they could introduce mouns that work like the ascenders meaning ooc you are in mount mode and on combat mount goes away and reapears after but also have increased speed like 40% 50%. You could even have those in wvw and it wouldnt break anything. And you can also go back to the existing ascenders and give them the mov speed much like how they went to the raven wings (black white ones) and gave them a glider (but never on the aetherblade backpiece ;-; )
I’m starting to see some weird numbers on how Reaper is functioning as opposed to the whole purpose and context of the specialization. Reaper should be a mix of Power, and Defenses. Being a looming force of destruction.
I’d say close to the next Expansion or next update, I’d like to see Reaper get its condition output shifted to the Curses and Death Magic Specs, while the Power for Reaper’s Shroud is increased to compensate.
Deathly Chill shouldn’t be giving bleeds, but perhaps it could be a %damage increase vs chilled foes?
Also, if the GS and Shroud interaction isn’t up to par, then alternatively I suggest have Gravedigger (GS2) reduce cooldown of Shroud Skills on crit.
Reaper’s Shroud 4 (soul spiral) should just deal raw damage, maybe apply vulnerability instead of poison, but have its base damage increased.
Ehhh i agree with most but usually talent with % dmg are poorly designed and tent to overshadow other option looking at you grace of the land. Id also like to see same changes to other elite soecs like the tempest thag soec screams “im a healer support”
Absolutelly biased its not the raiding reams fault that wvw team has only one dev and its on life support PVP had changes to the system with every season and seperate balance for some time now. Raids have the concept of tanking (control) healing (support)and dps which exists in fractals for along time and even in dungeons u were seen control and support utility. Hell even in fractals theres slightly the concept of agro management lol.
About the frost gun…. the game if full of such wierd weapons with theor own kits do you expect anet every time the make huge changes and introduce new wlite specs that they will go through all the weapons? Btw raids have nothing to do with the fact that deathly chill is broken and it synergizes so well with the frost gun which was made possible after the ridiculous buff to deathly chill as of last patch… So how the gun reaper combo is broken for years is beyond me.
Ppl asked for challenging content and the devs delivered ppl do them to a big extend for the replayability value and pretty much like how i do 100 cm every day because its amazing content. Raids have prestige in them in various achievements and skins. Ok, so legendray armor swapping will ruin wvw.. yeah sure legendary weapons which are a bigger boost in terms of stats than armor sure broke wvw real good… Pvp has and will get updates (diff team (i hope the have a team tbh)) that has nothing to do with raids wvw is in a sorry state because for anet apparently the biggest selling point of the game wasnt worth sustaining. THIS HAS BEEN THE ISSUE FOR FOUR YEARS…
PVE is fine lul the lw maps are boring with no actual reason to go back but thats the trade off for new map each release…. ack to the core specs and elite specs…. there was always the concept of support control and dmg in the game if you didnt see it you are blind. The game added for like 4 bosses the concept of tabking and the concept of fixations that doesnt mean an elite soec was made with tanking in mind. Name me one feature of chrono that makes it a great tank. (ill w8) Roles like druid or tempest which were made with more support in mind according to their traits were an attempt to open up more paths and builds for these classes which you can see everywhere for the random guy who runs healer reaper and tempest in meta to the ventari rev in fractaks or raids to the druid.
Raid i suppose are an old concept. But looking at how successful many mmos that have raids are i dont see why gw2 cant take their shot at raids. (the top 2 biggest mmos atm other than being sub based are also heavily focushed on endgame and raiding in specific just saying.)
Tldr you are biased and just because 1 or 2 teams do work inanet that doesnt mean you have to put the blame on them because wvw is terrible….
i’ve read the next map will be a meta event sorta map? is it real? i’d love to lead another meta map like DS!
YES pls FOR THE LOVE OF WHAT ANET HOLD DEAR gimme a map ill have a reason to go back to after im done with story and the skin.
Feels bad the op hasnt talked once he prob quit already. Meh i hate it when ppl come here to tell what they wonna tell and then leave without any discussion.
its closer to the 3 month to get the episode on the 2nd on the 9th it will be passed the 3 months
i mean did balance even matter in open world even if all the meta was with unarmed ppl they would still clear it. Fractal and dungeons are so faceroll easy you can clear them with everything
so they are 2 diff raiding scenes huh? I mean one as you said is for the experience while the other is for the challenge and should bw hard how do you move from the one scene to the other?
Again, I think the answer is to adapt the challenge mote system into a story mote system instead – as Vanguard says in his posts as well.
It already has precedent in game and would solve the problem elegantly (and most raiders I know don’t care for the challenge motes anyway – this would be a better use of those resources). That said, Anet has a long history of creative problem solving. There may be a better way.
vanguard who?
And I though sPvP always crippled the rest of the game with stupid balancing decisions …
For a time it was but they did that split but for some reason the split was made between spvp and pve that it. No real split between raids open wold pve dungeons/fractal and wvw.
explain to me how balancing with raids kittens up the 5 mans and the open world?
I realty want Anet out give out a % of population that raids regularly. Just how many ppl even do raids?
I am asking all of this because raids has taken over balancing for classes and effects to the point of being harmful to other game types (that i feel are more played).
types like what?
well… i agree, it is nice to have a choice, i for once wouldn’t do the training mode because i am lucky enough to have a steady raiding group, but it is nice for everybody else to have a choice and it wouldn’t strip the normal raid of anything, so why not?
It would be useful to learn the mechanics, after that you just apply the same mechanics to the normal mode and try it out.
reward wise, it should be masteries and probably some magnetite shards not enough to make normal raid useless, but enough to make training groups satisfied.edit: legendary insight wise maybe it should be 1 for every wing clear? or pieces of legendary insight that you can double click to make an entire 1 every n pieces?
thats the thing tho making an easier mode might take resources from the actual raid since they are only 10 man teams and they have to come up with an easy mdoe for every raid wing and one for the new one. That means that we might not see a new raid from even a year.
I can somehow get the point behind a “story mode” (though I’m anything but a fan of that idea), but what’s the point of such a “tutorial mode”? Many (most?) raid mechanics are already quite lenient, just as the enrage timers are. Make it yet easier and it may be nice for the story, but will have absolutely no learning effect for the proper mode.
thats the thing such mode with meh rewards would like like a thing most ppl will do once if it doesnt transition them well into the actual raid mode
so they are 2 diff raiding scenes huh? I mean one as you said is for the experience while the other is for the challenge and should bw hard how do you move from the one scene to the other?
That still limit how hard nomal mode can be tho. If the normal is really hard then the ez encounter of 70% will still be hard that yes can be fixed with 3 modes 1 the 70% 60% the normal 100% and the hard the like 150 200% but thats 3 modes that would take crazy resources.
I think you are overcomplicating the matter. You’re simply talking about balancing the content for different audiences here. If the story mode doesnt meet the accessibility needs when it comes out, the solution wouldnt be to create a third version – it would be to balance the story mode version, something they do across the board as standard operating procedure anyway.
balance it by making it easier? Shouldnt the normal mode be easier then as well for a smoother transition? Also does that entry lvl change with a new raid?
(edited by zealex.9410)
also the matter of what purpose does the ez mode serve? Is it just a story mode for ppl to experience the story or a first step to raiding? If the former ppl will cry " i went in ez mode cleared it i went to normal got my ass handed t me and was kick or flamed for being bad omg anet kitten game" Or the latter " omg anet the story mode is too hard still omg new pll that dont have any knowledge and mess my runs (since there no such thing as li for you to make a base lvl of experience for ppl to see before joining your group). I support to not include any reword maybe the bare minimun of maybe a rare and 2 blues (lul) but then ppl might say (what the kitten anet this is to hard and it rewards too little omg fix. Then how hard should normal raids be? with having a entry lvl normal mode os still limited on how low that entry lvl is and therefor the devs are limited to what they can do. The devs could also go the way of making normal mode a hard but not as hard as the player base that raids were sold to wanted it. Now what do they make an even harder raid for them? But thats 3 modes does anet have money for 3 modes?
I think, once the initial pain point (accessibility) has been addressed, what you’re talking about here actually presents more of an opportunity than a hurdle. If it makes sense to revisit a raid (which should be a rare occurrence once the accessibility issue is cleared up), they could just as easily add in more difficult motes as less difficult ones. It would be, if needed, another way to revisit and make the content more applicable to more people (on both ends of the spectrum).
That said, realistically, the primary needs would be met with a hardcore and story mode, imo. Anything beyond that would be – as with all things – on a case by case basis (and likely have more to do with balance as new elite specializations are released into the game).
Still, the immediate pain point is accessibility. That would be addressed pretty well by what Vanguard discusses above.
you still seem to be ignoring that raids arent the main focus of gw2 as opposed to wow for example. The raid team are 10 ppl and revisiting the 2 raids to balance the encounters again would take so much time off from raid 3 and that would mean more ppl in the raid team therefor more focus there for hw2 becomes a raid centric mmo what wow is. I thought ppl hayes the idea of gw2 going mainstream.
My proposal isnt an easy mode thats so laughably easy that you can cakewalk it, its more like the difference between 100% of the bosses capability and 70% of it, in other words, its a 30% reduction in the bosses damage/abilities over all and an extended raid timer, but generally gives enough learning curve to actually learn the encounter and the mechanics. So that when people “do” transit from easy to normal, they have a better grasp of the boss itself.
Given that they have already added all the bosses into the game so far, this wouldnt be that difficult to impliament, it would simply be a reduction of enemy boss encounters damage by 30%, their enrage timers maybe increased by another 2-3 minuates per boss, and generally that would be a far less simplistic curve change.
All it would mean is the difference between being able to do bosses in exotics, which is possible now for “some” bosses, and being able to do them in ascended, which can only be a good thing for hardcore raiders since it could allow a-net to finally make ascended gear a practical requirement for CM modes in the future.
As a player that has done quite a few of the difficult encounters, from getting the eternal title, to CM Cairn to first timing Xera and Demios which can be quite a handful and utterly crying through Matthias who just slaughters new raiders I do think its important to give them the tools to learn, perfect, and get better.
Raiders are already a minority in this MMO as it is, encouraging more to join the raid scene CANT hurt it in any way.
Thus by making a slightly easier difficulty, enphasis on SLIGHTLY its enough to give people a tutorial experience, PLUS, I disagree with some points being made about story enjoyment through encounters.
Alot of dialogue and character interactions are often impossible to hear over a TS3/Discord/whatever chat channel your using conversation, its hard enough to listen to the story if your always fighting the enemy with people VCing “Dodge this” to your eardrum 500 MPH.
Easier difficulty will allow puggable casuals to just “enjoy” the story itself, and not have that hastle which I think is a reasonable compramise.
That still limit how hard nomal mode can be tho. If the normal is really hard then the ez encounter of 70% will still be hard that yes can be fixed with 3 modes 1 the 70% 60% the normal 100% and the hard the like 150 200% but thats 3 modes that would take crazy resources.
also the matter of what purpose does the ez mode serve? Is it just a story mode for ppl to experience the story or a first step to raiding? If the former ppl will cry " i went in ez mode cleared it i went to normal got my ass handed t me and was kick or flamed for being bad omg anet kitten game" Or the latter " omg anet the story mode is too hard still omg new pll that dont have any knowledge and mess my runs (since there no such thing as li for you to make a base lvl of experience for ppl to see before joining your group). I support to not include any reword maybe the bare minimun of maybe a rare and 2 blues (lul) but then ppl might say (what the kitten anet this is to hard and it rewards too little omg fix. Then how hard should normal raids be? with having a entry lvl normal mode os still limited on how low that entry lvl is and therefor the devs are limited to what they can do. The devs could also go the way of making normal mode a hard but not as hard as the player base that raids were sold to wanted it. Now what do they make an even harder raid for them? But thats 3 modes does anet have money for 3 modes?
Also it should come a month after the first raid release.
An ez mode creates more problems than having a normalmode and a hard one. An ez mode targeted at casual must be really eaz and the jump in difficulty from ez mode to your suggested harder normal mode will be too big. Ppl will go in normal thinking they cleared the ez one so they have the experience only to fail miserably.
They also cant be too small because the casual will cry that its to hard or the other way around the raider will cry that they ve been robbed of their challenging content.
(edited by zealex.9410)
Every arguement in favor of raids is a bad arguement in your eyes blaeys.
Once again, not true in the least. I am not, nor have I ever been, anti raid. I simply have a different perspective on what raiding needs to be in the game than you do.
And the topic is important to me because of my guild and my friends. I (and many others) see a need for change – and I will advocate for that change every chance I get.
If I actually hated raids, this wouldn’t be nearly as big an issue. The fact that the story/aesthetics/fight mechanics are as interesting as they are is the very reason there needs to be greater accessibility. If they were boring or poorly done, I wouldnt care near as much as I do now.
i would also advocate for a change for the open world to be harder everywhere for more presigious abd hard to get things to exist and ingeneral rewarding you basednon effort you have put in. But i dont because i understand that the game works diff in diff areas amd i see and respect. Se way i respect raids as a rhing in game that works on its own rules and pll have grown to love them for that. Why cant you no raider came to annoy you or knock on your door why should you on theirs?
I actually agree that there should be more difficult content options in open world – and I think there are ways that could be done fairly easily (I even proposed one I would LOVE to see them implement in another thread recently).
But, aside from that, it is obviously much easier to do this kind of tiered content in instance game modes (again, fractals as an example). Given that accessibility isn’t an issue with open world in the same way it is with raids, it makes sense to focus on solving the problem as it pertains to raids.
And – I am a raider. I run raids every week. I just think they fail on the accessibility front – and that addressing that would be good for both the game and the game mode. Please – everyone – focus less on the players posting and more on the actual conversation. It is way more productive.
Wades through the horrible amount of threads right after HoT launch of whines about how the game has become to hard, some of which are still created today.
Making open world content challenging is not the way to go.
I’d much prefer challenging content to stay optional instanced content and leave open world for every one who just wants to chill. That’s also the path arenanet seems to be taking and it has worked fine so far. If people would mind their own business a bit more instead of encroaching on game modes they do not enjoy everyone would be better off.
Which is why the example I provided (https://forum-en.gw2archive.eu/forum/game/gw2/Can-we-get-a-hardmode-for-pve-maps/first#post6559377) wouldn’t have affected the chill or more casual experience at all (in fact, it would have extended it). It is about adding to the experience without taking away the underlying purpose of other versions of that content.
The same is true in raids – the argument is for more options, ones that extend the experience in ways that warrant more support for the game mode. And, given the inclusion of challenge motes in the last wing, it seems like something they could do fairly unobtrusively in the current raid model (by making the baseline experience even more difficult and then using the motes to provide the story or training experience).
They did the exact oposite with the newest wing. They lowered the base difficulty and introduced an somewhat hard mode.
Hf ^^
Every arguement in favor of raids is a bad arguement in your eyes blaeys.
Once again, not true in the least. I am not, nor have I ever been, anti raid. I simply have a different perspective on what raiding needs to be in the game than you do.
And the topic is important to me because of my guild and my friends. I (and many others) see a need for change – and I will advocate for that change every chance I get.
If I actually hated raids, this wouldn’t be nearly as big an issue. The fact that the story/aesthetics/fight mechanics are as interesting as they are is the very reason there needs to be greater accessibility. If they were boring or poorly done, I wouldnt care near as much as I do now.
i would also advocate for a change for the open world to be harder everywhere for more presigious abd hard to get things to exist and ingeneral rewarding you basednon effort you have put in. But i dont because i understand that the game works diff in diff areas amd i see and respect. Se way i respect raids as a rhing in game that works on its own rules and pll have grown to love them for that. Why cant you no raider came to annoy you or knock on your door why should you on theirs?
I actually agree that there should be more difficult content options in open world – and I think there are ways that could be done fairly easily (I even proposed one I would LOVE to see them implement in another thread recently).
But, aside from that, it is obviously much easier to do this kind of tiered content in instance game modes (again, fractals as an example). Given that accessibility isn’t an issue with open world in the same way it is with raids, it makes sense to focus on solving the problem as it pertains to raids.
And – I am a raider. I run raids every week. I just think they fail on the accessibility front – and that addressing that would be good for both the game and the game mode. Please – everyone – focus less on the players posting and more on the actual conversation. It is way more productive.
Wades through the horrible amount of threads right after HoT launch of whines about how the game has become to hard, some of which are still created today.
Making open world content challenging is not the way to go.
I’d much prefer challenging content to stay optional instanced content and leave open world for every one who just wants to chill. That’s also the path arenanet seems to be taking and it has worked fine so far. If people would mind their own business a bit more instead of encroaching on game modes they do not enjoy everyone would be better off.
This tbh i dont raid and i respect both front and want them to stay the same. Its ok if not every content its for you i dont pvo but it dont cry shen they update it and ask for more stuff in my mode or w/e.
Every arguement in favor of raids is a bad arguement in your eyes blaeys.
Once again, not true in the least. I am not, nor have I ever been, anti raid. I simply have a different perspective on what raiding needs to be in the game than you do.
And the topic is important to me because of my guild and my friends. I (and many others) see a need for change – and I will advocate for that change every chance I get.
If I actually hated raids, this wouldn’t be nearly as big an issue. The fact that the story/aesthetics/fight mechanics are as interesting as they are is the very reason there needs to be greater accessibility. If they were boring or poorly done, I wouldnt care near as much as I do now.
i would also advocate for a change for the open world to be harder everywhere for more presigious abd hard to get things to exist and ingeneral rewarding you basednon effort you have put in. But i dont because i understand that the game works diff in diff areas amd i see and respect. Se way i respect raids as a rhing in game that works on its own rules and pll have grown to love them for that. Why cant you no raider came to annoy you or knock on your door why should you on theirs?
I actually agree that there should be more difficult content options in open world – and I think there are ways that could be done fairly easily (I even proposed one I would LOVE to see them implement in another thread recently).
But, aside from that, it is obviously much easier to do this kind of tiered content in instance game modes (again, fractals as an example). Given that accessibility isn’t an issue with open world in the same way it is with raids, it makes sense to focus on solving the problem as it pertains to raids.
And – I am a raider. I run raids every week. I just think they fail on the accessibility front – and that addressing that would be good for both the game and the game mode. Please – everyone – focus less on the players posting and more on the actual conversation. It is way more productive.
Ppl seem to forget that fractals were build up from the ground with the idea of tiers with diff dificulty in mind.
Many fractals play differently from tier to teir to get their players all the more smoothly used to more mechanics because they want fractals to be the main end game the big majority of players want. Raids were never that they never wanted them to be done by the oveewhelmimg majority and ofc the never build them with the idea of tiers in mind. That means words like simply “add tiers because it works for fractals” fall flat for the reasons above. You cant know if you are not a developer how diff from fractals would be to have tiers in raids. Raids are this “you go to the mountain, you dont bring the mountain to your feet”.
Yet tho the lattest raid did get a cm which makes it harder because their targeted audience asked for even harder raids. Meanwhile they made the base bosses easier so ppl who say “raids in their current diff are too hard” have a lower entry lvl for the raids. But going according to their words they want raids to be a challenge so this will prob be the easiest they get . Also cm is a one time thing so actual raiders arent robbed of their challenging content. So yeah you got your entry lvl encounters they are the first 3 bosses on wing 4 vg escort etc. Bit dont expect devs to drop it even more down tbh.
Every arguement in favor of raids is a bad arguement in your eyes blaeys.
Once again, not true in the least. I am not, nor have I ever been, anti raid. I simply have a different perspective on what raiding needs to be in the game than you do.
And the topic is important to me because of my guild and my friends. I (and many others) see a need for change – and I will advocate for that change every chance I get.
If I actually hated raids, this wouldn’t be nearly as big an issue. The fact that the story/aesthetics/fight mechanics are as interesting as they are is the very reason there needs to be greater accessibility. If they were boring or poorly done, I wouldnt care near as much as I do now.
i would also advocate for a change for the open world to be harder everywhere for more presigious abd hard to get things to exist and ingeneral rewarding you basednon effort you have put in. But i dont because i understand that the game works diff in diff areas amd i see and respect. Se way i respect raids as a rhing in game that works on its own rules and pll have grown to love them for that. Why cant you? No raider came to annoy you or knock on your door why should you on theirs?
(edited by zealex.9410)
Also, don’t like it, don’t play it. Raids don’t affect the rest of the game in any negative way.
That’s your opinion. I happen to disagree with that.
Very good, then please share your supported opinion. We don’t battle with single sentences.
Any thing can be the best thing to the game, and it won’t require 100% of the population to like it. From an objective point of view, raiding is one of the best things that happened to GW2
Subjective (and highly subjective at that). Their very existence had an impact on the game that for many players is really negative.
Then I recommend you rebuke my argument with a less subjective one, not with a more subjective one.
Having raids as endgame content is good for the game, but the lack of difficulty settings offered by the devs created a polarizing effect on the community.
Locking the best armors behind raid content, as reward carrots, was also a poor idea.
Profession “balancing” for 2 years was done with raids in mind first, and this hurt all other pve content, wvw and spvp. …Think about this… Many wvw players have begged the devs for years to get rid of the problematic ghost thief, and it wasn’t fixed until a solo player beat a raid boss on that build…
Again, raids are great end game content, but they were poorly implemented and alienated a huge portion of the casual playerbase unnecessarily. That was completely avoidable and the wrong approach considering the devs know 100% that the majority of the playerbase are casuals.
how did raid balancing hurt pve ? You can litteraly run any build in open world and be succesful. Fractals are skill based meaning as long as you dont die and can do mechanics and also know hoe your class work you can do then with whatever build ( ever mango pie staff aaing nomad guard ;-;). So long as your group doesnt care for the fastest clears and they just want to do their t4 or whatever tier (sonce fractals are a joke really). Wvw yes im with you diff balancing ftw and them caring about the game mode, but you cant blame the raid for the fact anet doesnt care about wvw or the fact that a 1 man dev team for wvw cant do much ( dont hate the player hate the game)
There is already so much casual content in the game, let us have something challenging on the side that won’t affect the rest of the game_"
except it is possible to add in that challenging content without denying that same content to more casual players. Fractals are the best example of this – and there is a mechanic in raids now that could be utilized for this (challenge motes, which could just as easily be story motes).
Don’t get me wrong, you are right to some extent. It’s a shame that not everyone can experience the closure of Saul d’Alessio. However, the devs have made their position clear on the subject and for a very good reason (in my opinion) namely that raids can now be used to tell the darker, and sometimes downright morbid aspects of history that they cannot insert into the living story because the living story needs to remain friendly for all audiences. Saul was exposed to great torture, and they wanted us to get into that vibe. A vibe that simply cannot be experienced in a world as `family friendly´ as the Living Story. That said, I do agree with some semantics that it would be great for raids to have a `story´ mode without the legendary rewards so people can practice mechanics and casuals can experience the story._"
They actually said on reddit that there is nothing inherent in raids that restrict darker storylines to that content. Difficulty doesn’t magically make a difference in the kind of stories people want to experience. These same storylines could easily be done in living story (or better yet, in tiered difficulty raids).
But then again, the casual playerbase has access to 95% of the game, so it really a war worth fighting?_"
Of course it is worth fighting for. Raids are going to be a bigger and bigger part of the game moving forward – even moreso than they are in other raiding MMOs simply because there is no gear/level treadmill. The gulf between players, the split in the story, the angst over accessibility – these will only grow worse with time. They need to address it now before it does greater damage to the game and its community.
Just chiming in and wondering. If unlike any other raids in other games there is no gear/level treadmill, why is it so hard for people to get into raids in this game ? Because of social skills ? There is not much Anet can do about that. Because of no story mode ? This doesn’t change the fact that when story mode is introduced, people will just play the story mode and never look back because they no have interest in doing content that is perceived as difficult. And when this happens, then it means that Anet has to cater to another subset of players who will then complain that story mode is not enough rewarding. That is where you hit another problem, what other rewards you add to the game if the game doesn’t need that much reward in the first place to be considered endgame geared because there is no gear treadmill ? No thx I would rather have these skins released in a current event or LS update.
Anet described their game back before release as the mmo where you run around on your own pace alone or with friends. You can do stuff alone alot of stuff bit for eventa you will have to group had. Ppl seem to forget that the devs always had in mind that ppl will have to socialise and communicate for various things world bosses meta events and now raids. Also ppl forget that anet always wanted gw2 instnaced end game to be hard and for coordinated groups and just because dungeons didnt hit the mark that doesnt mean devs forgot about it.
fixing forum bu in anets place…
I take it you’re one of the people who doesn’t like raids.
Well, you’re sarcasm conveniently left out the criticism he had about raids in favor of your “raids are bad, mm-kay”. Also, don’t like it, don’t play it. Raids don’t affect the rest of the game in any negative way.
Any thing can be the best thing to the game, and it won’t require 100% of the population to like it. From an objective point of view, raiding is one of the best things that happened to GW2, because it opened so many windows of content. In retrospect, if you’re one of the people who don’t like it, raids are designed in such a way that they are a very rewarding experience without becoming obligatory in the slightest. You can excel in this game without ever stepping foot inside. Same with fractals.This is a bad argument, imo, and here is why.
Nothing in this game is obligatory (a good thing). You can do pretty much everything independently and still have fun.
But, at the same time, people have always had greater accessibility to every aspect of the game when making that choice. Raids in their current iteration cause problems because they essentially build a soft wall in front of content many more casual players would find interesting.
The most visible example of this is the saul d’alessio storyline in wing 4. Technically, it is a side story, but that is really just semantics (and WEAK semantics too, given the tie in between Saul and the White Mantle/Mursaat). No matter what you call it in order to justify what they’ve done, it is interesting story that ties into game lore and, for those that played GW1, is something many have wanted to experience for a long time. Placing that storyline in raids (in their current format) is basically telling everyone interested in story that they have to raid – and deal with all of the things many find frustrating about them (10 player issues, horrid balance, etc) – in order to experience these interesting stories. And that is a much different thing from telling people they needed to fractals or living story for that experience (specifically because of the accessibility issue).
That is offputting to many people. As far as I am concerned, that isnt the game many of us left other raid heavy MMOs to come to. Anet needs to right the ship and do it before the next raid wing comes out (and definitely before choosing to put any lore heavy content into raids again).
I will also say, for the reason I mention above, that I think Wooden Potatoes has lost touch with those kind of players recently. I’m glad that he enjoys raids in GW2, but I also think he comes at the game from a perspective now different than that of the typical GW2 player (something he did very well when the game first came out – back when he developed his strongest following). This changed perspective will hurt his appeal long term.
I think he has lost touch with much of the very audience that supported him in his early days (like myself).
Every arguement in favor of raids is a bad arguement in your eyes blaeys.
Regardless of what your believe are that content was specoficly targeted to that audience the more dedicated players. And the great or overwhelming majority of that audience loved it. It was never targeted to the casual base and as the more dedicated players sacrificed time to do that why cant you? No one told you to be able to clear it first week who ever woth theor own speed raids arent going anywhere. I have 8 li atm and im fine i joined training runs joined a raiding guild amd went and killed what ever boss i was interested in.
I was imterested in gettimg “the eternal” title before wing 4 was out so i went for that on my own pace and igot it. Now i will go for the first collection for the legendary armor again at what ever pace my daily life allows me of.
(edited by zealex.9410)
Easy mode will not help anyone get into raiding and by raiding I mean doing the normal mode. The only thing easy mode will do is letting people experience the story once and then they’re out for good.
Much better way to get people raiding is by using the tools that the community is providing out of the goodness of their heart. There are a lot of training groups for example posting on reddit. Taking part in a training group will help you become a good raider. You will also enjoy the story that much more because the encounters matter and are challenging instead of a roflstomp easymode.“Tools that the community is providing out of the goodness of their heart” basically means a spectacular design failure. Basic raid education should be handled by the game itself, not rely on good will of random people.
Was TT also a failure then? Because use if gw2 community or a diff build guild doesnt organise for it it usually fails or ppl dont even bother.
On stream last week the Condi thief had a 38k pull on overseer. Tgat was higher than normal but 37k isn’t crazy
how the duck did he pull such high numbers lol even od deathly’s kills he average around 31 33k or lower. Ill make sure to take a look on your twitch channel for the mo kill
Stuff like low mans or in crap gear can happen just like arah solo were a thing pve in gw2 is very much skill based rather than hear based. Much more than any other mmo iv seen.
Does lake doric have new soundtrack?? And not deimos ;-;
oh one more addition if they go through with the lfr mode then it will only be available after 3 weeks have passed from when the raid released
Some veterans have outgrown recent changes to basic mechanics; some haven’t yet caught up. It’s clear that many people still need help with breaking defiance, as evidenced at many meta events, hero challenges, and various open world bosses — if it’s not explained in advance, defiance isn’t broken quickly enough and the fight can fail.
That suggests that the OP’s suggestion might be best suited to challenge modes for raids or fractals. (Maybe Tier 4 fractals? might be a good spot to experiment with the idea)
My ideanis for fractals as well as maybe dungeons. I quite happy with how breakbars work in open. As to wxplaining ppl the devs could eitherexplain it on the patxh notes or make a short vid about aka communication Hype.
I suppose that if that doesnt take much to any real resources to make then sure. But are you its the boss it self that deals the dmg and needs the nerf and not diff mechanic tweaks to various bosses?
Eh, I’d rather not see what happened to SB what happened to LB with DH (superior to LB Ranger just about every way, and it was supposed to be a signature weapon for Ranger).
Anet plz just rethink Ranger’s SB and make Thief’s SB more than just a utility weapon.
Dont worry Ranger will shine again when we get Rifle.
or pistol according to leaks
i root for shortbow for mesmer tbh i have an idea of what i want it to play like but yeah the idea of a shortbow mesmer excites me.
I miss the old defiance system, used to try to time magnet and pull megadestroyer onto brain afk people pressing 1 and wipe half the map. You just can’t do fun stuff like that anymore to world bosses…
Oh wow. Well i suppose its a matter of most ppl having fun rather than 1 guy having a blast i suppose xD
No, people need to learn to respect world bosses again >:(
Ehh idk introducing arena wipe attacks in worldbosses for when ppl dont bother to pay attention to mechanics?
Well considering thief also has the ultimate in skillful rotation D/D build which consists off C&D, backstab, auto till you can repeat for 30k easy DPS I don’t consider it any more broken than all the other easy rotation for high DPS builds out there.
It’s no less skillful than condi berserker, ranger or power engy for the damage it pulls.
it can go way higher than that with fields
I was talking about the dagger dagger build being 30k, sure condi thief can go higher, think I saw on teapots stream it was outperforming everything else. However the last few patches have made DPS rotations much much more simple across the board without having the drawbacks of long channels that ele previously had.
Yeah im not familiar with dd thief but the ddcondi thief build with the venoms and dagger 3 spam can dish out some crazy numbers.
ehh we will see with the expac ^^
I like when people think condi ranger 31k on mursaat overseer is OP but condi thief build getting 38k is no problem. If condi ranger needs a shave then condi thief needs a complete nerf.
How does condi thief gets to 38k from clears the highest iv seen in around 34k do you get so much more from finishers on firr fields? Also if you have any footage pls do link im interested in seeing this.
Cesmode hasn’t replied once to this thread. I don’t think we convinced him…
haha yeah
Well considering thief also has the ultimate in skillful rotation D/D build which consists off C&D, backstab, auto till you can repeat for 30k easy DPS I don’t consider it any more broken than all the other easy rotation for high DPS builds out there.
It’s no less skillful than condi berserker, ranger or power engy for the damage it pulls.
it can go way higher than that with fields
(edited by zealex.9410)
I miss the old defiance system, used to try to time magnet and pull megadestroyer onto brain afk people pressing 1 and wipe half the map. You just can’t do fun stuff like that anymore to world bosses…
Oh wow. Well i suppose its a matter of most ppl having fun rather than 1 guy having a blast i suppose xD
What im saying you knowledgeable person is that legendary qeapons require you to do stuff in many parts of the game saying they are pve is a sign of ignorance. Idk you can show me how to make a leggie without running wvw id apreciate it ^^
The same way you make the precursor(Legendary) armor without doing PVE jumping puzzles
Yet oddly enough people still think legendary armor is a reward for raids maybe you should tell them that its not a raid exclusive reward because you have to do so many events around the world to gather mats.
so if i dont touch raids will i be able to get that legendary armor?
doing adventures once a day and aiming for gold also gives reall good exp and if in tarrir you should always take part onmthe meta on an active map and try to get 200% participation.
they will have to at some point wvw is its own thing balancing wvw for pve and voceversa will only cause complains. A 3 way balance is pretty much what can help wvw get back to its feet, oh and making the ghs not a pve instance and instead a wvw one
ehh they could havenade it an axe skin lol
Ehh they made the sequel alot less dark than the first one. I dont believe the first one had any bleeding so im positive gw2 had no plans to include it. But hey theres lots of bleeding ui wise with deathly chill ^^
Wasn’t too long ago the complaint was that people didn’t know how to manage breakbars (arguably still the majority case)… before that, people didn’t know how to strip defiance…
There’ll always be something….
True but that was a while ago. I believe the world is ready to dedicate some braincells when playing at the highest tiers of fractals and it would also give some of its old flavour back to dungeons.
Broken ass kitten. You’re welcome.