Greater marks, unyielding blast, path of midnight and vital persistance.
Yeah except in triple troubles case the “this and this” is only numbers and basic organisation. Whereas in actual challenging fights it requires each individual player to pay attention, contribute and correctly time dodges. The only thing people ever dodge on TT is the spin thing. But if people fail to dodge that it has pretty much no impact on the success of the group.
Besides having to dodge once per burn phase is really engaging. /s
Have you done Triple Trouble Wurm?
Triple Trouble is not remotely challenging. It is an organisation and numbers check. Once those are sorted its completely faceroll.
If it was instanced it would have a much higher success rate and noone would still consider it challenging. But its open world so it creates a false sense of challenge. Because we all know how challenging it is to organise pugs on such a large scale.
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Yeah except you are ignoring utility classes from that analysis. Use of stealth and portals is what saves the most time.
So the way i see it is:
1 war for might + banners
1 Ele for fury + dps
1 engi for vuln + perma immob
1 ranger for spotter + frost spirit
1 thief for stealth
1 guard for aegis/stab/reflect
1 mes for portal + extra reflects
Extra slots filled with eles for DPS.
That just leaves out necro. The rest of the slots would be filled with eles for dps (maybe sacrifice a utility class for more eles) or extra utility classes. So double mesmer for back to back portals etc. Or to allow split compositions.
But the thing is with the elite specs and new content. They can very easily incentivise other less popular classes. For example create encounters which make epidemic almost compulsory in the meta. Or incentivise control conditions or unpopular combo fields. Then every class can be in a favourable position for at least something.
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Well there is a slim possibility of condi gear becoming meta tier. Which means sinister could be an option. But i think its kind of unlikely to be better than flat damage even with condis being dramatically improved.
For PvE Berserker is a safe bet. Cavalier would be weak because you dont get power main stat. And Valkyrie just seems kind of pointless. Berserker is going to give you better damage in situations where you dont have fury or if the meta doesnt involve using that trait.
Well look at this way. With 5 man instances theres only ever going to be 4-5 meta classes. With more slots it opens up greater possibilities. It still depends on class balance and the content. But at least its possible rather than impossible.
Currently there are 6 classes that can comfortably fit in the meta. But with only 5 slots the engi gets shafted most of the time. And we dont have the space to take both a mesmer and a guard at the same time. Its restrictions like that which disappear when group sizes increase.
10 man instances open the possibility for greater class diversity in a controlled group environment. Its not just about getting good instanced content. It can also solve diversity and class exclusion issues.
People actually have a problem getting around in the sandstorm? I mean, what? You have visibility out as far as you ever need for combat. How in the world does that “affect how you approach enemies”?
I mean, darker nights would be cool, and that very concept of it only being in the distance could be applied to them like it is in FFXIV , but still, don’t claim it’s something it’s not.
Its not a problem of getting around or being able to see (at least for me). Its a problem of it being unpleasant on the eyes. I find myself instinctively squinting at the screen during a sandstorm. I suppose thats immersive in a way. Just thats one weather type i would rather not have be so immersive.
I like that idea for darker nights. It doesnt totally ruin visibility and it keeps things very clear close range. While also making it really obvious that its night time.
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If they call them missions then its a bit of a throw back to GW1.
I think the end answer, if I’m perfectly frank is “This game just isn’t for really hardcore dungeon types”.
Except the potential of their combat system suggests otherwise. So its no wonder so many of us dont want to leave and want them utilise that potential.
Also to add to that statement many of the systems within the combat system are unused by casual players. They may as well scrap half their combat system if they dont intend to develop hardcore content. Because its being unused and creates extra balance issues. But im sure noone wants that. :P
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Yeah im not going to give myself false hope. I will wait until they explicity state what they are doing.
I think my friend didn’t appreciate.
No mushrooms on that pizza.
In the original GW, mob groups had real thought put into them. They consisted of a mix that corresponded to a mix of the character classes in the game. Some mixes were more challenging than others, especially when the devs started putting approximations of player meta builds on the mob groups. This variety led to different challenges due to the variety in what mobs brought to the table.
In GW2, mob groups will often feature many of the same mobs. Thus, groups will often present the same challenge multiple times. Groups of mobs that all use the same KD is one such situation.
All that said, I’m not in favor of removing KD, or shortening the stun duration associated with some KD skills. Why? Counter play is more interesting than no counter play. I’d rather lose the occasional fight because I didn’t know or choose to slot a stun break than never need the stun break in PvE. Mobs have such abilities because they have 2-3 moves, total, and knowing which of their moves to mitigate and which you can afford to take can make combat more interesting than it would be without the need to pay attention sometimes.
I wouldn’t mind more variety in mob groups. The Krait revamp is a decent example of this, with Slavers, Hypnos, Nimross and Damoss each bringing something different to the table. Mord mobs also bring different things to a fight, and — like Krait — tend to appear in varied groups, something that could be applied more often to Risen, who can appear in groups that contain many of the same.
The problem is not mobs having CC. The problem is mobs having spammable CC. Your stunbreak becomes mostly useless unless it comes with stability and that is not the case with all stunbreaks or even all classes. With the new stability mechanic it may not be all that useful even if it does come with stability.
This wasn’t as big of an issue in GW1 since mobs used mostly the same skills(although there were monster only skills as well) as players so they obeyed the same cooldowns.
Out of curiosity, what mobs “spam” CC? Most mobs that have such skills use them once, then die. The exceptions that I can think of are groups of the same mob that stagger their CC and Champs (and some vets) that live long enough that their having 3 moves that cycle over and over can be an issue. One such that bugs me is the Vet Risen Wizard that applies Weakness with most hits, making a mockery of counter play.
Orrian gorillas. They have one 7 second knockdown on a 10 second cooldown. And another 7 second knockdown with no cooldown. If you are fighting one on one you will probably get CC’d again right after the KD runs out. So you have to be fast. But Orrian gorillas come in packs. So if you get caught its pretty much over.
I agree that night time should definitely be more obvious. Although i really dislike the sandstorm. I find it really unpleasant and uncomfortable on the eyes. Just having a darker map is completely different though.
Loads of people quit right after GW2 was released because they didnt know what to do for endgame. Its fairly common for games to have a bit of a flop after the initial hype and level rush. Then it picks up again when the remaining players discover things to do and info spreads. Obviously the scale of the flop depends on the quality of the game. As does its ability to recover.
No its just a different way of phrasing what they said before. Wyverns arent the challenging group content they were talking about. The open world stuff weve seen in the beta so far isnt the challenging group content they were talking about. Although it does hint at it being instanced by saying they want open world in general to be more challenging but thats not what they were referring to in the announcement. But that could just be poorly chosen words by Colin.
I mean it is certainly encouraging that they dont consider open world bosses like the Wyvern as “challenging group content”. Which kind of indirectly says they know it needs to be separate from the open world experience. But its still vague and uncertain.
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Just camp long range with a crystal spotsch.
:<
http://gw2dungeons.net/Search#orrian+gorilla
Some mobs do have excessive KD’s. Spammable 7s KDs to be precise. If you dont have a stunbreak equipped you will not be able to get up once a group of orrian gorillas catches you. Its really annoying because its just slightly too excessive.
I dont like not being able to pug carry arah on necro anymore. :P
I was under the impression being agnostic was entirely different to being an athiest. And if you are an athiest you dont believe in deities. You are not an athiest if you are agnostic.
Approved.
Things i want voted on are:
Complete rework of unrestricted. Path completion must register after final boss is killed? All compulsory bosses must be defeated? Order of bosses/events does not matter?
NPC bugging/manipulation being allowed in restricted?
Skipping ahead of simple doors without going out of bounds being allowed in restricted? (This includes barriers which do not show up immediately)
Do not engage bosses that are not active? Basically this is to prevent killing alpha in CoE before he properly activates if you allow simple door skips.
Killing trivial trash mobs through walls? (See CM p2 trio record).
I think those are all the main things that have been discussed recently.
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Yeah pretty sure the reason we arent seeing new armour sets its because they need an outlet to be introduced with. So currently all the new sets they are working on are going to come out with HoT. I dont think thats a bad thing. We have outfits to keep our interest to a certain degree until then.
If we had living story still going on then obviously they could push out an armour set every now and then. But right now theres nothing coming out so theres nothing to add the armour to ingame. Unless they shoehorn new armour sets into old content reward tables. But im not really a fan of that unless that old content gets a revamp. So for example fractal armour into fractals. But that would happen with a fractal update/revamp. Which is probably not happening until HoT.
Wait for HoT. There will be loads of new armour and weapon skins with that for sure.
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Yeah would much prefer the cannon phase to just disappear.
And people double down (Not Jerus, in fairness).
It is the same. We’re just not wired to see it that way.
One side is saying “This content existing would enhance my game experience” the other is saying “This content existing would hurt my game experience”.
They’re 2 sides of the same coin. Until we get that through our heads there can be no legitimate discussion between the sides.
Nope. If they were really 2 sides of the same coin then the other side would be saying “This content doesnt enhance my game experience”.
Besides the idea that it can hurt their game experience is completely false. Unless they are forcing themselves to play content they dont like. But in that case its their own fault.
I’m trying to find a safe way to phrase this, just to make you understand how people feell
Essentially, adding raids can irrevocably change the tone and culture of a game, and plenty of people want nothing to do with that.
Here’s the dicey part:
I understand that you guys don’t get that because you like the raids and are comfortable with the associated culture. try to see it as others who don’t agree with you see it. What I see is people (on either side) only seeing their own side and being vociferous about it.
I don’t expect to convince you guys to change your minds, taste is taste. What I’m trying to convince people is that each side of the discussion has a legitimate place they’re coming from.
It’s up to Arenanet to weigh these competing needs (& their own design philosophies) and come to a decision as to whether to implement the feature…. and they surely already have made that decision, whatever it is.
I’m trying to get people to view the discussion the way Arenanet has to.
And weve said repeatedly that GW2 is a completely different game. Theres not going to be a gear grind culture for raids so its basically impossible for raids to impact people who do not want to play them. Its like fractal dont effect anyone who doesnt play fractals currently.
I see exactly what you are trying to say. I just havent seen a single example of why raids would hurt or effect the overall game culture. An overall culture shift only happens when a gametype effects the entire game in a big way (new gear tiers exclusive to raids). Again it goes back to people falsely using raid experience from other games which do have gear tier progression from raids.
Also i dont really get why you are playing the mediator role. Ive never once said i dont understand the other side. Stop argueing on their behalf and let them backup their concerns with actual translatable reasons. They havent actually given a single valid arguement to backup their concerns in GW2. Saying “I dont want raids because i didnt like it in such and such completely different game” is in no way justification to cut development of raids in GW2. If you are going to say that at least give a reason why you didnt like it and translate that into GW2’s game philosophies.
And people double down (Not Jerus, in fairness).
It is the same. We’re just not wired to see it that way.
One side is saying “This content existing would enhance my game experience” the other is saying “This content existing would hurt my game experience”.
They’re 2 sides of the same coin. Until we get that through our heads there can be no legitimate discussion between the sides.
Nope. If they were really 2 sides of the same coin then the other side would be saying “This content doesnt enhance my game experience”.
Besides the idea that it can hurt their game experience is completely false. Unless they are forcing themselves to play content they dont like. But in that case its their own fault.
Ill be honest i would never have gotten into gw2 in the first place if it wasnt for the cosmetic endgame. Its also what kept me playing before i discovered dungeons and speedrunning.
Challenging/instanced content just happens to be the method i find the most fun to work towards my cosmetic items. Also helps that the combat system doesnt get stale like most other games.
So yeah if the game looks ugly and has a theme im not a fan of then im probably not going to enjoy it for long.
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You are doing the same thing by saying raiding is bad because of some bad experiences in other games. And to be honest those bad experiences arent really solely from the raid itself. Obviously something went wrong or you grouped with the wrong people to get that sort of experience. Thats a people problem, not raiding itself. Challenging content is always going to bring out emotions. Is that a reason to cut development? No. Especially when those emotions can be really positive and bring people together at other times.
Some people cant take that intense emotional atmosphere. Thats fair enough. Its not for them. But that doesnt mean the entire area is bad. Its a case of overly sensitive people in an emotional environment having some bad experiences and unfairly shouting against things. People always remember the bad over the good. So its not really surprising that we get so much negativity drowning out everything else.
Besides even a minority is a good enough reason to develop content. I would consider satisfying 10% of the population a very good investment. Especially considering that is quite a large group when you consider how many split groups there are already.
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And again, to me at least, it says something that people are vehemently, even violently against the raid game mode existing.
That in and of itself says worlds about how it effects the culture.
Says more about those people actually.
Silverwastes.
Sit in a map for 40 minutes just for Vinewrath. Mind numbingly boring. Takes way too long. And to top it off i have to put up with hundreds of players id rather just not have there.
I guess the first part is just how you approach things. I don’t sit around waiting for bosses to pop up. I do stuff, and then if a boss pops up I may join in. Also, aren’t most of the bosses on timers so there’s no real waiting?
I’m confused by your second point. Usually “dealing with other players” means having to actually deal with them. Like trying to get them not to do things that kill everyone else in the group. Is your issue literally just having other players nearby or am I misunderstanding you?
Vinewrath spawns at the end of the map meta event. So you need to be there for about 40 minutes unless you get fortunate with map hopping. Yes you can go do various events while you wait. But that doesnt change that its an extremely long and tedious process.
I edited my post. So maybe that will clarify the second point a bit better. Ill repeat the key points.
In open world we have no choice of who we play with. So if an event requires a certain level of coordination or effort then we are bound to have an unsavoury experience when a considerable number of players do not contribute. Theres also the added fact that if i was just soloing or with a few likeminded friends we would kill various open world bosses in about a tenth of the time it takes a zerg to do it (scaling and low dps players dont mix well). And knowing this can make open worlding in large groups really unfun and boring because im well aware that it doesnt need to take anywhere near as long as it does.
There seem to be plenty of people who just hate the idea of stuff they can never accomplish/get. They’re SOMEWHAT accepting if it’s just too hard, but the requirements on raids are different:
1) significant time investment
2) forced interaction with people you don’t particularly want to interact withFunnily enough these are the exact two issues that make me hate open world. Ironic isnt it?
Mine are a little different:
1) Boring and grindy
2) forced interaction with people you don’t particularly want to interact with
Open world “raiding” can definitely be boring and grindy – it’s not like I’m a fan of that either. I really can’t see how it’s a significant time investment or forced interactions though, especially when compared to instanced raids.
Silverwastes.
Sit in a map for 40 minutes just for Vinewrath. Mind numbingly boring. Takes way too long. And to top it off i have to put up with hundreds of players id rather just not have there. Who just scale up the events, do pathetic damage and prolong the agony.
And then theres the case of Triple Trouble. Its open world so you cannot avoid certain types of players. The event is a coordination check so failure is common. Its only done by forced exclusivity by using ts and jumping to overflow maps (makeshift instance) to avoid leeches. Surely people can see that is a major problem? If its open world it should be doable without such a high coordination investment. But we still want encounters like that. They just dont work unless they are instanced. And i prefer smaller numbers of players so the individual contribution isnt invalidated by a zerg.
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Skimmed it. Is it turning into Archeage’s F2P model? Because we all know how well that turned out. :P
nope. quote from an interview:
There will also be a new currency called Omnibits that can both be bought and found on all mobs in the world. So even completely free players will be able to save up their Omnibits to buy items from the store. The goal, Chad and Mike reminded me, is to make it so that there’s no forced reason to spend money… just incentive and fun reasons to do so. Progression and endgame success will still take skill and teamwork, not a fat wallet.
you dont have to pay for anything. there are some restrictions that you can simply ignore.
What was the loyalty thing i saw then? Because Archeage had loyalty points. And they were a big part of why it became P2W.
I probably wont play the game anyway. Sci-fi MMO’s arent really my thing. And the art style isnt to my liking either. Rather be inactive and have hope for HoT than play wildstar tbh.
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Its an out of date calculator. These days vuln is done purely by glyph of storms rotation or an engi. Also phalanx warrior will use axe + mace to get slightly more average vuln than listed on that calculator.
But currently engi is the only one that can really do that much sustained vuln. Other classes can burst it pretty well. But for prolonged fights vuln is pretty low (you can blame that mostly on unshakeable). This will change with the core spec changes we are seeing though. Necro should be in a similar spot to engi for vuln after the changes.
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There seem to be plenty of people who just hate the idea of stuff they can never accomplish/get. They’re SOMEWHAT accepting if it’s just too hard, but the requirements on raids are different:
1) significant time investment
2) forced interaction with people you don’t particularly want to interact with
Funnily enough these are the exact two issues that make me hate open world. Ironic isnt it?
The only poisonous atmosphere im sensing is this anti raid hate and selfishness.
Thief has way more trait modifiers and has both power and prec signets. So its not surprising. Unbuffed thief can almost keep up with a fully buffed warrior for dps. So yeah.
For reference see thief lupi solos versus warrior lupi solos (pre auto attack bug). Thief solos dont have all that might and banners but they arent much slower.
The only thing it doesnt factor in is frost spirit. Not sure if spotter gets added in. But banners definitely get included when a warrior is selected.
Dodging, healing and res’ing are irrelevant. This just shows ideal numbers in optimal situations. It can be used to give a good estimate and comparison between builds and classes. Obviously in game you will see different results. But with so many variables, ideal controlled calculations are the best way to compare.
why do you say frost spirit isn’t factored? so the more than 10% increase in damage because of the ranger, comes from Spotter only?
No im saying that the calculator doesnt factor in frost spirit. Im guessing the guy who made it forgot. And yes it probably is just spotter. If you change to a ranger build with no traited spirit but more personal dps the group dps increases. So obviously something has been done incorrectly. Then again it could just be that its using a traited frost spirit even on builds that dont have it. Either way the calculator isnt perfect.
Yeah reactive is good. Predictive is also fine. But in the case of your idea. You are predicting a window where you will just miss attacks. Baiting out a dodge in PvE is such an unspired and unfun way to add depth to an encounter. Because you are going to do it automatically with an auto attack 9 times out of 10. And its just going to be a “oh yay i missed some damage” moment. Thats not even remotely engaging.
Use your brain and create compositions which cover all required utility and buffs and then compare dps between those compositions. Thats the purpose of the calculator. Its a useful tool. It doesnt factor everything in. But it doesnt need to…
Its a tool to check the dps of your group. Its as simple as that. Its good at what it does. That might not be what you want. But thats your problem.
No, I understand what you’re saying, its just strange to use in a discussion like this when it counts differnt levels for personal might when in reality everyone would likely have 25 stacks. It counts differnt foods, when in reality most people all just use the same food. It may be a useful tool, but first off, its less than helpful here where you need either more controlled numbers, or to take real world norms into account. More over, it straight up doesnt matter since DPS isnt the main limiting factor.
So yes, it is not what I want or am looking for, and that may well be my problem.
It shows total group dps, individual unbuffed dps and individual fully buffed dps. Your complaint about food doesnt really make sense. The best dps food is seaweed salad. Which is what most builds on that calculator are using.
Yeah except theres a problem with dodges. They do not have tells. They evade as soon as they start. And theres no way to tell when a mob is going to dodge. You cannot counter that. You can only reduce the chance of it trolling you. Thats not fun and its not good design. Good design allows you to counter everything with skilled play and the right tools.
If you make a boss perform a tell and then evade. Thats different. I can maybe get behind that because it can be countered. But if the boss then tries to evade again immediately after the stun runs out then its just stupid and annoying.
Use your brain and create compositions which cover all required utility and buffs and then compare dps between those compositions. Thats the purpose of the calculator. Its a useful tool. It doesnt factor everything in. But it doesnt need to…
Its a tool to check the dps of your group. Its as simple as that. Its good at what it does. That might not be what you want. But thats your problem.
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Mobs that dodge are annoying. Do you remember all the complaints about the dodging inquest at the start of season 2?
Now if a boss is going to heal or do a long channeled block. Thats different. Give the players the chance to interrupt those abilities. That way you have boss counters which can be countered. Dodges have no counter.
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GW2 has some of the best combat potential and mechanics in an MMO. It will never be fully realised in the open world. So yes it is wasted potential if they continue to only focus on open world.
Skimmed it. Is it turning into Archeage’s F2P model? Because we all know how well that turned out. :P
The only thing it doesnt factor in is frost spirit. Not sure if spotter gets added in. But banners definitely get included when a warrior is selected.
Dodging, healing and res’ing are irrelevant. This just shows ideal numbers in optimal situations. It can be used to give a good estimate and comparison between builds and classes. Obviously in game you will see different results. But with so many variables, ideal controlled calculations are the best way to compare.
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Yes its a calculator with certain build choices. So certain food is assumed (it uses best food for each build). As far as i can remember that is repeatable sustained dps. The might and vuln is calculated by totalling up the average group might/vuln from the composition. You can see if you select phalanx warrior in 1 of the slots then might and banners are completely covered.
So if you want to compare builds. Set it up as phalanx warrior, ranger and 2 engis. Then use the 5th slot to check various class/builds.
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To answer your question. Yes. Elite specs are HoT only. Core spec changes are for everyone.
I completely missed it as well. Basically GW2 official channel was hosting Sam’s stream.