Pretty much what many of us were not looking for especially with what we were told we were going to experience prior to buying the game. An experiment doesn’t really sound like a finished product it sounds more along the lines of a beta.
And I’d love to see that we start having a huge influx of permanent DE’s and permanent new Metas flowing into the world at all levels of zones so that there’s more then jsut a tiny bit of content to do each month while waiting for the living story to move forward. That would be my expectation from the prelaunch interviews.
As was mentioned earlier in this thread, we have stated that we are unable to provide a reply to all suggestions posted in the suggestion subforum.
We do, however, regularly read the suggestions forum and deliver feedback to the design team on a daily basis. Just because you haven’t seen a reply does not mean it’s not being read.
Could we get a “dev +1” so we know a dev has checked the topic and we can feel all warm and fuzzy inside?
TL;DR: It would be incredibly mollifying to have a way of knowing that a developer had actually read my suggestion. Since it’s claimed that they’re reading these things anyway, why not just have a little check mark that they can click to let me know I’ve been heard? That wouldn’t take more than two seconds out of their busy developer days, and it would make me rant far less. Everyone wins!
Exactly what I was thinking. That would be awesome to see if they had actually not replied to but read the thread and which section of it they read.. Can’t be too difficult to code.
nothing to fear there bud. The way these bots teleport is by using a feature in the game in an unnatural way in that they teleport just after they finish that last swing getting that last bit of ore. It’s very noticeable. There is literally no time for them to humanly open up the world map, click on the one they wish to teleport to next and then have a load screen. They just go poof instantly.
You’ll notice it right away if ever you see it.
Alright, so I was on my ranger, deciding to level a bit, and went to meatoberfest. I had just settled down the drunk charr when i see this dialog going on:
Rija Firemasher: “Check it out! Its cheese and meat! Cheesy Meat!”
Cub: “Can I has Cheesy Meat?”
Rija: “Hungry cub is hungry.”
Yep. So now I need to go around finding any more lil tidbits like this in the charr area…
Meatoberfest is the best! LOL If you listen to some of people in the main towns they do some crazy stuff too in reference to the RL interweb.
They separated the behaviors of the abilities and traits not the specs. That’s different.
They do need to have dual specs tho it’s something I and many others asked for just after launch but many of the things we asked for were ignored entirely.
We already have stigmas that players make from research, spreadsheets, and experiance.
I know for a fact that many of them are just WRONG.
Why not add a Total Damage meter in game? The consequences of not having one have been worse, and classes have been downright excluded from content.
I know it will never happen though, because people don’t know the difference between Total Damage and DPS :/
We don’t need to make a bad situation worse.
There’s something else we have in this game too Bigotry against certain armor/build types and against certain classes.
Adding a DPS meter will break this game up even more. You think it’s a ghost town now? Just add that and watch.
Rangers do amazing damage what are you even talking about? My glass cannon ranger downs fully tanked buffed enemy commanders hiding in zergs all time.
PVE? I doubt it really I do, and from the context I suspect you are talking about WvW. Not the subject here.
ANet is however starting to own up to the fact that this did not work out as they had hoped, and we may well see various skills get numeric tweaks for different game modes (PVE, WVW, SPVP) in the following months.
One can only hope that they are listening now as I suspect (as many have) that their time is running out on making this work.
Well… There’s still nothing to do PVE wise,, still no skill-based dungeons/team setups RIP GW1
Forums can’t be made happy.
Thread 1: “OMG THIS kitten IS TOO HARD! GIVE ME TRINITY SO I CAN PLAY WITHOUT SKILL”
Thread 2: “ZOMG THIS kitten IS TOO EASY! GIVE ME SOMETHING HARDER TO PROVE MY MANLINESS IN!”Which is it, people?!
It’s both, some people are bad, some people are not bad.
Good luck OP, here’s to hoping you find something!
Funny considering that the so called “bad” people were who Anet was advertising to for 7 years. now that they have the “good” people the world is empty, the gear treadmill is in full swing, and content is nowhere to be seen or is completely temporary. Which would you rather have? A game teeming with life full of the “bad” people keeping the game healthy and alive and the content streaming in or the “good” people causing the slow and agonizing death of the game because the majority of players don’t want to play anymore due to the overwhelming problems focusing on a single niche design brings?
hmmm no brainer methinks.
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completely agree.
The ranged speed isn’t limited to just those weapons on rangers and thieves tho. Rifles on engineers are nowhere near equal in damage or speed to the rifles on warriors. Their supposed to be the same type of weapon right? nope apparently they change the moment engineers put them on.
The other problem is pistols. Thieves suffer from this too, rifles and pistols are supposed to have different cast times, well they don’t my engi and my thief both suffer at the hands of slow cast times, ie my pistols cast as slow as my rifle does on my engineer. That’s not right in any fantasy and should be fixed ASAP.
It’s what I and many others like me have been saying about the physics in the game not being equal.
Then to top it all off, they make one of our shots miss no matter the gear we’re wearing. My poison shot on the engineer misses 2-3 shots all the time! Talk about crazy meanwhile the rifle multishot not only goes off without a hitch it kills something in 2 shots before it’s animation can complete like all the time on the warrior. spssh.
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Be glad you didn’t pick an Engineer.
That thing you mentioned where you noticed how the warrior can totally be all defense mode in a dungeon and just roll face with the damage without thinking of dying? Yeah that’s what we were supposed to have. They decided somewhere that engineers weren’t meant to be soldiers so they reclassified us as adventurer class (which would be fine if they redid our traits so we could actually burst damage like the other adventurer classes) yeah we can’t even reach your burst damage on a thief. I’ve tried them all in PVE.
The problem is yes, alot of what they did was leave some traits half finished. They also misclassified engineers, and made the ui for the pets not only completely stupid but so weak that it takes just a couple of hits for much of them to die instantly. It really is that sad.
Now you’ll hear all kinds of naysaying to your observations, you’ll even be called some names but at the end of the day know this, you are not alone, we all see it, the difference is the people who are naysaying telling us it’s really not as bad as we think it is, they all play one of the three OP PVE classes so really they aren’t going to see it.
It took my friends 10 year old son 20 minutes of playing engineer and then trying another class to play to see that there’s huge holes in the PVE damage and he’s no slouch he raids in WoW and multiple other games so he spends hours crunching the numbers for these games. My point is even a 10 year old can see there’s a big problem here in PVE it’s that obvious.
Why people think its fine that it takes one class 3 times the moves that these three other classes can 3 shot is beyond me. Combat equality indeed….
Hi, I’m Pawstruck, and I’m quitting Guild Wars 2 for a while.
Bottom line is, Thief go melee, Thief go splat.
“Okay, fine.” I thought, “A-net just need to buff our survivability a bit. Maybe we’re just a low-damage, glass canon class.” One of my best RL friends’ main was a Warrior. I would often struggle with one or two enemies in a dungeon while I would see him ripping through mobs with his Greatsword without batting an eye. He was able to run full offense spec and basically stand there rolling face while I was over here dodging, healing, picking my fights… all while he was out-damaging me by miles.
Was just wondering, does anyone else think it would be a good idea if anet added in some traditional quests like in gw1. I love the dynamic event system but after awhile of playing I feel having both dynamic events and some traditional quest would make the game much much better. So what do you guys think ? Also do you think they would ever put them in?
Honestly no, if they added more DE’s to all of the 30-80 zones and added a series of new metas over the course of the next 3 months every month consistantly, they’d have a more well rounded game. Temporary content only puts a bandaid on the problem, doesn’t actually fix anything.
I was farming in frostgorge sound and killing grawl on my ranger with my pet mind you i’m bm a warrior none zerker from his honor of waves gear and sword does one move kills 3 grawl in less then 5 secs even if i went trapper build or bersker i could never do that any explaination for that? Mind you i’m in full exotics gear and asended gear. So why are rangers damage so much lower then other classes?
It’s the same for engineers. Engineers cannot get a burst damage build at all in PVE. I’ve tried them all trust me.
Rangers, engineers, and necros have the worst pve damage right now and it’s mainly from the history in this game. It’s been about 8 months I think from launch and in all that time they just now finally realize that PVE PVP WVW skill behaviors and damage absolutely need to be separate so that nerfing 1 won’t interfere with the rest.
So essentially for 7 months now, the Ranger, Engineer, and Necromancers have all suffered breakage in the form of poor PVE performance at the hands of pvp balance patches which nerfed things that should not have been nerfed.
7 months of PVE breakage is ALOT to fix.
Now OP I would suggest you put on (if you can) some condi damage build and use traps because I’ve had the easiest kills from that build personally altho since we’re nerfed level 75+ creatures will be harder no matter what until they fix us.
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Hah. It’s not just you that feels this way. For those of you that think the game is FOR casual players, take a look at some of the things that were considered “Casual” in other games, and then compare it to Guild Wars 2. Dungeons, for example, can take forever to complete. FoTM takes forever and what do you get for your trouble? A few worthless fractal relics. (Worthless if you’re a casual player because you need to run FoTM at least a hundred times to get anything worthwhile.) How is that casual? In WoW, the dungeons were almost NEVER longer than an hour. Dungeons and getting gear are the only things I find enjoyable in an mmorpg. So, in essence, that part of Guild Wars 2 is not casual in the least. 1000+ hours spent on my Elementalist and I have yet to get an ascended piece of gear. The story/quests on the other hand, are very casual. If Anet would just shorten the dungeon time and increase the reward, then we could call GW2 casual. But not at the moment.
Not to mention in WoW one can use a LFG tool and the dungeons can be heroic or normal keeping the class, build, and gear bigotry to a minimum if at all. And in WoW they added solo dungeons in this recent expansion because they too realized that much of their population were casual players.
In GW2 however casual was the thing they advertised for 7 years literally. There’s not a prelaunch interview that didn’t mention it. From the DE and meta focus to getting karma for gear, to having mini games, to being able to reach friends in mobile and internet apps, all these things that were advertised were NOT for the dungeoneer hard core raiders or for those who had enough time to run a 1hr-2hr long dungeon or waste 2.5 hrs waiting on a dragon. In these ways we’ve seen them make this game something other then casual who knows what the real reasons were behind why they spent 7 years advertising for the casual crowd in in just 2-3 months they completely converted this game into something else entirely.
No actually he’s right on the money of what’s wrong.
We were promised these things, stopping at an outpost finding awesome things to do when we step out from the pitstop, that doing heroic things and failing would make a difference.
We were promised prelaunch that DE’s and metas would be the focus.
We were promised recently, that open world would be the new focus.
They simply haven’t delivered. And no the living story doesn’t come close.
I remember particularly an interview where they told the interviewer that the reason why they weren’t focused on dungeons (prelaunch) was that open world was so much easier, cost effective, and fun to develope and that they would continue after the fact developing the open world “NOT” dungeons so that people wouldn’t run out of things to do.
that has NOT happened. I’m one of the people they attracted with that interview and many others like it, all saying something that in November they threw out the window entirely.
OP is absolutely right. They have not delivered. There was a promise that people would never have to step foot in a dungeon ever to do anything in this game if they didn’t want to. In Nov 2012 they started to go back on that promise overnight.
And now we wear med armor and do the same damage or less. (nerfed)
For good reason: engi is still one of the strongest classes.
Actually no it’s not unless you ignored PVE entirely.
Engineer was first planed as a heavy armored mid and close combat class.
It was and i don’t see why they can’t change it back.
Thanks Mark for the reply however as an Engineer I’m sure someone at some time can get around to directly addressing our concerns.
We have 19 pages of bugs and broken items that one of your team members started just after launch that no one has addressed. they’ve further broken the class by making weird changes to the skills and traits that were some of the few things that were working properly and it’s been noted by the community that Devs tend to avoid the engineer forums like the plague.
As such you can personally see how we the concerned consumers of this product would like the community and patch managers to read and alleviate our fears concerning the future of the game.
I would like for these threads specifically to be taken seriously in the future.
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These are the things your players want from your game many of which are asking for a return to the pve balance you had at the beginning before you “balanced” PVP without separating PVP PVE and broke many a PVE build or damage ratio on the less played classes as well as a return to the open world focus of DE’s and DE meta development exclusively above and beyond the dungeons temporary or permanent and beyond the living story as well as the restoration of loot to the open world so that we actually do have a choice of where to play instead of WvW or Dungeons. This is what attracted thousands of us to this title prelaunch. Equal combat and a the ability to choose how we play (ie never having to step into a dungeon for anything ever again as so many mmo’s force us to do these days.) The complete restoration of Boss loot to the open world.
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can we learn more about our real world economies with more finite virtual economies?
The purpose of economics in the real world(IMO) is to squeeze efficiency out of human labor for the benefit of other humans with as little cost as possible. The way that translates to this game is how little can I pay someone to farm salvage X for me while I RP in divinity’s reach with the trading post window open and my credit card handy.
So, yea they’re pretty similar.
That’s what I’m seeing and the implications are the same imo.
Is there access to some part of these resources that is actively being cutoff to other parts of the gaming community thru classism and thru the balance issues and thru man made mechanations like DR that’s not harming those who are completely free and easily in their element while playing in those locations. ie, is it fair to make certain types of loot (which directly affects the gold) available only in certain areas of the game where only certain types of players play, when in fact this game was touted as being a game with multiple play styles none of which would be more important or better suited then the others? That’s the real question. And how can cutting off resources (like Lodestones for example) be justified in a game that was never supposed to limit any one style of gameplay?
Why should the game imitate real life I guess one could say, in the worst possible way, poverty?
He still has a great point. This is where balance shines the most. If people are actually asking only for these classes in dungeons the devs are not doing their job in maintaining balance honestly.
The three weakest classes in the game are excluded from dungeons more often then people would like to admit. Classism in game seems to be treated the same way racism is in RL, people don’t want to admit it’s there but it still harms the community anyway, the difference here is, they can do something about it.
I noticed that the wooden boxes we pick up on a lucky drop will contain an item that is considered valuable, however, I got one today and it was a pile of putrid essence. Are these essences even worth having anymore? They sell for nothing on the TP yet they are organized in the same tier as a rare or even exotic item. I don’t think this is right, it raises a lot of hopes thinking its something awesome to be severely disappointed with a “t6” crafting material.
And not even one of the hardest ones to get either. I get those constantly when I’m in Orr. That’s the sad part. Where are the lodestones at in these boxes? They are like water in Arabia seriously, that’s how scarce they are!
These things are basically diamonds these lodestones are yet we have them as a regular design to be crafted.
I feel that the lack of playing around with builds is so missing in gw2.
In gw1 there was nothing better then mucking around with the selection of a secondary skill set to make your toon more interesting to play.
I feel that there isn’t enough choice of skills with the weapon setups locked and the rest don’t have enough diversity .
I do hope that the devs will see that this is a point that should be addressed to make the game more diverse to play.
Completely agree. Right now as a PVE engineer if you don’t absolutely pick certain things in your trait lines you will not survive.
You actually have to nerf yourself as an engineer (like we need any help with nerfs!) to get things like a faster run speed or boons. You really do. It’s sickening. We’re supposedly versatile then why am I being pigeonholed into a single set of choices that if I don’t take them I and killing myself in game?
And I’m talking legitimately good armor sets that you DON’T buy on the cash shop. Braham and Rox’s items would be perfect items to actually obtain by doing this Molten Facility thing and yet you guys punish the people actually playing the game by putting them on the cash shop. What does Arenanet have against having armors that actually take some skill to get? I don’t need a gear treadmill but please give players some incentive to play the game instead of putting everything you work on in the cash shop.
If this is going to keep up I don’t see much of a reason to continue playing, why should I still be interested when I got the dyes and armor sets that I wanted months ago? I would like to see you guys progress with the Ascended gear with actual armor pieces that are visible and not trinkets that just add numbers.
Absolutely true. We’re slowly seeing everything move to the cash shop. I would not doubt that as a fly on the wall we’d seen 80% of their development go towards the items in the store. Really.
This game was supposed to have huge amounts of cosmetic items because as gamers they understood that we want to customize our look. All I keep seeing are cutesie things in the store, none of the backpacks that people living in this age would normally wear, no hooded cloaks and as an engineer I couldn’t use them anyway because we are still limited to hobo backpacks!
And everything keeps going to either the store or the mystic toilet, so crafting really wasn’t for anything other then leveling i guess.
just look at DR plenty of other ways of keeping gold farmers out without harming players still using DR a year later.
I think it was said, or implied, it’s not just the gold farmers. It’s the people who just sit in one area and don’t move around. They would like people to get out and into other areas. . . rather than all congregating where the loot is best or the hunting is comfortable.
Sure, you could do it other ways. I can think of three off the top of my head. However, just because they’re my ideas doesn’t make them better :P
Just look at how pets die instantly, STILL even after the update, they won’t adopt the 90% immunity to AOE rule because Blizz WoW developed it (i believe but it’s the most well known.)
I think it’s because then pets would be way too good for certain aspects of play. If I knew my pet could take AoEs like they were nothing, I really would be letting it do most of my work.
If that were truly their goal they could move the types of loot we need to grind out the legendaries and to grind out the mats we need to craft our own gear to multiple locations but they haven’t done that have they, so that blows out of the water that theory that they are only trying to keep people from spending all day in 1 area doesn’t it because that would solve it instantly. There wouldn’t be a need for a single area for T6 mats or limiting them to WvW or making them solely available in dungeon runs would there?
Which means they REALLY aren’t on the side of or like the legit farmer players and are actually using these tactics to both get newcomers to have to purchase gems to catchup to their friends and to keep the economy manipulated so the prices are outrageous and extreme.
The things I find wrong:
-RNG within the gem store
-Slowly reaching the point where new things are only in the gem store
-Gold/gem exchange will rise up to the sky
That’s what I’m seeing. LOTRO has 15 backpacks all stylish in game and that can be purchased from the store if you don’t want to do crafting. How many will GW2 have after this? 4. (if this is true)
Most likely what we’ll also see is engineers still won’t be able to toggle their backpacks anymore while using kits (so we’ll be left out of wearing these things).
The other thing I’ll see is that they still will expect fully that new players who are trying to catchup to their friends will by gems to convert to gold so they can get the stuff they need since there’s still a embargo on legit farmer players going on in this game. (saw a piece of exotic armor in the TP for 8 gold no lie, and one of the really difficult to find craftable superior runes was almost 10 gold each) and people say prices have gone down! HA!
I’m all for making money on a title but there’s gotta be a better way than killing crafting in the game because the mats are so scarse you’ll get mugged for having them, and all development for items in the game cease because it’s all focused solely on what’s in the store on next month’s sale.
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So I today trying to mail a guildy 20 lodestones just deleted them. Q.Q 20 gold down the drain. and before you ask no they didn’t get sent, no, they aren’t in the bank, and finally, no there was no delete message that came up
SERIOUSLY? you know how hard I worked for that and it was all gone because of a kitten bug! This serves as a warning to people be very kittening careful about mailing expensive stuff! oh and if someone sees this who could roll back my char back that’d be nice but I’d doubt that would happen.
I do actually. Being as how it’s been impossible for someone like me (a legit farmer open world player) to actually gather them and not get ganked (WvW being the only open world area where they’ll actually drop with any kind of frequency). But we’ll continue to hear how they love us legit farmers huh.
‘Grinding’ is a way for developers to create hours upon hours of playtime based on little content. It can be very lazy design.
I don’t mind grinding in itself, as long as it is optional for most of it. That’s why I like GW2’s approach. The game allows you to choose how you want to progress, whereas a lot of other games force you into the ‘grind’.
For me, an MMO is about immersion and gameplay. Not being forced to grind to be able to continue to grind for the next equipment, after which I have to grind etc.
That’s actually not been my experience thus far. GW2 has been the single most grindy game I’ve ever seen and here’s how.
Legendary – 250 of everything with a deflated drop rate on all T6 materials means months in the works.
Ascended gear – whether it be by dungeon or laurels this takes months as well to farm enough currency to deck yourself out.
Exotic gear – crafting, laurels, and dungeons take different amounts of time however it’s still a grind because it’s basically placeholding you to keep you from noticing the huge gap of content missing. (new metas new open world DE’s are needed big time and monthly solid for the next 6 months to catch up).
— the gold part of the exotic gear for a long time was the worst problem. Sure anyone could go to the TP to buy something IF they spent months in dungeons and WvW getting the sole snippit of loot that was available for 5 months in this game which severely harmed the economy (players) not the bots. DR is ugly in any game. And on top of DR we witnessed them messing with the drop rates of everything in Nov 2012 before the real problems with killcredit began. Love logging back into the game to see that not only have the prices for items in the game (armor and the like) haven’t changed, many of them have become outrageously priced (8-9 gold is not normal folks hate to tell you).
It’s a second job, when your playerbase can only get pennies from their daily activities and sales and the costs for everything are $100 bills. Take a look at how things are priced and you’ll see my point. 100 silver per gold is the equivalent to $1 per silver which means items that are 1 gold are $100. So that item that was 9 gold is $900 in essence, and people think this is perfectly fine. (the ones telling you this in these forums are the headstart people who went thru and farmed everything the first month before the loot changes and have their money and the corner on the market because the purchased items that would be scarce before the changes)
It’s really bad business in the virtual world to manipulate a player based economy this way.
Anyway those are all the ways that this is a grind, and in some cases they are months long. Still haven’t seen that laurel bonus from completing already finished events in my achievements pain. Also another strong point in my argument’s favor.
If the devs truly were gamers who understood gamers and made this game for gamers, and if they truly understood the types of things that harmed gamers in the history of mmo’s we wouldn’t have DR, we wouldn’t have a manipulated drop rate system, and we would have more then one currency so people who are desparate to catch up to their friends aren’t tempted to get gems for gold.
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i could just reply ANY balance thread with
100.000 dmg 1HB
there isn t a shadow of balance in this game….
Before you say that if i get killed to 1hb i need to l2p….teach mobs to l2p or admit that the most played part of the game is broken.
This is an uphill battle because the people who play those classes continue to grow since the others are nerfed beyond belief or broken from 7 months of nerfs.
It amazes me people can’t accept and deal with the truth about the classes they don’t play and the classes they do play but will drop a line in here telling people off or confusing the issues by making it seem like it’s all in your head. It’s the same ones over and over too. (lrn2ply is their mantra but really it’s “nothing’s wrong go home” which are both lies to distort that this game is in much need and isn’t going to get balance until they open a PTR) they took an important step by separating the skillset behaviors between PVP PVE WVW but until they make a PTR for class balance where everyone can play to test what’s happening preferably with mobs or enemies that move and dodge like players they’ll never get the picture and we’ll continue to see the bias happen over and over again.
was looking for a group. until. i saw this.
edited out the bad word.
That was awesome! Best thing I’ve seen all day!
You should make one that says “Ermagherd! Erts Er Zerker!”
the problems I’m seeing with it is it actually can take an entire day to complete now. Seriously, like 6-8 hours of gameplay with some combinations they need to ensure that there are an equal number of quick things to do with the long drawn out things to do or remove the long drawn out ones entirely. Like killing the invaders thing? 150? really? that’s extreme.
There’s plenty of things to do open world that we could accomplish that they just haven’t added and we asked for them before in threads when they said they wanted to make changes originally to make it our choice. Well it’s not really our choice if we have all pvp long drawn out dungeon only stuff and things like killing 150 of something we have no control the spawn times on is it.
What happened to trying on new pieces of towns clothes or doing minigames a certain number of times or finding a certain number of hidden chests in open world. These are dailies we’re talking about here not monthlies. The stuff they are giving us might as well be weeklies.
Seeing as warriors can heal, area heal/area cure conditions as well via shouts (thanks to the rune of the soldiers), i don’t really see the balance here. If they nerfed elixir S because of the added effects we had via traits, they should do the same with endure pain as well.
If they nerfed it because it was stronger than other effects, then make all of them equal.
gotta say I agree, they shouldn’t have taken this away. What’s next, the shield block and the magnetic bubble no longer blocking damage from those types of attacks? It’s ridiculous that other classes can keep their op moves and not blink but engis have to give up theres. That’s not balance that’s bias.
Hell even a non-pvp player can see that one.
Seriously I dunno who thought that these changes to these kits were improvements but something must be done to make them behave like they did before or in a more well thought out manner, because there was only 1 kit that needed help before these changes were made and that was medkit, it was terrible.
Medkit ~ shouldn’t have a bubble, toolkit should if anything so that it can be used as it was intended a defensive melee system. Medkit needs a quick AOE heal that’s all it’s ever needed, and that blast thingy while used as a heal effect did nothing unless you ate food. Even if it wasn’t a direct heal it could have been a bandage spill where it dropped like 6 bandages in a half circle or something.
Toolkit ~ needs the magnetic bubble or it needs the caltrops again those were very useful. The speed thing we almost always already use even in PVE. I use the swiftness trait, the kit refinement in combo ALL the time. What we need this thing to do is offer better protection. It would make so much more sense to add the magnetic field in PVP so that not only would we have the shield to for 5 seconds but we’d be reflecting the enemies shots. That’s what it should do for bunker builds. Please if you move the mag bubble or not make it last 5 seconds, this 2 second thing is worthless.
EG ~ I dunno if this was a joke or what but redundant glue when you have three tools that do that same thing which most engineers actually use when equipping this thing just makes me wonder if anyone is actually playing this class over there in headquarters because if you were then you’d know that there’s a whole buncha better slow tools we already have and use. The AOE heal on this kit was fine.
Grenade ~ the multiple grenade throws worked well if they flew in the correct direction, we never get you to see that they didn’t need to be thrown to the side and behind us (much like the problems with how the emergency mines are thrown when we’re downed or when we use the toolbelt mine skill) all that was needed was a correction on WHERE they were going so they could effectively hit the enemies.
FL ~ is the only improvement imo. It makes sense for this to be a Fire Shield because of it’s very nature. The only other suggestion I could have added for equipping this one is an effect similar to the thief’s Black Powder where we’d blind the nearby enemies for 5 seconds upon equipping it which would probably make more sense considering the kind of tool this kit is, where we should have better protection while in melee range while using it.
Some of these things I would hope would be implemented because we’ve been waiting for a while now to be taken seriously.
The living story to me was a way for them to express something for the world to seem alive however it seems they’ve overestimated how the story affected the players.
We needed a focus on the open world that wasn’t guild related and the living story did NOT deliver that. What we needed were more metas more reasons to be in the lower level zones and the occasional battle with something or the triggered battles with that shadow swamp boss isn’t going to cut it.
Basically what they need to do is what they promised us they would do is make open world THE priority over anything else in development (including dungeons) which means LOTS more metas LOTS more events of other kinds (like those leading up to the metas) no more waiting 1:30 hours OVER the time that the meta events like dragons are to appear because that just wastes the time of the players and people don’t like wasting time. We need better rewards (cosmetics: where are the cloaks the hooded cloaks the backpacks for jobs like hunter or scholar or map maker? where are the cosmetics that don’t require you run a dungeon or play pvp to achieve?
We need more crafting recipes and less mystic toilet stuff make crafting useful again and not some leveling tool to be trained over when you get your armor set done.
Tentative Good:
- The long awaited separation of PVE/PVP/WVW behaviors, now if we can get them to go thru and fix all the breakage they’ve done over the past 8 months to PVE that would be great!
- Rares seem to drop alot more in open world, finally we can actually farm again I believe. Now if we can just get some more gossamer and a great place to get bloods that would be nice.
- Pets no longer aggro everything in sight. It’s actually nice to have them out now, if only they could be stowed permanently and not pop out when something picks a fight.
- Hero Panel displays much more then before and seems to be cleaned up.
- Increased pet toughness and hitpoints, now if only they’d learn that AOE’s will still kill turrets in two seconds so they’ll finally and at long last add the tried and true pet 90% dmg reduction from such attacks.
- The tavern in DR now no longer sounds like someone is having sex on the balcony. Thanks! LOL
Bad:
- New temporary dungeon as bad as ever in dungeon design, bosses AOEs were everywhere at all times, and both bosses prevented movement much of the time had three shot and single shot moves that couldn’t be dodged. Many CC and reflect skills were worthless against them, makes one wonder why they made these skills if they can’t be used in boss fights.
- DR still exists in the world, needs to be completely removed so farming can resume since most of the bots are gone now it’s been almost a year.
- Engineers still need lots of PVE work. While damage ratios were slightly improved on engineers, there’s still ALOT of damage that early balance patches have done to PVE damage skills that need a boost across the board including Condi damage (bleeds and poisons). Retal and confus need to be returned to their first month ratios for PVE as they were originally nerfed into uselessness for the sake of PVP. Gadgets still self CC, still don’t provide passive boons, still don’t offer faster run speeds (like Rocket Boots for instance could be used as a signet that allows a 25% ooc run speed). Turrets are still useless until they can me protected from massive AOE damage. Kit Refinement is still broken with the useless skills like redundant small glue spots from EG instead of a heal zone, no shield bubble on the toolkit, medkit needs an AOE heal to bring it up to par with ele healing versatility. the 19 page list of design flaws on the engineer needs a re-eval.
- Open world focus is still not there. We need the promised new metas (non guild related) we need better rewards for exploration.
- Dailies take an entire day to complete because the requirements are entirely too high.
- Still not enough cosmetics in game. Backpacks are all but non-existant. We don’t have anywhere near the number of backpacks that other games offer (for RP purposes like for different jobs). Engineers still can’t make their hobo packs a toggle or change their dyes. There are no hooded cloaks to speak of. No minigames other then the two from launch to get cosmetic rewards as prizes for currency from these minigames or from completing them.
6/10 It’s a good start, got a long way to go tho.
(edited by tigirius.9014)
Can we change that one back to a heal of somekind because it was actually useful then.
this itty bitty tiny glue area is unnecessary as we have knockdowns from boots and we have a glue shot from p/p.
make it a persistent condi removal since you recognize we are lacking in that department (based off your guru interview about this patch.)
I like this and would further suggest they increase the duration on some of the effects in pve because there are no tools to extend some of the more useful abilities like the medkit shield.
I don’t see the big deal with the Incendiary powder trait change. I’m using a condition build without grenades and I’ll still be able to keep burning up with blowtorch from pistol and Incendiary powder and 30-70% condition duration.
The nerf was aimed at the tournament build. It will be fine in PvE. Even in WvW the change won’t be too noticeable, since people don’t usually have a lot of condition removal in WvW. It can even be a buff to low-crit or slow-hitting builds, basically anything besides flamethrower and nades.
Yeah they finally and at long last (it’s only been almost a year) separated pve and pvp and wvw behaviors. now they need to continue repairing what they broke in PVE over the past 7 months of nerfs we’ve suffered.
I wish engineers had more / better movement skills
gadgets and the leg enhancement trait could easily make us faster or have a passive ooc movement speed. that way we wouldn’t have to nerf ourselves to keep swiftness up.
Time + Budget.
They can’t push a patch back two weeks because it didn’t test well, players will complain.
They don’t have the budget to hire more staff for testing, the best software, etc. They’d have to charge more for the game/sub and players will complain.
So they do what they can and fix the rest once it goes live and they can tell where the problem areas are. Players still complain.
No matter what they do, players will complain. For the most part, they won’t quit the game, just yell a lot. So the company can save money and players will complain, or they can spend money and players will still complain.
The option to spend more money doesn’t MAKE more money for the company, and thus is not an attractive option.
Not exactly true, plenty of F2P non sub games out there that use a PTR in their setup with both new content and balance to do REAL testing, been going on now for 17 yrs in the mmo dev community, pride is the only reason they haven’t adopted other mmo’s tried and true methods.
just look at DR plenty of other ways of keeping gold farmers out without harming players still using DR a year later.
Just look at how pets die instantly, STILL even after the update, they won’t adopt the 90% immunity to AOE rule because Blizz WoW developed it (i believe but it’s the most well known.)
not making anything up he’s perfectly vindicated in making his point that A: They did a bit of false advertising when they suggested they understood how mmo gaming was and that their focus would never been dungeons and B: that they suddenly changed that focus, in some other more just countries that would be called bait and switch.
They’ve been “working” on the separation of PVE and PVP since launch are we not supposed to complain about that either just because we’ve had to wait almost a year to see it come out when most games who have a dungeon focus put one out almost immediately?
Don’t listen these naysayers Ronah you’ve got great points.
The amount of daily achievement points, and the amount of time it takes to get them, seems to be increasing. Is anyone else finding this to be too much? I’m trying to keep up on the achievement boards, I’m in the top ten, but I’m finding these added achievements to not be casual/work/school friendly. Daily tournaments won alone adds a lot of time if you don’t happen to win 2 games quick.
Yes, i know I don’t “need” to get the to get ALL of them, but competing at the top 10 spot I do need to get every point I can. I’m finding I might not be able to keep up soon, which will kinda destroy some of the point to why I log in now.
What are you’re thoughts on this? I don’t mean to wine about it, i like that there are more options to get for dailies, I just don’t like the push get get all the achievement points available.
I did i came back to test what they did with the engineer, while they improved the PVE engineer they seriously messed up any reason to login.
The dailies are now crazy, they literally take a whole day to do in some cases.
Some requirements are just stupid like WvW or PvP or Dungeons, still not seeing open world stuff we’ve been asking for since launch after we discovered that was no longer the focus (as per the 7 years we were told it would be).
we got guide telling us basically what’s happening in an area but no pointers to tell us where. (invasions)
We got enormous amounts of mobs to kill 150? really?
we have weird requests like killing 3 maguuman or whatever champions but dunno where they are or where to find them.
As usual it’s just one big mess.
I hate it and it isn’t even fun.. I hate it when you make things so difficult it can’t be done. And the new thing with this you can’t waypoint after dying and have to wait til everyone is dead is ridiculous. Ok rant done.
*<goes down the list of people saying it’s easy guessing their class> warrior warrior guardian warrior thief mesmer…..
Just did it myself and yes have to agree spent more time dead or on the ground then up and doing the strategy that is not fun. being killed instantly with 1 shots is not fun ever.
The teleport of the one boss was just out of this world kitten sorry but it is it keeps you from both dodging and running away. If this were pvp people would be screaming all over the place about how unfair that is.
Then we have AOE up AOE I thought you guys didn’t like AOE abilities because they were unfair and put the players at a disadvantage and here we have two bosses with nothing but AOE crossover attacks.
We got red circles on the floor that don’t do anything but make you waste a dodge because you think something is coming, you’ve got 3 waves at once (not enough dodges to get away there thanks), you’ve got burning conditions that appear out of nowhere AFTER a burning zone has just gone away (yeah how can the ashes catch us on fire?) with 100% uptime and then you got the teleport to the boss instantly (no time to actually repair if everyone wipes).
This just reminded me of why I don’t play your game. You didn’t focus on the open world, you just threw some short nonsense out there to try to passively ask people return to the world, you then put a dungeon in that’s the new focus, and then you make it so difficult people are dying the entire fight like wack-a-moles just for the sake of being harder.
I can’t imagine anyone on your team actually thinking this boss fight is fun without having some special armors and weapons on (the dev only kind) that lets you guys faceroll everything, I really don’t.
And then theres the horrible excuse for a reward. I got nothing out of the deal except 1 rare and a badge to make some piece of clothing with. Why do I need those again?
And finally let me comment on how terrible a design the trash mobs were, yes they were veterans but even veterans aren’t supposed to be immune to attacks and defensive moves. None of them were affected by retal or confus, none of their ranged attacks could be reflected by my magnetic shield (every shot hit me just the same even with that) and none of their abilities were being blocked by the shield in the toolkit. We have these abilities for a reason, to use them and then when you make it impossible for them to work, you make the whole system worthless.
(edited by tigirius.9014)
the only thing that bothered me about the interview is that they said they would leave the values for PVE retal and confus exactly as they are, this is a bad move because they already nerfed them once just after launch and they need to return to the original values for PVE because that was one of the best maneuvers for PVE healer specced engis was to use bombs to both heal and retal/confus interchangeably to make the enemies die quicker. It was a solid build for the first month then they nerfed it for pvp (possibly WvW). So it’s really not what it should be.
I do hope they see that and go thru all of the PVE changes over the past year to the engi class and restore much of the damage they’ve caused to PVE for the sake of PVP balance.
While I actually agree that they have a long way to go especially in PVE. They’ve made some changes to the class that are positive and in our favor. And their separation is long over due.
So here’s to hoping they continue down this path of common sense and bring this class back around to where it was at launch. Condi damage needs work next. (bleeds should not have a cap in 5 mans and should not do more damage on other classes unbuilt unspecced setups).
dunno if anyone else is having this but I’ve noticed a marked increase in damage output in PVE it looks like they might actually be finally realizing the problems after all. Here’s to hoping. It no longer takes a minimum amount of 10 attacks to kill anything in the condi build I’m using even tho it’s not exactly like the three shot trap ranger abilities.
I hope they continue down this path to increase the effectiveness of the abilities in PVE it’s much needed to make it return to the pre-7-month nerf breakage they’ve done to PVE on this class.
I doubt it’s going to get much more optimized. It’s built off of an old engine in DX9. I’m actually amazed it runs as well as it does sometimes.
I doubt it too. I mean just look how long it took for them to realize that PVE and PVP should have been separate from the very beginning with the problems it causes people on either side when trying to balance.
I doubt this will be a priority until an expansion.
I am as an engineer. They claim on their front page that they didn’t want to limit combat for any class but that is so not true for engineer. There’s two roles we cannot fulfill easily (without a crazy exploit build) and that’s burst DPS and CC because everything becomes immune if they are a champion or above. It’s crazy rules lawyering methods like this that break games.
Example of this type of problem in other titles would be LOTRO adding resistances to their regular mobs in their Mirkwood expansion causing regular open world fights against normal level monsters to be exceedingly long for some classes (loremaster) until they finally realized what they had done and had to make an adjustment.
I see the same thing happening here with bleeds/burns and with CC.
From the preview of todays patch, i realy dont get why they split WvW,PvE, and sPvP to just PvP and PvE
Each part is totaly different, and it makes in 99% of the case no sense to introduce balance patches, if they only apply to one of those 3 areas
I’d realy like to see each of those 3 parts of the game have their own balance updates.
Look at Warrior, they are awesome for PvE to DPS down mobs with braindead AI
They suck if it comes to PvP.
That’s what they are moving towards. However I was quite disturbed that they STILL haven’t realized that the problems with pets aren’t going to be solved with toughness or more hitpoints, they need an AOE % reduction to damage 85-90% would offer ample protection on pet heavy builds so that people can perform.
You don’t see people being able to destroy other people’s weapons or other people’s armors while fighting, the same should be for pets considering they are weapons for these builds and without them those builds become useless.
They need more separation not less if they are truly going to fix the problems (particularly in PVE) because of almost a year of nerfs to some classes have become way too damaging.
sensible people don’t dismiss problems because they don’t think they are there. They are like scientists, they go thru and test the differences between similar types of things (adventurer traits) and similar types of setups (burst damage zerker builds) and come to conclusions based on observation, math, and counting. That’s all I’m saying that should be used.
It’s well documented that this class does not in any way shape or form resemble an adventurer class, not in condition damage, and certainly not in burst dps in pve. The solutions? Either adjust the traits so all is equal, change the designation back to a soldier type class, or redo the entire thing to correct months of nerfs caused by pve and pvp not being separate since launch because too much is damaged for it to work properly. And since they do not use standard tested methods of changes (like 90% reduction to AOE damage on pets for example) simply because it was used and well known in the elephant in the room (WoW) and other such methods one can only conclude that there’s a pride element there.
People who claim that there’s nothing wrong with the pve side of this class are either using a soon to be nerfed setup (because like they said some are over the top) which further supports the claims of them destroying builds not adding to the versatility thus nerfing shouldn’t be THE solution to the problem, or they are willfully ignorant which means they know there is a problem but because they can’t deal with it they would rather live in a fog of ignorance and deny all reality of the problems that are evident to the rest of us.
That is being sensible, acknowledging the problem, and giving solutions, not presenting more denial of the problem muddying the arguments on the forums about the issues or attacking people who say there’s a problem by trying to muddy their credibility by claiming just because there’s a couple of well used pvp builds that everything is perfectly fine across the entire space of gameplay for everyone.
Now that’s not to say that there wasn’t enjoyment pre-end game because there is. I had the most fun with poi and finding chests and secret places, I had fun with their quest structure (they just stopped adding to that somehow along the way because of their FotM and ascended focus) but once you reach end-game that’s when everything changes and becomes very apparent that something is wrong (as an engineer, ranger, necromancer).
(edited by tigirius.9014)