i kinda like the dmg lvl.. give a zerker build life and death situation in many cases.
at least its better than,.. mobs don’t scratch me, i one shot it.
And that basically exemplifies the problem, zerker or bunker, it does not matter as i am going down either way. The only difference is that with zerker i will leave a bigger dent in my opponent. In essence, the defensive side of this game is a total mess!
I don’t care about an Auto-Attack.. but give me the option to hold down the 1 button to fire off grenades everytime they are available at the targeted bit of ground.
There is actually, something similar. There is an option in the menu and check the box on the auto-cast ground target, iirc. Using the phone at the moment.
Instead of clicking, it auto-casts where your mouse is.
You’re thinking about “fast-cast ground target”. It basically removes the targeting circle and have the skills fire on first press rather than second.
What Ratty is talking about is being able to hold down say 1 (imo, it should apply to whatever ground targeted skill is set as auto-attack), and have it fire repeatedly as long as the button is being held. This rather than having to repeatedly press it for each attack as we have to do now.
This should allow us to see the targeting circle and adjust it while also avoid having to hammer that key to death.
After watching this video, I have to say that I agree with everything the OP said. There are a lot of valid points made. It would be interesting to see what ANet does with this feedback…
Bupkis, if fear.
- some roles are not fun when leveling – but there is an easy fix for this . give all classes the ability to play all the roles so that everyone can chose the role they like ! and also the ability to switch between the roles when doing dungeons or when doing the usual pve !
When i first heard about ANet’s “no trinity” claim, this is what i expected. Move some traits around and my character would shift from DPS or control to heal/support.
Don’t work tho, because ANet is deathly afraid of SPVP bunkers slowing down the spectator esport excitement.
Sadly with the current system there isn’t much call for it as players are either getting hit for no damage or so much that healing won’t make a differnce.
Seeing exactly this with the Southsun defense events. L84 young karka eat through a full necro DS and health bar in a couple of blows (and that is not accounting for their tail needle spam), and the event spawns masses of them basically on top of you.
The game is overloaded with dodge or die attacks right now.
The one thing i would love to move is the target data from up top to down bottom.
At least until ANet fixes the mess that is ground targeting and the UI!
It’s a frustrating thing when I get killed in literally one to two seconds while I’m playing with my tank necro that has toughness vitality gear and while in Death Shroud.
Let that sink in; necro, death shroud, toughness vitality gear… insta killed…
Indeed. Had a single Young Karka (L84 thanks to the event scaling) blast away my fully DS in a single attack, and it was not even their tail dart barrage! 2+ and you go down no matter what (and i have seen 3+ chase me around Steampipe).
- Urility Goggles: Imunity to blind and weakness.
May be a bit much.
I like the idea of rocket boots giving us a passive speed boost tho.
Disable auto-targeting…
Why didn’t the thread end here in the first answer? It’s basically the solution here.
Not quite, unless you limit yourself to clicking targets.
Target next enemy (default: tab) and nearest enemy (default: none) still favor whatever is nearest your screen center over whatever is nearest to your character.
Either ANet should disable the screen center part of targeting, or they should offer a crosshair so that we can tell that the screen center actually matters.
On par with 100b in damage vs lightly armored targets. Equally easy to avoid. 3-4x the cooldown…
I have the krytan set from teh gemstore, the “hobosack” looks great on it. fully fits the theme, I like it.
Regardless, it should still have a toggle to show it or not.
@ the rest, we don’t need anything to indicate what kit we’re in. All that is is catering to the bad players, if they can’t recognize what kit we’re currently using, that’s on them, not on us.
Even more so as a “good” engineer apparently only stays in a individual kit for however long it takes to get of the big hitters.
You know, sometimes, thanks to my rig’s crappy specs, the hobosack art would take its time to load after I encounter a loadscreen, i’s a few precious seconds of seeing my engi in her attire.
Gem-bought attire, I might add.
That is one thing i can’t get about the game engine. Why oh why does it have to reload every last model and sound every time i travel between zones?!
Well the canach and subdirector NULL instances might go, but the Karka Queen could be a zone meta event that’s permanent.. but I wonder about the instigator events and the settler/consortium support buffs. Has there been any official word?
Could be that the rise of the queen result in the parties settling their grievances and pool resource to keep the beast contained.
Heh, maybe they should introduce craftable potions that will grant you a movement speed boost outside of combat. And not usable in WVW.
Wish they’d do what LOTRO did in this case and that’s add code that knows who’s in the area and makes the enemies spawn faster when there are more then one player in a region. They did that in Mirkwood and it worked out great, after the rush was over from the expansion release solo players could move about freely without things popping up right on top of them suddenly.
Also, I recall Anet talking prelaunch about making mobs come in from another area to run to their aggro spot, not simply popup suddenly out of thin air. Wonder what happened to that one.
Both likely take more server resources than ANet is ready to commit. At least the LOTRO example has come up before, and i swear it was officially claimed to be too computationally expensive.
Yeah, the molten pick is likely no more. But some other living story themed pick may well appear in the future.
Hmm, don’t the reaper transform have a kind of green/black burning animation?
The answer is likely found in “play the game, not the UI”. Meaning that ANet wants us to id people based on their armor style, rather than clicking and reading the target data.
What i find sad is fact that there was an army of complainers shouting everything is too hard, so they toned down Orr, and world bosses, and alot of events.
It’s not sad if it’s true. Respawn on many areas is not a matter of being just hard, it’s immersion breaking to have everything reappear behind you the moment you advance a couple of steps. In addition to that, some events can’t be done with a couple of players or solo, so you never get to complete them because the maps are empty or other players have done them. So there are a couple of issues there that reveal flaws in the game that isn’t fun at all.
People complained that they cant run thru orr like a football field due to mobs packing alot of cc…then few days ago i read some guys post that mobs in Orr should have more cc skill to make things more interesting and challenging.
I am tempted to brand the latter kind of posts as non-playing trolls, just out to make life hell for everyone else by pumping up the difficulty while they chain-run COF or Queensdale event loops.
Btw, ANet admitted that spawns in Orr was bugged. The place had more mobs in certain areas than ANet had originally designed for. Meaning that Orr at launch was more difficult than ANet had designed it to be.
I just took a look at the state of the temples on US servers and Arah, Balthazar, and Grenth are in a state of 100% failure, on all servers. Other temples are more 80-90% failure. A rational human looks at the reality of open world PvE and is quite puzzled with calls to increase the difficulty. I’m puzzled too.
kitten wagging, that’s why.
Yep, the karka queen will be a new world boss from 4th onwards.
The one option i would love to have is that of moving the target information from the top of the screen to the bottom of the screen. This because right now it interferes massively with long ranged use of ground targeted skills, and there is a whole lot of dead screen space between the health sphere and the back of my characters neck.
I find myself wondering why ANet went with the massive number of timers on boons and conditions, when they could have gone with a system of stacks.
Meaning that each boon and condition would be a stack, and each second or so the stacks would be reduced by 1, instead of having to track every last effect stack timer to the sub-second.
With it they could even have traits that made attacks decrease boon stacks instead of the current “boon hate”, meaning that going up against certain enemies would tear through your boons. Not in the all or nothing way of Corrupt Boon and similar, but where each attack would reduce certain stacks (perhaps across the board, perhaps only specific boons) by a certain amount.
This way you could have a boss with a massive, and permanent, protection stack, and where the size of the stack would actually have a impact on how much a damage reduction he got, and you either worked around it with conditions or you sent in the boon hate build to chop his way through the stack.
Sadly it is not likely to come about, as it will take a long time to rebalance all the relevant skills and traits around this new system, never mind the effects themselves.
(And those forms of support that do work are largely independant of stats.)
Makes me wonder if there is too much “all or nothing” in this game.
Consider defiant. one control effect and suddenly the mob is 100% immune to the next 5+. Maybe they should instead make it have a slight chance to interrupt and only a half second “daze” (no launch, no knockback, no knockdown, just unable to attack for half a second) if it does so.
And yeah, support is too disconnected from stats. The only thing that seems to matter is boon duration, and maybe healing power for some professions.
Protection, duration.
Stability, duration.
Regeneration, duration and 12% (?!) healing power.
Aegis, duration.
Fury, duration.
Retaliation, duration.
Swiftness, duration.
Vigor, duration.
Only Might has intensity stacking, and even then there is no stat that can improve said intensity.
Meaning that the only way to tell the difference between someone good at support and someone not so good are how long the various boons last.
Btw, it is starting to get annoying that ANet tought making a movement speed boon was a good idea.
Did a bit of testing, and LOS do indeed apply.
Went to the forest in Queensdale with the boars, and even when the boar was right in front of me, and the name and health bar would show hovering, as long as there was a tree in the LOS between me and it, tab refused to select it.
Also, center of screen overrules proximity. I would be standing next to a boar, but if i rotated the camera so that i got a hovering health bar over one in the distance, the distant one would get the tab priority every time. But rotate the camera a bit so that the bar vanishes and suddenly the closest boar got priority.
All in all the behavior seemed to have quite a number of conditions, making it feel inconsistent and unreliable.
Rifle Turret and Deployable Turrets makes for a 20 second blast finisher.
Don’t need Deployable Turrets. Since the blast finisher is focused on you when you detonate them, you can just drop the turrets anywhere and run into combo fields to detonate. Unless Deployable Turrets actually fixes that bug?
Shows how little i use turrets, as i didn’t even know the bug existed…
Making it the shortest cooldown block engineers have. Now if only Reinforced Shield applied to Tool Kit.
Rifle Turret and Deployable Turrets makes for a 20 second blast finisher.
I once had Corrupted Oakheart targeted, was facing him and clicked my auto-shot button. My character then spun completely around and started shooting at a Veteran Oakheart that was behind me and far out of my weapon range.
Targeting, in this game, needs a lot of work.
Similar Experience with picture:
The targeting system seems to think I want to select the ettin that is out of range rather than the one who is in range “hiding” like something out of a warner brothers cartoon.Could it have something to do with line of sight, if you dont have los on that ettins hit-box you cant target him, perhaps?
If that is case, then targeting system promotes further tactical movement imo.
If that is the case, dear deity…
(edited by digiowl.9620)
Tool Kit’s “throw wrench” is also a major damage-dealer for SD builds. I often chalk up close to 4k in damage — and it’s on a short cool-down.
It is also a 100% projectile finisher.
There is one major benefit of boons over conditions tho, transference. Unless i pack epidemic, taking down one target and moving to the next means that with conditions i start from scratch. With boons however they follow me rather than my target.
That just reduced my available utility options from 3 to 2, as i basically have to have epidemic padlocked there so i can transfer those conditions. And that only applies if the next target is withing AOE range.
Actually Necro conditions are pretty AoE heavy, especially non-damaging ones. Bleeds are often single target, but weakness, poison, chill are all pretty easily put on a team. So you shouldn’t need to spread weakness with Epidemic at all, they’ll probably already have it. Also, with the exception of fighting a Necromancer, conditions don’t usually come back to bite you, boons can. A thief can steal them, a Necro can corrupt them, and a warrior can get more damage out of them. In fact a Guardian can kill themselves very easily by using shouts at the wrong time against CB carrying Necros.
But again, they want to boost our ability to live without needing boons. Obviously that means buffs, which means using the current system is fallacious, they are going to change the system.
bleeds are not often single target, of all our weapon sets only 1 is, all the rest are AOE.
This only still helps if the enemies are within relative close proximity. Boons you can carry with you for some distance.
You guys realize this is not a target based game like WoW but a collision one like TERA, right? If you fire a projectile at target A, and secondary target B is in the path of the projectile, you will hit B, not A. Similarly, if you swing your single target melee skill at target A and target B is between you and them (keep in mind most melee skills really have a range of 120 or 150 which is roughly two character models away) you will hit B, not A. It’s not a deficiency of targeting, it’s one of positioning.
Not quite. Your target will remain A (as the highlight will remain on him) but B is body blocking your projectiles.
I didn’t say your target would change, only that you would hit B.
Yes, but people here are complaining about the target actually changing.
It is most certainly what the OP is complaining about. OPs target isn’t changing.
Dunno, can heartseeker be body blocked? Can’t say i have bothered much with theif, nor pvp.
The leap itself will send you through intervening targets, but the range on the actual strike itself after the leap is 120 just like any other melee attack, and if once you land there is still an intervening enemy or otherwise hittable object you will strike that and not your more distant target you originally lept at.
And so i think we are reading the same post in different ways.
I read it like he hits heartseeker, is very sure he targeted the real mesmer beforehand, and still found himself leaping towards a clone that is in a very different direction from the mesmer.
You guys realize this is not a target based game like WoW but a collision one like TERA, right? If you fire a projectile at target A, and secondary target B is in the path of the projectile, you will hit B, not A. Similarly, if you swing your single target melee skill at target A and target B is between you and them (keep in mind most melee skills really have a range of 120 or 150 which is roughly two character models away) you will hit B, not A. It’s not a deficiency of targeting, it’s one of positioning.
Not quite. Your target will remain A (as the highlight will remain on him) but B is body blocking your projectiles.
I didn’t say your target would change, only that you would hit B.
Yes, but people here are complaining about the target actually changing.
It is most certainly what the OP is complaining about. OPs target isn’t changing.
Dunno, can heartseeker be body blocked? Can’t say i have bothered much with theif, nor pvp.
At the back it seems to house a disabled zone gateway, meaning that it will be where you access future zones to the west.
You guys realize this is not a target based game like WoW but a collision one like TERA, right? If you fire a projectile at target A, and secondary target B is in the path of the projectile, you will hit B, not A. Similarly, if you swing your single target melee skill at target A and target B is between you and them (keep in mind most melee skills really have a range of 120 or 150 which is roughly two character models away) you will hit B, not A. It’s not a deficiency of targeting, it’s one of positioning.
Not quite. Your target will remain A (as the highlight will remain on him) but B is body blocking your projectiles.
I didn’t say your target would change, only that you would hit B.
Yes, but people here are complaining about the target actually changing.
You guys realize this is not a target based game like WoW but a collision one like TERA, right? If you fire a projectile at target A, and secondary target B is in the path of the projectile, you will hit B, not A. Similarly, if you swing your single target melee skill at target A and target B is between you and them (keep in mind most melee skills really have a range of 120 or 150 which is roughly two character models away) you will hit B, not A. It’s not a deficiency of targeting, it’s one of positioning.
Not quite. Your target will remain A (as the highlight will remain on him) but B is body blocking your projectiles.
It seems it is sets of armor that will be available once the karka queen world boss meta event gets under way on the 4.
http://www.gw2db.com/search?search=settler%27s
At first glance it is similar to Apothecary, except that healing power and toughness has been swapped (toughness being a minor on Apothecary, major on Settler).
The recent STOG video chat mentioned ANet looking into a template system. For SPVP at first as there the stats are in the amulet and armor is for show, making it less work.
About that options screen cap, “promote skill target” is a odd bird.
If it is unchecked and your use a skill activation to select a target (say hitting #1 on a bow or rifle to target a mob in front of you), it will at first glance look like the same as any other time you targeted something. But if you then turn the camera enough that your target goes out of view, the auto-attack will stop.
So far i have not found any way to tell such a weak target from a clicked or tabbed target while that option is unchecked. This to the point that for a short while i thought i had nailed a targeting bug.
Honestly, ANet’s problem is that they have attempted to bold a TERA style combat system onto a WOW style user interface. Notice that in TERA there is no target lock, instead all attacks have a fixed range if they are not melee or direct projectiles. Meaning that the controls are more like a first person shooter than a traditional MMORPG.
Neverwinter may have a even better blend. There you have soft targeting, but can hold down a key (or via custom bind make it toggled) to lock your target for a while. Also, the ground targeting initially snaps to your soft target, but can be moved by moving the crosshair around.
People that has tested the combat mod script claim to find GW2 much more playable. I have yet to test it myself because i want to see ANet implement such a option right into the game.
They didn’t specifically talk about Blood Magic a lot, they did say they are looking into making siphoning better though. But they did address it indirectly by saying they want us to have more sustain.
I personally really like the way they are looking at the class. They are really fighting to not homogenize us and basically give us exactly what other classes have to make us fit into the meta. Instead they want to keep Necromancers different, but then buff or otherwise tweak those uniquenesses to make us more viable in our own right. I love that. I don’t play a Necro to play a dark Guardian, I play a Necro to be the king of debuffs; so I want to have meaningful debuffs, and not just stack boons on myself because that is what the cool kids are doing right now.
There is one major benefit of boons over conditions tho, transference. Unless i pack epidemic, taking down one target and moving to the next means that with conditions i start from scratch. With boons however they follow me rather than my target.
That just reduced my available utility options from 3 to 2, as i basically have to have epidemic padlocked there so i can transfer those conditions. And that only applies if the next target is withing AOE range.
A snap-target that could be enabled or disabled would work for me, but I’m afraid that it would require a nerf to grenades in general, which is something I’d really not like to see.
It seems to me that this is a really telling concern about the attack. If a BASIC KIT ATTACK (not talking about some elaborate combo of 4-6 skills, but a basic attack) is only balanced by the fact that it’s a pain in the kitten to use — if it were easier to use or more accessible it would be overpowered, then I’d have to say that’s a really kittening bad design and should be FIXED.
Actually, i think ANet is using physical interaction as a balancing element. Notice the rigidity of weapon skill positions, never mind that they rearranged a guardian set because it was too easy to just 1-2-3 your way down the row.
This JonPeters guy is scoring a lot of points here of late.
Hes here to fix bugs and chew bubblegum. And hes all out of bubblegum.
Must have been a jumbo pack.
So is this ANet admitting that they can’t make gear with multiple slots?
Because the previous notation style looked like normal gear with a locked in place jewel to make room for a infusion slot. Now instead they look like every other gear except they have a infusion slot in place of a jewel/rune slot.
Skill is irrelevant in any MMO. Every single one, including this one, is a time investment.
Just because a game/genre rewards time investment does not mean that it can’t also reward skill.
Also, just because a game is easy for you does not mean that it doesn’t take skill. I’ve played with a lot of people who struggle to do things that others do easily. Ironically though, half the time people say that the game takes no skill it’s actually a reflection of their own lack of understanding/skill (eg “That Thief just killed me in two shots! Thief takes no skill!”).
Any time you do something better with practice, you’re exhibiting skill at doing that activity. I would label reaction speed and probably even the ability to focus on multiple things at once (avoid “tunneling”) as talents. Those attributes can improve with practice, but it’s more akin to lifting weights to improve strength (talent) than practicing your free throw shooting (skill).
I guess I can see what you are talking about. I still think repeating something over and over until you learn it, whether it’s a JP or a dungeon, takes no skill, because all you are doing is memorizing something. Skill to me is something that can be proved on the fly, not something like “oh hey I did this JP in 2 hours and only fell 14 times!”. That’s just learned behavior, a time investment.
So, you equate skill more with reacting to the unexpected and succeeding? PvE in MMO’s is subject to a practice effect because the content is predictable. While PvE can present relative levels of difficulty (or lack thereof), it’s possible to anticipate what you need to do. MMO PvP might require skill because it’s less possible to predict what a player will do.
Where talk about skill gets muddy is trying to differentiate skill from talent. Some peoples’ twitch reactions will never be as good as some others’. That’s talent. Those with bad twitch reactions can improve them within the range of what’s possible for them. That’s skill.
That’s the best explanation I have seen yet in this thread. Someone give this man cookies. Well said.
Indeed. How the word talent had escaped me all this time makes me worry.
And building on that my opinion becomes that the game right now lacks the ability to build a character to compensate for talents. Meaning i can’t really shore up my reduced reaction time by putting on more armor or build for healing, as neither of those at the high end can really match the damage output of someone with high reaction talent that build for damage.
Meaning that the overall game design has confused talent (reaction time) and skill, and built everything around dodge/block/interrupt (reaction time).
So why does no other game have the same redonky town cap on their dots. And if they do have a cap it’s much higher. You can’t tell me after 3mil box sales and destroying peoples credit with the RNG boxes that you don’t have money to upgrade the servers to handle more than 25 dots ticking at once?? REALLY?!?!
Because you rarely see a single toon pile on 25+ DOTs on their target in a random PVE fight. The most i seem able to maintain on my SWTOR toon for instance is 3-4.
Where did i get the 25+ from? Bleedx25 (each item in the bleed stack has its own duration timer!), burn, poison, confusionx25 (not really a DOT though). That is a whole lot of timers to track.
Never mind that you have other non-dot conditions, and also the boons, to deal with using the same overall mechanic.
IMO, the way to go about this is to drop the individual timers and instead have stacks on all. This would enable the same to simply reduce the various stacks by 1 each second, rather than track a massive number of timers at sub-second accuracy.
This would mean that condition and boon duration would be replaced by a +stack mechanic.
It could also allow for “boon hate” mechanics in that certain builds could reduce boon stacks on attacks. So if you have a boon at 25 stack and i attack you with my boon hate build, your boon afterwards may be reduced to 24 stack or lower.
Thing i dont understand is why Anet didnt make the 1st grenade skill attack like that :
-Held skill key = keep throw grenade like if you were smashing the skill key like anyone have to do actualy
It would be the EXACT same thing, except that it would me more relaxing for our finger…
Likely because auto-attack was a late addition to the game, and grenade #1 is just about the only ground target skill without a long recharge.
Keep in mind that projectiles are not just cosmetic in GW2. Right now i think the scepter attacks are not considered projectiles and so can get past reflection effects (like the veteran reef floater dome).
I think it works like this (It changes alot cuz of dem necro bugs):
Each hit gets rounded since damage gets converted into life force . We have a certain amount of health in DS (around 70 percent of normal life give or take depending on how far you invest in soul reaping). So if you have 20k life, you may get around 14k Death shroud life. It will take that 14k number and convert it to life force % :Each percent of life force would be 140. The damage you take gets converted into rounded life force % which does take account your toughness. But on small consecutive hits or condition ticks, the damage may get rounded up making it seem like toughness isnt helping. The last hit that gets you to 0 life force will never cut into your health pool. That is why we can jump off cliffs and survive no matter what % life force. These complicated mechanics make bugs rampant with our class and balancing a nightmare.
I will never understand why ANet felt the need to do LF math in percentage terms, rather than simply have it as a second health pool and apply the damage unconverted.
That dev posting seems to say that while in other games kiting is frowned upon as a borderline exploit, ANet has made it a mandatory tactic in GW2.
So you’re telling me that in other games, skilled gameplay is considered exploiting? That’s pathetic.
While i guess we are getting out on a limb here, i do not see what is so skilled about selecting a target, spamming your most powerful ranged attack, and running around to stay out of range of the mob’s attacks.
But then i increasingly suspect that what the gaming world mean by “skilled”, and what the dictionary mean are two very different things.