excuse me but can you explain whats so funny? whats wrong with Arenanets custom servers?
The whole deal, back before they released custom servers, was that people wanted ways to tweak the game since Anet was doing a bad/slow job at it, people REALLY wanted ways to form new game modes and/or switch up gameplay…
(conquest and only conquest gets very stale very quickly)
So Anet came out with this great idea to make custom servers…
Everyone was psyched.
But when custom servers actually came out, Anet added in like no feature that achieved that, their big sell was that you could ‘adjust respawn timers’ and have a server note of ‘in this server we will be bum rushing mid constantly for 5v5s’…
I mean short of for dueling and nostalgia it is COMPLETELY impractical to even consider getting a custom server, even if they were free.
Oh and later, to avoid, skyhammer… laughably one of the bigger reasons I’ve seen people go to custom servers is to avoid a generally hated map Anet forced into the Q rotation, ironically in attempt to fix the ‘bad maps’ deal that was going on.
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50$?!??!!?
Seriously???
hahahahahahhahahahahahahahah
Almost more hilarious than Anet’s idea of ‘custom servers’.
I don’t believe that. I believe the developers know what they are doing. Perhaps they don’t enough data samples to fully realize the magnitude of the changes they make.
It just seems like it makes sense to make more frequent, smaller changes than infrequent, large changes.
If you’ve been watching patches since open beta (I have), you’ll see that the devs haven’t really had a grasp on ‘what needs fixing’ and never on ‘how it should be fixed’.
There hasn’t been a single patch that really improved gameplay (the closest was the quickness nerf, but they only shifted the meta to mindless condi-kitten and left the entire warrior class in shambles for months, when if finally became viable again it was just as cheesy if not more so than before…)
The point was to improve gameplay… they managed to turn a good change into hurting it in next to every way possible.
The current thinking is that a tournament could be decided by something like (using your examples):
1st game: Capture the Flag (not saying we’d do that, but it’s an example).
2nd game: One of the Conquest maps.
3rd game: King of the Hill (not saying we’d do that, but …you know the drill).That way there’s variety, which means teams need to be strong in multiple game types.
@SinDen: Yep, we have a lot of cool features that are being worked on right now for PvP. A lot of them are really big, and take a lot of time to develop. That’s just how things are unfortunately when it comes to those new systems. I do think that new game types, in addition to the new features, would be good though, and that’s what we’re aiming at!
No offense, but GW2 PvP isn’t taken all that seriously, so that more ‘hardcore’ style tournament rotation you guys have got going on won’t help anything.
Your tournaments are the hotjoin of any other game.
What would help the game ALLOT is allowing people to choose which maps they want to play. Renaming tournaments to soloQ and teamQ and making it so you can choose which maps you want to que for would do wonders.
Yes SPvP is your attempt at filling that role, it was a bad attempt.
It’s an entirely different playstyle (super zergy, with auto-balance making it impossible to consistently fight on the same team as friends) than TPvP.
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Has ANet given up on capture point PvP?
Yeah once they’ve released the new game type they’ll delete the old one
No, not necessarily. In the future, we could do a combination of game types, in the same way that Call of Duty does multiple game types, or counter strike does multiple (escort or disarm).
We’ll have to see how that pans out, based on fan feedback.
Hi Jonathan,
The current game mode is good. Really good, in fact. I believe the problem isn’t the game mode, but the incredibly long turnaround time for fixes and adjustments. It takes 2 months to get sPvP fixes pushed out to the user, and I think that kind of lag is counterproductive to the health of the game.
Outside of a ‘free-for-all, F’ it!’ kind of mode, I have difficulty in seeing how any kind of additional game mode would flourish with a 2 month turnaround time for fixes.
Most people I played the game with and talked to left because of the map.
It’s a niche map.
It’s a fine style, as an option to pick from or the core of a sort of tournament… but as the central map to all of GW2 PvP… it’s trash.
It probably drove away far more people than any other part of GW2.
I can see new modes, if they are well made (which isn’t going to happen) seriously helping the game.
Anyways, their balancing… the 2 months in between ill done patches… that didn’t do the game any favors either.
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For the same reason every balance patch is ill thought out.
The people running this aren’t capable of making good PvP short of by chance.
This isn’t a PvP game.
The devs thoughts and explanations will only make anyone who doesn’t realize that mad.
sPvP player should take advantage of this.
Yay!
A chance to get a next to useless PvP currency from a completely useless one at a terrible rate…
Just checked the glory->gold ratio on the boxes.
It’s at about 300k glory for 40gold.
(if it doesn’t plummet even more and you had like a million accounts to buy this kitten on)
You’d do roughly as well with dyes…
Nothing new here guys… move along…
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Uhm.
Making a game appeal to multiple playstyles is only a plus.
GW2 is suffering over the fact that next to no one thinks conquest is a good choice for a core map… changing that… can only help.
I think it’s kind of sad that Anet took a year of floundering around kittening up every other part of PvP before even starting to take a new map style into consideration.
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Being able to gain pve rewards from pvp is good, it just needs some finessing – giving ppl a choice or fiddling the numbers.
Or, you know, cut out the problem at the source…
Make PvP enjoyable.
No one gives a kitten about rewards if the game is fun to play.
But I might be asking too much, I mean, this is only a AAA MMO company that made one of the most competitive games out there…
CC should have been more interupt based, with possibly only daze lasting over a second.
Then stability would have been fine, a niche counter if your spec really needs some uninterupted casts or daze was a big counter to it.
But the devs blow.
People are taking this seriously??
The forums have and probably always will be extremely vocal about what they don’t like in this game.
The game has only gotten worse.
I’m not saying the forums are just bad to listen to, what I am saying is that the devs can’t seem to glean useful or correct information from them. Something to do with their time scale or mentality just has been blocking off any of that.
Wait for actions before believing promises, Anet has made a hundred promises that would improve this game, yet they always turn out ill made and/or a few months late…
Actions before promises, then take them seriously.
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Today is a patch. If nothing changes today I’d be very concerned because I don’t think this game can survive another 3 months without balance changes like we did around PAX. I would hope the WvW leagues aren’t justification for no balance updates like tournaments were. The majority of WvW servers are lagged cesspools of 1 spam right now.
People have been saying “if this patch doesn’t bring good changes, the game is boned” since a month after release.
It still hasn’t happened.
If anything, the game is worse to play now than then.
This. Making “big changes” to the game like so many want would result in something that isn’t GW2. If you don’t like GW2, if you don’t enjoy it, the only logical thing for you to do is not play it.
Tragically, MMOs build around what sells.
It doesn’t matter for jack kitten, to the developers or managers, what ‘is GW2ish’ as long as they make a game people love and get paid for it.
Anyways, these guys are incapable.
Everything they’ve done has been half-ast for some reason or other…
Balance…
Maps…
Leaderboards…
Matchmaking…
Rewards…
It’s like somewhere in the middle of alpha they lost any hope of this game succeding and so bailed, cutting like all funding, and so high paid, cough capable cough, staff.
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Can we just admit that ANET hates the pvp community and gets off on promising improvement in up and coming patches then releasing the patches with literally nothing new for pvp.
It’s hard to even think that they try at this point.
And if they seriously are… just stop.
The devs only seem to make the PvP worse.
At this point they seriously might as well just drop PvP patches and focus only on PvE, at least then those resources would do something to help the game, something to make at least one group of players happier.
That or get a new dev team.
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2V1? lol… I have easily done 3v1….
Hardly a 1v2.
The guardian was useless and the mesmer walked in with 1/10th health.
I’ve legitimately 1v3’d bads on my trap ranger before, its rare to get a game with that sort of a lineup of bads… but yeah…
Because of the focus and input they have gotten. Yes Warriors are strong, are they too strong? That’s debatable
The debate is never just about balance.
At least any worthwhile one.
Yes, a possible approach to the issue would be to leave warriors more or less as is.
Yes you could then bring other classes up to warrior’s power.
But the goal, the end goal of any change, is better gameplay.
That won’t make the game play better.
Warriors, in their current state, are stunlock kings.
That makes bad gameplay.
Fixing bad gameplay should be the focus of every patch.
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So.
Instead of fixing a spec you don’t like.
You would rather utterly kill it.
Sure you’re not a dev in disguise?
Spirits are easy to fix, all they have to do is get that 60% health nerf, but last for 3~s giving out a strong aoe buff if it survives the full duration… after those 3s, or if it dies, the ranger gets a new skill for 8~ seconds, something like a pbaoe knockback or cone of burning/snare…
That’d add oodles of depth, drop the petting zoo feel and actually make the utility fun.
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Rewards are a sidenote, games easily get away with bad/un-notable rewards in PvP if their gameplay is fun… and having great rewards in a boring game won’t make it fun…
In terms of work->return, this should be near the bottom…
At best Anet should open up the real money market a bit by letting you buy higher tier gear for some real money (since revenue is a corner stone of keeping a game going)Make the gameplay playable, then focus on rewards.
When more MMOs hit the market, rewards won’t do jack kitten for this game’s survivability.That is not really true at all. That is what MMO’s are about at there core giving people carrots to chase. I am not saying gameplay doesn’t matter, it is most important, but besides that you need to reward the player. Don’t make the mistake of projecting your beliefs on the average player. Don’t get me wrong rewards aren’t that big to me either and not why I play but I wan’t this game to grow and even if they fix a lot of what is wrong with the actual pvp game play they will need to add more rewards to attract more players imo. Playing solely for the competiton and winning appeals to a suprisingly small amount of people.
Yes good rewards are good.
Yes they will keep players around longer.
Yes they tend to be one of the larger focuses of MMOs.
But when push comes to shove, when a new game comes out and people have to decide between the two, rewards will probly be a small part of it.
New MMOs are right around the corner and GW2 blows.
No amount of PvE gold or transferable PvE skins will save this game’s PvP.
As a sidenote, you seem to think ‘winning’ and ‘fun gameplay’ are one and the same.
They aren’t.
People enjoy winning, but it is far from the only way to get drawn into a game’s gameplay.
First and foremost MMOs are social games, if GW2 wants to hold on to players it actually has to start acting like a social game.
make it easier to find/fight people of your skill level
easier to que up with friends (only ‘social’ que is ranked teamQ, that is kittened)
easier to find a game mode that you and friends enjoy
The game also needs, not necessarily more depth and complexity, but less cheese.
No one, regardless of their reason for playing a game, enjoys fighting against top tier cheese builds.
Don’t get me wrong, GW2 is pretty decently balanced to say the least, but the top tier is balanced out mainly with cheese…. that will destroy a game.
Cheese can exist in a game, and in an ideal game, would exist, but only as a mid-> low tier sort of ‘introductory or noob’ strategy to a game. As you get more capable, the game weens you off it to other more generally engaging setups.
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Rewards are a sidenote, games easily get away with bad/un-notable rewards in PvP if their gameplay is fun… and having great rewards in a boring game won’t make it fun…
In terms of work->return, this should be near the bottom…
At best Anet should open up the real money market a bit by letting you buy higher tier gear for some real money (since revenue is a corner stone of keeping a game going)
Make the gameplay playable, then focus on rewards.
When more MMOs hit the market, rewards won’t do jack kitten for this game’s survivability.
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that’s not even mentioning the adrenaline health trait (which is like another +400 hp/sec).
It’s per 3 seconds and 120 per tier of adrenaline (max = 360hp/3s).
So at best, if you sit on tier 3 adrenaline, you get a lil under an unbuffed regen tick…
You should at least google numbers before making crazy claims?
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Fastest and best fix seems to be…
-make conditions more into debuffs.
-switch most (like on amulets) condition dmg to condition duration.
To do that conditions would be soemthing like…
-Bleed
deal less dmg for each stack on you, possibly gain an additional stack for 2~s whenever you use an ability while bleeding, possibly take a lil dmg per stack/sec.
(spamming bleed on one target is decent, spreading it out and keeping it on multiple targets is ideal, much more strategic/skill based)
-Burn
aoes out mediocre dmg and some vulnerability stacks from the person burning.
-Weakness
short duration (caps at sumthin like 5~s) debuff that does something like… halves the dmg you do on crit.
-Imob
Won’t stop dodge rolling but will make you have a higher chance of being crit.
This will leave…
-Conditions as situational and not benifitial to be blindly spammed.
-The conditions on most weapons will only be an addition to your spec (it’s not like if you don’t spec into condition dmg they will be useless).
-Conditions will rarely be a primary source of dmg.
-Conditions will add allot of teamwork/coordination
-Conditions will match the cleansing Anet made, conditions won’t require cleansing in a spec just for the spec to be playable.
Yes rebalancing would have to happen to make some classes/specs viable again..
But who gives a kitten when the game is playing so much better?
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You are suggesting destroying a signet because you don’t like how it plays.
You’d fit right in with Anet, but no one with any sense can do anything but face palm.garethh, dude… I have seen you post on these forums before. I have seen you post things that suggest you have the capacity to think. Why is it that you think that the strongest heal in the game should be a passive that you should pretty much never activate?
The Healing signet on Guardian (in full cleric with Mace of Justice and Signet of Mercy, and 30 points in the healing line) removes a single condition every 10s for a passive (2 if traited), heals for less per second than the Warrior signet when the warrior is in Zerker gear. Nevermind that I just spent 80 trait points on a Guardian to do this. In what world is that ok? Other classes are even worse off by comparison.
Currently the state of Warrior is:
Maximum Base Armor
Maximum Base Health
Best Healing per Second
Extremely high cleansing ability (arguably the best among builds that are viable)
Ability to play effectively from multiple amulet sets (yep, Valkyrie can still kill you 1v1 in most instances, and condition ammys work too if you use different weapon sets)How is that a reasonable state of being? Help me understand.
Only sith think in absolutes.
Just because I’m not a fan of how he is addressing the issue doesn’t mean I don’t think there is an issue.
Fixing not balancing.
Brando balances.
Anet balances.
If they don’t like how a spec is working, they take a skill or two and break numbers in it leaving that build ‘more balanced’.
Their eyes never seem to stray, they are dead set on balance being the end all be all of good gameplay.
It ends with a decently balanced game (very balanced for an MMO) but the game is balanced out with crap.
What I suggest, what I have only ever suggested is that ‘balance’ be changed to ‘fix’ and new devs/company comes in to show these people ‘to what end’.
That’d mean focusing on engaging gameplay, not balance, changing how bad mechanics work instead of spending all day guaging how hard to hit them with the nerf bats.
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Nerf warriors, better game.
I wish I believed that was possible, but every time I see this meta change it’s always been for the worst.
I’m just scared what it’s gonna be after stunlock warriors.. I mean at least against the petting zoo you had control of charactor…
if Anet keeps on keeping on were gonna have a game where mesmers click a button and everyone turns into moas… IRL…
were gonna have a game where thief steal, steals accounts…
I wouldn’t put it past them with their patch history (they aimed at GW2 being a latancy friendly, non-instagib style game during Beta!!! they thought this game would be an Esport yet the game engine they built from scratch couldn’t support spectator mode!!!) I mean, and that deal with team Q, pretty much destroying GW2 PvP as a social game (a concept the game was barely clinging on to as it was)
Easy fixed, put diminishing returns after 2 or 3 stuns in quick succession. Maybe within 2 seconds.
Yeah ?
Or reduce the number/duration of stuns. There’s too many of them and adding a diminishing return mechanic involves a lot of balancing work because you can choose the order of your stuns to bypass said mechanic.
Duration.
Stuns being more interrupt based would be wonderful.
Dazes can be the slightly longer duration CC, since you can still move/dodge so there is more play/counterplay around them.
Diminishing Returns are the lazy way of fixing things
To be fair, these devs can use all the help they can get.
It’d take years for them to get around to fixing it in an ‘unlazy way’ and a lazy way is better than none.
With this, Exasperated would only kick in if they land on you 5 CCs within 5 seconds, and using stun breakers remove the stacks
You can be completely and uncounterably (short of stability) stunlocked all game without getting hit by 5 CCs within 5 seconds.
Btw, the game doesn’t need more debuff/passive whatnots to keep track of.
It’s already hell.
make this sig heal for 200 every 2 seconds instead of 400 each second.
With your suggestion, I am so glad you are not a developer.
why?
You are suggesting destroying a signet because you don’t like how it plays.
You’d fit right in with Anet, but no one with any sense can do anything but face palm.
GW2 PvP is terrible at holding on to players, it’s only doing alright atm, the population probly isn’t still decreasing, because there are no other big title MMOs for PvP so there are still players joining/coming back… but when one comes out, GW2 is kittened.
The GW2 devs just are incapable, for some reason or other, of making the game’s PvP last.
Definatly not, they also need precision to proc sigil of earth
You do realize… sigil of earth has a 2s internal CD, so you’ll average one proc every 6-7s WITH high crit.
The minors are a nifty addition (short duration bleed, no internal CD), about as good as sigil of earth if I remember my math right.
The only reason crit is even mentioned for condi builds are because of traits like dhuumfire and the mesmer clone bleed on crit.
New devs/company!!!
It’s been a year and no thread like this has ever done anything…
The next ‘groudbreaking’ PvP patch always makes the game worse.
Bunkers… BUNKERS,BUNKERS,BUNKERS… bunkers… bunkers…bunkers… bunkers…bunkers… bunkers…bunkers… bunkers…
Anet had no idea what they were doing when making GW2, plain and simple.
They never intended for a bunker/spike meta… but that’s all the game has had for a year, and it blows.
How about leaving your 5v5 and try some WvW
This is the SPvP forums.
There is a split between WvW balance and SPvP.
Bye.
@garethh and the rest thinkin conditions are OP: They arent, the only difference is you have to react at the point when they are applied, not when you are dead.
@Whyme and those who see the word ‘condition’ and immediately think a person is QQ’ing about OP.
I’m not.
I know it’s a shock, but take a second, maybe read my post, or just this TLDR…
Conditions can be balanced as is.
Conditions aren’t super OP as is.
Conditions create BAD GAMEPLAY as is.
Balance is worthless if it’s built on crap.
(cheese, CC-locks, mindless condi spam, low teamwork, exc.)
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You’re just wrong. I’m sorry. Conditions are and have always been a good mechanic. Bleeding (Higher Dmg – Higher stacks), Burning (High Dmg short duration), bleeding (low dmg reduced healing) and even Torment (Higher Dmg for moving)
Yes conditions could work like that.
No they aren’t helping GW2.
Condition removal is setup, in the classes/traits/utils themselves, to not be necessary for every spec. That works when conditions are either…
-general, minor->medium debuffs
or
-strong but rare and come with their own drawbacks
That isn’t the case in GW2.
Like at all.
Since conditions are like everywhere, the best thing is to make conditions into more of minor->medium debuffs instead of full fledged forces of deeps.
It’ll allow greatly improved gameplay without a complete condition overhaul, like on weapon abilities.
For example…
Bleeding could be a 2~s debuff that stacks higher each time you use an ability, each stack lowers your dmg and maybe ticks for a lil dmg.
Burning becomes an aoe ‘mild dmg and vulnerability’ engine.
Imob, you can still dodge, but you have an increased chance of being critically hit.
Weakness becomes a short duration anti’spike condition.
exc.
exc.
That’d give the game the teamwork it needs.
Conditions would fit condition removal.
But most importantly, that would take away the mindlessness, conditions would become situational in nature, so need to be applied situationally…
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I feel like the devs are really listening to what people on the forums say but the big problem with this is that there are 90% or people that know little or nothing about pvp, 6 % people that have a decent knowledge and then 4% that are top tier pvp players
You are too kind.
Being bad devs isn’t caused by the forums.
Like no patch yet has been well made… that isn’t caused by listening to the wrong people on the forums.
In the end, when there are raw concepts either from the forums or your class of ‘right people’… it’s the devs and only the devs that can put them into the game and decide on the specifics…
That’s the issue.
There is no other issue.
These devs are incapable (either from corporate issues or… something else…)
Anet needs to do business.
Money don’t flow out from nothing.
Low earning low budget.
Maybe Anet needs to rebuild business model for PvP.
This was one of the biggest surprises for me.
Usually AAA MMOs have, if anything, the cash shop nailed down.
They usually make relatively large, and cosmetically constricting real money markets…
GW2 has like no way to give Anet money.
It’s crazy.
It’s a year later and still the same way (custom arenas are utter flops so haven’t changed kitten)
This company/devs are crazy.
If at launch they just made you rank up really slowly (like you already do) and let you buy higher tier cosmetics with real money…. dyes… banners… capes… sigils… they would have made a few hundred thousand, at VERY least.
They had like a million or two people playing the game so yeah, any way to make money would have given them REDICULOUS amounts…
But they didn’t..
But they still haven’t…
These guys are crazy.
I mean, I could forgive them for their mistakes if they could make good PvP…
But their patches consistently help nothing or make the game worse.
They really should give up on GW2 PvP, sell it to someone else or just drop it and focus only on PvE.
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CC should have been interupt based.
But yeah, since Anet blowed balls at enacting the intentions they had since beta… adding a sec or two of stability to traits/utils along with some condi clear to minor traits would do wonders.
Seriously.
They haven’t done, like any, good PvP patches….
At least some good can come through this.
Take some time to objectively analyze the situation and stop getting all worked up so you can find a solution to your problem(s)
Yes you can counter immobilizes.
No empowering immobilizes doesn’t make the game play better.
No one likes being immobilized for long durations.
This change punishes builds without allot of condi removal by allowing prolonged (4+ second) imob locks.
Builds were already REALLY punished for not having allot of condi removal.
GW2’s condi removal setup is made to deal with conditions being a sidenote, conditions being minor debuffs not full fledged dps sources and CC’lock sources….
They are niche traits and utilities that you have to play one of a few specs to actually get.
If GW2 was setup differently, where specs innately had some condi removal and anti-dps/imob traits/utils/weapon attacks where scattered through every spec… sure… this would be fine.
But that isn’t GW2.
This is a bad change.
Sorry in advance for my poor english,
So, my points is, scale down A LITTLE , condition damage, not weak like it was before, extincting necros and condition builds from pvp.
How about, make conditions into mainly debuffs (so they’d be a secondary source of dmg AT BEST), turn condition dmg from amulets all into malice (%condition duration) and call it a day.
It’d make the game a dozen times better to play and be easy as kitten to fix.How would it make the game play better for Necro’s?
If the game had 1 enjoyable class, one class that was deep and extremely enjoyable to play… while others were tossed on the backburner to a future date…
GW2 would be much better.
A hogwash of cheese and half finished patches won’t get this game anywhere.
Talk about ideals asside, it wouldn’t help necro’s out of the gate, they would be an extremely debuff related class which, in conquest, is very niche.
BUT the change gives necro’s tons of potential, after reworking some skills to do bonus things, like, if a certain condition or number of conditions are on the target, it would be viable, if not in a better spot.
Sorry in advance for my poor english,
So, my points is, scale down A LITTLE , condition damage, not weak like it was before, extincting necros and condition builds from pvp.
How about, make conditions into mainly debuffs (so they’d be a secondary source of dmg AT BEST), turn condition dmg from amulets all into malice (%condition duration) and call it a day.
It’d make the game a dozen times better to play and be easy as kitten to fix.
I think immobilize should get the fear treatment (count both as a stun and a condition). Yes, it would be the first cc effect that doesn’t disables skills, but it would fix it, in my opinion, because a stronger effect would get countered by a higher amount of tools. It would make immobilize a bit more high risk/ high reward.
I would personally love being able to stunbreak immobilizes. It’s frustrating sometimes to get 100-0’d by multiple people despite blowing blocks or an invuln, and having two useless stunbreaks do nothing to help you regain control of your movement.
It’d empower stability even more.
It is never good to make tough to counter things even more uncounterable.
Just make it not prevent dodging.
That’s how the game was initially designed, maybe make it so you take some bonus dmg when hit, while immobilized, so it still can have an added supporty/teamwork effect.
Badly designed skills do 2 or more things at same time e.g.
body shot (damage, invulnerability stacks + now immobilize)
putrid mark (high damage ranged aoe, transfers all conditions from allies to foes, which itself is very powerful alone)Very high damage skills should have slow activation time and clearly telegraphed animation to make avoiding them easier, while very quick attacks and most auto attacks should do low damage. A well designed skill in that sense is churning earth (ele dagger 5).
Ehh.
If devs are halfway decent, they can balance out, and should have these things to balance out.
But I guess, since GW2 devs blow, that to simplify it to the point where ‘every ability should be of the same power’ would slap back on the training wheels for balance…
But balance isn’t GW2’s biggest issue and never was.
Anways.
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state of the game is a joke. A few players who have insight talking with ppl who have no idea and make fake promises… It’s sad but true.
I’m talking about giving the top players FULL power to make the patch. Do everything they discussed. I’m sure it would turn out good…
If top players had a PTS, then Anet brought over, to the actual game, things from it that the population really enjoyed… I’d wholeheartedly agree.
Short of that, having top players just be the devs, it’d be an improvement, there isn’t much in this world that starts with ‘replace these devs with… ’ that wouldn’t be an improvement. But it’d be a very unpredictable one (could end very good or only a lil better, being good at a game gives little to how well you hold up to having near complete control over it)
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I think immobilize should get the fear treatment (count both as a stun and a condition). Yes, it would be the first cc effect that doesn’t disables skills, but it would fix it, in my opinion, because a stronger effect would get countered by a higher amount of tools. It would make immobilize a bit more high risk/ high reward.
Make it not prevent dodging.
Fixed.
It was that way in beta.
But they changed it.
For no kittening reason.
It’s pretty stupid and pulls away from coordination— it’s literally not good for the game in any way. it feels like they did it simply for pistol 2 for thief. it feels like things are being balanced by a few devs that play the game casually and only think about what they think is cool.
Oh seems how you notice how in the podcast, every change was justified by ‘because we thought it would be cool’.
I really don’t get why they don’t ask the good players.
Take like 10 top players and talk 10 hours with them about every class and every skill. Do what they say and the meta would probably be sooooooo good…
Ehh.
It’d probably end up like state of the game.
I mean, that’s a step forward, but I don’t know how big of a step it’d end up being.
People tend to be extremely biased towards their own class/spec. It tends to get to a point where it’s a balance off, people just focusing on keeping what they play relevant and working down its counters and keeping what it can counter…
No where in that is better gameplay actually the goal…
You know, that thing that is supposed to be the only goal…
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There are rarities though, people who don’t can keep their head when it comes to tweaking a game, people who are objective about how the game plays, and able to see quality fixes.
Those people are supposed to be devs.
Funny how that never happens…
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Thief
Thief is highly viable at the moment. But in my opinion in a very bad position. You are forced to play S/D (with the nerf to S/P due to sigil more than ever). D/P is somewhat viable, but you are by no means as effective as S/D and you will get trained down. Please stop trying to make condition thief work! It will never work! And when it does it will make the other condition classes obsolete because of the thieves high mobility and survive with dodges.
The survivability increase with dodges was good and a step in the right direction. Stealth is nothing on which you can rely in spvp (a good thief would never use refugee to save himself for example).
1 Boon remove instead of 2 is meh. It’s a good change, but it’s so random. You can’t choose which boon you steal. When you want to steal a boon your opponent probably has at least 3 boons.
- The amount of dodge is too high. Reduce the free dodge from the trait 15 in acrobatics
- Infiltrators strike is a free “get out of prison” card. You can never catch a good S/D thief due to it. So either reduce the dodge or the ports.
- Dont focus too much on the stealth (traits AND skills). And don’t focus on conditions. Give more options for power builds.
- Too make Main pistol viable it had to be similar to short bow. Number 3 with dagger and pistol should probably be an option for ranged AOE like cluster bomb , number 1 should not deal condis but be somewhat AOE like shortbow autoattack and overall powerdmg and number 2 should be an evade backward which could be used for mobility.
More thief abilities should be like flanking strike.
Not in OP’ness, but in the first ability, second ability chain.
It’d make the class soooooo easy to fix and balance, and increase the skillcap to boot.
All you have to do is add a second ability chain or blank slot to most weapon attacks, then make it cost 3-5 ini to use.
Put notable ‘ini regen’ traits as 3rd tier… bam… a good class.
It’d create a psuedo CD system where you can pay initiative to get an ability off CD. You can wait the 7-15s while the second chain ability/blank is up, or pay the 4~ ini to use it and get the first ability in the chain back.
With much less possible ini regen in the thief class, it’d open up either building for ini heavy ini regen (grabbin tier 3 traits for it) to be able to spam a number of abilities, or build for normal ini regen and gain notably more dmg/utility but have to manage your ini allot better.
The scary thing, is it really seems like they have the game where they want it.
I’ve noticed that.
It’s the craziest thing I’ve seen about this game.
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Thats the problem. The problem isnt the massive problems with the game and the cheesey builds. It is the fact that they are intent on making more cheesy builds to hard counter the already cheesey builds. Which leads to an unfulfilled gameplay experience. If the direction of development was good then we could be happy. But there is no light at the end of the tunnel. In fact the tunnel is getting darker and darker because more and more stuff is likely to be added which will just ruin things.
Agreed. ANet needs to give up on their pipe dream of buffing everything to parity. It has gotten to the point where everything is kittenedly OP or cheesy. The nerf hammer needs to come down across the board. Hard.
If they make CC more interupt based, if they push conditions more towards middle of the line debuffs (drop or make condition dmg less relevant), make it so crits add on dmg that doesn’t scale with power or auto attacks are the only thing that seriously scales with power… the game would take massive steps towards better gameplay.
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Right now CC locks are too easy/common.
They did CC well in GW1 (or so I hear), all they have to do is transfer those ideas over to this game and it’ll be leaps and bounds better.
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Condition dps…
Anet setup conditions on weapons/utils terribly so it ends up being mindless spam more often than not.
Make conditions themselves, in their effects, entirely situational and it’ll clear up allot of the issues.
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Spike dps is too benificial.
In conquest, roamers being burst dps is a few times better than being a more middle of the line deal.
Stat wise, power/crit/critdmg and %dmg buffs all scale off of each other… it means, if you go glass dps, you do multiplicative more dmg… while losing out on just toughness or a lil vitality.
If critdmg didn’t scale with power, it’d cut that glass dps setup in the bud. You could still build glass, and end up dealing more dmg and have a spot in the meta since glass dps is solid at roaming… BUT it won’t be the end-all be-all of the ‘non-bunker’ game… you could build middle of the line builds that roam, and they’d be viable.
The only other way of quickly solving that I can think of, is to make auto-attacks be the only thing that seriously scales with power. If you want to build glass you gain more easily accessible high dps, dps that doesn’t require burning your leaps/CC/exc. to use. If you want to build middle of the line, you end up with siutational dmg that does burns your survivability and control to use.
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Along the line they could then push combo fields to a more prominent role.
They could adjust it so combo fields are mainly only tagged on to utilities, and then they actually are extremely important to setting up or preventing spikes… that’d give teamfights a whole new direction one that invites massive amounts of depth and actual teamwork.
AANYWAYS.
No chance of good changes with the current thing going on (devs/company).
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Balance Schmalance. Seriously you get these kinds of responses from A-net and yet you have people that insist on making excuses for them all day long. They don’t care what the community has to say when it comes to balance. They will make the changes they feel are fit and you will take it or leave it. They will post condescending bs tell us how to post feedback in a proper format even though they won’t use the feedback anyway. Its mind numbing really. Pointy head knows best. Not one real nerf to warriors or conditions. Adding a few hard counter abilities is not a nerf to conditions.
They buffed immobilize.
Allot.
That countered every ‘nerf’ they put in towards conditions, and then some.