Some Game Mechanics are simply stronger than others.
Guardians and Warrior’s are build on top of these Game mechanics like boons/ AoE hard CC via Hammer / Power damage with cleave) which makes them so strong.
While other classes have more situational tools, those two classes simple excel in those powerful mechanics and these mechanics have shown to be the most profitable in GW2 and in Zergs.
Most likely chinese players from Taiwan or so.
They play on the NA servers
This list mentions everything I can think of on a basic level that guild wars 2 lacks:
- Player to player trading UI
-/business chat that is specific to people who wish to make announcements and trade (players should be able to tick and untick the /business in chat options)
All trading is done via TP. Other trading can be done via the mail system.
There is a reason though why direct trading is only possible in Tp and that is the 15% tax which is a real boon for the economy as it slows down inflation by an amount that is calcuable. As you can send trade stuff and money via mail to trustworthy friends, what you want is a way to trade without tax, which will lead to inflation for all players while the earnings of non taxible trades are only in the pockets of people who have enough time to spam in those chats or the time to read those chats.
- Dueling (occupies a certain percentage of player base when bored )
- Dueling related achievements
- Dueling arenas in open world, if open world dueling is for some reason deemed not appropriate
Dueling will destroy the balance even more. period.
Reasons for this are giving in pretty much any thread that deals with dueling.
- 2v2 or/and 3v3 arena queues (sudden death – game over for you if you die once)
- A small variety of sudden death match arenas along with courtyard
- A competitive score system along with reward tracks that are tied to such arenas ONLY
- More team based game modes for tournaments, here is one suggestion:
– Checkmate : A game mode in which a King will be appointed in each team, Kill the enemy King first to win
This is possible in custom Arenas and tournements can be player made. What you want is loot for doing what you say should be implemented for fun while it already exists. While I agree that there should also be ingame tools to organize those tournements I think this stuff is simply a low priority for ANET as most players are not even playing in PvP and an increase in modes etc. will not lead to an equal increase in revenue. We might not like it, but Anet thinks like every other busuiness in ROI.
- Dummies in the open world much like the dummies that used to be located in Lion’s Arch’, on which we can actually crit and land conditions in PVE with PVE gear. The dummies in PVP do really well their job, something similar to that but with Endless life points would be great.
While those dummies are nice, it’s arguably a non necessary feature. Especially in a game that has no DPS Meter. While I think this request is good, there are more pressing things.
- Hardcore mode for dungeons with prestigious rewards ( occasional greens and rares just wont cut it, more gold or perhaps more tokens and UNIQUE skin loots specific to each dungeon)
- Dungeon bug fixes that allow making shortcuts and quick boss kills
While I want these too, the truth is that the gros of the playerbase simply does not care enough to make this a priority. Most players are already challanged by current dungeons and are happy with training open world or wiping in a dungeon for now. The playerbase which wants these dungeons is again to small and the ROI on these developments is even worse then for PvP stuff.
Truth is, ROI is possibly most for QOL stuff at the moment and LS, which is why we see mostly improvements there. Also, you are lacking a clear definition of default systems in MMO’s, therefore you can not simply say GW2 is lacking those things. Especially as GW2 is a non standard MMO
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“Endgame beeing gemstore isn’t good!”
No it’s not.
But well, I bet ANET developers think the same!
But well, NCSOFT get’s the money and makes the calls, so the developers can either implement it or leave.
And you know what, NCSOFT Managers most likely know GW2 just as a Product Name and when you tell them the game sucks and stuff should be in game and not in a store they might even agree!
But well, they just do what their shareholders tell them to do and that is increase revenue.
And you know what, if you tell those shareholders that they should not look so much at the revenue but more at a good product, they will tell you the following:
“Last week you gave me your money and said I should put it somewhere, where it get’s the most interest rate and now you tell me the opposite! So what do you want?”
Do you get the irony?
thing is, in GW2 in NA/EU i dont think a cash shop focus with the current implementation is going to work out. profits are going down, and only supplemented by new players, problem is every new player eventually becomes an old player.
what it boils down to is, their game design focus is on new players, old players havent really gotten much that fits into what you could sell an old player. The game has not expanded much, and definately hasnt gotten deeper. Which means, for an old player there is little reason to play.
I agree.
I loved the GW1 idea of payd expansions without a monthly fee.
I realize that GW2 is more expensive and requires more funds, but I still think that the expansion system should have been the way of choice with a Gemstore for QOL items like the mining picks and city outfits.
What I am really angry about is buying an appriced b2p game for a lot of money and then getting just the basic, buggy game while everything new added to the game is in the gemstore and on top of that there is not even an expansion on the horizon
Yes there are nice new things like fotm and well…. Aetherpath!
Living Story is a bad idea especially for a game that wants to point without a subfee where you are able to stay away for 3 weeks… I understand the busuiness point of view, I just think the current way of dealing with the customers is going to lead to disaster. Not just here, but also in other games (looking at you extra payd DLC).
There is another reason why indie games go up, not just innovative playstyle…
“Endgame beeing gemstore isn’t good!”
No it’s not.
But well, I bet ANET developers think the same!
But well, NCSOFT get’s the money and makes the calls, so the developers can either implement it or leave.
And you know what, NCSOFT Managers most likely know GW2 just as a Product Name and when you tell them the game sucks and stuff should be in game and not in a store they might even agree!
But well, they just do what their shareholders tell them to do and that is increase revenue.
And you know what, if you tell those shareholders that they should not look so much at the revenue but more at a good product, they will tell you the following:
“Last week you gave me your money and said I should put it somewhere, where it get’s the most interest rate and now you tell me the opposite! So what do you want?”
Do you get the irony?
This penalizes the casual players. If they run content at the same time as hardcore players then they should have the same chance of drops, no matter how many times any of them have run this content before. I know that a lot of people want to be rewarded with virtual rewards for sinking more and more time into a computer game but … just step back and think about it first.
The luck system does already give a loot advantage to experienced players.
I agree that this system will penalize casual players to a degree. But not more than currently and only if current drop rate would not be changed!
The Diminishing Returns and especially the higher rate of rares you get after having not played for 7 days (numbers are unknown to me, but the system exists) already gives casuals an increase in quantitive rare drops to time played.
What I intended with this system is following:
The current system of RNG is inequal to all players and therefore fair. But the low chance of getting a rare drop (exotic, ascended, some weapon skins) simply requires a large sample size to become a normalized drop. The current system rquires a too big sample size for most players in their available play time and leads to peaks in drops for some players while other players do not get anything as they have been unlucky and been on the other side of the curve.
The IR system should decrease drop peaks and also decrease non drop peaks and by that lead to an earlier normalized sample size than currently, while still keeping the same drop chance for everyone in the long run. This can be assured by an overall smaller drop chance (in relation to the IR) to decrease the quantity of drops/hour. But the increase in drop chance per run will lead to a situation where you are guaranteed to get a drop at some point. Player who play more often will have more drops while players who play less will have less drops, while the drops/hour played stay the same for everyone. The reset of the drop chance will lead to a situation where RNG again will put players with more luck in a better state and these players will loot earlier, reset earlier and get earlier a second item. But these again are normalized with time.
The current system is fairer the longer you play the game in hours, as the chances of loot are so small that casual players may get trapped in a bad luck streak or a good luck streak for as long as they play. This system will lead to more continous drops for everyone and reduce luck or bad luck streaks and is thereore especially good for casual players!
Hello Community,
I do understand that diminishing returns is meant to keep the casual player at least somewhere nearer to the hard core farmer when it comes to money and to allow the casual who can only play once or twice a week (like me) to still be able to buy at least the cheaper shineys.
But when it comes to some special dungeon loot like Fractal skins and armor, Atherpath weapon skins, Precursors and others, there is simply no other way of obtaining it but bad RNG or having lot’s of money. In general RNG is a good way for a publisher to make sure a certain item is existing exactly as often as he wants to and can control the rarity and price this way.
Reality is very different, as RNG is for the individual player itself a very bad mechanic. Some people get two or three of these very rare items in short time while others do not get anything. On a sample size of 10000 players this makes no difference for the developer as there are exactly the amount of items in the markets as he imagined and calculated, but for the individuals this is simply unacceptable. True enough that over a long enough sample size this will normalize, but let’s be honest: Who is going to make 100.000 times Fractals in his lifetime to normalize the statistics and afterwards says “Yeah, RNG is great as I was sure to get this item someday!”.
Therefore I would like to see a Increasing Returns system.
When I run Fractals, I want to have the same drop rate for weapons as now. But after running the same Fractal over and over again without getting something, I would like to see my chances to get a skin or another item to double or triple or tenfold. Reduce the base chance by halve, but increase the basic chance of a gaining a Fractal weapon each time I run the Fractal without getting a weapon.
This is fairer as the system still utilizes RNG and you are still able to calculate the comeplete existing amount of rares per 1000 players, but the items will actually be in the hands of the people who worked for it and less so in the hands of the people who simply got lucky.
What you (ANET monetization guys) have to realize is following:
People do not play as long as would be required to get near to a normalized sample size. The reason is simple: You loot a precursor or two and finish your legendary early. The player looses his incentive as he got used to nice drops but does not get any more drops (rare drops normalize for him) and looses incentive to play. lost player.
The other player never get’s anything, sees all the other player running around in unbelievable expensive stuff and get’s frustrated and looses his incentive to play before his curve of good loot get’s normalized by a streak. Lost player.
Your metrics tell you that in general every player get’s a good item once a month, so why should anybody loose his/her incentive to play. Everything works as intended and you can just not understand what everybody is moarning about. Also, you cannot understand why people leave your game and your income grows thin, because loot seems fine by your calculations but people tell you loot sucks!
I hope you see the error in judgement here.
Necro got survivability buffs in 1v1. Anything more than one opponent and their survivability has actually been nerfed (due to ICD’s) since pre-dhuumfire.
And it’s because necros have so little in the way of active defense that they really can’t hold a point alone. When you have a Necro and the Guardian or Warrior peeling for him sitting on a point…why not dump the necro, use the guardian or warrior to hold the point solo, and get a free spot for someone else?
You are not supposed to hold 2vs1 for extended periods of time.
You have tools to mitigate damage, but if you’re getting several people focusing at you, then you are supposed to either disengage or waiting for a teammate to back you up and to put some pressure on the offenders.
Warriors and Guardians can’t hold a node solo too against multiple people.
When I look at my Necro then it’s not about about 2v1. Nobody should be able to survive a longer 2v1.
As a Necromancer I can look good in 1v1, but in a 2v2 or 3v3 our tools just don’t scale to the situation as it is HP based and not flat vulnerability. This makes the mechanic strong or all right in 1v1 but has strong diminishing returns in team fights. in a 3v3 when you get targeted you just melt down disproportenately, while other classes have invulnerability or blocks or more evades to give your team 1-2 seconds more time to handle the situation of focused fire. Necro in this situations just melts down and is dead, which makes him a lot weaker in team situations than solo, while other classes escapes and defenses are of the same strength in team and solo situations.
One could argue that our defenses to a part are scaling with enemy team size like gaining life force or pushing our AoE weakness, chill etc, but as somebody already said, those are preemptive and can not be used when stunned or focused, as you actually need a few seconds to put marks on earth etc. Our ability to gain more Life force depending on enemy team size is very limited.
When this is about logic, yes stacks should be converted to stacks and vice versa.
But considering balance, this is simply impossible.
I disagree with 80% of what is said here.
Making everything do less and homogenise and stagnate playstyles would make the game too restricting for people wanting to do special things with their class. Yes, there are unbalanced skills and stat combo’s but the suggestions in this thread really make me hope Anet never does any of this.
Maybe there is a misunderstanding.
What I at least tried to say was that currently builds (for me at least) look as follows:
You have the option to specalize in a certain build frame. For me this is currently the Minion Master. Then I go into the Minion traits, making minions tanky, doing more damage and in my case also life leeching. Putting me into the position of a fortress that is hard to beat if I kite and my minions do damage and heal me. THis is my specific build, but having staff and axe/focus, there is so much small stuff. For example I have regeneration, chill, some bleeds, vulnerability, fear, boon removal, knockback on minion, blind, immobalize and even more thorugh minor traits and sigils/runes. This makes the Minion Master a very solid package all around having lot’s of lot’s of stuff on top of the basic build.
While when i go to specialize in Power damage I have to trait into more damage, might and invulnerability in DS etc. But in the end I have a very strong dd that simply does not have that many different tools like the MM. Making it still a strong specialization, but the all around package is not as big. Taking a brider approach now will lead to a bigger package, but actually makes the core build (dealing raw damage) more than lackluster.
I see this muster in multiple popular builds and don’t want to say thats bad in itself. My opinion is simply, that the all around package of some specializations needs to be tuned down by a bit, so that the allrounder is not stronger than the specialized class. These specialized classes might shine a bit more when supported by somebody else, but my personal feeling says, these very narrow specialised classes either lack stuff or the allrounder with some specialization are simply to spammy. With spammy I simply mean having to much different side effects on weapons/utilities and making them become too strong, not due to the core build idea, but because of the sheer amount of added side effects on some weapons/utility skills that can be used with the build.
This makes those builds feel unskillfull for oneself or others, as they simply spam their skills (of course there is some sense in “spamming” those skills) and simply overwhelming the enemy because on top of these side effects, they still have a strong core build that might stand on it’s own.
Edit: That’s why I suggested to go back on the basic concept of classes and see if the current implementations still fit the descriptions and maybe adjust the description or create a new class philosophy to go from in the future. In my opinion especially the Necromancer and Mesmer lack some coherency when it comes to philosophy and actual in game play.
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There are simply two reasons:
First, everybody having multiple pets outside might lead to a worsening of performance for some players, which would be annoying.
Second, in PvE environments like dungeons etc. multiple pets would lead to confusion. just imagine 10 enemies, 5 players and 15 little pets.
Not strong reasons, but I guess having one pet at a time is good enough. Either way, i would not care so much, but in world events with 100+ players everybody potentially having also 3 pets would lead to over 300 pets and that might be too much.
I spent 100€ in the first 3 months.
Then nothing anymore, because I will not pay for temporary content of which I am not able to play half of it due to having a real life and a job.
AoE scatter like in GW1 would completely break the game. There are tons of builds that could keep enemies from ever attacking because they’d be constantly running from AoE.
What really needs to be improved as far as AI is concerned is how enemies regain line of sight. Ranged enemies should try to maintain range while getting LoS back, and melee enemies should have some variation in their pathing so they don’t all stack up on top of each other.
Another thing that would really help is not allowing players to clip through enemies, at least in instances.
^This
As somebody in a nother chat already mentioned, they implemented enemies who walk out of AoE and due to the sheer number of AoE in this game the enmies were just running around doing nothing else.
There are enemies ingame who dodge attacks. maybe not intelligently as they are not waiting for the high damage attacks to dodge, but this already makes for a more interesting fight.
Also enemies should make more use of stuff like boon removal etc. and should not stop attacking in dungeons after some time. Skipping with invis etc. should still be possible though.
I haven’t played the last months, but I heard there have been different tries in LS to include these strategies and a lot of the community actually disliked it, as it was to difficult?!
Implementing new dungeons with harder AI and without being able to SC it as fast as old dungeons while having the same rewards makes it unattractive (see Aether Path).
If it were that easy to please the players, they would have done it already.
For me, a hardmode of current dungeons with better rewards, but harder enemies (i.e. dodoging, no los exploiting, running out of some AoE’s etc.) would be welcome.
As ANET officially dissolved their dungeon team to create LS, I don’t see this happening anytime soon. This is also the reason why dungeons are as broken as they are, because there is nobody who cares!
I strongly suspect that the developers had to make a lot of concessions in order to get a Chinese version allowed. It wouldn’t surprise me if this was a part of it as China likes very much to keep its players in a box where they can’t cause shenanigans.
Heck, it wouldn’t surprise me if, once the Chinese version comes out, that becomes the only one they can even connect to. China is not a tolerant, free or friendly place in internet or gaming terms, it just happens to be a very rich and attractive one to invest in.
The OP was pointing out, that there are a lot of taiwanese and Hong Kong people playing the game. China’s parlament has no jurisdiction there and I can fully understand why they would want to further play on the servers they have played on for the past 2 years.
Also, there are a lot of chinese speaking people in european countries and america. I don’t understand why it is for some people a big problem to suddenly see some chinese characters in chat.
It is intolerance.
Next time I am on a megaserver map, I will tell the english speakers to leave because I annected this overflow in the name of the allmighty german speaking community and seeing english in chat makes me feel uncomfortable! Unbelievable…
Doubt it. The only time the food makes a difference is in 1v1 or 2v2 situations, which are rare, in fact, the very minority of situations in WvW. Any more then that and the group or AoE condition removal options, combined with the stack cap or the fact that many conditions only stack in duration, limiting their value extremely, with more then one player that applies them as part of their builds damage.
Condis are still extremely powerful in a 5v5 lol. You can have condi cleanse out the kitten , but a couple of a condi engis or necros with +40% food will still be able to stack loads of em.
And you can have all the heal you want, a couple of Warriors and Eles will still do power damage to you!!!
Sounds like they’re artificially creating scarcity in an attempt to get more sales. I hate it when they do that.
It’s a reason why I stopped supporting them and this (even though I do not want these specific skins) is a reason to further buy nothing with real money.
But well, most people don’t work this way and will be like “oh my god, need to buy them no” and puts in his credit card data…
I don’t think people understand that every class has a specific way of negating damage. For Necros it’s the various conditions at ease in order to keep people at bay and not even reach them at all.
Except unlike every other defensive mechanic, conditions CANNOT be reactive. You have to pre-apply blind in anticipation of someone hitting you, instead of vigor/dodge/invulns which are all reactive. Everything has to be pre-applied, you cannot ever react to a situation with conditions, whereas literally every other class has a way to react to a situation and avoid a skill. Necromancers have to just tank through it, however you can’t tank through chain CC when you have no stability, no way to avoid it once its started, and all your defenses require you to have control of your character to cast.
Also, unlike invulnerability, dodge, etc., you CAN counter conditions directly. There are multiple sources of condition immunity which completely void all of our defenses, there is a crapton of cleansing in the game, which also directly counters our defenses. We have the hardest defenses to use, with the harshest punishment for not playing perfectly (on defense), and the only defense that can be directly countered.
It simply doesn’t make sense that a class completely balanced around needing to constantly be casting and reapplying conditions to not be easily trained down has the worst access to the very mechanic that allows that.
That’s why I proposed to make condition cleanses differ between damage und other (chill/weakness/blind) conditions. Simply make most condition cleanses that cleanse multiple condis just cleanse bleed/poison/confusion and other skills clean chill/blind/weakness.This would increase our and other classes indirect defenses by allowing weakness/chill to stay on enemies and increase our sustain.
The power creep in condi cleanses did not just increase defense against damage but also against those soft cc’s, which the Necromancer is based upon.
And i Totaly Agree with the random thing , these are totally skill less mechanics with no possible conter play. Making them apply on switch would be good , at least for the boon and condition removal … for Air/fire , etc if it does the same than now not sure it’s a good idea … but it still would be better than now ( burst control , but forced to switch on bow after using them for thief can bring him in trouble in some situations.. a’m i wrong? )
It would be better if,
All classes would have weapons to switch
And if all classes had the same cd on weapon switch
These sigils would be not usable for Engineer and Elementalist anymore and Warriors could use the bonus more often than others with his fast hand trait. Therefore the IC of 10 sec. is better. The on hit, should maybe be 100% then to make it fair for everyone with the ICD.
You would have to add something like “Battlegloves” for this to work, to place the weapon status points on something and scaling for damage etc.
I guess some people to the old error of adding 15% to the intended sell price of their items. But forget that those 15% again need 15% tax for selling. So in the end you need to add ~17% to make the money you want.
And yes, crafting for xp, then selling cheap happens often!
Their big problem is iteration-speed, not specific balance. The changes themselves are more then acceptable, if they happened every 2 weeks, like living story changes. And IMO, that’s what needs to happen: Every 2 weeks, with the LS update, push out all current balance iterations. MMOs never leave a beta-ish state, so why not capitalize on it and go full out test-early-test-often-fail-fast on balance changes. More iterations, more input, more data, more iterations.
While I would say you are right about the iteration speed, 2 weeks is imply too often. It’s not feasible from a work point of view. It’s not like you are programming a software where you know more or less what the software looks like in two weeks and you can already program the next part of changes/features on top of that. Balance simply does not work like this.
You have to work this process:
#Assess current balance situation (takes a week for the team)
#Identify possible changes (Nerf/Buff/Shift in viability) (takes again a few days)
#Program the changes (might take an hour or a week, depending on amount and unintended bugs)
#Test the changes (Can be done parallel to implementation to a degree; Go back tostep no. 2; Iteration loop can take from one day to 12 months <- requires a clear limit)
#Let the playerbase settle and play + hotfixes (2-4weeks <- This highly subjective)
#Begin again
All in all you might be able to push it down to 4 weeks, but 6-10 weeks might be better to identify problems and test. I guess ANET just has some data that supports the idea that halfyear iterations are best bang for the buck with a relative stable meta and no extreme OP builds.
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“We take all you loved about GuildWars1 and …” well you know the rest
One of the great things was, that a lot of Elite skills were just stronger Versions of one of your normal skills. Sometimes simply requiring less Energy, or being AoE or whatever. I could see so much skills that could be implemented as a stronger Elite Version.
As the system in itself has changed with just 3 utility skills, this might be bit OP when you can have a utility skill twice, but I still think this would be great. I am not a big fan of skills that rob you of your main build like most skills do with form changing and having more skills that increase the direct power of your build would be so much more rewarding than the current ones.
BTW. The Flesh Golem is exactly such a skill. The thief Venom is such a skill.
Just a general question:
When I look at the group setups, I always see a Guardian at the center.
I realize that the Guardian is the strongest group support in the game, but in a 5v5 PvP game with 8 classes total, shouldn’t there be more options viable then just the guardian as the Group base?
The Problem here is not that I see the Guardian as too strong, actually I think this class is really nicely designed and shows how all classes should be well rounded with strong and weak sides. But putting one class as the fixed center for all groups leads to a situation where the group will begin to build around this class. The other 4 classes will be chosen not just for their individual worth, but for their worth in combination with the Guardian.
As the Guardian always seems to be that center, the groups will not differ by much and the matches will become more and more the same.
Is this maybe one reason for the current meta and why some classes are less viable then others, while they are individually rather fine. And would a Guardian counter solve the problem and lead to a situation where any/more group composition can be made to have a fair chance against another?
Different basic classes for groups would ultimatively lead to different builds that are build around the center and push for more interesting combinations.
Can somebody tell me if this thought is actually right. Not playing tPvP and therefore I have only some information, but i like to theorize and see a lot of the problems discussed in my daily play so… ???
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The new trait aquisition sytem is in conflict with everything they wanted to achieve with it: providing new players with a more simple and transparent system, encouraging experimenting, giving players a better feeling of achievement.
Personally, it enourages me to never create new alts. The whole system is a chore and needs to be fully revamped.
It’s not all a chore. I’ve been leveling an alt under the new system while playing with a friend who never knew the old one, and the solutions are pretty apparent. Really, reading thru this again, it boils down to about 3 simple things to solve it;
1) Distribution of trait points – 1 new = 5 old is fine, but when we get them is the problem. Should be 1 point every five levels starting with 15. That gives you 4 trait points by the time you are level 30, and gives something in the space between skill slot at 20 and your elite. Adept unlocks at level 15, Master at 40, Grandmaster at 70.
2) Location of places to quest for major traits – Not hard really, just move them to zones and events that match their levels as above. Find master traits in areas from Level 40 to 70, and Grandmaster traits in 70+ zones.
3) Costs to learn and early options – Simply put, it is STUPID EXPENSIVE to learn traits and you have very few options to play with traits at lower levels. All Adept Traits (I-VI) should unlock for free by default at level 20 (when you’d first have the option to slot one as proposed in one above). Master and Grandmaster should have their costs to learn at a trainer halved (both coin and skill points) and the quests to unlock should be as above in two.
Seems like from the context of these 19 pages that would make the most people happy.
I would say this sounds better.
Even though I would like to get an option for doing a trait unlock activity and decide myself which trait to unlock. Also maybe not all Adept’s should be unlocked, but you can unlock one (by choice) when you get your second point and another one on your fourth and sixth trait point. On the 8th and 10th you can choose from choose a Master trait and on the 12th and 14th a Gm trait. All other traits need to be unlocked by the system. Just my vision of the system.
Also, make all former (before April 15th) traits unlocked in PvP again. Why would anyone want to go into sPvP without traits… It’s not even funny how beaten up you would get. And it’s not like you become lvl 30 in sPvP after 5 games.
I really don’t care as long as I will not get asked for a duel every second. If there is something like an auto duel block checkbox I would be ok. Also, not in cities.
The real problem I see, is the people who will cry for class balance in 1v1 situations. This will just make things worse and if there is an actual dueling feature, they would have the right to ask for that balance… That’s why I say no to dueling.
I would prefer account bound crafting. I acknowledge that other people prefer character bound crafting so that they can use it to level (that is the only benefit of having it set up that way).
Obviously, I value my own preference over that of others :P
This
It would also be possible to make simply every craft give xp, however high it is. Currently lower tiered stuff already gives lower xp numbers, so I would not see any problem. You could still craft for xp on any char. And max lvl items still give xp on max character level.
2.5k wins= Elite Brawler
5k wins= Champion Brawler
10k wins= Legendary BrawlerNO! stop giving me reason to farm those nonsense title, leave the way it is so that title make sense in the future.
I’m sorry, could you say that again? You don’t want reasons to farm something…? In other words you like to farm stuff for no reason at all?
Not sure what you’re saying.
I guess he meant something like, there are other things to farm, that are easier to obtain, like the class specific titles. After having done all other things, this will be the last title to do and will have increased naturally already, so that he can concentrate on it then.
When somebody would make stepping stones, he might forget about other titles and work toward that one.
I guess it’s just a troll
I like the idea of more stepping stones but i don’t like the titles in itself. Doesn’t sound good or epic enough.
I guess it just got lost after release…
I thought it to be an interesting idea, but actually there are more pressing issues in the game right now.
I want this two, at least as an option.
My client is on auto login and i never read the stuff there, as it is just half a second after login into account to start of the game.
When looking at the Necromancer you will see that a lot of conditions of the Necromancer are not damage based and are also/more viable when playing a non condition setup.
These are blind/weekness/vulnerability/chill.
Blind and weekness are meant to support the attrition aspect of the class, making up for the lack of vigor (dodge) and increase his total survivability. This even works AoE and makes his sustain stronger against multiple foes. This could even be his group support.
The chill is filling part of the sustain roll with longer cd’s on enemy skills but is also very important for the Dude you cannot get away from part, as it slows enemies by a lot, so that even the slow necromancer can catch them.
As condition damage went through the roof, ANET increased indescriminate condition removal on pretty much all classes. This reduced the amount of damage taken by conditions and the playerbase went on to critisize the next big thing. What has been completely overlooked by these changes are the other conditions that are not doing direct damage, but instead are used for increased sustain and indirect mobility increase. This is especially true for the Necromancer, as this class uses these conditions the most. The simple “clear 3-5 conditions on use” is not simply reducing condition damage, but also reduces our indirect sustain and indirect mobility through chill/blind/weakness. The even stronger “clear X conditions on all friendly targets” (AoE) take that debuffer roll that the Necromancer could have in group fights away and make conditions in bigger groups even more useless then against single targets (Status Quo WWW and sPvPWith condition cleanses every second for everyone).
A simple solution would be to make condition cleanses more specific like Hide in the shadows of the thief, who cleanses only poison/bleed/burn. If chill and weakness would not be cleansed by condition cleanse skills that clear multiple conditions or would be targeted last, the sustain of Necromancers and the importance of these conditions for other classes would be buffed within the class flair without increasing power creep and could be handled by a more strategic approach of conditions on all classes. A reduce in AoE cleanses would also increase the group viability for Necromancers in sPvP.
In short: The indescriminte condition cleanses introduced due to the condition damage power creep, nerfed Necromancer more than other classes, as conditions like chill/blind/weakness, that are sustain and mobility tools of the Necromancer, have been nerfed in the process as well.
Solution: Make condition cleanses more specific and target either soft cc or damage conditions. This could even be anew niche for the Necromancer that can cleanse these abilities more indescriminate than other classes (except for maybe guardian).
Last but not least PvE:
There is no light at the end of the tunnel for Necromancers without a redesign of how PvE works… sorry.
When I remember correctly, the patch with which Defiant was introduced said something like: Defiance is a temporary solution, so that Bosses and content does not get trivilized by perma stuns from groups.
That was around 3 weeks after release.
The problem with defiance is well known, as pretty much all control setups are useless against Bosses and one reason for DPS + boons all the way as the only strategy. The alternative of having no DR system for CC is also bad, hence why we got defiant in the first place.
Here is what I would suggest to do with Defiance:
Resistent
After a Boss gets hit by a CC skill, he gains Resistant, making the next CC skill 50% shorter. This lasts for 3 seconds after the CC is gone while being completely resistant to another CC in that time. This buff only triggers if the Boss is actually effected by the CC (i.e. has stability and gets feared = no Resistant).
Defiant
If the Boss gets hit by a CC skill while under the effect of Resistant, he gets the Defiant buff, making all CC skills completely ineffective for 5 seconds after the CC ends, while being immune to other CC while under the effect of another CC. This buff only triggers if the Boss is actually effected by the CC.
If a Boss gets hit by a CC skill while under the effect of Defiant, the skill is ineffective and Defiant is set back to its full duration. This buff only triggers if the Boss is actually effected by the CC.
Pro:
This change will make Bosses controllable in small, organized groups. In open world events people will spam a lot of CC anyway and the Boss will not become more trivilized by bigger numbers as he will be Defiant all the time. As fights become more difficult the less player are fighting, this change would accomadate this well.
A timed system will make coordination a lot easier than the current stack system.
Con:
Some Boss encounters might have scripting problems if often CC’ed, or still become trivilized due to common interrupting of key skills. Therefore Bosses should also have condition cleanse or stunbreakers on their key skills, especially on the skills that are needed for scripted combat. For example, Tequatl should have stunbreak/conditioncleanse on some of his skills, while also being unshakable as a big dragon. Another alternative would be to script some skills uninterrupbtable and they will just be delayed and casted right again after CC is over.
The same system could work for players, but defiance should be scaled up from 0% to 25% effectivity.
The system could also work with smaller iterating numbers from 0-100% increasing by 1% every 0,01 second. When CC’d the reduction will be set back by 50% to a maximum of -100% (Still 0% on the screen but no CC for 10 seconds). But this will lead to problems with animations that are longer then the CC as why I have chosen 50% and 0% as limits. Seconds etc. are just guesses and need testing ofc.
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Well, you could buy orrian jewel boxes.
They have around a 15% drop chance off shards and also drop Karma at a rate of around 50% used, making the drop chance 30% per 4500 Karma…14.000 Karma for one + the other Items which can be some gold.
But actually, due to Megaserver the community is bigger and those events should be done more often I would guess. Maybe look for some people and clear the event when it get’s up?
They have never claimed there would be no grind.
They have claimed there would be no REQUIRED grind. Which is still very much true. You can experience every single piece of content in the game without ever grinding anything.
That’s how it is. GW2 is the game which requires nearly no grind. You can create a character and level it to 80 just by sightseeing.
You can get good enough (exotic) equipement by doing every dungeon path once.
You can play however you want and get enough money to buy that stuff as well.
Everything else is behind a great wall, but is not required at all to play better, or to make your character better. The new trait system is a little bit different here.
They have added rather much real content since release, but for some reason people seems to ignore that.
But I suppose Fractals, new dungeon path, Southsun and Edge of the Mists (to name a few) doesn’t count for some reason?
I have to disagree on this one. Most added content was deleted again and can not be played anymore by any new or returning player. The newly added content like Southsun could have been done by a five year old klicking in visual basic. EotM is ok, but not that big for over a year of development. PvP maps that have been added are skyhammer and courtyard, but thats not really a lot.
Fractals is the only thing that has been added and is grown on. One new dungeon path is also a joke and a byproduct by LS like most other things.
Content that should be added soon are new 80 maps in PvE, like at least 3-5 with new dungeons, world events like tequatl and hardmode for old dungeons with completely new AI and strategies. Complete new weapon and skill sets for all classes. Different PvP maps and modes together with their respective solo and team queue. And WWW stuff, whereas I don’t know what
This is what I would count as a content update. Not that LS #klick here for AP#.
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Where the hell do people keep pulling this statistic from? Is Anet emailing you with their demographic numbers every week? Seriously, speak for yourself and let others agree or disagree with you. The fact that you are unhappy with a feature does not mean GW2 has lost over half of their players. That would be ludicrous.
When we started the game, we actually liked it a lot. We were 9 persons. 3 of us left due to the dungeon and class system. Not knowing what is good, returned to WoW for it’s better and more boring tactical different system.
The other 6 had fun in dungeons and were doing all the stuff that was doable.
Then 3 other left due to the simple fact that there was nothing else to do anymore including LS, because LS is nothing but a klick this*n*that achievement grind. At least that’s what it was as long as i stayed. The last 3 of us left simply because LS was bad, but even worse that we had to do work and sometimes simply had no time to do it. Pushing us out of the chosen few who can actually log in on a regular basis.
I bet we (9 persons) are not the only ones who left because of this. And the people who have time and like the LS are now in the majority because they stayed.
Releasing a LS that is permanent or new content like an expansion would actually bring a lot of people back. Ans believe me, the people with less time who stopped playing, are the same people who have the money for the gem store. Anet will most likely try an expension and if the money talks expansion afterwards, you can kiss the LS goodbye.
I’d like to promote this Suggestion for a cohearant plan for reliving LS without too much trouble and still keeping most of it’s feature etc. etc. etc.
You watch how many points people get in the game?
And worse, you care?
To Anet:
Just take those contribution points out of the game finally, before more noobs people think it means anything. Or worse, want to become 1st in that list!
Very well said.
I would even go a step further back:
1. Make clear what you want the classes to be. Define class specific builds and congruent abilities. Maybe begin with one to three class defining builds and communicate these.
2. Create the builds and make them all relatively weak.
3. Try them in a group and buff the special parts. Try them in different group setups and iterate! This should happening in PvP.
4. Redesign PvE to allow for any group setup to work.
X. Scrap stats from armor etc. as Berzerker is the only one anyway like in GW1.
X. Bind skills to trait paths. I.E. Making Minion skills more powerfull, the more points you have in Death Magic -> leads to clear builds.
X. Boons and Conditions should be sparse and application should be short and focused to promote skilled play.
(PvP should be the basis of everything design wise. PvE should be added on top of it. This was a masterpiece in GW1 and lead to the most balanced PvE/PvP synergy ever. Of course there are always problems, but look at other games. PvE and PvP classes in one without a single basis never works.)
General:
There is just too many of everything. The status quo of the game is catched in a state where the player/group wins that can dish out the most boons, condition removal etc. I often see enemies with a full boon setup for 5 seconds. Might not sound long and has a cd of 45 sec. But a game where fights can be decided in 5 seconds it is a long time.
I guess the original idea was to make boons and conditions something special. Putting on Stability or vigor etc. once or twice in a 2-3 minute fight to give an edge. Same for conditions. That is also the reason why enemies in PvE have 25 max stacks and conditions like Poison are stacking in time to an amount of multiple minutes, because they were never meant to be spammed, but rather applied with some care while the damage part would be a bonus and hybrid builds would be the maximum of efficiency (I.E. Power/Precision/Condition Gear). Boons have a fixed effect, that makes them good in normal builds, but in builds that are focused on them so much stronger.
See fire field and might buffing. Might was never meant to be buffed to 25 by yourself or in a 5 people dungeon environment for everyone. People discuss how to get the might stacking even if other bad fields overscribe it, while the actual problem is that fire fields are broken. Not inherently, but the arms race made them so much stronger than anything else.
Current classes that are very good were either not part of this hybrid setting and therefore profit from global buffs, but are not that hardly taking by nerfs (see warrior with CC in PvP) or getting incresingly buffed (see guardian and boon application/duration). Due to the arms race the fights get even shorter and short boons on long CD become stronger. Not the boon in itself, but the actual uptime in battle increases. Other classes are nerfed and buffed like a ping pong ball as the basic mechanics are flawed and always lead to synergies that make them too strong, which leads again to some nerfing on other parts, never becoming really a good class but a one trick pony for a while.
Edit:
Nothing of this is ever going to happen and the basic flaws will stay in the game. Anet will not use any money to change the basic system of the game, as long as the cash shop is running high on casuals who are happy with training events and SC dungeon community for whom the arms race was great. The PvP community is half dead anyway and never brought much money
The game was simply released at least 1 year too early and the management at Anet/NCsoft seems to be focused on short term ROI. This is not an insult, just a conclusion of the behavior and state of the game. As long as the paying customers just want light entertainment this will not change and games will getting more and more bad. just look at zynga. The Nerds have already lost, they are just still struggling to make their hobbies again, what they were…
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The Minion Master’s biggest problem is his mobility. The MM is like a fortress, but in PvP mobility is very important so i thought of a way to improve Mm mobility, without making other builds stronger or making MM too strong.
This might work as best, if the mobility would be tied to a skill of the MM, that is normally not used by other builds. For example the Shadow Fiend. As this Minion is normally left home and instead the Flesh Wurm is used for mobility, it would make a good basic skill. My Idea looks as followed:
Version 1:
Summon a shadow fiend to attack foes and increases walkspeed by 25% for himself, his Master and all controlled Minions by that Master while out of combat.
Version 2:
Summon a shadow fiend to attack foes and increases walkspeed by 15% for himself, his Master and all controlled Minions by that Master.
Version 3:
Summon a shadow fiend to attack foes and increases walkspeed by 25% for himself, his Master and all controlled Minions by that Master while out of combat.
Add to some MM Trait:
Shadow Fiend’s walking speed bonus now persists while in combat but is reduced to 15%
This would tie walkspeed to the Shadow Fiend, meaning no other Necro build would use it just for that, as our Sigil would be better (SF could simply be killed and it does not work in combat). While the walkdspeed would just be used to get fast from point A to point B it would effectivily do just that, buff mobility. Killing the Shadow Fiend or getting into combat would make the walkdspeed be undone and thus even counterplay possible.
All in all this walkdspeed would increase the mobility without adding any other synergy etc. except for a faster first attack of all Minions if not attacked first.
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If you get auto target of the Minion Master, I want a 25% speed increase of all my Minions and me while out of combat and an automatical port of Minions when I jump down/up somewhere to my place.
I also want my Minions to get an AI that target’s my target, however far it may be away and run to that target and attack it as soon as it is withing 1500 range. If the target runs away and my minions are further away than 1500 range from me, they should run back to me at top speed.
And while we are at it, how about returning my Minions after Moa has ended? And how about resetting cd of my Minions if I got stomped, but they were still alife when I respawn. Or does your Elite get’s set on CD when you die without using it?
Surely there is more stuff.
AoE immunity and no event scaling in PvE etc.
Ah you make good points — I set out that argument to kitten the validity of my claims you two make good points — I haven’t been in the game for many months.
@Drarnor — did you mean Necros are good spot for PvP? Or did you mean what I described is the ideal scenario but that the PvE environment shuts down that ideal environment?
I do still think Necros manage to provide some utility.
I also heard that Necros can output some of the most DPS through power builds.
The DPS output is not the problem. But the only DPS that works somehow like a cleave is Life Blast which pierces and is therefore somehow working in a PVE world where stacking enemies is the best way. Sadly, while in DS, which is necessary for this strategy to work at all, we have no group utility at all.We need all DS traits for damage and can not use utility skills while in that form. On top of that, we are even immune to heal and regeneration of our allies. While not being in DS (the phase we need to get Lifeforce back) we are not able to cleave with any weapon. Also, as we need all traits for DS, we are not really that strong while outside of it and our utility skills that could make up for it like wells, are hindering might stacking and have a long cd.
To be as viable as other classes in PVE we have to use all our traits, while other classes already bring their cleave etc. as standard and can trait on top of that. There is the flaw in the design.
This is especially existing in PvE where you can just group the enemies and burn them down with cleave weapons and use firefields and blast finishers. Necros have no blast finisher, no good fields for PvE nor a cleave. What we do bring is boon and condition utility, which is bad in PvE due to bad design.
In PvP the Necro is in a better spot, but as the class has some very strong aspects, other stuff was nerfed which lead to the current state where the class feals broken in many ways.
When you look at the Necromancer you see lots of very nice stuff, really nice, but combining them to a build feels weird and not like you are going for a build/class concept. The Necromancer feels like the sum of its parts is weaker than the parts in itself. Hope you understand what I try to say.
It is really enough.
I kill the Bunker guardian, want to stomp him, thief comes, steals my fear which lasts like 4 seconds and I run down the map. Well done, well done Anet.
I want to stunbreak the fear, np. Then I get pushed back by the guardian hammer etc. There is no place safe on some points. Just cheating. In general Ilike the map, but this is just too much.
My two things:
More variety (New skills/weapon usage/Weaponskills/Traits)
Hardmode Dungeons (AI and skill updates on enemies and no unleashing of enemies) with special but rare Armor/Weapon Skins for Tokens.
Focus offhand weapons are literally the same thing as you are suggesting.
Pretty much.
Maybe introduce some of these as skins for Focus/Shields.
I would still like to see this. I know there are dueling servers but I don’t think they quite fulfill the need (is it just me?).
Dueling is necessary for players to have a fair 1v1 battle with their friends without the inevitable 1v1 battle turns into a 3v1 battle ending in rage and exasperation. This also helps a player learn to fight specific classes and hone their skills in a fair environment.
PvE dueling is necessary because players shouldn’t have to go through 2 loading screens and a possible queue to duel with a friend real fast in the mists, then take another 2 loading screens to get back to PvE followed by a waypoint to get close to where they were adventuring before when they decided to have a quick duel.
I feel this feature would be really nice and possibly even introduce PvE players to PvP in a more fun and less frustrating way… among friends and not probably angry strangers.
I do not say your arguments are wrong; just the second dueling is released is the second people scream for 1v1 balance, is the second sPvP balance goes completely out the window.
Yeah, because there are no other mobs using boons / conditions in dungeons / fractals.
Dredge are hated for their perma-protection, the golem in CoE has boons and encourages reflections / boon stripping, the hotw p1 “I am anti-every-playstyle”-final boss also has boons etc.
I admit that there should be more things like mobs giving themselves fury or so. Moreover, this game lacks heavy condition damage regarding bosses. The only one I can think of is the first boss of SE p3 and, to an extent, the spider queen in AC which immobilizes and gives weakness, lowering the DPS of the players.
Risen Gorillas on the other hand … perma-weakness is kinda dumb.
Well, my experience with boons are exactly like you described. Perma boons… pretty brainless, as no build will actually stop them from using it. The enemies in TA actually put on boons and stack them over time. Stripping them or corrupting them etc. actually shows success while leaving them on enemies makes them stronger by the second. Therefore boon stripping/conversion is helping instead of just doing nothing and further ruining different types of gameplay/builds that are not full in your face dps.
Same goes for Condition damage. You get loaded, you cleanse and are not loaded instantly again. This finally makes for some counterplay and opens up paths. While you are right, that conditions are not really used by enemies at all.
I am not saying it is perfect, I say it is a step into the right direction. Perma Boons from some statues standing around bosses and respawning after 5 seconds if killed while requiring 10 seconds to get killes is not the right direction and simply wrong. Especially when there are 4 of them…
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You would want to also trait for ground targeting wells in addition to the above.
In the video when they introduced the “new” PvP build feature etc. they also stated, that they will use this system for future expansion like build saving etc. Most likely comes with the next feature patch… or so
I mean, it’s normal to take 24 Months and more to program these things. And ANET is a programmer company, so they will know how to do it best and fast!
What would you guys say if they fixed the ai? would a minion cleric build be viable on certain maps?
Cleric MM has the same mobility issue every necro does. I got to 184 in yoloQ pretty quickly with my build, and IF they increased my mobility just enough that I could rotate mid fights without losing home, then I’d say I could make the build work very well. All they’d have to do is increase Flesh Wurm’s range a bit, and fix Warhorn 5 so it didn’t put me in combat off of boxes.
I do extremely well at holding home point, but the issue is that if I want to guarantee I never lose home, the only way I can do that is never get involved in mid fights. So my team has to win the 4v5, or their team has to be dumb enough to constantly send people at me. In lower organized play I can “cheat” a bit because while other people try to teamfight somewhere, I’ll just sneak around and backcap their home, and basically try as much as possible to force them to send people to deal with me. But again, at the highest levels of play my playstyle just wouldn’t work because they wouldn’t get out rotated like that.
Pretty much this. I currently run a celestial frost/heal on hit sigil MM in solo PvP and I rule. One reason being not so good enemies… but the main reason is that I stand on point and wait for them to come. After one kill they come 1 on 1 again and again in rage… I keep the point indefinetely.
But if nobody comes to me I just stand there. Minions are slow as am I. Until I ran to the other side, either my team has already one or lost and the point I was defending is gone as well. Even worse when I jump down somewhere, as Minions will often not port but take the long way. i have situations where it takes 10 seconds until my minions finally arrive and that puts me in a really bad situation if moving. MM with cleric or whatever is like a Fortress. It’s heavily defended and hard to take down, but you just can not move. And then there is Moa skill, which is simply stupid.
Did it yesterday, loved it.
Finally some enemies that feal like having some AI and normal skills doing condi damage and using boons.
Good mechanics and the puzzles are ok. We do not need more CoF p1 people, there are already enough of them!