I’d pay for one too but they cancelled all app development just after launch. Interviews I read were of claims of having locations of guild members on minimaps on mobile and browser systems so you could hookup with your friends in game, guild chat, TP access and minor inventory access for TP control, etc.
This would have been awesome imo.
I’m sorry exactly when did they nerf warrior to even the odds because the last video I saw of a warrior running Arah solo was just a couple of months ago. Seriously. It’s got a LONG LONG way to go to be on the same level as Engineer for example especially in PVE.
Inventory> options> Show rarity =P
Oh thanks I hadn’t noticed this either. I liked that in other titles I’ve played. Wonder how I missed it hmmm.
I disapprove of the ‘champ’ trains mindless zerging just for leveling.
It’s no different to endless dungeon spee.drunning really, except it’s open to everyone, and not just moaning 10k AP elitists in full zerker gear.
LOL the most awesome statement on the forums there UKnortherner!
The champ trains aren’t there because people want to do them, they are there because they need to be done.
It’s a design flaw. They nerf all loot to the ground in the open world add DR and blame the gold farmers (who are still in the game btw it didn’t work), add some good options for rewards from the champions, of course people are going to do champion runs. If they had any kind of actual reward system in this game that didn’t suck for open world players people wouldn’t be doing the trains at all. As it stands right now the only two other places to get rewards are from mindlessly speedrunning dungeons or spending all day in WvW and we all saw what that did to games like Aion.
Basically they have D3’s AH (except there it was more blatant, here you buy gems first), Aion’s PVP (where it’s basically required), and the same open world loot practices as the many many mmo’s who died off due to DR years ago because they didn’t have the population GW2 still has
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Another part of the problem is that they tried to make these bosses like dungeon bosses, they haven’t really figured out just who prefers open world as far as gameplay goes even tho their marketing team had them advertise to us in the beginning.
Casuals love open world.
Hardcore love dungeons/fractals.
PVP love WvW.
The game should have been designed around these three principles. Instead they have hardcore content in the open world (such as the changes to Teq with little chance at a good reward) they have PVE achievement requirements as part of WvW and PVE events as part of WvW. They are confusing their audiences.
That was my experience. They were trying to turn them into raid bosses with WoW style dancing.
They still haven’t fully addressed the problems their lack of even their own trinity has, or the style of combat that most players will pick after the great wailing is heard when the nerf to zerker comes down, and the next replacement for zerker won’t help make it more viable for players to help each other if they do get downed during the combat process which is all I ever see now in the open world (and that’s when I see someone).
The problem isn’t just the redesign of the bosses it stems from their combat style and their reward system. If they’d find some other means of measuring rewards other than who had the highest DPS, and made it so that people would gain major points for helping one another (boost to healing specs perhaps?) then it would be a massive improvement. We tried early on to tell them that the DPS reward system never works out in such an open area.
Wurm and Tequatl are poorly designed. Like Chemiclord said, they require a lot of preparation, coordination and team effort to kill. In addition to this, a few players not knowing what to do can easily ruin the fight/kill for the 80-90 other people, wasting their efforts.
And while they have some of the best loot on the loot-tablein theory, ghe drop chances are ridiculously small. A player can kill them 100 times without getting anything, while the random pug that just happened to pass by and get in 3 hits at the very end gets his ascended weapon. Again, very frustrating and poorly implemented.
They are just not worth my time, just like Jormag and Shatterer after anet made them “more challenging” by tripling their HP.
I’d like to point out, as time goes in players get more magic find.
Which has to go hand in hand with chance of drop rate.I mean from casual play I’ve got 150% … To keep precursors rare would be to counter balance the surge of increased mf across the player base IMO
I’d also like to point out to the people above you that the prices increasing don’t always have anything to do with more gold being pushed into the economy, prices have been steadily rising and dramatically rising every time there is a drop in the amount of gold able to farm by manipulating loot. We’ve seen it happen before in this title particularly and in other titles who have a server locked AH. The more rare a drop becomes the higher the price goes for that drop.
I also heard about the champion bag thing from a movie where the devs were talking at length about the changes. If this occurs it most certainly WILL affect the prices, there will be more precursors flooding the economy and thus people will be trying to undercut each other and prices will begin to drop.
I’d like to propose since they are working on skills for classes right now in order to help fix certain problems that have existed since launch, that the Pistol skill be fixed so that it’s either like the warrior rifle skill or the ranger short bow skill.
It suffers from the same problems that have plagued other box like skills for FT and EG, it misses unless you’re in the right position visually.
I’d like it to be either a straight line multishot ability like the Warrior’s Rifle Skill Volley, or if it was meant to be a wider angle shot please make it so by making it more like the Ranger’s Shortbow Skill Poison Volley.
I can’t imagine this would be difficult to do to ensure that the skill hits 100% of the time. Thanks.
I’d vote for this as well, and a range target button change so that the buttons would reflect that you can’t cast that at the target you are looking at, at that time. This is so annoying being just out of range for the skill but the skill going off anyways.
Skill factor ,as you like to call it, at least in this game has been blatantly obvious by many of us who’ve watched the march of the zerkers since launch, has been nothing more than a bunch of people who have 0 time for anything so they cookie cutter their builds at least in PVE, to rush through the content as fast as possible.
Now while this is a problem for many games, it’s my belief that it’s due to the trinity being destroyed, and subsequently Arenanet’s own version of the trinity being destroyed by poor PVE balance choices that the combat is the way it is in this title. They basically don’t even have their own trinity in this title which makes for an even worse situation that not having the holy trinity at all.
Trinity lite has been mentioned in these threads as a solution. It’s worked very well in other titles that typically don’t require that you have specific classes but oh when you do the harmony and roles are very prominent and very helpful in all of the combat situations. Trinity lite gives the players the option to actually use the tools at hand in the game to help each other succeed instead of the every-man-for-himself attitude.
I vote for trinity lite if ever there were a CDI that brought this subject up in the future.
TL;DR:
This is NOT a thread requesting the return of the trinity. It well never happen. Read the post before you decide to comment something along those lines. This is a thread to discuss how lack of trinity is affecting GW2.
- Bad balancing + communist style gameplay = boring = loss of players
- If trinity was in place, player skill is still a key factor in winning pvp/wvwThis is a speculative thread and is open to all opinions, not one in which I’m am forcing forward my own – though I do state it.
Note: for newer players, ‘holy trinity’ refers to the profession-specific roles of tank, DPS and healer.
I’ve noticed more players recently giving up this game/logging far fewer hours to pursue real life or other gaming ventures. I’ve no idea if this is a legitimate trend (it most likely isn’t in the scheme of things) as I don’t have access to Anet’s playerbase statistics.
From what I’ve witnessed amongst players, GW2 appears to be a kind of ‘fleeting fancy’ when it comes to gameplay. That is, people will get the game, play for a couple of months, then get bored.
It’s my opinion that the poor profession-balancing skills of the devs [read: Rangers are due for another shafting], combined with the rather communist-esque design of the gameplay [read: no holy-trinity] are completely detrimental to the ‘addictiveness’ of the game. Simply put, comparatively, GW2 just isn’t that addictive meaning it isn’t as fun as other games.
I realise that some are advocates of the “skill factor” (i.e. removing the holy trinity means player skill plays a larger role in pvp/wvw), however I don’t believe this is necessarily the case. If we had the classic DPS/Tank/Healer roles, players’ individual skill would still determine the outcome of a fight. A really good tank would wear down DPS players, a really good DPS player might out-damage a healer’s healing power etc etc.
I have no expectation that Anet will ever incorporate the trinity into the game. The removal of it is, afterall, one of the game’s foundational ideals. It’s just my view that this makes for a weaker game in the long run.
Thoughts?
This is something that I’ve had struck in my throat for a while now and just haven’t managed to swallow at all.
There’s a trend in the LFG system that involves asking for members with a minimum Achievement Points (AP) score for several dungeons, not even to get into the “Zerk Warr only” LFG ads…
So it’s got me thinking, AP only indicates how much you’ve played the overall game and beyond I believe 20 AP that you get for clearing every path in a dungeon, a player’s dungeon experience is in no way related to the amount of AP he/she has. In fact, I know players who’ve been absent from GW2 for quite a while with over 10k AP and they struggle to get their rhythm back and make the sort of mistakes you’d expect from somebody who’s attempting said dungeon for the first time.
Therefore, what does AP have to do with dungeon experience and player ability?Keep in mind this is no rant, I just hate seeing groups disband for such idiotic reasons on the rare occasions I do use the LFG tool.
So it’s gone from gearscore, to class discrimination, to this now. gotit. And people wonder why some of us were hoping when we bought this game that we’d never have to deal with the dungeoneer community again.
I’m less worried about this and more worried about fairness as in…
Will they finally at long last give engineers legendaries that are worth it?
Will they finally fix kit switching so that we don’t have hobo sacks or allow us to turn it off or allow legendaries to change the look and feel of our kits/turrets?
Will they finally fix the problem of trying to get 2 legendaries in the first place where both 1 hander legendaries takes an enormous amount of grind?
Will they finally fix the world completion so that it’s PVE only instead of following in Aion’s footsteps? (We all saw how that turned out)
Will they finally fix the issues with precursors with a fair and balanced not-starting-from-0 precursor formula crafting system using the same T7 materials we’re already getting from champions/bosses that will also fix the economy to a great degree?
As far as looks are concerned, there’s no need to replace anything you’ll still have two when the patch comes out.
Heck. Even if not mobile, let them be trained dowb to a 10 sec CD. That way I could pick up and move and still be viable.
I’d suggest 5 seconds, how hard is it to plop one down and press on.
Absolutely for the engineer. It’s a great idea. This class should have been a soldier class anyway.
Reading comments like BigfootArisen I have to make the statement that not only do I want an improvement on loot (diversity) I’d also like the loot to be brought back to the open world. Many of us since the change in Nov 2012 haven’t been getting good loot items from anything. I’ve logged in recently and with the use of boosters tested this, it’s still happening even from champions for me.
I’ve seen posts now for over a year about how people find it simple to just jump in a dungeon, run a fractal, or do WvW. Well some of us actually bought the game because we were promised choices. In the first two months this title was out I was getting loot, good loot, from everything in the open world PVE zones 30+. Then they added magic find, and I got as much magic find as I could, suddenly nothing was dropping. Now it’s been a long while since they changed magic find to an account wide system, and some of us are still having these drop issues.
What is the problem of bringing loot back to the open world for everyone? Has no one checked DR for bugs in all this time? And why is DR still here? We’ve already seen how it didn’t do anything to keep gold farmers at bay they are still here teleporting all over the maps.
If their new direction is fairness and balance than why can’t all play styles have the benefit that the others receive? Where’s the fairness in the current loot structure? And where are the diversity in drops?
The GW2 window is set to medium graphics (I did this today to check and see if it was some performance issue) full screen etc etc
What happens is this: I launch the game, when the window is about to go to the character screen the first time, suddenly acts like it’s minimizing maximizing about 3-4 times before opening. When I go to another map it does it again from within the game while playing.
Today it minimized maximized after dropping some items in the collections by clicking on the gear on the inventory pane. It popped up with the bug report window however the game was still running. I clicked on the bug report window and it took be right back to the game as if nothing weird was happening.
Anyone having this issue? And yes everything is updated.
If they made a trait allowing them to move like Ranger Spirits Trait, then I would use them. This shield trait coming out is just dumb.
Asked for that just after launch, we all saw what they did with those suggestions, /trashcan.
1800+ toughness isnt glass…
when compared to what it would be had they left us a soldier class in betas yeah it’s glass.
engineers easily loose to condi necros because we have terrible condi removal. that isnt ltp, thats bad balance
Even with the new heal skills it doesn’t help. I blame medkit and EG considering those heal skills don’t remove conditions and aren’t considered elixirs even tho they are based on the same principle. (not talking about that 1 removal on the medkit)
Why not just give us a turret GM trait that makes them hover alongside us.. ? Still target-able and kill-able, now we can better control cleave and AoE damage by placing ourselves outside of it, etc. Seems fair enough to me – turret drones.
Asked for this just after launch, you saw what they did to those suggestions, /trashcan.
Best heal in the game? If you play against brain dead people maybe.
Even in PvE mobs kill it in 2-3 hits max
Or do you only use it as detonation? In which case its 3 cooldown to result in less healing than a warrior’s banner (which they just toss somewhere and forget about it).
Subpar it is.
A turret shouldn’t be used only to detonate, if thats how Arenanet sees the ability then it needs to become just another elixir that is used in 1 button press and then give engis an ACTUAL turret.
Don’t forget that we have to use a three button perfectly timed maneuver just to get the same healing affect as other classes 1 button skills.
Thanks Devs I’m being genuine here you guys adding that synchronous musical instrument playing code is one of the finer things. When we were all making early suggestions on what could be added to the game to make it better for those who are hardcore RP and those who dabble in minigames and RP like me I had hopes.
This is nice. I enjoyed this so much when I played LOTRO. You could lookup freely downloadable music online and use those files while in game to play group music together.
Now for fishing please eh eh…nudge nudge.
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Leave blind be. End. of. Line.
Engineers have suffered enough.
Completely fine with me, I would much rather it be handled slowly to improve the game performance than just dropped in suddenly and all these bugs happen at once.
Temporary content isn’t the fault of the players who left, it’s the fault of the players who settled for less and continued to pay for it with cash.
Temporary content on any game is never a good idea, whole years of multiple mmo’s should have also taught you that as well with multiple zones in these virtual places becoming completely devoid of players.
Some of us have been playing since the betas and took time out after experiencing the early game on Beta Weekends to watch interviews with devs talking about what the game would become only to be disappointed at the sheer number of projects and promises dropped, changed, or paused over the course of the first year starting at right around the time that you began playing. So it’s understandable that you don’t really see the issues here because you didn’t experience the early game Teon.
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Because we seriously have a deficit of these Backpacks not only do we need about 15 more of those in the game we need them to be from in game vendors and we need them to be for every in game job the lore permits.
I find this problematic as well. They already have a balance team. For some reason they really don’t seem to have any clue sometimes about the problems PVE players face on certain classes and they certainly don’t understand the problems pet heavy class builds face.
So basically you want us to pay them more for something they’re already getting paid to do and you think that will improve the situation?
I can understand wanting to do this for more content, but not for balancing.
Then the devs shouldn’t have called them Turrets, just different kinds of Mine. Turret implies fortification, not ‘drop-and-pop.’ Calling them Turrets, if they intended drop-and-pop to be the main playstyle, simply sends the wrong message.
Matchstick fortification comes to mind. Toothpick stockpile.
Ugh no no capes. I got enough of capes in other games.
What we need is an influx of new awesome useful worldly job style backpacks!
I don’t think there will be any ‘Mystery Patch Notes’ concerning anything but content. And, I think most of the content will be in the Patch Notes that show up on Release Day.
I did enjoy the ‘week-ahead’ teasers, but it’s not that much of a hardship to wait until patch-day for the Notes.
I hope so, as far as it being only about content! I don’t mind mystery notes for content at all I think it’s better that way.
I have played 3k hours and gotten 6 precursor drops so I think the system is all right. Heck, once I got two precursors in row from the forge.
Broken as intended.
It’s interesting to me to see this topic brought up again. It seems even with maxed out magic find that the loot still has not been repaired in this game after all this time.
Still DPS based on events, still based on if in group, still based on a biased hidden +luck factor on character creation, still affected by DR.
It’s time to fix this please.
(When I say a biased hidden +luck factor it’s been demonstrated on youtube that one can go thru and create multiple toons, look for factors while playing beginner zones that indicate your account has this +luck stat through gameplay, then level it, get to max level and drops will be on par with the players who get multiple precursors.)
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One of the biggest questions in the room about this is will they at long last do something about hobosacks and legendaries for engineers?
Anyone have an answer as to whether they’ll continue patches for balance up front?
• The loot isn’t fun. you’re absolutely right about that one it’s not even either. How can we take them seriously when they haven’t removed DR (which has been known for years by experience to kill economies and only affect the players adversely never the bots) or respond to the problem of uneven loot chances which is STILL being reported to this day.
• Build diversity and overall balance could be much better. correct again. They need to buff condi, healing, and make CC immunity a resist by bosses rather than an immunity. Give pets a 90% immunity to AOE splash damage and this game would be a completely different experience.
• World events should be more… worldly. True.
• Living story content should be more permanent. absolutely.
Let me also destroy the myth perpetuated by people like EdwardMTanaka, the loot is neither equal nor evenly distributed hasn’t been since they messed with the drop rates in Nov 2012 and added DR. The progression in this title hasn’t been horizontal since the introduction of the gear treadmill from exotic to ascended (a gear that was meant to be for fractals only). Other titles would like to give you a call and let you know how well they are doing since they finally fixed their loot problems.
I do hope this is only concerning content like LS content for example and not balance patches for either play style. Please tell us that this is only concerning content.
Edit: Okay hopefully the actual link I used yesterday sticks this time. Dunno what happened there but I’m sure most of the snarky people on here did actually read that same article despite their musings at my expense.
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Here goes:
Casual players EARN their items in a different way then hardcore dungeoneers.
We still have to contend with RNG even for crafting materials still to this day so we have more to EARN than the dungeoneers.
Ascended was supposed to be limited to Fractals because it was meant to be Fractal sets. (thus the agony resist)
When the game first launched Open World only Casual players, you know the ones they attracted with their prelaunch sales pitch, were able to craft the highest tier gear.
The ending of LS adventures originally was never meant to be a 5 man dungeon it should have been an open world event like we were told prelaunch in multiple interviews about the “benefits in time and resources of using open world events rather than new dungeons in production.”
The only part of your post I agree with is they have been relying too much on economic manipulation to sell items in the store and new store releases and haven’t released enough in game diversity in looks. They do need to work on that, put those gear guys to work for items not sold in stores.
my wife plays a ranger. She didn’t skilled for pets. Sometimes she goes afk and her panther protects her even against 2 opponents very easy. try this with your engi.
If you take all the traits for the turrets place all turrets around you and go afk in a respawn area you are dead if you come back.
Any class aside from the engineer has their weapons/utilities balanced upon their baselines and that get better with traits. We are the only ones balanced upon traited versions (and thus having terrible base ones).
Still, as you can see, people just accept it as if it was the most natural thing in the world…
Yep I saw it because I played all three a necro a ranger and an engineer pet heavy builds even with the traits it was stupid how quickly turrets die. Pets die sure and they really really die quick in this game but turrets seem to be the weakest. It’s like someone set it in the final beta and said (they’re fine just release the patch).
And yeah I know they increased their health but there are some serious problems when they can’t even defend themselves without a trait.
I’ll give you two examples of how this didn’t happen in other games. My Loremaster in LOTRO didn’t have this issue ever and he was never specced into pets, his bear could handle 1-2 enemies and be alright when I came back to the computer from an emergency heck even my glass cannon Lynx never had this issue with normal enemies. the max level 30 piglike pet on my Ranger in Rift could take out 1-2 enemies when I went AFK and he didn’t even reach the level that most pets do for high level content, I just summoned him because he was available when I went AFK. Heck even my companions in NWO work well at low levels compared to the mobs I’m fighting because they scale properly.
I think that might be the issue here, we have a scaling problem with engineer turrets. They don’t receive enough bonuses from the summoning player before any traits are applied.
And before someone comes on here and says every game is different let me just say no, just no, under the hood it is all a numbers game despite anything you see on screen and you can quantify similar issues between titles through observation and deduction.
I agree with Manuhell about kits, we deserve to have those restored. We also deserve to have our pets scale properly, and we deserve to have condition damage/healing improved overall in PVE of course.
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Indeed it doesn’t hurt anybody….because they made it useless, especially for a grandmaster trait. There were many suggestions about how to change it, and yet they preferred to kitrefinement it.
It will end like that – forgotten by everyone.
They do tend to have a history of this. I’m just hoping that this patch won’t be the end of the sweeping changes coming to combat so that there will be improvements alround, it will be bad if this were the end of it.
AFAIK, the might duration rune combo is getting nerfed, but now you can get the same result from 6x fighter runes instead.
The swapping of stacking sigils is pretty lame and I have no sympathy for you.
The crit damage nerf will essentially buff your condition damage build, so I don’t see what’s wrong there. It’s a nerf to all professions, not just Engineer. And, yes, it’s very likely that they’ll make a stat combo with Ferocity as main stat.
I’m curious genuinely of how you came to the conclusion that the nerfing of Zerker would boost the condi damage? I’m not in the loop about that one. Is there actually going to be an increase or will it just look better because burst is nerfed? oh and is this PVE we’re speaking of?
engineers are a terrific ranged class, give it a try please. Its very underrated because its not especially stack friendly in dungeons, but I would recommend it cause its fun.
I agree it’s not difficult at all to play an HGH pistol Engineer. It’s quite fun actually and there are few requirements for PVE as far as button pressing is concerned.
Can you explain then why people’s accounts are seemingly cursed, and other’s, seemingly blessed? Farm as much as you like, I don’t care, you clearly don’t farm on the same server as I do. People get lucky, yes… and for some reason, they get a lot luckier than others. Not just once.
I get named exo’s from the forge, and that’s as far as it goes. I’ll occasionally get an exo drop (not like the reward chest I mentioned earlier), but that’s as far as it goes. Like I mentioned in my last post which you seem to have glossed over, this is possibly the most stupid RNG mechanic I’ve ever seen in any game. Brutally simplistic retorts don’t help anyone, and are far from productive.
Because RNG is RNG? I really don’t think you understand how statistics and chance work.
Actually you don’t understand how RNG works. Mathematically randomness is never completely random. If you believe otherwise it’s you who need to return to statistics class and learn what the greats have already discovered, there’s always a slant one way or another.
I continued to see reports of this happening after they revamped the magic find system, and supposedly found the 9 month long bug in their loot system. They haven’t fixed it in the least and in fact promise to make things worse with some of their updates if they don’t act soon enough when this launches this month.
I play my War in Knights armor with zerk trinkets and my guard as knights armor with zerk/valk trinkets and I think it gives a good balance between dmg and sustain, but with the upcoming change to the crit dmg, I think ill be pretty well forced to swap to zerker armor as well to be able to keep the damage near the same, if the large amount of crit damage on the trinkets is balanced to be similar (50%) of the total, then its a large dps loss for these characters.
Its all well and good trying to decrease the prevalence of the zerker, but the trinkets made it so that you could actually run different (support) armor and runes and keep a decent amount of crit dmg. Balance.
Also concerning is that we may not be able to run 40% or more boon duration on the runes, which will really hit support guards hard, if that’s the case, my guard will probly get shelved since a large loss of crit dmg and also boon duration would kill the build I love to play, Boon Support.
I think that they could have done this very differently, in that, they could have increased the damage that support builds do, as I see it now, they will do the opposite.
Completely agree. Many of us agree on this topic. We’re talking PVE I assume. They’ve need to improve the damage output of PVE healers. the healing output so that they are actually healers even a healer lite would be better than what we have now, and improve the damage on DoTs.
Part of the problem is the damage on DoTs when they crit is terrible.
I’ve been saying for months if they did just 3 things they’d change the dynamic of the builds overnight.
Increase the crit damage on DoTs to be a multiplier of the crit they have now, and add a 90% AOE damage resistance to all pets, and all summons, and replace immunity with temporary resistance on all CC’s after CCs break in PVE. Combat would be a very different if they’d just do those three things.
This feels a bit like tearing down St Paul’s Cathedral and replacing it with a Christian Processing Mega-Facility.
Sure you get to process a lot more Christians, a lot more efficiently but you can’t quantify what you have lost. So it’s impossible to argue against, it happens, we all deal with it and two years later no-one can remember what it was like before.
Stupid progress.
This assumes people are so apathetic towards the changes that they stick around for two years. This is a consumer market. People demonstrate displeasure with their wallets. There happen to be two new high-profile contenders for our money.
And as someone noted in a meeting I was in last night “its really easy to spend more for gems in a month or three months than you would on three months of time in a sub game. This is the first time a subscription could end up saving me money”.
This just makes no sense at all unless ANet just really really misunderstand player needs. In which case we are here to bounce these sort of drastic ideas off of. Does this just demonstrate to us that the CDI is all bread and circuses?
Holy kitten! I’d gotten so used to my monthly gem allotment that I hadn’t really considered that a sub would actually save me money! Well, hell—since the communities I chose are being overruled by communities chose for me by mega server… I’ll be right back. Hitting up Amazon and some review sites.
I think they do have the tendency to forget what they promised as well as genuinely not remember the history of mmo development, this combined with the problem of being a bit ADHD about which audience they are trying to hold onto is a big problem.
You see, first they appealed to the casuals about the open world and used the manifesto to attract us all here. Then they jumped on the dungeoneering bandwagon leaving a less than stellar approach to updating and improving the open world with LS (until recently) , then they went on and tried to improve the PVP aspects of the game.
I am beginning to think they are spreading themselves too thin. I think they need a separate team for each so they can actually focus, and I think they should continue the CDI’s, however, these shouldn’t be limited to just 1-2 people talking to the public.
As far as the last part of this post, casuals had to be the most patient with everything that’s happened to this game. Many of us outright left and I see some cursing the names of the devs and of NCsoft every chance they get on every website. Forgive me if I’m not concerned at all if the PVPers and the Dungeoneers have to wait for them to fix the glaring problems that all of the casual open worlders have had to endure.
I too see this as a problem for players trying to acquire enough materials for their crafting of ascended gear. The trains shouldn’t have been affected by this. I just the time differential between the low level events and that seems a bit drastic and it would harm progression for ascended and even gold farming (which is terrible as it is at this point).
I think they will definitely have no choice but to address the RNG/nodes problem (as the only source of income outside of dungeons) and I think that they will have to adjust what’s needed for making ascended gear in order to not make it even more of a grind for new players.
Nodes will be a big problem as well. Nodes are the only consistant means of gaining gold outside of dungeons. If you make nodes contestable you will be disrupting the economy in an even worse way than the day you introduced DR.
Until you fix these problems with progression you’re not going to reduce the grind at all, so I hope you guys have a system of progression that removes all of this gathering of materials and gathering of gold in order to do anything meaningful coming down the bend to help with these issues otherwise you’ll not only be helping the grind, you’ll be extending the amount of time the grind takes for everyone.
This would be a great idea if you didn’t already have huge holes in the system you use for your economy and progression.
I’d also like to suggest an autoparty button/function for joining events so that your restrictions on loot won’t affect new players who don’t know that there’s a rule that requires be in a party in order to receive a better chance at great loot.
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dual build system attached to a wardrobe switching feature that allows players to use more than 1 set of armor/weapons for different purposes in PVE.
ui buttons for summoning using items in bags.
(1 mini, 1 for consumeables. 1 for new wardrobe system to switch sets/specs for different builds)
The reason why some of us have rage about the subject is due to the early attitudes and mistakes about the precursors.
There’s a history here of allowing people who were lucky enough (where the game was bugged enough) to receive not one but multiple precursors to sell for enormous prices in the TP, thus creating an economy that was already out of balance by the time that they added DR, and enhanced RNG making it even more difficult for anyone else to actually receive the most basic of needs for progression. This included of course the nerf to Karma.
Imo they basically broke their own economy and then wondered why people including new players didn’t like the game once they reached level 80 (due to the overall cost of getting even decent gear) they created a group of haves and have nots by both not listening to their playerbase early on when we were trying to warn them of a problem with the loot system, and by not fixing the Island event loot situation where some people walked off with huge amounts of gold in 1 day.
That’s the only outrage I’ve read other than people wanting to get a legendary.
I personally as an Engineer never wanted one until they made it so that we could personalize our kits, I just saw what was happening to the economy and was helpless to stop it.
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It’s certainly true that they need more minis but it was my understanding that the CDI system is still open and they are making broad changes to the game. I can’t imagine them not making a CDI in the near future about actually adding more mini activities to the game.
I’m personally hoping for full on fun fishing. We’re talking props, outfits, nets, rods, minipets the whole shabang.
I guess Anet is busy right now, checking all the feedback towards the feature patch, so they are still implementing changes proposed in former CDI´s.
Personally i would welcome a CDI towards the economy or crafting because those are areas that i am active in.
I would hope that would be the next one as this was one of the biggest problems for many of us legit farmers. Loot for over a year was definitely not equal, they fixed that problem, they didn’t apologize to the public for calling us names while we reported it for over a year, fine let’s move on.
I’d like to know what exactly will be done about the whole gathering gold aspect. Karma was nerfed because people were somehow turning karma into gold (dunno how personally) and so that is something else entirely but I was still curious about why racial armor was still costing gold last I checked, and why Runes and Sigils are only available from crafting itself and not so much crafting but like special event only crafting from what I understand.
There’s like a severe limitation on certain runes that people actually need in PVE and will those become more available? Or will the requirements to craft those not be limited to 1 time events or LS? Will these become available via Karma so that we can access them more easily? (since the announcement of being able to respec came down with no cost from anywhere I would hope so).
Here’s to hoping this forward momentum continues.
I think if things go well, that this title will turn into less of a concern over if someone has enough money to do simple things like changing specs because a balance patch destroyed their build, and return the focus to being able to enjoy the content without the constant need to drop a bag of gold or a wad of cash for something fun.
I’d welcome a CDI focused on the economy and the crafting of necessities.
Not sure about PVP but when I was using bombs in PVE I’d be using a secondary weapon. When I had my bomb build going I’d be using things like Mines and Pistols to help offset the distance especially for melee enemies. When they’ve get in close I’d change and I’d often have some kind of rune that had s devastating effect when that change occurred like freezing.
My bomb build was heavy with conditions and with healing so while I was in close I could be offseting some of their damage while trickling down their health.
It used to be very viable back in the day but after they nerf condition damage I noticed it was a very long fight.