Why people who hate a game play or complain about playing is beyond me. Masochism is fun?
Those that really hate just walk away. The ones that complain overall like it but find rough edges that annoy them to a great or lesser degree, and hope to see them improved so that the game can become even better.
I am my own trinity.
Or to butcher that Future Warrior slogan, “i am a trinity of one”.
One thing to keep in mind is that PVE and PVP is joined at the hip, and the first question that seems to come up during a Guru video chat is bunkers. And defense/support is vital to bunker. As long as ANet and the SPVP hardcore wants to see less bunkers, support side of the equation will have lesser effectiveness.
The consortium are setting up a camp for the refugees there, so likely we will see some more action around those parts once F&F ends.
There is also a cute little bug where going into DS will trigger any “on health below X%” effects.
Given how people will simply pew-pew the Claw even tho they barely do damage without the walls down and golems in action, i find such mechanics unlikely to work unless they make the world boss 100% impervious to damage for the duration. I am not talking 1000000 armor here, i am talking big signs saying “invulnerable” on every attempted attack until the condition has been met.
I will never forget when a event boss decided to come stomping in my direction while there was a bunch of people in melee range. I was standing there at near max range of the necro staff attack and it simply upped and came lumbering my way.
Btw, another thing that seems to get the mobs attention is the very activity that ANet seems to consider healing, helping people up from downed state. That is counter-intuitive as hell, especially when there is no good way to taunt the kitten away.
Apparently people are supposed to run up in front of him and perhaps use a knockback (yea right, defiant anyone?!) to get him away. What is more likely to happen is that the person attempting to help will break off and run, and hopefully the mob will not proceed to stop the downed character into defeated. End result is that he will likely get ignored, because it take 10x or something to get someone up from defeated vs simply downed.
all in all, the aggro system at present is a mess and further fuel a “every man, rodent and plant for himself” attitude.
Rather than having Jagged Horror bleed from the moment it spawns, how about each time it damages someone it also damage itself for a like amount?
Rather than having Life Force drop over time while in Death Shroud as it does right now, how about each use of Life Blast (Dark Shroud #1) cost a certain amount of Life Force?
http://dragonseason.com/Front/tabid/124/EntryId/212/Lunch-with-Colin-Johanson-Part-III.aspx
There’s a cap on condition stacks of 25. In a scenario where you have two thieves attacking a boss and one of them can achieve a stack of 25 by themselves, the other one essentially becomes useless because they’ve got nothing to stack on. Is anything being done to address that to make them less redundant?
Colin: Currently no. Interesting statistic for you: every condition in the game costs server bandwidth. ‘Cause we have to track how often the condition is running, what the duration of that condition is and what the stack is. So the more stacks we allow, the more expensive it gets because we’re tracking every additional stack on there. And so we could say, you can have infinite stacks. Number one: that becomes really unbalanced. But number two: it’s actually extremely expensive for us, on a performance basis. That’s one of those weird, kind of back-end server issues that can help make game designer decisions regardless of what you want to do with it.
That actually made me facepalm hard. I wonder if Devon has a different attitude towards this as it’s just plain nonsense. The only unbalance is that there’s no such cap on direct damage.
The more interesting bit is the second part of the answer. There has to be a way to make conditions scale better for the resources available during larger events.
Best guess i got is that it is related to how each intensity stack are in fact 25 timers (never mind that there seems to be a global DOT application timer that triggers the actual pr second DOT damage calculation, as a 1.5 sec bleed can actually do damage twice if there is another condition already ticking). If this is the case, i wonder if they could convert intensity stacks into a system where each second the stack is reduced by 1 (or more).
Meaning that a 25 bleed stack would take 25 seconds to drop to zero, if it was allowed to run that long.
They could perhaps even turn all conditions, and boons, into this, and introduce additional effects that would manipulate stack sizes for various results. say rather than count the unique conditions on a necro, consume conditions would also take into account the size of the stacks. Maybe have utility skills that would spend stacks of boons or conditions to do single target or aoe damage.
(edited by digiowl.9620)
Problem is that this punish the newbies in white and blue that show up at the starter zone events.
Those aren’t (shouldn’t) be that much weaker than 80s since the high level players get scaled down to the zone-level. If a lv.15 player and a downscaled lv.80 player were closer together in strength, defense…
1.) the developers would have a much easier job to balance those encounters
2.) player who want a challenge get a challenge
3.) no more overpowered players who complain about the easy bosses
4.) no more overpowered players who one-shot everything (80s are too strong, events are all about tag-races because mobs die too fast)
5.) boss-battles would last much longer and would feel more epic
6.) if difficult enough those boss-events finally have a according risk-reward mechanic and rewards could become better.so basically: make the difference between a lv.80 and a lv.15player much smaller so that we get better loot & a better experience
Rare is 40% above white, exotic 60%. Never mind that even downscaled you are 2 levels higher than the general level of the area. Meaning that you are running with stats up to 2.5 times the ones running with whatever they can buy or find as drops in that area.
What they could do is add more stats that affect condition damage builds and add more Condition Duration options. Currently, flat damage is affected by Power/Precision/Critical Damage, 3 stats that work together will obviously give far better results than having one stat do all the work, that’s why Berserker gear is so powerful, all the stats give a damage boost, while there is no gear that all 3 stats boost Condition Damage, there is not even any kind of gear with both Condition Damage and Condition Duration!
Nor is there any gear that give toughness, vitality and healing power.
The game do have its fair share of positional sound bugs. Usually resulting in sounds that are supposed to be off in the distance, and therefore barely heard, are played as if your character is sitting right on top of it.
In general, I believe most world bosses simply needs to hit significantly harder. Golem MkII is a good example. If his smash attacks were a bit more unpredictable (capable of hitting all over the platform), and hit way harder (15-20k per smash on light armor) and his electricity hit for like 2-3k each tick, he would be a lot more intense and fun. As it is, there is simply no threat coming from many of the bosses. Shadow Behemoth suffers from the same problem. His aoe attacks are very weak, and barely do any damage.
Problem is that this punish the newbies in white and blue that show up at the starter zone events.
Well…it is a dragon after all. A DRAGON.
You did include Shadow Behemoth in that…
In general, I believe most world bosses simply needs to hit significantly harder. Golem MkII is a good example. If his smash attacks were a bit more unpredictable (capable of hitting all over the platform), and hit way harder (15-20k per smash on light armor) and his electricity hit for like 2-3k each tick, he would be a lot more intense and fun. As it is, there is simply no threat coming from many of the bosses. Shadow Behemoth suffers from the same problem. His aoe attacks are very weak, and barely do any damage.
Problem is that this punish the newbies in white and blue that show up at the starter zone events.
I think the fights get a lot more interesting when minions of the boss come run in and start slashing at the zerg. A good example here are the mobs at Tequatl. However, they made one mistake there imo: those mobs only take down the cannons, and then stay there, doing nothing. If after destroying the cannons they would walk to the people at Tequatl’s feet, and start a fight there, it would be alot more challenging and fun to me. Suddenly, it’s not all about walking to the boss’s feet and spamming 1 for 5 minutes, cause now if everyone did that the krait would come in and wipe people with their imba aoe.
The real fix there would be to make tequatl completely invulnerable until blasted by the cannon, and the cannon only charge while there are no mobs around. Meaning that the focus of the fight would be to keep the cannon clear of mobs, not simply slipping past the bone wall and pew-pew on.
There are a few things spawning around tequatl, knockdown tendrils and some kamikaze mobs, but they do not pose enough of a threat for the amount of people gathering. At least not out at the 1200 range.
There’s not a zerker problem. There’s an anything but zerker problem, apparently. lol
Zerker is the poster-boy for the problem.
If you are in a group of 5 supporting builds, who is going to deal the damage? Is it fun to support each other for the 1-2 hours it takes to clear a dungeon with such a party setup?
You’ve got no clue don’t you.
I do believe the term is hyperbole.
Consider this:
Necromancers have several traits that steal health. Yet unless you piled on all of them and got multiple mobs to stand a stack of wells for the full duration you could not get better performance than simply popping a omnom and banzai the same mobs. This even tho it would only proc on 2/3 of the crits.
Elementalist with all his tricks and burst heals can get about 900 hps. (without omnom pies!)
Guardian with his virtues/regens/symbols can almost get up to 650ish-1000 hps, with regeneration even more. (without omnom pies!)
Necromancers get 150 health every time there minions hit something and everytime they hit something, and there minion steals 976 health every 2 seconds. That is almost 750 HPS, the same amount of health my warrior got with omnomberry pies. (without them!)
One solid AOE and the necro minions are gone, and the cooldown for their summoning only starts when they are killed. Also it does not heal the minions, and they do not regenerate between fights (golem excepted).
Elementalists have both the lowest inherent health and the lowest inherent armor of the game, and they need to build for said heal output and maintain a constant attunement swapping rotation.
Guardians similarly have a low inherent health, and again need to build into it.
Warrior could go zerk-ing with the omnoms and maintain the same output.
they are perfectly fine and have been adjusted recently.
Warrior healing isn’t fine at all. They go down way too easy and this was the only thing really keeping them up.
Until I get the same protection in some way, I’m probably going to make a new thread about Critical food, or bump it every 15 days.
As many have said before, stop going full Berserker’s and build some Knight’s or Soldier’s. Warriors have the highest innate survivability of every class in GW2. Highest base HP, and highest base armor (heavy armor), and a myriad of condition removes (especially if Soldier runes are used).
I fail to see a problem here?
Toughness doesn’t help against poison/bleeding/confusion.
I’ve never ran full zerker’s before. I’m usually at 3k Armor.
Toughness/Armor is nothing compared to protection. Protection protects for more then armor does.
Thing about protection is that it is a straight up 1/3 damage reduction. Had it been a toughness or armor boost like might is to power, it would have a diminishing effect as your inherent armor got higher. This because to halve incoming damage you need to double armor. 1000 to 2000, 2000 to 4000 and so on.
Basicly, toughness sucks. Protection is better in almost every way.
Protection is a boon. You’re comparing apples to oranges. Protection buff doesn’t last forever either, so even if it’s “better” it doesn’t act as a replacement for toughness/vitality.
Guardians have multiple ways to apply protection, in duration up to and including 10 seconds.
Similarly, a minor arcana trait for elementalists grants 5 seconds each time they attune to earth.
Consider this:
Necromancers have several traits that steal health. Yet unless you piled on all of them and got multiple mobs to stand a stack of wells for the full duration you could not get better performance than simply popping a omnom and banzai the same mobs. This even tho it would only proc on 2/3 of the crits.
they are perfectly fine and have been adjusted recently.
Warrior healing isn’t fine at all. They go down way too easy and this was the only thing really keeping them up.
Until I get the same protection in some way, I’m probably going to make a new thread about Critical food, or bump it every 15 days.
As many have said before, stop going full Berserker’s and build some Knight’s or Soldier’s. Warriors have the highest innate survivability of every class in GW2. Highest base HP, and highest base armor (heavy armor), and a myriad of condition removes (especially if Soldier runes are used).
I fail to see a problem here?
Toughness doesn’t help against poison/bleeding/confusion.
I’ve never ran full zerker’s before. I’m usually at 3k Armor.
Toughness/Armor is nothing compared to protection. Protection protects for more then armor does.
Thing about protection is that it is a straight up 1/3 damage reduction. Had it been a toughness or armor boost like might is to power, it would have a diminishing effect as your inherent armor got higher. This because to halve incoming damage you need to double armor. 1000 to 2000, 2000 to 4000 and so on.
The wurm is a special case in that it can (tho fixed in the upcoming patch) be damaged by AOE before it is fully spawned. That is why you see meteor showers and such being dropped on its spawn location by those in the know.
On the topic of scaling caps, i wonder if they are in place because events and such seems to scale basted on people present even when not actively engaged. Meaning that if you have 20 people in a area, but maybe only 1 or 2 actively engage a event, it may still scale to require all 20 to complete.
Make mob auto attacks hurt way more.
Make conditions by mobs much more debilitating.
Oh hell no, just watch the issues with the boosted krait.
Make bosses gain a big buff for defeating a player if he doesn’t get rezzed in time?
mobs in general already have a vendetta on anyone trying to help a guy back on his feet…
Make CC much more rewarding.
Oh so much this. 2 second stun/daze on a x20 cooldown?!
Make DPS pull aggro much much more.
again, this. Right now a scholar can pull aggro from across the room if he wears armor with high toughness while the rest wear zerker into melee.
Introduce a mechanic that messes with endurance. Weakness is way too tame. Make it deplete endurance on top of slowing regen.
Perhaps. Would also impact professions that has builds focused around dodge procs.
Well in GW2 every one support each other. Even in other games with define rolls support tend to become both support and dmg or support and tanks. All games are moving to this type of play because every one is tried of waiting on one class showing up to make your pt ready to go.
Thing is that GW2 could have both no wait and noticeable specialization, if the numbers actually made a kitten different on the defense/support side.
But that will require the ability to save builds, and quick&easy swaps between builds.
Then you could pick up anyone with a suitable build for your missing specialization (or talk someone thru how to set up such a build), rather than wait for a specific class/profession to log on.
Not entirely true, although partly I suppose. I just think its a bit sad that people (generally) look the same and I like to mix and match a bit to try and avoid this, but the most common armors in the game are the crafted, the temple vendor and CoF by a long, long, margin.
The simple reason for this is how ANet implemented the system. Rather than having a wardrobe (DCUO, CO) of cosmetic parts, or a second page of slots (LOTRO) that only apply armor appearance, people have to go out and get a consumable to merge the look and stats they want.
Also, there is a very arbitrary level based cutoff. From item level 1 to 79 you can use one consumable, but anything level 80 needs a very different consumable.
End result is that most can’t be bothered, and just go with whatever they scrounge or gather using karma or tokens to get the L80 stats.
Never mind having to swap armor to swap build stats; resulting in either having to keep a big stack of consumables on hand, or multiple piles of armor.
I have a personal soft spot for this one:
Yeah, the game design is overly emphasized on dodging and running around in general. The way the defensive stats scale, you can’t really compensate for poor reflexes or such by piling them on.
And the aggro mechanic multiplies this by putting the focus on high toughness builds over high damage builds, paradoxically resulting in high toughness reducing your overall survivability because you become a mob magnet.
Then you have crap like defiant that means unless you got your team on voip you can’t reliably employ CC, not that CC has any worthwhile duration for PVE use to begin with thanks to the damage sponge nature of most mobs.
When I’ve talked to him he just has the same two generic options available, you either ask him about the beer or about the swamp
It is not so much what you talk to him about, but that you interact with him that seems to sometimes budge him from his stupor.
hmm, or it could be GPU driver related? Are both laptop and desktop using the same GPU brand?
Best i can tell when the shipment escort event starts, the abbot is supposed to walk down to the shipment and bless it. But sometimes i have seen him do the blessing from way up the road. This usually after i find them both just standing there, and go talk to the abbot. Could there be some kind of pathing issue for the abbot?
Gear up and spec according to your needs. This game does not punish you for changing specs like others used to. That is intentional so that you can change things.
A retrait cost and potentially the need for a whole different armor set seems very close to punishment in my eyes. Never mind having to trek back to a city to actually do the traiting and get the armor out of storage (no way do i have the inventory capacity to run around with multiple armor sets).
I just hope it doesn’t cost them the game. The forums have become much more negative towards PvE content and only a small % of players actually still PvP. The game was growing and doing well when they were focused on PvE content, I don’t think they should be switching focus.
The focus have been pretty much split. While the artists have hammered out new maps and events for PVE, the balancing focus have been squarely on SPVP. Never mind that whatever programming resources they had on hand was working on WVW culling for quite some time.
I put intensity in quotes because what i mean is to use the size of the stack as a duration timer rather than how it is done now.
Meaning that if i applied say 5 bleed, they would last for 5 seconds. But after each second, the bleed stack would be reduced by 1.
Similarly, protection would apply say a stack size of 3, and so lasting 3 seconds.
This should greatly reduce the amount of server resources required to track all those boons and condition timers.
Meh, ANet could save themselves a whole lot of grief if they added the option for having the 4 additional slots filled by “competent” henchmen.
There is also the issue of group leaders exiting right after looting the chest, resulting in everyone booted from the instance.
Between that and being a group instance, i wonder how many will never experience the effort that ANet’s people have put into it.
I ran a cof branch a while back with some friends, with the group leader being a pug-er one of them recruited. I never got to see the final exchange between the NPCs in that branch simply because the leader ended the sequence quickly, looted whatever he was after and then left the group, instantly closing the instance for all of us.
That is the major problem with making dungeons story focused. Unless you’re the leader of the group there will inevitably be trouble. And thanks to the vote kick mechanics, it may well be that you get vote kicked as a leader anyways. This because you’re not playing to the pug-er’s expectations.
The keybind? It is apparently supposed to be held down.
There is also a odd option that makes you drop your autotarget (but not your clicked target, but there is no way to tell the difference visually) if you turn so that it ends up outside your front cone of attack.
Honestly i find myself preferring bombs over grenades in PVE. This because mobs usually come to you the moment you land a nade on their head, so you can just as well run up to them. And with the bombs being inherently AOE, having said mob bring friends, and they usually do, they are a lesser issue.
Seems to me like you can trigger it, but then the abbot fails to go bless the shipment.
I have sometimes gotten him to remember his duties by going up the road and talk to him, making me wonder if there is a bit of script one of the events (first you have the centaur attack, and that can lead to a keg recovery event if failed or the shipment event itself) leading up to the shipment that do not clear properly.
The high frequency of the blasts, the range of same, and that you could only loot the periscopes once pr day pr account is likely what is the source of the frustration.
The frequency of attacks meant that unless you pack a stun breaker you got chain knocked quite easily.
The range meant that you could not really stand back and knock them down (they seemed to range more than 1200, the customary long range for character skills) that way.
and the 1 pr day pr account limitation meant that you really needed to scour the maps for them. Never mind keep notes so you didn’t attempt to loot one twice in a day.
Also, i am unsure if it was a fluke of latency or not, but there seemed to be no windup on the blasts what so ever. Meaning that you in essence had to dodge on a count or blind. If we were supposed to dodge on the sound, that seemed to not work at all.
hello, i am a highly immobile bunker who owns face in tournaments with his turrets and rifle by controlling attackers and watching them die rather than lifting a manicured asura claw in effort.
thanks for showing me in!
try taking off your Clydesdale blinders and you will see that there are countless scenarios that don’t involve you standing still at max range like a kitten charr hoping to kill people before they notice your projectiles.
try engaging your opponents .. the engie is not a “ranged” class, it has weapons and skills with some range.
PS: The AI which your turrets lack is yours.
Your comparing playing “just tournaments” with the whole game, who’s wearing the blinders now?
ANet, sadly. The profession skills and overall balance is related to SPVP point holding and capture, not roaming PVE or WVW.
Observe how for instance necromancer wells fits ever so perfectly over the surface of a capture point, making them perfect for forcing an attacker into trading their survival for an attempted capture.
In WVW they are virtually worthless unless you manage to immobilize someone inside it, or you well bomb a door zerg.
And in PVE you need to do what your not supposed to do, tank the mobs. This so that they stay on the wells for the full duration.
It’s like someone inside ANet started a project to build a MOBA based on the PVP arenas of GW1, then some exec found that they needed to make another GW game or they risked splitting their fan base.
End result being the MOBA project extended to incorporate a PVE continuation of GW1, but without the engine or game mechanics being reworked much to take the differences into account.
And so we have a game saddled with culling issues and nonsensical limitations (condition stacking).
For PVE open world trash mobs bomb kit is massive. Smoke stops them from hurting you, concussion makes them hurt themselves instead, same with fire bomb, and bomb is just a lovely lovely AOE.
The only meh bomb is the glue bomb, as i am of the (old school?) opinion that when you need to kite to stay alive the game is broken or you’re abusing mechanics. Avoiding massive hits from bosses sure, but running in circles the whole fight means to me that you have taken on something you’re not supposed to fight yet.
Would not mind seeing an alternative to bomb and rifle for our longest range. Especially as it is only rifle #1 that has said range, the rest are virtually melee (complete with gap closer, go figure).
Sometimes i have seen abbot Mathias bless the shipment from way up the road after having talked to both of them, but other times he wander down to it first. As such, i suspect the issue is with the abbot, not sister Brenda.
(edited by digiowl.9620)
Without a trinity system, you really have no difficulty threshold for how much opposition you can throw at a team. They have to design content that can be done by a group of Engineers, Rangers, and Necromancers just the same as Mesmers, Warriors, and Guardians.
I will say the issue is not lack of trinity as such, but that traiting for anything but DPS is a waste of points more often than not. The trinity is there, but it is supposedly a soft trinity in that any profession can take on any point by shifting around traits and gear. But because of synergies, DPS outperforms any other.
This is then compounded by aggro, that appears to even further punish a defensive build (weak healing yet massive mob attention when building defensively).
And even more is piled on because while offense is passive (pile on the traits and gear, click a target, pew pew pew for crit after crit), defense is active (hit this key to dodge, this to block, this to CC for a couple of seconds, die when out of endurance and have everything else on cooldown).
A side effect of there being a target lock-on but active damage avoidance (dodge, bloc, etc). Never mind that you can expend your avoidance resources, but not your damage resources. If poor aim, or perfect aim, influenced damage done in a similar way to how a poor dodge or perfect dodge can influence damage taken, it may balance out more. But right now the player skill part is all about avoidance. But if you go with player aim influencing damage you end up with a third person shooter.
Another issue is that there is no reliable information as to how conditions stack.
Sure, we know that duration on say burn stack. But what happens if i put a slightly stronger burn on a mob that already has a burn going? Do the person that put on the weaker burn suddenly see his condition damage drop to zero?
All in all, ANet could save themselves a whole lot of computation if they changed conditions so that they didn’t have to track every last bleed at sub second resolution.
What they could do was have the strack be reduced by a set value after each damage calculation. So once per second the bleed stack would be reduced by 1 or more after damage was applied. And for stacking conditions like bleed or vulnerability they could then change it so that condition duration increases directly influenced how big a stack increase you applied. This way you could cram in 200 bleeds and it would still only be a single bleed timer pr mob and character running around, rather than 5000 under current system.
meaning that shout-zerkers may be the way to go?