(edited by leman.7682)
What did they do to make things right?
During the development of Guild Wars 2 and its PvP in particular, games like LoL surfaced to create a whole new PvP experience. It had simple objectives, it was accessible, casual friendly, free-to-play, entertaining and addictive. At the same time, it allowed many play styles and setups. With one mode it was easy to focus on balance and expansion.
I believe this had great impact on PvP design in Guild Wars 2. Designers wanted to create combat and PvP that wouldn’t force teams to particular profession setups. They wanted it more casual, so that new players could join and play. What they needed was less complexity – achieved through less skills and one mode to make it even simpler to tinker with. Titles are rather easy to obtain and anyone can get them PUGing tournaments. Teams are small making grouping easy. Pretty much any barrier we talked about was eliminated. Yay!
But was it really for the better? Do we have the ultimate Guild Wars 2 PvP experience we all wanted and waited for? There is no single answer to this question and it varies from person to person. I can only try answering it from the perspective of a veteran Guild Wars player. The key to answering it is ‘Conquest’.
I personally believe that the current sPvP mode is responsible for all the negative PvP feedback. Conquest creates difficulties – it forces some profession choices on players (Guardian on Clocktower), makes some professions and builds superstrong in comparison to others (Necro fighting Mesmer) and favours counter-picking. It all can be solved with proper skill changes, but is it really a solution?
I think the problem with Conquest is much deeper and it caused dozens of my friends (including me) stop playing tPvP. We all agreed that this game needs more complex and more interesting PvP mode.
- The first complaint is – maps are boring and too small. When playing you usually get stuck in getting from one point to another, fighting enemy there, neutralizing points and capturing them. There is not enough space to start interesting fights, to dodge and use line of sight. In Conquest it’s usually a matter of focusing an enemy and using number advantage. What I believe is more interesting is moving around and fighting 2v2 in places where things like standing on a point don’t matter.
- Another thing taking away fun is the main objective and score system. The main objective is to get 500 points before enemy team does that. Now, killing enemy Guild Lord was a good objective, taking opponent’s Keep is a good objective, defeating antagonists is good objective, fighting terrorists planting a bomb is a good objective. Heck, for some even planting a virtual bomb and stopping dudes from defusing it is a good one. These are good objectives because they feel good. Getting 500 points doesn’t feel at all.
- Being forced to capture and hold points is solely causing some professions to outshine others. I would love to see some 2v2 action with a guardian not focusing on launching enemies out of a capture point and actually protecting me creating bubbles to mitigate projectiles in open. A great way to counter Phantasm mesmer is to kite his or her illusions which cannot always be achieved if you want to save your point from being neutralized or captured. Bunker guardian is probably the most boring thing you can do in Guild Wars 2 and it’s pretty much necessary, thanks to capture points. What I’m trying to say is – let people focus on having real fun fighting on the go instead of rooting them in certain places. It isn’t fun and it forces unnecessary balance decisions just to make everything fit the convention.
A month has passed and I decided to step in with something more than just a humorous posts here and there.
What I am aiming at is starting a wide discussion about sPvP’s future. What we as a community need to do is take the collective effort and provide our insight to familiarize ArenaNet with different points of view. Together we can improve GW2 PvP and make it as good as it can be. Ideally this thread could gain some notice from developers and the community as a whole and become a place they could look in search of ideas.
Before I start the whole discussion I would like to say that it will be largely connected to the original Guild Wars game, which I believe was much better in many ways. If you want to comment with standard ‘it’s a completely new, different game’, I’d appreciate if you refrained from replying. Thanks.
What’s also important, I will be mainly talking in reference to GvG/HA, since these two were essentially standing for PvP in Guild Wars. If not stated differently, that’s our standard reference point.
Where it all started?
The whole design philosophy behind the combat system and PvP (as well as PvE, but I won’t be talking about it that much) that led us to where we are today was pretty simple. ArenaNet saw obvious drawbacks the original Guild Wars game had and wanted to create something better. Unfortunately, there were limitations (both through engine and design) that made it impossible to implement the ‘vision’ in Guild Wars 1. This is when and why Guild Wars 2 development process started.
What were the key factors that led them do that?
- Firstly, everything Trinity-related with a great emphasis on healer (Monk) profession. To play any kind of serious PvP in GW1 you had to have a dedicated monk healer and prot (damage mitigation specced monk). Whether we’re talking GvG or HA or TA, you always needed a monk. This was greatly stopping some people from playing competitively because they just didn’t have decent monks. It wouldn’t be that much of a problem if the healer roles weren’t limited to virtually two builds with some skill variations. This was causing problems with teambuilding closing the PvP community.
- Secondly, the team size was 8 players. This one’s pretty simple – either you had an 8 player team or you didn’t have (a competitive) team at all. It was another limiting factor.
- Game complexity and difficulty was another limitation. High-end PvP was revolving around things like kiting, set swapping, coordinated spikes and cooperation between split groups just to name some. All of those on top of knowledge of meta builds and maps as well as player’s personal skills. Speaking of skills – there were hundreds of abilities that provided endless build options (with relatively few viable options) which were almost impossible to balance adding fuel to the fire.
- Another thing that comes to mind is elitism and titles. I haven’t experienced it myself, but it was obvious that people starting the game some years after its release had extremely hard time getting into PvP. It was resembling a corporate world with its necessities like networking (reliable Friend List) and achievements (LF r12+). To play competitively you had to have a full team of friends who knew each other. To be accepted into a good team you had to be good of course, but you also needed proof in the form of PvP titles. The aforementioned factors made getting titles a very difficult and time-consuming objective.
We could probably think of more, but let’s stop right here. Suffice to say there were serious barriers for new players blocking them from playing and enjoying competitive PvP. They closed the community making it hermetic eventually leading PvP into stagnation and death.
At the same time, PvP was extremely fun, challenge-oriented and exceptionally rewarding. Holding Tombs was giving your realm Favor of the Gods back in the days. Winning in GvG tournaments would give you in-game wealth and recognition for your guild. GW1 GvG is probably the most challenging team PvP to date. It gave few years of extreme fun to people who could play it and compete with each other.
With that said – it didn’t work for the majority. Anet saw that and wanted to make things right.
I think the whole message is not about Guilds, etc. but about GW2 PvP being far worse, simpler and just less fun than the original PvP. I agree wholeheartedly and wish they did something about it.
The Conquest in the current state has no chance of becoming an e-sport whatsoever. Not to mention it is just plain boring after playing it for few days.
I agree, in my view the way they portrayed the Necro is lols. I wanted to get a traditional dark wizard and got a vampire blood-loving sadistic shaman creating zombie gremlins and having a skull in every skill’s icon.
GG
Ranger is very boring and just feels meh. Playing ranger in GW2 is like playing Soraka – easy and dumb. I advise to stay away from it.
Also, considering the preferences you outlined – the definite choice seems to be mesmer.
Necro burst is non existent and is provided only by glass cannon builds that, as opposed to other professions, have no damage mitigation at all. Also you need to master the all-powerful-Death Shroud to stay on par with other professions in almost any possible aspect.
Just roll a mesmer, this is what it was designed for – to make every GW2 player main it.
(edited by leman.7682)
Did you try reading a few of the posts?
If you can’t find incentive to play why should we find incentive to care for your blog or this post for that matter?
What is your blog going to offer anyone if you aren’t playing?Might I suggest you play the game and find out for yourself the state of the Necro…
Then feel free to write your blog on how you feel about him.
What is it with people this days? I’m sincerely asking a question. If you’re here just to write this ‘fanboy’ formula, then better don’t post at all, please.
And to ask your question anyways, knowledge is power and I like power. I don’t want to waste time on playing an unfinished PvP. I can ask a question and count on some nice people to answer and explain it to me.
Thanks for your input.
Hey,
I was wondering if anyone managed to learn Necro after a month since release or is the community still avarage and unable to see how powerful Necro’s Death Shroud is.
I’d check myself, but I got totally bored with the sPvP and since our ‘very soon’ PvP blog post is apparently taking 2 weeks to go live I have no real incentive to touch the game.
Please discuss the current state of Necro in sPvP context.
We all miss it. Playing Guild Wars for several years was a journey.
For many of us it was the first multiplayer game and ‘getting stuck’ with it for 6 years is a proof of how much we loved it.
I guess it’s time to move on, but moving on is always hard, especially when it comes to a perfect game like Guild Wars.
Is your cognition working as intended?
So, necromancer is the only profession that hasn't received a single change (fix or balancing) from the release
in Necromancer
Posted by: leman.7682
lol. someone only play necro on BW1 looooooool
It is so hard to use irony and reference these days…
Dear Community, we present to you…
A Kittenmancer
A brand new profession, because we just don’t give a kitten!
If you love being forgotten every time the buff-party invitations are being sent, a kittenmancer is perfect fit for you!
Just imagine the enjoyment you bring to us by playing the new profession. Thanks to you we can bring you more content and areas and even more buff-parties (without you of course, just as promised)!
Tell your friends now. Just roll a Kittenmancer, leave the kitten to us.
Disclaimer: By rolling a Kittenmancer you acknowledge that you have read, understood and accepted the Kittenmancer rules of service, in particular you agree that you will not demand any changes to the service and/or it’s particular elements.
(edited by leman.7682)
So, necromancer is the only profession that hasn't received a single change (fix or balancing) from the release
in Necromancer
Posted by: leman.7682
Necro doesn’t need bug fixes nor buffs.
It needs a Death Shroud nerf, because it clearly is OP as hell.
No it can’t.
Jon Peters said necro is already very scary, but people can’t play him yet.
We have to live with it and deal with ‘Fear Me!’ warriors.
I’ve been a vocal supporter of Guild Wars 2 and have followed it since the initial announcement while playing original Guild Wars. I believed in Anet, I truly did.
After seeing personal story writing, voice-over and plot, it pains me to say, I’ve been bitterly disappointed. I never thought I could say that, but personal story for me is worse than in the ‘D’ game, which had some terrible writing and execution.
The amount of shortcuts taken in the personal story is almost comical. I was expecting to be blown away by the experience, to feel like watching a quality movie, to be touched by the immersive story. Unfortunatelly I couldn’t go pass lvl 70 quest, Alt+F4’ed and intend to never come back.
Why do we call it a necromancer then? Shouldn’t we call him Mr Death Shroud?
I would really like to hear from Mr Peters his tips on how to utilise this powerful Death Shroud while fighting very skilled Mesmer? How do you outplay Mesmers with DS? How do you skirmish against a skilled engineer? I’m sure Death Shroud will do…
The community is just too average bunch of players to be able to see the endless possibilities tied to a proper and skillful use of DS do it right now.
(edited by leman.7682)
The best players can enter Death Shroud to take a dangerous hit they can’t dodge and then pop back out of it.
Exactly. I love immobilizing a target with MH dagger, dazing it with my warhorn, swapping to staff, going into DS to fear the guy when the immobilize ends, going out of the DS and throwing Reaper’s Mark under his feet. This is an example of creative DS usage. This can be utilised to neutralise a point or keep a guy from stealing your buff.
Of course, you would just press one button as an engineer or guardian to gain similar effect, but I don’t care.
We were told in the BWE that Necro “Needed some love” it was followed up by a nerf to our most viable spec. Now he tells us that we are fine and that evry necro just needs too “Master” DS to be viable, We are the least desired PvP class up there with Elementalist thats just a fact, In PvE yet again least desirable class. For the people who acctualy lvled up Necro and like it who were waiting for that “Love” they promised we have now just been told that we are fine and we need to L2P it properly. That kind of information tends to upset people.
Well, what Jon is trying to say is more like ’grow some, guys, and have patience with the most difficult profession in the game. Play it, learn from your mistakes and you will be just fine.
While I understand him, I can also empathise with people that would want a smoother, more enjoyable and casual necro gameplay.
I would also like to report that for some reason the first page of this topic is bugged for me – I cannot edit my previous post to make it more readable, nor can I do anything related like quoting other posts. It’s like I wasn’t logged into my account on that particular page.
(edited by Moderator)
The power of DS isn’t in the damage (well not only) – it is the utility it provides, the ability to
stay in battle and get skills recharged,
swap weapons inside it,
go in and out just for this short fear that can be used for interrupts,
use ‘4’ just before going out and still get it’s effect,
baah, even the second skill is designed well – many people complain about it being a projectile, etc. – but think about it this way – let’s think of a glassy ele that uses mistform to get out of battle – if timed well the DS teleport hand can reach him just after his mistform ends and position you for a kill – and that’s just one idea.
While I personally think necro could use some changes (for instance getting the axe working; the skillset is miserable as well as working on trait trees) I have stood by necro for a long time and I start seeing it’s strengths and… incredible potential.
Yes, being killed in 10 seconds by a warrior that caught me unprepared or by a whip thief that was just too fast or by a mesmer that I believe is the best duelist class in the game (and right now single duelists are the most effective way to win) definitely isn’t fun. Fighting a warrior that has blocks, a thief that has evades, a mesmer with some nasty deflections and invulnerablilties not having any yourself isn’t always fun and surely isn’t easy. Being unable to deal with a bunker guardian not letting you walk to a capture point also isn’t most entertaining. But you can still win tournaments as necro with a decent team. And if you find playing necro fun, why not play it?
The only real problem is developers’ lack of communication.
I’ll give you a fun fact – I watched all the offical stream videos from BWE3 (yes, I did), just to see some necro gameplay. There wasn’t any. Every profession was featured but necro. The developers respond to particular bugs and problems in every profession subforum since BWE3, every but necro’s.
It all makes me feel, that necro is the least played profession in Bellevue, like it was left for the interns to balance, while ‘cool devs’ tinker with warriors and mesmers or any other ‘cool’ profession.
This is the real problem, this is where bad communication brings us all.
Do you guys feel the Necro Love raining? IT’s all over the place!
https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-September-14th-2012
nobody gives a s**t about the least played class.
They just don’t give a necro.
Necro was the only profession NOT played during hours of official streaming during BWE3. It says a lot.
Necro is at the bottom of the Anet’s interest list I’m afraid. An ugly duckling, coming straight from the Foundry of Failed Creations.
A response or info is highly improbable.
Reroll a mesmer or a thief, there isn’t enough of them Rotflmacia is recruiting every living creature!
Just joking
It doesn’t matter that there are mesmer phantasm that do more damage than your necro.
It doesn’t matter that you are less mobile than a trebuchet.
It doesn’t matter that warriors, thieves and wolves have longer fear than your necro.
These things don’t matter! Necro just needs some love!
I hope I cheered you up! Good night.
(edited by leman.7682)
Positive. I’ve been playing almost solely necro and I’ve been rooted numerous times and have been feared for 20 seconds couple of times.
Additionally my buddy guardian fighting nearby experienced the same 20 seconds of fear once. Unfortunately I cannot say what caused it.
(edited by leman.7682)