I like some of the features here, but honestly, the majority are going to make life difficult for people who used to do certain events/guesting.
Grenth/Orr in-general is going to be a kitten to do; getting Obsidian shards will be a PITA with having to re-log hundreds of times until you find an open server/a server in-progress.
The same goes for CoF/contested waypoints; instead of implementing a QoL fix for these…you’ve gone and made them WORSE for QoL. Obfuscating what is open/closed/contested is silly. I get that it’s difficult with the new system, but you NEED to implement some way around this.
As for specific timed events: this will only further reinforce the zerg nature, as not only will more people participate, but the CD between events is a known: meaning we can simply do X, go to Y, go to Z, etc. No more checking APIs, guesting, or anything else. Yes, this is a nice QoL change, but it also reinforces a part of the game that MANY players do not enjoy. It also means that if you miss a cycle, that you have to wait around until the next one. No more being able to guest to find that remaining World Event. :/
On the surface this update is AWESOME for people leveling, but for anyone already at 80…it’s not all that great.
yay, a guide about how you should play A.K.A. take a guardian or scram…..
Necro and Engineer work quite well too, as I found during the Orr Elemental farm awhile back(the event failure one).
Guardian still takes the cake, but there are definitely other options for people without a Guardian.
@ Allie:
You wanted build specifics?
There are PLENTY of builds that rely upon swapping the jewel to get that little bit of something extra that is lacking overall(be it toughness, prec, healing power, condi, vit, whatever).
On the build I’ve been running on my Ranger for the past 6+ months, I’ve been using a combo and it allows me to gain some NEEDED prec(~8%). Without it…the procs I was hoping on are already small, once you deduct 8% from them…yea the build is dead.
Anyways, I won’t be playing Ranger anymore, that’s for sure, as I have ZERO interest in playing with Spirits, which this patch is going to require me to do.
Also, just because you see some people commenting in here that “nothing is being changed”, doesn’t mean kitten in the long run. Great, someone commented that they don’t use jewels, so your answer is to remove them simply because a couple people don’t use them?
Oh and balance/new player friendliness? give me a break: you’re introducing a requirement to purchase new traits/amulets/etc. which will further confuse new players. If you think amulets/jewels were confusing before…then why didn’t you create an actual TUTORIAL?
Creation > removal, but maybe that’s just me.
shrug
Im gonna be totally honest.
I dont think removing jewells will hurt the game. Jewels are just minor stats. They add build diversity? Sure, but in the wrong way.
Traits, runes, sigils are the right way to add build diversity and those ways are all being increased and their systems improved upon. That’s a step up for Guild Wars 2 combat whether you like it or not.
Why should the min-max combination of stats play an important role in PvP, when traits/rune are much more about what each player theorycrafts and/or prefers, rather than a simple stats boost, absent of skill or thought put into it.
This isn’t possible anymore with the focus on 6th slot bonus as well as requiring a full set of runes with the patch.
Doesn’t seem to work properly(or at least it doesn’t work well with values in-between).
It’s not bad for a quick pick, but I think there are far better tools out there. You can honestly create something in Excel/Google Spreadsheet in a few minutes that will work better than this.
Try minis/insignias/inscriptions. All of those can be flipped pretty quickly and some particular ones have quite high profits. Yesterday I was flipping some minis within a matter of minutes for ~40-60s profit per.
shrug
Get creative and find your own niche if you truly want to make some moolah.
Why not just remove amulets/stats in general from PvP?
If what you want is easy-peazy balancing, then just have stats revolve around some other mechanic like:
- fully trait dependent
- “role”(ie: bunker, dps, condi, mix)
Removing jewels, which INCREASED build diversity, isn’t going to make your balancing any easier, because amulets were never the issue to begin with.
At the end of the day, this will only force people to run specific builds, which is kind of funny coming from the game that touted your ability to “play it how you want to”. Sorry, but the jewel allowed me to pick up some prec, which was needed for some procs in my build; without it, I’m going to have to run a TOTALLY different build, which I do not want to do(aka: I’m being forced to run a FoTM build now).
tl;dr: ANet thinks this will encourage people to try out PvP, when in reality it is going to drive people who actually play it away.
$10 with the current system gives:
800 gems
which in turn gives:
4x Transmute packs(lvl80)
which in turn gives:
4x 5 transmutes per pack
aka 20 TOTAL transmutes, which works out to 3 full armor transmutes with 2 transmutes left over
ANet is granting us some transmutes based upon PvP rank and we can also convert things like splitters and the lvl1-79 transmutes into the new system. The downside…is that PvE and PvP are now shared, which means, if you play MULTIPLE alts in PvP and you want your PvP look different from your PvE look…you’re going to be spending a minimum of 6 transmutes per character(I play 4 characters in PvP, so that’s 24 transmutes for armor alone…)
tl;dr: ANet is going to make bank
PS ANet: I would purchase an infinite transmuter for 4000 gems
@somsom.5201
In my opinion the blog post doesn’t clarify the process enough. Even you are describing it as an “overwrite” – which basically would mean, that every pvp skin which is worn by your character will not be unlocked in the locker.
You aren’t “losing” anything. Everything you have in PvP(even on your character) is going into the wardrobe. When you log into PvP on the first day, your armor will be PvE/nude(if you don’t have anything on your PvE character).
to devs:
this is a question about what will happen to spvp currently being worn at patch day.
you said this:
“As of April 15, there will no longer be PvP items in the game. The look you set for your weapons and armor in PvE and WvW will carry over into PvP”if i have a set i prefer in spvp, and a regular chain mail armor in pve. will this;
1) pve gear replacing the ones being worn in spvp (and not stored in the locker or unlocked) ->making us loose the set
or
2) pve gear replacing the ones being worn in spvp and the ones that was currently worn in spvp is automaticly put to the “unlocked” list in wardrobe
since whatever we wear in pve, we will have that set in pvp. which set will be replaced and is there any loss of any set by not storing any spvp gear in the locker?
i need to know this in case i need to put my spvp cultural in locker before it’s being replaced.
This was already answered in the blog post:
Any PvE gear you have right now will be applied to your PvP look. Whatever you’re wearing in PvP right now(along with your PvP locker) will be saved, but your look will be overwritten by your PvE look. You will get some transmute items based upon rank, which will allow you to create a separate PvP look(if you wish), by re-skinning your old PvP look to white items(which they show in the PvP video today) purchased from a vendor.
tl;dr: Your PvP look will initially default to your PvE look. If you want to create an alter-ego for PvP you will need to create a secondary set and apply skins to it.
P.S. I HATE this change
If PvP wasn’t dead enough they go and do this…
- require full rune set
- no more mixing of amulets and jewels
- require gold and skillpoints for new traits, amulets, etc.
- require transmute charges to change your look in PvP
lmnoPZ I’m outta here
A number of bad moves IMO:
- required 6x full rune set
- no more mixing amulet and jewel
- having to pay for future amulets, traits, etc.
- having to pay to use your skins(yes, you could just use a basic white item as they “suggest”)
The only good things about it are the increased rewards/PvE obtainable things in PvP and the combined daily/monthly.
At the end of the day, the changes to amulets and runes will MOST definitely kill off build diversity and once you add in having to purchase new things with gold/skillpoints, then you’re going to have a HUGE un-even playing field with new players(who are already at a disadvantage by being new).
shrug
This is truly a case of, “one step forward, two steps back” if there ever was one.
Remember that they are DECREASING gold sinks. No longer will you need to purchase multiple gem store sets, weapons, repair armor, etc. That translates to HUNDREDS of gold saved over the course of a year.
Don’t cry just yet because you’re getting 1s less per Champ bag/event. You can and likely will still farm the kitten outta them, so relax.
Don’t forget that this is also an on-going project: they will continue to tweak and balance the game so that ALL aspects are rewarding(perhaps not ideally equal, but hopefully close).
For everyone saying this “removes” risk from the game: the monetary penalty was NEVER the risk to begin with. The risk was always, and will always be the “destruction” of your armor(ie: when it becomes broken). The monetary penalty was simply an increased burden that truly has no “place” in the game.
They aren’t changing anything about the repair process aside from the cost. You will still have to seek out a repair vendor when your armor breaks. You will still have to F12 to get out of Fractals to repair.
The core concept is the same; they are just making it more streamlined for new players to the game who might find the monetary penalty off-putting. Just because you have 1000s of gold, doesn’t mean that someone else out there isn’t having issues with a 10s repair bill. Trust me, back in the day when the game was far less rewarding, a 10s repair bill was actually a BIG chunk of that dungeon reward.
This is not possible due to the way race determines so much of your personal story.
Repeat after me:
No one cares about the story.
No one cares about the story.
No one cares about the story.
Why are the mods merging topics on skins with topics on dyes…
sigh
What a waste of my time.
To further add another question: what about backpieces(be it the Jetpack, Dwayna, Ascended, etc.): will these be converted into skins too?
Well, with 2 Incinerators you will be able to select stats, which is quite a nice feature. I guess it all depends on whether you made them for their looks alone or for the looks AND stat-swapping feature.
I can understand the frustration from those who simply crafted 2 for the looks(I did the same for Infinite Light). Sucks, but I doubt there will be any kind of compensation.
I’ve got a bad feeling we’re going to need to spend transmute charges to change our look in PvP. Granted, if that means we can take Legendaries/Ascended looks into PvP it’s not all that bad, but if also applies to stuff we currently have…
Regarding weapons, they won’t necessarily be useless, as you’ll still have the stats on both, but yes, in-terms of the look, it was a “waste” of gold(which sucks).
As to gem store items: it’s unclear how ANet is going to handle those. Personally, I’ve bought multiple sets/items and would like some info on how they are going to handle them, as well as previous LS items/transmuted LS or gem store items.
o.O
- Purchased unique skins.
- Decided didn’t like.
- Overwrote the skins.
- Concern over having to re-buy said skins that were not liked in the first place
Why would one consider re-buying skins that they already knows they don’t like?
Because you can only buy them in a complete set. Meaning, I changed my mind on the leggings, and I’m wondering if I’ll have to re-buy the full set or if they have a way of tracking purchases.
My issue: I have purchased some gem store items in the past and after using some of them, decided that I didn’t like them all that much and transmuted over them.
I know in the blogpost it says something like “one transmutation level only”, but you’d think if you’d unlocked something(ie: purchased it) they would be able to track it.
Can we get a dev response concerning how the system “tracks” unlocked items? I know going forth it will work correctly; I just want to see if I need to re-buy some gem store sets/TP items if the system doesn’t truly keep track of items we’ve “unlocked”.
You must have done the wall/throw exploit to kill him that fast(they changed the spawn rate on crystals for that first phase; no way to do it “legit”).
Doing that exploit has a VERY high chance to bug him, and isn’t worth the ~2 minutes you’ll save by doing it. Have fun spending another hour or so re-running Fractals.
So let me get this straight.
Players who have been playing the game and winning gold from PvP should have the resources to be able to purchase any new traits and the intellect and experience to know whether or not any build they would want to play will even need the trait.
New players will log in, see that there is some sort of progression to be able to use everything, and psychologically be encouraged to play a few hotjoins to earn the resources to unlock the traits and experiment with them so that instead of logging in, seeing everything unlocked and ready to go, and then immediately queuing into Solo Que or even Team Que, they are encouraged to and feel as though they need to play a few games to unlock everything they are going to want to use, while gaining more experience in the process, and therefore aren’t queuing into a game and potentially hindering a more competitive game mode.
It seems like this should be everything that the competitive community has been asking for, discouraging new players from “ruining” more competitive game modes through some sort of need to make it through an introductory phase of PvP, while players who currently have experience should have all the resources they need to continue to play the game completely unhindered.
It’s the same model that many video games that are successful have implemented and the outrage against it seems completely unjustified. Yes, sometimes companies have to change their business models, and if that’s what’s bugging you, then tough, but it’s something that needs to happen sometimes in order for a company to be more successful.
If anything, this will make it WORSE, as new players won’t have access to those traits, which further puts them into a position of lower standing/obvious “new player”-ness. You’d think ANet would want to DECREASE the hateorade around here, but nope, they go and make it even worse.
WOAH
hang on now
That means we’ll need to drop 25 SP(more/less) or unlock it in PvE for PvP use?
Doesn’t that defeat the purpose of PvP(ie: you can enter on a lvl 1 and be able to play it without having to have an 80 in PvE)?
If that’s the future of PvP in this game…you can consider it dead. 40 new traits, that will require some form of unlock will kill whatever is left of PvP.
OP, would you still want a race change contract if it reset your personal story, forced you to replay the first part of your personal story (for your new race) and also removed item rewards for finishing personal story chapters up to the level you have already done on your first race?
aka nothing I care about? then, yes, yes I do want that.
Why would I care about some PS bs that has ZERO impact on the game/myself/or my alts?
Maybe you need to get paired with better players?
Ranger is perfectly fine. The issue is most playing it are kittening bad.
I’ve been trap since day1.
Anyone running Spirits is just trolling.
Rank is way too dependent on other players, when it should be partly win/loss but primarily your OWN contributions(ie: caps, defenses, kills, revives, etc.).
The current setup is just stupid and infuriating, not to mention it promotes playing a handful of games(hopefully winning them) and then not playing PvP again for months…which lets you retain top ranks. Yea, that’s a good MM system…
If i could give this thread a -1 i would.
“3 non-zerk and we seriously think about just leaving and starting recruit over again — too much work to carry 3x leeches.”
non zerks are “leeches”……….nice…
Considering they do less dmg and bring less utility, yes, they are leeches.
shrug
l2adapt
I’m having a blast going back to my old trap Ranger builds. It throws people for a loop when they expect to see me with spirits and instead get a load of condi CC spam.
Yes, the ranking system is a TOTAL joke, and needs to be addressed. Also, the matchmaking “system” continues to make me lol.
It seems like the best course of action is simply to not play the game(or rather, play it once a week and hope you win), which is silly. There is simply too much variance with respect to winning/losing influencing your rank.
Well, yes, and no. The person home should reinforce mid if far gets de-capped. The issue is that a lot of players who push far…are just bad and can’t cap/de-cap it, which leads to the issue you addressed. That being said, you should always push from home to mid unless you KNOW they are going to have a respawn very soon. It makes zero sense to AFK home unless they are actively trying to backcap.
Similar issue this morning as well. I’m missing earnings from ecto and silk stacks. I didn’t retrieve/visit a TP, but it clearly shows “sold”, yet no red icon indicating TP things to pickup.
I put up some ecto and silk stacks last night. When I woke up this AM I went to check and it said they were sold, yet I never saw a red icon indicating something to retrieve from the TP. It says they were sold this morning(roughly 3 hrs ago), but I would have seen them when I logged in. I know it’s not a new issue, and it’s usually resolved quickly, but I’m seeing a LOT of posts the past couple days regarding this.
To clarify: I did NOT visit a TP to collect my earnings, so that’s out of the question. Also, my gold amount was un-changed since I logged off last night(I ALWAYS keep track of it via spreadsheet).
Please look into it; annoying to have 100g+ AWOL and not able to be used.
Yea I thought I was going nuts today when I noticed a stack of ecto and a couple stacks of silk missing from the TP. It shows up as sold, but I NEVER went to the TP to retrieve it; on top of that, it says it sold during the night…but I saw NO red marker on the TP this morning.
Something is definitely fubar atm.
1. Ranger
2. Necromancer
3. Engineer
“Although it can be said that dead dps is no dps.”
lol
So am I doing double dps when I don’t die on my dps spec?
@ OP:
Is it viable? yes. Will it do anything for the party? no. It’s a selfish trait that helps no one but yourself and should not be run outside of WvW(or arguably WE if you need the extra healing).
But please, do NOT run it in dungeons/Fractals. You are LITERALLY wasting traits by going down that tree. You could VASTLY improve your own performance, as well as group performance by following one of the more “meta” builds(ie: blinding, dps, consecration utility).
This game doesn’t have tanks, so IDKMYBFFJILL.
“Tanking” in this game is mitigating dmg via blinds, blocks, reflects, etc.
Aside from WvW, there is no point running “tank” stats, as it actually hinders the party more than anything else.
(edited by somsom.5201)
Tanking gear actual does have better meaning than DPS gear if need more survivability to complete the content if you are bad. Go and watch Arah path 2 with zero dodges video, seriously. People who don’t want to have to dodge attacks can run tanky gear at the price of running paths a bit longer. I think that’s fair.
Exactly. If you choose to afk tank, then your reward will be a longer run. People ranting for equal completion times while afking are delusional.
You play a sword focus reflect mesmer and don’t already consider yourself bringing the control and support you want so badly? To me that’s precisely what control and support is. You control the mobs into a corner/wall using focus, and you support your team with reflections. Why do you feel you need tank stats to be viable to accomplish this?
Exactly this. Why is there this notion that you NEED tank stats ALONG with dps stats? That just isn’t going to happen.
With the way PvE is setup, it makes more sense to gear towards DPS stats and group utility traits. People seem to want both survival stats, utilities, and “support” for their group. News flash: that isn’t going to happen. You can’t have your Celestial and eat it too.
People are too focused on old trinity mechanics of stat based dmg mitigation. Get with the flow: dps is a form of dmg mitigation, party utilities(ie non-selfish) are dmg mitigation. It’s like “peace through superior firepower”.
People need to either wake up and adapt or they need to go back to whatever trinity based MMO they came from.
Not all mesmer build runs on critical damage some may run phantasm or conditions (you think like if shatter was alone in the world here) and ele can run condition damage and still use utility, Warrior can run banners and shout they can also run physical wich push knockdown and stun mobs around, guardian can run shouts and walls if they want, necro can run minion wells and condition spreads, Enginer can run turret elixir or gadgets they have a lot of utility actualy while ranger brings in traps wich slow the mobs and limit their movement a pet with various buffs and may support with horn and spirits.
Because you guys are limited to that critical damage dpsing mind you actualy ignore everything else that would actualy harm your critical damage in a way or another worse yet you despise any build that cant score as heavy hit as yours do because damage is king right now, those build can be ran on prety much anything from condition damage to support build. Class all have a good number of utility here including ranger wich if condition damage wasnt this much vilified traps in dungeon could actualy earn a respectfull place, + you already got spirit ranger in your book.
All class have more then enought utility skill to be usefull no mather their build, the only thing that impede everyone right now from using them is called ‘’PURE DPS ONLY’’ would you be selfish by imposing a forced damage build on everyone whod actualy like to run something wich is either a hybrid between both or a full control/support spec?
The meta wont be a problem at this point because well have 3 time as many available potential meta as before due to the actual fact some build wich used to be deemed as useless due to their lack of damage (aka minion, support ele, trap ranger, poison thieves, shadow thieves, banner warrior, hammer warrior prety much all those lovely build you guys ignore because they arent 100% damage focused) would now have a place. Right now what do we have? 1 meta per build and its 100% centered about bringing down as much damage as possible, Id rather have 3 to 4 meta possibility using various utility and build then 1 single king lording over everything else because damage makes support and control useless well lets see what happens when your damage is barely only 1.5 time stronguer then that control guy in the corner wich actualy is doing a real job making sure those mobs dont fight.
You dont need 5 warrior to run banners neither do you need a full team of necro using MM, by mixing control damage and support do you achieve the correct balance between character strenght and class those arent meta, its called builds and guild wars is made around builds.
Damage wasnt made to actualy overthrow support and control it was made to fill in the job that the other already did at lesser extent. Because damage will always get the job done true but it shouldnt be so strong as to make the two other roles useless in a fight. The issue is not the ability to dodge, however as people says with less damage bosses becomes more dangerous because you may make a mistake at anytime, normaly people doing the support or the control role exist so to make sure that the ’’damage’’ role is bought the time it needs to get things done. Right now we are fighting fire with fire, what about adding some water and earth to our composition kitten to make it easyer for everyone?
Running pure damage makes every fight easyer for the guys that do flawless dodges because the boss attack less often but punish the average player who miss a step and might have survived if the party had a dedicated support and a control player preventing the hits, where is your justice in that?
What you’re asking for is something that this game was NEVER designed to have: trinity(or in your case unity). No one is forcing you to run Berserker gear. If you don’t like it, don’t run it. If you don’t understand mechanics or can’t dodge attacks, then don’t run it. It isn’t something you should run RIGHT after hitting 80. Stop acting like everything should be a free ride. There has to be risk for reward.
No one is “punishing” anyone here. Again, if you are unfamiliar with game mechanics, then do not run a glassy build. It’s that simple. Don’t try and push other mechanics or trinity type gameplay onto the other players, because we aren’t pushing anything on you. It’s easy enough to start your own LFG and ask for “dedicated Cleric Guardian” etc. If you want a dedicated support: ASK FOR IT. Not that hard.
Still waiting to hear what the “problem” is. In a good player’s hands, pve dps builds are objectively superior.
SO WHAT? Please explain why and how this is a “problem” that requires “fixing.”
It’s not how the game was advertised. We were told “any class can play any role” and right now that is ludicrous because DPS builds are far superior to anything else.
100% wrong. You are misquoting and misremembering. The promise was “no trinity, no dedicated roles, all classes will provide dps, healing, support, cc”
This does not mean “anything goes all classes can fulfill any role.” It means there are no roles and all characters are expected to DPS (zerker meta: check), Support (zerker meta: check), CC (zerker meta: check), and heal (zerker meta: check).
What you, and the other zerkernerfers want is a trinity system where any class can fulfill any of the trinity roles but that is not the game that Anet promise and not the game Anet delivered.
I consider this post of mine to have effectively put this debate to bed. Mods can feel free to sticky my post and close the thread.
100% this. Anyone suggesting that Berserker players are to blame is flat-out misinformed. ANet might have screwed up with their PR, but really the blame lies with the people who assumed that they could play any build and do as well(or better) as any other build.
Just because there is no trinity does not imply that EVERY build is on an even playing field. You can still build towards a tank, healer, dps, etc., but there is no more defined(in terms of game mechanics) role for those builds. Every build has to contribute in some form to the overall group, and it just so happens that the dps oriented builds bring more to the table with the current design of the game.
Just to be clear: someone running full Clerics will not now, nor ever, be on an equal footing in terms of dps with someone in Berserker gear. The same can be said for the Berserker player in terms of healing power. Why anyone would assume that two completely different builds would have equal footing is beyond me, and frankly, it’s alarming to think there are players out there that want truly homogenized gameplay. There has to be risk for reward. Evening the playing field for ALL builds will just mean there is ONE meta build for everything(and frankly, one class that will bring more to the table).
tl;dr: nerfing Berserker without addressing the TRUE issues will not fix anything.
removing berserker and assasin is the best solution to see that physical damage is on equal therm with condition damage build, control build, and support in a party. The removal of critical damage would put them all on equal therm effectiveness wise. While we could still aquire critical damage from class buff traits and warrior banner the actual lack of gear would prevent us from specialising entirely on pure damage glass cannon without taking the consequance, of course youd deal slightly more damage then the other spec but i dont think that without proper support and control you will survive long, what do you think is the damage defrence between 110% crit damage and 30% when it comes to dealing the dps? Other option could be to nerf zerker in a way that all item gives way less critical damage bonus (lets say 1% crit damage on each item and 2% on big ones) but im not sure that would be enought to actualy make people start to choose something else.
Since everyone now deal nearly the same dps, why wouldnt i run a minion master necro or a support enginer instead, maybe an actual hammer warrior? the group is likely gunna die if we dont have control in the first place to keep the mob put while we hit them because at that point outdamaging them before they hit us is gunna be out of question and well have to rely on every possible role to keep everyone alive not just raw damage and a small cooldown burst well need actual real support and control specialist.
The issue with “leveling” the dps field is that something else will become “meta”.
ex: if all classes/builds get a generic level of X dps, then they will have to bring something else to the group in terms of utility. What this will do is cause specific classes to become even MORE “meta” than they already are. Why would you bring X class when Y class has more utility(assuming same dps)? By having a disparity in dps, at least you have some classes than can bring more utility with a minimal dps loss(ie: Mesmer vs Ele).
tl;dr: it isn’t as simple as simply leveling the dps of all classes.
I’ve said this before on the CDI, but the answer isn’t either reliance on the holy trinity or all zerker.
Anet didn’t want to do the Holy Trinity of tank/dps/healer because they didn’t want the community to force players to be a spec to get dungeon invites. However, the zerker meta is doing exactly the same thing, thus it is not superior to the trinity within the given reasoning.What needs to happen is first for stats to have equal weight. As it stands now, speccing DPS, especially berzerker’s, greatly increases DPS. In comparison, stacking any other combination of stats yields much lower results. Toughness & health stacking does not make you live that much longer as zerker players. Healing power does almost nothing at all. Boon duration, while nice in theory, has 0 viable gear sets to support it.
Condition damage… well, it’s limited by the mechanics of the game itself, which is a huge problem to make it equal to the other stats. It needs a complete redesign to be on par with direct damage.Note that none of these changes actually change the meta as it stands. People will still ask for 5x zerkers because it would still work and still be the best. And neither should we ask for nerfs to the spec because it would involve a complete overhaul of dodging mechanics and making the game stand out less in the already saturated MMORPG market.
I don’t want to see a complete reliance on the holy trinity. In fact, I’d rather see more than 3 roles being prominent in pve. Tanking, healing, CC, DPS, buffing, other ideas welcome, should all be worthwhile specs and offer a different play experience.
We already have relevant stats for most of these in the game, and number tweaking could already do a lot, as well as opening new stat combinations.The rest is actually up to dungeon and encounter design. Having all dungeons require the same build setup is archaic nonsense.
So we’ll have encounters where all zerker’s/dodge for your life skill play is rewarded as well as encounters that require CC and buffing/debuffing and where dodging mechanics are not rewarded (ie, mobs that dodge/heal/CC the DPS). Taking the right build to the right place is also a form of skillful play. It’s called being prepared.As for solo dungeon runs. The only reason this is possible atm is because the current dungeons are ridiculously easy. They were not designed for solo play, and neither should it be taken into account when designing dungeons/adjusting class balance.
It’s nice that it IS possible, but it has never been design’s intention.
You’re ALWAYS going to have meta, FoTM, or “anchor” builds in an MMO no matter if you have the trinity or not. The reason being: simplicity. Just because there is no need for a trinity, doesn’t mean people won’t be “pigeon holed” by specific builds/“requirements”. Everyone(at least everyone intelligent) wants to maximize utility(both party and self), thus, the reasoning behind people running VERY specific builds.
Personally, I think people feel lost without the trinity. I can’t tell you how many players I’ve encountered in dungeons/Fractals who literally do not understand the reasoning behind having GROUP utility. They think that because there is no trinity that they now need to go FULL self EVERYTHING. WRONG. You need to have more group cohesion instead of self/specific class reliance.
I agree with you that scaling of stats benefits those focusing on dps. I would like to see things like condi and healing addressed, but due to their current implementations and overall game mechanics…there is just ZERO reason to run those in PvE. Until things DRAMATICALLY change( and I mean 100% reversal from what we have now) the meta going forward will remain the same.
We are trying to take steps to address some of the dominance of Berserker/DPS players. More info next week, I think.
Jon
Unless you guys are going to DRAMATICALLY decrease boss HP, increase dmg from mobs/bosses, and fix things like condi application, then no, nothing will change the meta.
What I do NOT want to see, is even higher boss HP pools and the like. Stop catering to people who are upset that they can’t run with a good group(HELLO, create a guild/find a group of people to run with, it’s NOT hard to do). Don’t punish players who play well together and WANT to do it that way. sigh. This is yet another case of ANet acquiescing to the minority (albeit very vocal).
The game needs MORE mechanics and MORE punishing modes(ie: “hardmode” dungeons). Don’t kitten the game in favor of people who want to run selfish builds and afk tank everything.
Also: WHY are you doing this RIGHT after you guys implemented Ascended armor? You do realize people just got done/still in the process of spending HUGE amounts of money and time on that right? GG to them when you (potentially) completely kill the DPS meta.
People need to quit thinking this game is your traditional trinity type MMO: it’s not. Once you understand that, the concept of “meta” goes out the window. Instead, it’s all about efficiency and maximum group utility(in many cases just pure dps).
Instead, people post stuff like “please nerf Berserkers”…why? so you can sit there in Cleric armor with AH on your Guardian and do nothing? lol.
Switchable stats for Ascended gear
More “chance” at Ascended drops
Allow for selling of Ascended gear
Branch the available classes and create new skills(2-3 branches per class, with ~10 new utilities total per class)
Class/Race swapping (via gem store of course)
lol
Why are you complaining about the prices of something that is a skin? You can still make the other “full stat” backpiece for WAY less gold. With Dwayna and Grenth you’re paying purely for the skin.
I spent ~350g the first 30 minutes after it went live to craft it, and I don’t regret it one bit. If you don’t want to make it, then don’t make it; but don’t come here crying about costs.
The moderator “team” here is simply overboard with their actions. It isn’t new and this change honestly doesn’t surprise me. In fact, I wouldn’t be surprised if I get infracted for this post, solely because it’s taking a “critical” tone.
If you remove the WvW matchups you are effectively killing off the vast majority of the WvW section of this forum. Do you honestly expect people, people who are already disillusioned with this game, to just move off-site and start their own forum for this?
Give me a break: either use your forums or don’t. Quit acting like WE are to blame. AFAIK, no one in those forum discussions got IRL kitten over ANYTHING. Instead, it was the mods who consistently blew everything up and got things heated with constant edits and removals.
I wouldn’t be surprised if the General Discussion section was next. Hell, you guys should really delete that CDI post due to all the “heated” discussion in there.
HtL is usually a placeholder shout for me anyways, but I do run it when I don’t have a need for extra stability/condi cleanse/reflect/etc. I only run Retreat during specific boss fights(like Mai Trin, Molten duo, Dredge, etc.) for the AoE avoidance(decreases the need to waste dodges).