Showing Posts For ttyl.6021:
Clones should gain Ambush when the player does baseline, Infinite Horizon feels quintessential to Mirage. Can leave the invulnerability part of Mirage Cloak for Clones on that grandmaster, if necessary. (And maybe add to it: Also gain access to Ambush while stealthed?)
Ambush window is much too short, like others have said.
Axe skill 2 & 3 feel too slow/unreliable. (But I do love the animations for Imaginary/Seeking Axes).
Also, please consider allowing to Jaunt hit where you teleported from too? Could limit it to max 1 hit per cast (a la Scourge stuff), but allowing double hits would also keep the offense vs defense trade off (which seems to be Mirage’s theme).
Lastly, Shatters feel too costly to use for Condi Mirage. Perhaps Shards of Glass could change to: “Shatters no longer destroy Clones, but Phantasms count for 2x Illusions”? This would also allow more reliable tuning on Mirage Mirror proc chance and ICD.
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Can Shortbow skills cost no energy?
F3 and elite are strong and fun, but they greatly overshadow other energy-spending “options”…
One issue that came up is that the healing coefficients are so insignificant that running with healing stats yields very little reward.
The berserker meta not be the only consideration requires that other stat combinations be rewarding.
Yes! Med Kit needs this too, especially since scaling is the only niche Healing Turret lacks. Please spread this thought process around the office, many classes would benefit.
This down-to-earth devspeak has inflated my hype much more than previous buzzwords did. For both our sakes, I hope you pull raids off :P
Even Scepter is really a hybrid weapon; Confusing Images has a really good Power ratio
How does that co-exist in your world of “pure condi results in a nerf”?
Because it’s not “pure”? Cool loophole. If only this thread was about hybridizing the phantasm…
Feast of Corruption: Now applies 2 stacks of torment for 4 seconds on hit, plus 1 additional stack per condition on the target. No longer deals bonus damage per condition. Bonuses cap at 5 conditions.
Mesmers next please? :(
Been a year since Scepter was finally cemented as a (intuitive) condi weapon… Staff seems overdue.
Just needs some condition damage scaling on #3 so that it’s a fun button for all builds. Examples:
- short torment, burn, or bleed stack per existing condition
- existing conditions have their duration increased by 1 second
- Chaotic Dampening trait makes Warlock damage instead scale off of condition damage stat
Thoughts?
1. Condition damage (stat combos lead us to believe its a playstyle choice)
2. Condition cap/structures immune (but condition damage is so limited, it’s the most glaring incongruity in the game)
3. Weapon themes (Some weapons are unintuitive. Why are Warrior’s Rifle #1 and Longbow #1 reversed compared to the rest of the weapon kit? Why does Necromancer’s Scepter #3 scale with Power? etc. This furthers the disillusionment that maybe condition damage was intended as only supplemental, like vulnerability?)
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Agreed. A year without an explanation or evidence of a plan is just awkward. Feels like an elephant in the room. My only guess is that it’s a leftover from GW1’s 10 pip cap, which just doesn’t work in an open world game.
Or, judging from the hybridization on most weapons, conditions were designed to be supplemental damage. With tons of gear and traits based on condition damage, that design is an unfair trap. It’s interesting that skills or stats are better in different places, but such a small cap and immune targets are too extreme. Especially with the commitment behind Ascended items, you can’t deny stat combinations access to content.
Even easier: Champs spawned by events don’t drop bags. Give bags for completing event, relative to difficulty.
Scaling is too rewarding. Scaling-spawn champions shouldn’t drop champ boxes – this would also fix ember farming. Might as well rename them “Elites” or something to make this clear.
I’m not sure how to fix frostgorge farming. xD
I like that idea for a quick fix.
Long term, I’m still not sold on champion bags. For example, aetherblade portal events are heavy on champs and molten alliance are either 1 champ or none. Seems champion bags really limit their design space, every event has to have roughly equal champions. I’d rather see event succeeds give the main rewards and scale with difficulty.
Pros:
- out in the world, revisits old maps
- multiple objectives spread people out, less zergy (may upscale dramatically too?)
- multiple distractions create some sense of “playing well”
- Deluxe Gear Boxes seem to scale in rarity with participation
- well tuned
- only mints 2-3g/hour
- permanent
Cons:
- success/failure difference small enough for people to just farm aetherblades and molten alliance instead
- mindless as ranged (especially greatsword mesmers ignoring projectile reflect shield)
- repeats too often (especially little time between on overflow servers that start late)
- no reconnect leeway
- after orr nerfs this patch, are dungeons comparable to open world farming?
- can we get some 5man content next?
Currently, abusing the Shank Anchorage event generates 8g+/hr. That’s more than CoF1 and much more accessible. But wait, just nerf Shank Anchorage? That’s the problem with champion bags, this can be done anywhere. There will always be a next best zerg spot.
If that’s the best case scenario, I wouldn’t worry about it since the Cauldrons always die.
That’s just from failing the event the 3 times an hour, you could farm in between. People get yelled at for killing the cauldrons. The fact that purposely failing is more profitable is enough reason to worry…
Yeah. Crown Pavilion is a grim sign of whats to come, but at least it’s temporary. Champion bags print money and are here to stay. The people that haven’t already moved to Frostgorge or Orr will migrate to champion loops after Queen’s Jubilee ends. That’s also why nerfing each popular champion loop is not a solution on its own. There’s always a next in line.
Currently, inflation is inevitable. Champion bags dropping rare exotics, mats, and karma is fine. Until the salvage patch, blue and green item and gold drop rates need to be heavily nerfed. Just put a couple gold on the daily achievement reward to compensate the average player.
You could not be more wrong. Champion Loot does not primarily create coin; it creates items.
For example: If your friend found a valuable skin like Genesis and sold it on the Trading Post for 200g, it might seem like it produced money; it didn’t. It moved Gold from the buyer to the seller, but it also destroyed some of that gold from the Economy due to the 15% Trading Post cut. You say Inflation is inevitable, yet Lodestones are dropping in price because the supply of items is increasing.
Producing more items = Increases supply, destroys gold, and prevents inflation.
Producing more gold = Increases prices, makes supply more competitive.
But wait, I am vendoring these Greens and Blues for sweet, sweet coin?
For now. Take a look at Colin Johanson’s post about the 2nd Half of 2013
Salvaging Fine and Masterwork Items
Otherwise known as blues and greens, we want to give more reason to care about these item types when they drop. When the account magic find system is implemented, there will be a chance you can acquire account magic find consumables from salvaging both fine and masterwork items.Producing more items is not a bad thing. Good riddance to CoF Path 1 gold printing machines.
Did you stop reading at that line you bolded? Right after I said rare exotics and mats are fine (because they obviously don’t produce money). Tier 5 and 6 mat and lodestone prices have gone down because they drop from champion bags. I also said “until the salvage patch”, referring to the same thing your quote from Colin does. Until then, blues and greens are sold to vendors. And champion bags do drop about 7 additional silver. You could not be more wrong.
Currently, abusing the Shank Anchorage event generates 8g+/hr. That’s more than CoF1 and much more accessible. But wait, just nerf Shank Anchorage? That’s the problem with champion bags, this can be done anywhere. There will always be a next best zerg spot.
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And also don’t try to persuade me that it brought life to world. It brought zombies who see only one thing – champions.
Even chat doesn’t show any other messages, only: “Oak up, then boar, then this and then that.” “Hey, wanna join farm, any spot left in pt?” “Ok ppl ,everyone here [WP]”.Make champions drop bags once a day per account, pls, do something to stop this game-killing activity!
Really, you wanted to achieve THAT? Even so this is broken – champs die too fast.
I don’t wanna believe it that this is the way this game is taking.
HEEEEEEEEELP!
Yeah. Crown Pavilion is a grim sign of whats to come, but at least it’s temporary. Champion bags print money and are here to stay. The people that haven’t already moved to Frostgorge or Orr will migrate to champion loops after Queen’s Jubilee ends. That’s also why nerfing each popular champion loop is not a solution on its own. There’s always a next in line.
Currently, inflation is inevitable. Champion bags dropping rare exotics, mats, and karma is fine. Until the salvage patch, blue and green item and gold drop rates need to be heavily nerfed. Just put a couple gold on the daily achievement reward to compensate the average player.
In that case, rather than tiers, why not impose skill levels? For example you could fight Linadri at lvl 1 for casual players (akin to tier one bosses); lvl 2 for skilled players who want a bit of a challenge, but are not within the 5/75 category that are able to complete queen’s gauntlet (similar to tier 2 bosses); and then lvl 3, for players who wish to ascend to godhood (the power of tier 3 bosses). If it were structured that way, everyone would be able to face the bosses and complete the meta, but the most skilled players could still experience the challenge they desire. The higher lvl the boss you face, the higher the pay out could be, or even titles could be awarded.
Hmm… So it’s really about the achievements from Liadri and gambits? Otherwise, like Marcus said, gambits are what you described. I can sympathize with completionists and perfectionism. High scores, 100% save profiles, gotta catch ‘em all. It’s in our blood by now.
However, that is a difficult line to draw. Can’t give achievements, skins, or mini-pets because of collectors. Probably title collectors out there too. What reward does that leave for people that like a challenge? Just more efficiency? But then they lose prestige as everyone else catches up. It’s their responsibility to find self-satisfaction? You could argue the same thing about someone distraught over missing achievements, so that’s not a fair.
Imagine event currency was universal: Would a lesser-skilled or time-constrained player be content with choosing 3 or 4 rewards a year while someone completing challenging content can afford each monthly patch’s new cosmetic? 5 or 6 a year? 12 a year? By then the challenging rewards start to overflow and lose meaning. It’s a very subjective.
- The Pavilion are itself is an area for people who like to kill and get loot. You’re not seriously going to expect people to go out in the world and experience all the events? I love to be that naive, but sadly most people go to the areas where they make the most money the fastest. This isn’t bad design.
Yes, most people choose the most efficient grind, despite whether or not they’re having fun. It’s Arenanet’s job to stop people from grinding until they burn out.
We’ve seen update after update turning things into dailies: karma jugs, ascended items, world bosses, dungeons, etc. They realize we overdose. However, they miss the mark when making new content. Crown Pavilion was touted as “anti-zerg” and “groups of 10-30 would be challenged”. They tried. They failed. That’s bad design.
Some people may like a relaxing, thoughtless grind. That’s fine. That playstyle just can’t create gold from NPCs because the inflation will affect every player, eventually forcing those that don’t want to grind to have to. Much less blues and greens and more emphasis on/uses for Karma is the answer to that. With multiple options like Lost Orrian Jewelry Box, Karma would be turned into gold through the trading post.
I checked out the Frostgorge champion loop… How was this not expected? The Queensdale champion loop was already popular pre-patch. People were actually yelling “just spam 1 so everybody can get tag”. That’s a new low: zerging too hard. How has GW2 devolved this much?
Universal event Black Lion Claim Tickets is a great idea.
I don’t like that this update leaves me feeling like I’m playing alone. All of the content I’ve experienced so far pretty much requires that you run alone. Yes, there is a giant zerg, but that’s not something you do with a group of friends. It feels more like something you do when everyone on your friendslist is offline and you want to grind out some achievement bonuses (which really shouldn’t be a thing to do…).
I’d really like to see some content that rewards me for playing with one or two good friends, rather than having to play solo or run in a giant zerg with people I don’t know, which might as well be running solo.
Very few of these living story updates have let me connect with my friends, and I haven’t made any new friends while playing them. MMOs are a social environment, but GW2 has been becoming increasingly hostile, competitive and anti-social. I’d love to see some living story updates that have you cooperating with your friends rather than running off to grind ad nauseum.
That is a perspective I forgot about, very well put.
Example: When I stumbled upon Hexfoundry Unhinged hidden behind shadows, I was ecstatic. I felt like an explorer, my curiosity had been rewarded. I dragged my hesitant friend along and we worked together to figure it out. We both had a great time. That’s the quintessence of GW2 for me.
I don’t know what the truth of it is. Is it that the Live team tramples on the soul of the game out of ignorance? Or, is it resentment that the game rejected the established MMO design tropes and paradigm that drives those now at the helm to undo the hard fought gains of those who were able to think outside the box? Are there people at the top who still care for and defend the game’s core principles, or have they gone elsewhere or just given up on constantly fighting their unenlightened co-workers?
There’s one thing that worries, me, though. We know ArenaNet can track players, and that they can measure – and see, even – how many players gather in a given map or in a given activity. This means they know how many people do dynamic events, how many people farm, how many people do Fractals, and so on.
What if we, as in those asking for better Dynamic Events, are the minority?
What if the great majority of GW2 players only wants to farm content like the bottom of the Crown Pavilion? What if the great majority doesn’t care about interesting dynamic events, about a rich storyline, or about relatable characters, but would rather farm for more gold and more shinies?
I worry about the same things. We’re still passionate about their original goals, but its starting to feel like a broken promise. Not only personally, but idealistically. They’re selling out. They’re giving up.
Im flabbergasted that the OP got so much attention. It just goes to show that getting a popular thread on the forums means posting unconstructive, insulting, criticism to the game, which is then responded to by hundreds who oppose or agree.
I really like this update. I am having a great time playing in the Pavilion and doing balloon events out in the world.
The part that is wrong are the attacks on ANet and other players. If you like the new content, don’t call the ones that don’t ‘whiners.’ If you hate the new content, don’t attack the developers and players who enjoy it.
I haven’t seen many personal attacks or unconstructive feedback coming from disappointed players. We have been saying why we feel this way, unlike the posts that just say “I like it” without saying why. Trying to get people to explain why they like Crown Pavilion farming is like pulling teeth.
You are right. To really leverage dynamic events, they need to evolve, there needs to be some sort of progression and they should never be reduced to just timed, scripted events with no variation.
What I would like to see is a continual, systematic refresh of DE content in each game zone in a way that progresses events with in that zone over time. Existing events modified to provide twists that make sense in context with the events that have been playing out in the zone, new events to progress the state of the zone, including changes to structures to reflect the waxing or waning of the influence of various NPC factions.
DEs do a good job at providing the illusion of life to a zone during the first half dozen hours you spend there, but when nothing changes at all in the weeks or months since your previous visit, the immersion and sense of an organic, living environment are completely lost.
I also see a role for instanced story content in all that. Not new story content to accompany every new influx of content for each zone, but the spotlight could be put on an individual zone every 2-4 weeks with Story Content accompanying dramatic goings on for that zone that are presented via new, narrative advancing, DEs for the zone.
Yup, exactly. Orr has needed triple the events since launch. They should not be predictable, like the commonly zerged event chains that restart by the time you finish or fail on purpose. Instead they made Southsun, which ended up needing a patch for more events. And it still feels like too sparse. The best feeling while leveling was when hearts overlapped with events. Goal overlap (not just from events) needs to be capitalized on in Orr and Southsun and any new grind spots like Pavilion.
Speaking of Pavilion, huge disappointment. Its basically 2 predictable events. 1 boss of each type and 1 clear the bridges of each type. Before the centaur nerf, at least people did stuff between events. Now most people wait in the center until a boss spawns. The livestream said “anti-zerg mechanics” and “20 people per section”. No sign of that.
Despite GW2’s idealistic design theories, the bottom line is the community still follows the path of least resistance. People get yelled at in Pavilion for killing the 2nd boss while the zerg is at another. Just because you present us with choices doesn’t mean we can choose. The only solution is so many active events that you can’t do them all. Each map, but especially “endgame zones”, should literally overload you with choices. When walking past an event we should wonder if we’ll ever see it again. Knowing it’ll respawn or still be up in 30 minutes is not dynamic. People will still gravitate towards grouping and looking for the optimal path, but at least people deviating from the zerg won’t get crucified for choosing to play differently.
And just because the majority are okay with zerging Orr and Pavilion does not make it acceptable game design. They’re repetitive, predictable, and mindless. That’s where I get confused. Arenanet loves to spout their idealism. You guys do a good job in some areas, like meta-achievements only rewarding cosmetics. And then achievement chests give Badges of Honor? How do such clashing ideas get through?
For example, Queen’s Gauntlet is fantastic. Everyone will find the challenge level they’re comfortable with, whether its Windcaller, Liadri, or 5 gambits. However, by the time the patch comes out, the designs that start with the best intentions are bogged down by frivolous bullkitten like gauntlet tickets. The gambling aspect is okay, but should be optional and just cost gold. Instead, we have to farm below or elsewhere for gold to buy sprockets to convert to tickets.
It’s the same thing with fractals. Infinite challenge and progression? Revolutionary. Instead its gated by huge grinds for 5 agony resist and waiting for more slots to be added. The most progressed should be the most talented and coordinated team, not who put the most time into upgrading their ascended gear. That’s the exact opposite of “no gear treadmill” which, like GW1, seemed like a core design philosophy of GW2. Somehow that kitten leaks through the cracks.
However, Scepter is still in a strange place. With another condition and condition damage added to Malicious Sorcery trait, it’s time take the plunge and scrap Ether Bolt.
Problems with Ether Bolt chain:
- power scaling, unlike rest of weapon
- clones are too frequent in PVE (can’t even shatter them all)
- clones are unreliable in sPVP (hard to get 3rd skill chain off)
- clones’ attacks do nothing (unlike sword and staff)
- doesn’t scale with weapon/illusion recharge reduction traits (lackluster compared to other clone skills late game)
Suggestions:
- nerf Confusing Images and move it to Scepter #1
- remove clone from Illusionary Counter
- bring back GW1’s Illusion of Weakness
- or GW2 style: “Create a clone with low hp that runs the direction you’re facing. If this clone is killed, enemy is inflicted with Torment.”
MOAR MINDGAMES! That’s the true fun of mesmer. Imagine Illusion of Weakness with Decoy or The Prestige!
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This is ridiculous.
We’d like to use Grast’s bubble for safety, but he’s too busy channeling an attack to ever get it off.
We’d also like to interrupt the collapse cast, but the C.R. has started chain-casting it. As soon as one collapse finishes, a few seconds later he casts the next one.
In principle, I like where the mechanic is going for this fight but unless we’re expected to be able to stunlock him this is nearly impossible given how hard it is to survive the collapse from dodges alone.
Exactly. Relying on the bad AI bubbling makes it a RNG fight, which is no fun. End of discussion.
PLEASE RECONSIDER THIS!
Major fun factor removed. I would even use “The end of your dodges now trigger a blast finisher. 10 sec cd” over new Evasive Arcana. It was such a fun mechanic, especially rolling into my water fields. Big risk/reward decison, very rewarding addition to a Staff Ele’s playstyle.
I wasn’t aware of this Earth specific bug, but I can say that at least for me, when I’m on water attunement and dodge, I get no effect at all.
Water Evasive Arcana does proc Cleansing Wave, it just doesn’t show the animation. That part is probably a bug.
Grasping Earth is definitely too niche compared to other professions. Maybe it could knockdown at the end of the channel? Would add a bit of skill.
1 or 2 seconds off Vapor Form would help a lot too, especially since it stacks up downed penalty (bug?).
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Agreed. Every other Attunement for staff has a reason to stay and feels like a sacrifice to leave: Fire for AoE damage, Water for healing, Earth for weakness. The only time I stay in Air is Twilight Arbor for easy plant killing :\
Seems Lightning Surge (#2) is the issue. Halve the cooldown maybe?
What the Engineer (class designers) can learn from the Elementalist
in Engineer
Posted by: ttyl.6021
Absolutely agree. In theory, Engineer is just a reverse Elementalist. You don’t lose a utility slot for choosing a kit because of the corresponding tool belt skill. Elementalist’s attunements are F1-F4 and utility skills 6-9. Engineer’s “attunements” are 6-9 and utility skills F1-F4.
However, Engineer doesn’t feel as fluid or rewarding. I love Staff Ele: drop a delayed blast finisher in earth attunement (Eruption), switch to another element for Area Might/Area Healing/Area Swiftness combo. Little things like that are actually very important for a class to feel whole.
The kits are all competing instead of working together. For example, the only difference between Grenade and Bomb is range, skills are nearly identical.
-Weapon stat and sigils. Idk how you would handle it (putting a slot to apply a sigils to the various kits? applying stowed weapon’s sigil effects on equipped kit?), but this needs to be looked for.
-Also, cause i’m here to dream ( :P ) would be great to have the kit swapping work for sigils that trigger on weapon swap. Obv not on every kit swap, cause it can happen every 1-2 sec (and no, do not even think put a 10 sec CD on swapping in and out of kit, pleeeaseee! put rather an extra internal CD for sigil if triggered by a kit rather than a true weapon swap).
YES! THIS!! PLEASE!!! It’s very backwards that upgrading your weapon adds no damage to Kits. Just keep the rifle/pistol “ghost equipped” so we can benefit from the stats and sigils :|
I thought weapon swap sigils would’ve been fixed when attunements were. Almost all of the procs have a 9 sec internal cooldowns anyways, would translate to kit swaps easily!