Showing Posts For xydrassial.6953:
power build smacks you in the face for 1k dmg, you cc and get away. condition guy hits you for 300 and another 700 over a 5 second duration, you cc but take dmg as you run away (which is total bs in reality as power builds destroy condition builds in dps, but :P).
only real difference is with condition remove effects the condition build does next to no dmg.
traits – i find the current trait system frustrating to use to create builds, and although i understand the thinking behind the way its set up to help encourage build diversity, all it actually does is pigeonhole me into certain builds.
personal story – i think we can all agree that the personal story was a rather large flop. the “choices” were few and relatively ineffective, making it a very linear story line and there fore taking away from its distinctiveness and replay ability with new characters. and ofc the final fight was abysmal.
event system – the current way its utilized makes it basically like quests you don’t have to pick up. although i understand there has to be some fillers in there (exp. kill, retrieve types) the more interesting and epic events were far and few between. and the ease of completing them even solo meant the failure branch of the event is rarely shown.
condition system – although not such a complete mess in pvp because of the fight between stacking and cleansing them, in pve this system is next to useless. there is no reason currently to bring a condition user to an event or instance. they are less effective against destroy able objects, do less overall dmg than power builds, are severely hindered by the caps on conditions especially on world bosses. this system needs a long hard look at as its a kick in the teeth for classes that lean towards conditions (necros, engi).
pets – the pet ai, especially for necros still feels next to useless. attacking the wrong mobs, not attacking at all, glitches with abilities, and overall low survivability mixed with long cd’s. there a good reason you don’t see minion masters around.
appearance customization – this feels very lacking in a game that is trying to forego the usual gear grind and instead lean towards getting people to customize there appearance once gear capped. made all the more frustrating when looking at games like wow and rift that despite being gear grind games have put in systems like the void storage, transmog and wardrobe making it easy and accessible to people who want to spend time on appearance. it feels very much like an after thought with gw2, with no real support for people wanting to really play with this aspect of the game ( not helped by the living story which makes it impossible to cosmetic options past a certain point, which is an issue due to the low number of cosmetic options in the game to begin with).
there’s more but ill leave it at that for now :P i do like this game but it has a rather large amount of issue’s. most seem to stem from the fact the devs seem more interested in adding new content than taking the time to really look at what they already have and spend time on making the core game solid.
/rant :P
i was kind of hoping they were going to go with a system where you could choose a weapon that would have a selection of skills to choose from (much like the utility and heal slots) and then the trait system would allow us to augment the skills we chose allowing some really interesting build design. the current trait system just has a few too many % increase talents. the really interesting ones are the ones that change the way we can use a weapon. like the engi flamethrower trait that makes it very tanky.
i find it more annoying than shallow.
i understand having the traits set up the way they do trying to force diversity into builds. but that only really works when the options you have are interesting and more importantly viable to a good selection of play styles, therefor making it more about choosing which good traits to take and which good traits to sacrifice.
however the traits we actually have, led to a thinking style more along the lines of “how many useful traits can i get while avoiding too many of the useless ones and not sacrificing too many useful stats”.
which ofc makes build design more an act of frustration than fun.
there is stuff to do just incredibly irritating to actually get into. de’s for example would be great to sit down after work and just play through for a while. but u need to be ontop of them to have them trigger on the map, but there so few and far between that its not a content type that’s easily done reliably. u could sit down and just plough through de’s but allot of the play time would be finding the kitten things.
the big zone events are visually cool but loose the that cool factor extremely quickly when u begin to notice the poor encounter design (not all, there are a few good ones that are fun to do).
dungeons are okay but a pain in the rear to actually find a group for, an lfg i believe is in the works. although im not entirely sure what is taking them so freaking long considering its something that is an mmo standard and they have a great example of how to set it up on gw2lfg.
there’s allot of work to be done to the core game, i do like the temp content and i see the reason for it financially but some time spent making the core game user friendly would be really welcome.
it would be nice to see a lil less trash, maybe a few more minibosses and more ways to stop speedruns via skipping 90% of the dungeon. atm thats my biggest issue, the content is so easily ignored and run past most of the dungeon barely gets seen.
or make mobs never drop agro in dungeons >:D. id love to see the tears of speed run clearers after a few wipes of the entire dungeon on them.
also some mechanics that punish pure dps groups. force some utility options without forcing people into certain classes.
i play an asura engi i have my cam out at max for easy gaoe targeting, so i do kinda like having flashy gear as honestly anything else is hardly noticeable. although i would say there’s currently a fairly nice selection between flashylavalightingdiscoballsofunicornrainbows (<new word of the day) and the more down to earth armors available.
my biggest issue was not being able to find them. i leveled up by going heart to heart and doing any and all de’s i found on the way. but even then there were times where i could go for ages and not hit any, or id hit the same one again and again.
this became a much bigger issue when i hit orr. i expected the “frontline, always pushing onwards via de’s” the devs talked about when instead i spent most of the time running around trying to find stuff to do.
i would personally love for de’s to be seen on the map much further away than they currently are so i can actually just run out and do them, as my biggest turn off atm is hunting them down for ages.
i think atm the issue is allot of the event don’t have much of an epic feeling or at the very least feel like completing them or not has some kind of impact on the zone or at least general area.
atm the event system feels too much like the questing we’ve come to expect from normal mmo’s with the quest giver removed. it gives me the feeling they pulled back abit from what they where originally going to go with and instead went with something that would feel far more familiar to us. i would love to have seen what would have happened if they have large scale zone wide events that had real repercussion for a ZONE.
also not helped by the way the map tracks events. might have been a better idea to have them show on the map as long as your in the zone instead of being right next to them.
i do like what they’ve done, but because of the way they went with gear they needed open world content to be fun and more importantly repeatable while still being fun, which atm doesn’t feel like it is.
agreed, they need to make events require larger participation to gain silver/gold. however if they do this they also need to take into account healing and crowd control. if they where to just increase the dmg done to mobs to determine your contribution to the event then support builds will be left out.
they also need to take a look at how they want to make condition builds work in pve as im sure people have noticed the 25 cap on conditions is making they mostly obsolete on large hp mobs.
engies can get some nice heals out too. pretty sure gaurd has some traits allowing some of there aoe to heal. not sure what kind of numbers they can get with that tho.
on one hand, its annoying putting up with things that should have been fixed months ago. however i do appreciate that they seem to be having some larger issues to contend with atm, and im sure the second they have free time to deal with minor bugs they will. although of course the stability issues do lead me to question the usefulness of the beta weekends and stress tests themselves.
even more so considering the amount of bugs and broken content 60-70+. gives me the impression the testing days were more of a publicity stunt by giving us the few areas that were truly polished. shrug
mm it seems that turrets don’t either atm.
this game has for the most part removed the trinity of dps-tank-healer. every class has a heal to help them stay alive, so its mostly about everyone paying attention to whats happening and not relying on someone spamming heals on them. you can make some of the classes very supportish, putting out heals and buffs but you wont find a class that can sit there and spam heal due to cd’s and the fact that other than everyones main heal they just dont heal enough even with lots of +heal gear.
nope, i’m hoping its on a long list of things that needs to be fixed/added to the trading post.
no its a one time use item that effects whatever guild you are currently representing.
because at the moment we don’t keep our weapon stats when switching to a kit. this seems to also include sigils, unless that has been patched recently. if not im hoping its being looked into. although the recent change to a flamethrower trait makes me wonder of there going to not change it and instead try to balance it out that way.