is in play before they fade is in essence impossible.

So...full damage, kitten the rest?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Support is meh I have a friend who rolls full support guardian he’s tanky as all hell, lots of heals ect ect. But it falls flat, he’s not carrying the team like he hoped, sure his support is a nice saving grace every so often but realistically he’s not adding much to a boss fight. He does no damage, and it’s nice how he won’t die but the contribution is ultimately minimal, especially when a lot of his “support skills” are utilities any guardian can run since people rely on the base effect more so than the passive buffs from traits.

This is a major issue with the game. As buffs are mostly duration stacking, there is very little to be gained from building for them beyond picking utilities.

Never mind that event rewards are solely based on damage done to the mobs.

I suspect a reason for this is that meaningful PVE support leads to indestructible PVP bunkers.

PVE turrets

in Engineer

Posted by: digiowl.9620

digiowl.9620

The last thing ANet wants are skills that behave wildly different between PVE and PVP…

Flame Jet Animation range tied to race size.

in Engineer

Posted by: digiowl.9620

digiowl.9620

Not surprising, and various other skills have a similar issues (one of them being the targeting circle on the necromancer plague elite i think).

You also have the hilarity that is the scaling chicken.

Elixir Gun flight cancel

in Engineer

Posted by: digiowl.9620

digiowl.9620

Why oh why are so many Engineer skills filled with pointless/dangerous movement…

Throw Mine

in Engineer

Posted by: digiowl.9620

digiowl.9620

I would like to use it more, but then i play mostly PVE and there knockbacks are a waste.

This because most mobs are health sacks that we need to attrition down rather than CC and spike like we can in PVP. And knocking a mob away from us mess up the attrition rotations.

And on top of that, we can’t knock mobs off ledges (but they can knock us off, hello dredge walkways).

I would be elated if ANet changed all knockbacks into knockdowns on mobs.

Condition Catastrophe

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

I kinda get the idea GW2 was TRYING to go with; that they wanted players to be able to stack conditions with each other to try and promote cooperation and coordination.

But it clearly isn’t working the way it was intended.

My solution would be:

1) Each player gets one stack of a condition, reserved to them. You get one bleed, one burning, etc…

2) Further “stacks” increase the duration, not the intensity or frequency of ticks. Yes, it would require reworking of the damage and base duration as well as lot of tweaking to current traits and sigils among all classes. That WOULD take a lot of time to sort out.

3) Increases to base condition damage is only checked when a condition is applied, rather than with each tick, cutting down on the number of checks it makes to the server.

If Arena.net is considering a complete overhaul of the condition mechanics in this game (like the above would be)… yeah, that would take a LOT of time to square away.

An alternative to 2, make things stack in intensity but use the intensity as a simple multiplier to the base damage. Meaning that at max stack, the damage would be base damage * 25. This in contrast to the current system of “base damage + X – Y” repeated 25 times.

Mobs respawn too quickly

in Dynamic Events

Posted by: digiowl.9620

digiowl.9620

As best i can tell, the mob spawns are not bound by location. They will instead use any available spawn location assigned to their kind.

Meaning that the mobs spawning inside a cave may well be mobs you yourself killed on the way to the cave, if they are of the same kind.

Tequatl and Scarlet both borked

in Dynamic Events

Posted by: digiowl.9620

digiowl.9620

I maintain that the issue if the use of failure timers.

Over at Rift, you have something very similar to the Scarlet invasions. But there the failure of such a event is based on the lack of defense, not a lack of offense.

This by having nearby settlements and such have objects that the mobs try to destroy. This at the same time as the players are trying to achieve the events goals, so that the big bad spawns.

Basically, the failure or not is entirely up to the ability of the players to balance offense and defense. Not some arbitrary timer that makes the mobs go “ok, lets break for tea”.

Lets discuss: The PvE Content

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

- I expected ANet to add more Dynamic Events and content in their Open World and work/tweak mechanics within this first year and have some story arcs like the Lost Shores.

October release added quite of new Dynamic Events in the Open World. Unfortunately there have been some issues with those:
a) Few players recognised them, most players encountering them would think that it’s an old event but for some reason they’ve never seen before
b) None talked about them, anywhere. For all the problems of the LS, it is at least causing discussions, good or bad. The Dynamic Events went by unnoticed and quickly forgotten
c) Most of the new Dynamic Events they added were “normal” ones, not group events with Champions or loads of mobs spawning, the kind of event the majority wants for the quick loot. I must say that some of them are way more challenging than others, even without having Champions. This means reward-wise nobody wants to do these events

Overall, it seems like Anet devs decided that adding new “random” Dynamic Events wasn’t something that offered enough benefits for the amount of trouble they require to create/maintain.

You forgot that all the mention they got from ANet was a one liner in the patch notes that also kicked of the whole Halloween event.

Btw, ANet have recently been pointing out that the event teams are not the only ones working on the game. There are perhaps 15 other teams working on various short and long term changes to the game.

Condition Catastrophe

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

PvErs: “Please make conditions stronger!”
sPvPers: “Please make conditions weaker!”
ANet: “Balanced!”

Oversimplified.

The problem is not that conditions are strong or not 1v1.

But that in group vs boss, conditions hit a limit while direct damage keep scaling with the number of people present.

All well and good if we could take one step back, hit a icon, and go all in with direct damage.

But we need to run back to a racial capital, pay a trainer, redistribute our trait tree, perhaps even replace our whole wardrobe of gear.

Levels in MMOs are meaningless

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Posted by: digiowl.9620

digiowl.9620

It’s not an essential part of the ‘role-playing’. Otherwise it would have been called ‘level-playing’.

He’s also forgetting that there are tons of levelless RPG systems out there. Heck, Ultima Online did it for MMOs over a decade ago. Levels are not essential or even good. It’s just that players have been conditioned to want them.

One issue with level-less systems is that people can easily spread themselves too thin.

build limitations PVE vs PVP culprit DEFIANT

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

The problem with trinity designs are not that there is a trinity of roles to build encounters around, but that said roles are padlocked to certain classes. Meaning that to play a end game healer you have to play that healer from A to Z leveling. This leads to less people leveling healers and similar because they are “boring”. Meaning they are harder for PUGs to find.

But in theory GW2 have the ability for us to switch roles as we feel like it.

I say in theory, because the game have very few tools to aid us in this. And it also have a few elements that work against it.

For instance, we have no ability to save trait layouts.

And our stats are so dependent on gear, that to have multiple roles means we have to maintain multiple full gear sets (weapons, armor, trinkets).

And i don’t think it is just Defiant that is a issue with PVE, it is also the general trend in mob designs. They do not apply pressure, they do damage in spikes. This favors dodging over defensive builds. And they are health fat rather than using boons and heals to stay alive.

The Current Trait System

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Posted by: digiowl.9620

digiowl.9620

You know what would be cool? Traits that increase the effectiveness of combo fields.

Or combo fields that do something other than spam boons…

So...full damage, kitten the rest?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Only in pve at least. The true value of the game is in pvp and somewhat wvw, where you learn to really appreciate every skill you can use and every stat and every trait.
And at the end of the day, who cares? Play what you want. No one has the right to tell you dps or gtfo, if they do… ask for a duel and put the pve scrub to shame.^^

That’s… a perfect reason to add a duel function in the game

Would not prove a thing, as mobs have no concept of a health to damage tradeoff like character builds do.

RE: "PvP does not belong in an MMO"

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Posted by: digiowl.9620

digiowl.9620

the issue is in large part with how different the same game mechanics can end up being used in the two “modes”, and how much more difficult this makes the task of balancing it all.

Tequatl- good for a WoW 40man raid not GW2

in Dynamic Events

Posted by: digiowl.9620

digiowl.9620

The failure or not should be in the hands of the players, not an arbitrary stopwatch.

Tequatl... Desert

in Dynamic Events

Posted by: digiowl.9620

digiowl.9620

I am nostalgic in a way that it was really cool to 2 man this dragon. I also have never hit a group that took off more than 25% of its hp. I am glad that there is a large co-ordinated target for those looking for it, just wish I could get the luck to join in such an event.

the tequatl forum had people organizing for it, i think they need to return the sub forum, or designate one for similar types of content

It is a open world event, so the Events forum should be appropriate.