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starlinvf.1358

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Posts posted by starlinvf.1358

  1. to back track a second, there are 6 major stat combinations in the current meta.

     

    Core- Berserkers

    HOT - Vipers, Minstrels and Marauders

    POF - Harrier and Diviners

     

     

    Berserker and Marauders are the 2 Go-To for power damage builds. They're basically identical in fucntion, except marauders trades some effective damage for extra vitality. Because open world heavily favors power damage, 90% of people tend to run these. The other 10% are people who run their Raid/Fractal/WvW builds in open world out of laziness (not really a detriment, as those modes train a higher caliber of combat prowess). Since Berskers is the easiest to get, most people will run that, and maybe mix in a couple of Soldiers or Valkyries for a little extra durability. If you can get access to Mauraders (via trinkets or choosy armor) thats a stronger overall pairing with Bersker stats.

     

    Vipers is the defacto Condition damage stat. Condi damage is not seen often in Open world, since most builds have long ramp up times, and Vipers is as Glassy as Berserkers. However, they excel in long fights, and are usually at the top of DPS charts for Raids and high level Fractals (thanks to bosses having 10s of Millions in HP).

     

    Minstrels and Harrier are the defacto Healing build stats. Minstrels incorporates Toughness as a main stat, and is used mainly for Tanks and WvW support builds. Harriers is Power/Healing/Concentration, used for Non-tank Healers in Raids and Fractals, since Toughness affects mob aggro. The Most prominent users are Druid and Healing Renegade in Raids.

     

    Diviners is the defacto Boon Duration stat, and is used in any Boon focused, non-healer build. Renegade, Chrono and Firebrand raid/fractal builds use it as their baseline stat. They're sometimes mixed into open world builds when boon duration is a huge benefit- but a lot classes got nerfed to the point where only raid/fractal group comps can justify the damage trade off.

     

    Something to keep in mind is that there is HUGE jump in difficulty in the Expansions, making semi-glass cannons the paradoxically optimal solution to survival. Fights against trash mobs in HOT and POF escalate rapidly.... so faster TTKs is actually the best way to succeed. But running glass is inherently risky; so you have to get used to using all your available defense skills, debilitating conditions and defensive boons in an intelligent fashion. Aegis and Protection can go from worthless to game changing if you know what you're doing. Blinds and well timed CCs can completely oppress a target. But this shifts again in POF, where damage is slightly lower then HOT, but mobs are a lot harder to shut down and employ much stronger CCs. Here AOE avoidance and positioning is incredibly valuable, but is no less difficult.

     

    Depending on what class you're running, you want to get them setup with whatever Espec power build that class favors as soon as possible (and using Zerks gear you can easily obtain in Core areas). If you didn't do map complete in Core, the Especs aren't going immediately available.... so finding an HP train is the best solution before trying to strike out on your own. Most Especs are heavily power skewed in their Grand Master traits... so only having them half unlocked is actually worse then running a full core spec. HOT HP trains are very common on the weekends; so its worth setting aside the couple hours needed to get Gliding unlocked (to be able to join the HP train), and then the 2-3 hours for the HP Train to get an Especs unlocked. Doing the opening POF mission out of order, to unlock the Raptor mount, is also a major advantage.

     

    You'll only need the other stats as builds justify them; but every class has a viable Zerks power build that can carry it through most situations. Fights are going to be frustrating at first... but as you learn how enemies fight, and learn counter strategies to them, zerker builds are entirely manageable.

  2. You have understand that Druid is a net loss in personal damage, no matter the build. Its just that Condition builds are less hampered, since bleed are loaded in Skirmishing (which you usually take anyway), and Poison in wilderness survival (which can boost defenses on the side). Soulbeast offers additional passive damage modifiers for power, where as Druid's are stacking buffs that require a lot of upkeep to maintain.

     

    Druids also suffered from from several nerfs that now require stat investment for any of their support skills to have potency. Healing without Healing power is so weak, Support SB pets and merged skills are actually stronger. All the might you generate doesn't upkeep well without Boon Duration bonuses. CA isn't designed to be used defensively, and its resource mechanic makes its availability spotty without investing in skills that give regeneration (and have a steady source of minor damage so it can tick).

     

    Its not impossible to play..... its just incredibly frustrating now, since they purposefully dismantled its base line to force Raiders to invest stats into it. But if you do so, it takes away even more damage on top of your poor native damage scaling.

     

    Despite working on similar damage buffs, both Ele and Guardian can work around this problem by their design being a lot more Hybrid friendly. Their support functions are also more inline to their overall class design, and their skills effects don't have the kind of "either/or" contention problem that is built into Ranger's design premise. Cele is a viable option for both classes, they scale better with any stats you give them, and they have a lot of mechanical ways to deal with problems; where as Ranger needs to build toward specific use cases, and treats it defenses more like a resource to be managed. Rangers SHOULD be mechanically friendly toward hybrid damage.... but their poor scaling and single threaded skill functionality undoes any potential outside of PvP.

     

    I've been wanting to go back to Power Druid for a long time...... but soulbeast just offers so much better utility and damage, because Druid baseline healing is too weak, and most of their support abilities only function properly in static fights.

     

    Even Power Firebrand would perform better- and thats a build that is difficult to make work right. Yet its still more satisfying and effective then Power Druid.

  3. > @"Swagger.1459" said:

    > It’s kind of amazing, that in a mode where a player can get melted in seconds, where corrupts are being tossed around all over, where there are hundreds of AoEs being flung around, where thousands of conditions are rained down on players... and all this inside a game that has some of the lowest quality heal support builds and roles for an mmo... that we have complaints about boons...

    >

    > It’s as if some just want the entire game completely about damage and have never played an mmo that actually had decent support roles, or any role outside of dps, or classes before.

     

    DPS meters prove DPS builds are the only builds that are good at anything. If you're gonna suck at DPS, at least be useful and be a healer..... not that I need it, since I'm so good at the game, only cheaters and cheap 1-shot mechanics will kill me.

  4. > @"Knighthonor.4061" said:

    > > @"Lilyanna.9361" said:

    > > I'm really lazy to post what this one person explained to me in Discord, so I'll sum it up.

    > >

    > > TDLR; If companies don't have microtransctions they are making less money than the companies that do. If you have a game series that didn't do well, the sequel is going to be garbage. So, therefore, companies has to choose between gaining the public's favor but having less money to work with and therefore the parent company that owns the gaming company gets on their butts which could lead to unhealthy changes and possible shut down.

    > >

    > > Or, the company doesn't gain the public favor, gets more money, and then produce other material that makes the said money because it is what 'works' and keeps the parent happy. Either way, MMOs owners literally cannot win no matter how you look at it. So either way they are pissing someone off because that is how their business is set up to be

    > >

    > > Look at Wildstar? Look at City of Heroes? Amazing MMOs of their time but they were shut down, probably because, no matter if they were vastly popular amongst the public the people in charge of those games were probably not making any ideal money that the parent company wanted.

    > >

    > > Gw2 is in the same boat rn. Which is also why MMOs overall are becoming unattractive because there really isn't a solution to absolutely get rid of microtransctions unless you use subscriptions. The public demands more, but then are unwillingly to give the funds to allow these companies to do more. So now, it's a tug-o-war. Sad reality, but that's just how it is no matter if you wanna keep screaming if it's unfair.

    >

    > Well I keep saying. Anet could always do a go fund me for WvW upgrades. We would likely fund the project if they just said "Hey everybody we need some help funding improvement for WvW, please s help"....

    >

    > Drop the ego and just ask for help.

     

    Except that doesn't fly in a situation where you have a commercially released product, is supposedly profitable to some degree, and are now expecting the players (who are already disappointed, and already spending significant money by now) to foot a major investment risk, without the accountability and contractual enforcement options (because crowdfunding makes that more difficult), on a Dev team whose already questionable productivity is what brought us into this situation in the first place, AND hoping that enough people actually pay into the crowdfunding campaign, when there is basically zero trust, zero recourse for unsatisfactory results, and they already have the collateral available to take out a business loan.

     

    There is not nearly enough good will and established track record for this look good. PGI games tried to crowdfund a new space game called Transverse in 2014. The only game they had backing them up was MechWarrior Online (launched a year prior, and crowdfunded successfully), which constantly teetered on the edge of spiraling into a Trash fire, between its Monetization model, barebones gameplay situated on a Online Service Platform, a laundry list of MechWarrior staple features that was sold on, but were not even close to deployment, their attitude toward the public, and had only survived on a combination of serviceable combat and a total lack of alternatives in the Franchise. And its on that note they decided to try their hand at crowdfunding a second game in the wake of the Space craze created by Elite Dangerous, Star Citizen, Limit Theory, Star point Gemini, and No Man's Sky (having been announced earlier in the year)......

     

    It was, to put it bluntly, an absolute disaster. They mimicked the crowdfunding model Star Citizen was using, but botched the approach so hard that the entire internet rallied against them. They barely raised 5 figures in crowdfunding in short time it was up, and even that amount was highly suspect. .... And this was at the absolute height of the Crowdfunding Bubble. The big red flag here is the Status of the Company itself. Most of the game's it was competing against (and to a lesser extent, crowdfunding as a whole) were either start ups, small studios between publisher projects, or projects rejected by publishers in the past. In no case that I was aware of at the time, were any of those studios having the backing of an successful MMO that could generate ongoing funding for them. If MWO was profitable, there is NO reason they couldn't get a loan or publisher backing (which would be needed, because Transverse is an MMO). And if MWO wasn't profitable (presumably due to the game being bad), what reason would anyone have trust them to deliver a good game with a self sustaining business model.

     

    This situation also shares a lot of Hall Marks of Comcept and Inafune's fiasco with trying to Crowdfund "Red Ash" (an MMO/Anime franchise) while they were mid-development of Mighty No.9. This kicked off a series of debacles, as concerns were raised about splitting studio attention when they weren't even in the home stretch of a high profile KS project, the ambitious nature Red Ash (cross media franchises were notoriously prone to production problems), and rising tensions over the Development of Mighty No.9 where Comcept had since ran 2 more CF campaigns for extended content like English Voice acting and DLC, but still had an air of uncertainty of how far along the game actually was.

     

    Trying to GoFundme WvW would end up being an even bigger disaster for the following reasons....

    - This is an established Studio, backed by one the biggest publishers in the Industry

    - This an existing game, and an existing game feature thats failed to deliver on multiple occasions

    - Trying to crowdfund this is so bad form, and so against the spirit of Crowdfunding, it would only serve to amplify the current mistrust of crowdfunding by the public, and further build mistrust with Anet over accusations of Mismanagement, wasted resources, and money grubbing.

    - ..... because, again, this isn't some start up or studio living off residuals.... They have access to money, and **a means to carry the risk**. Crowdfunding is best reserved for situations where there are no other means to carry the risk, typically in light of a niche market share or low returns.

    - Anet doesn't currently have the good will, nor track record to soften concerns that the project itself (if fully funded) would fall on its face by the end..... if it even reaches the end.

    - WvW itself is NOT a "one-and-done" project either. Its going to have to continuously adapt, grow, and learn..... turning the GoFundMe into an ongoing money sink (think Patreon, except its multi million dollar company). Why can't that money be generated by the conceivably high ROI of cosmetics and goodies from the Gem Store? The very thing meant to support the game as a whole!

     

    There is no way they could spin this without coming off as Incompetent, Arrogant, or Desperate..... none of which their image can afford right now.

  5. > @"Taygus.4571" said:

    > > @"starlinvf.1358" said:

    > > > @"Shadowstar.4306" said:

    > > > @"Taygus.4571", I passed your messages along to my brother for him to look over. Thanks for the suggestions!

    > > >

    > > > > @"Trise.2865" said:

    > > > > Native support is unlikely. Guild Wars 2 is a complex game, and using a gamepad is not ideal for it, not to mention it would require redesigning the UI for compatibility. Additionally, controller key-button mapping already exists in a stable, non-intrusive state. ANet Going out of their way to create it now would be redundant.

    > > > >

    > > > > That's not to say it'll never happen, they very well could be working on controller support right now, but it's almost certainly a lower priority compared to, say, game balance, or new maps and events.

    > > >

    > > > I understand the UI bit, but I disagree with it being any more complex than many other games already on consoles. Even strictly just speaking about MMOs, FFXIV functions perfectly on controller with many, many more required inputs than GW2. I could easily see this game adapted to a controller layout, and many have done it successfully already (as far as the game allows, anyways). As for key-button mapping, the main issue we're concerned about is that key mapping for UI navigation (inventory, dialogue, etc) simply does not exist. A mouse (or virtual mouse) is absolutely required to navigate menus, which is annoying for someone using those "stable, non-intrusive" mapping options.

    > >

    > > (looks at video of modern FF14 combat)

    > >

    > > I'm noticing the combat mostly revolves around spank and tank, which I'm guessing is how they got away that much animation flourish. Which is really bugging me, because the game looks like it should operate like a fighting game.

    > >

    > > But to the point.... number of buttons usually isn't the problem (this game uses a very small amount overall), but more to do with how the game handles context and precision. Controllers absolutely suck for games which need to specific targets out of a group... and most console games have to get around this via auto targeting and having mobs spaced out or enforcing collision rules. Just adding support, but not putting in effort for proper QoL, makes the gesture detrimental just on the assumption that if its official, its supposed to work in some capacity. Kind of like how Action Cam happened, but is barely usable in its ideal fringe case.

    > >

    > > The thing is that the game is conductive to controllers in some respects, but not in others. And this completely ignoring the menu problem, which isn't that hard to remedy since its already grid based to begin with. My main concern is the significance of dodge in faster combat (which controller would be good for) and how that effects target engagement, disengaging, constant movement, and the need for target switching; the game's asymmetric movement rates (which is going to be a problem with controller turn speed), and the sheer number of AOEs that lead to a lot of high speed repositioning and face rotation thats proven over the years to suck hard without a robust target lock or auto targeting system. FF14 looks like an action game, but doesn't play like one. GW2 is a high stakes, high speed hack and slash, but is actually kind of broken because the Mobs you fight operate on a substantially different design premise.

    > >

    > > As much as I like the combat in GW2 for being more 3PV action Hack and Slash, I'm also keenly aware of how much the KBM control system is picking up the slack for the poor implementation of combat the Mob side of the equation. I've tried using a controller set up before (for research purposes to help a friend), and its really awkward and inefficient for the kind of speed and playstyle I operate in. Ground targeting, and the inherent limitations of trying to use snap-targeting, makes it difficult to use even when you pick targets correctly.... now try think about that using only tab for target selection. About Face is also weird to use, just because of the mental calibration for orientation, and subsequent delay in getting into the correct position you want to face. Free casting also gets weird, and thats something I use a lot with different movement skills (since a lot of boss fights aren't actually well tuned). The whole game sits in this weird space between Hack/ game design, fighting game ideas, and handles (inconsistently I might add) certain game concepts as if this were an FPS shooter. And its mostly in those latter points that the Controller's issues stand out to the point of disruption.

    >

    > yeah..its not ideal, But its defintely playable and quite comfortable to use.

    >

    > Especially when the alternative is "can't play because it hurts too kitten bad".

    >

    > i had to leave the game for almost 2 years because I could no longer use a keyboard. I returned when i heard about action cam.

    >

    > Controller players mainly play in action cam mode...and I've never used about face, I can turn the camera more than fast enough(You have to really mess with emulated mouse speed).

    >

    > I only have difficulty targetting mesmers and thiefs..mainly because they bounce around like crazy.

    >

    > But then there's plenty of people who struggle with that using kb+m.

    >

    > Telling them how bad the controller was for you, isn't helpful when a player has no alternative and wants to try the game.

     

    The reason I point it out is because this isn't something that can afford being half-assed just to have. Given their track record with half-way implementations, and slow response to issues, it requires Anet's "full ass" to get anywhere worthwhile; since their UI team has among the lowest production bandwidth, and ties in extremely heavily with what/how the engine team can make forward facing for them.

     

    UI and UX systems are incredibly touchy as is, and tiny shortfalls or design mistakes snowball rapidly in action oriented games. The implementation should be conductive to an overall improvement to the game; NOT a kluge or trade off.

  6. > @"Shadowstar.4306" said:

    > @"Taygus.4571", I passed your messages along to my brother for him to look over. Thanks for the suggestions!

    >

    > > @"Trise.2865" said:

    > > Native support is unlikely. Guild Wars 2 is a complex game, and using a gamepad is not ideal for it, not to mention it would require redesigning the UI for compatibility. Additionally, controller key-button mapping already exists in a stable, non-intrusive state. ANet Going out of their way to create it now would be redundant.

    > >

    > > That's not to say it'll never happen, they very well could be working on controller support right now, but it's almost certainly a lower priority compared to, say, game balance, or new maps and events.

    >

    > I understand the UI bit, but I disagree with it being any more complex than many other games already on consoles. Even strictly just speaking about MMOs, FFXIV functions perfectly on controller with many, many more required inputs than GW2. I could easily see this game adapted to a controller layout, and many have done it successfully already (as far as the game allows, anyways). As for key-button mapping, the main issue we're concerned about is that key mapping for UI navigation (inventory, dialogue, etc) simply does not exist. A mouse (or virtual mouse) is absolutely required to navigate menus, which is annoying for someone using those "stable, non-intrusive" mapping options.

     

    (looks at video of modern FF14 combat)

     

    I'm noticing the combat mostly revolves around spank and tank, which I'm guessing is how they got away that much animation flourish. Which is really bugging me, because the game looks like it should operate like a fighting game.

     

    But to the point.... number of buttons usually isn't the problem (this game uses a very small amount overall), but more to do with how the game handles context and precision. Controllers absolutely suck for games which need to specific targets out of a group... and most console games have to get around this via auto targeting and having mobs spaced out or enforcing collision rules. Just adding support, but not putting in effort for proper QoL, makes the gesture detrimental just on the assumption that if its official, its supposed to work in some capacity. Kind of like how Action Cam happened, but is barely usable in its ideal fringe case.

     

    The thing is that the game is conductive to controllers in some respects, but not in others. And this completely ignoring the menu problem, which isn't that hard to remedy since its already grid based to begin with. My main concern is the significance of dodge in faster combat (which controller would be good for) and how that effects target engagement, disengaging, constant movement, and the need for target switching; the game's asymmetric movement rates (which is going to be a problem with controller turn speed), and the sheer number of AOEs that lead to a lot of high speed repositioning and face rotation thats proven over the years to suck hard without a robust target lock or auto targeting system. FF14 looks like an action game, but doesn't play like one. GW2 is a high stakes, high speed hack and slash, but is actually kind of broken because the Mobs you fight operate on a substantially different design premise.

     

    As much as I like the combat in GW2 for being more 3PV action Hack and Slash, I'm also keenly aware of how much the KBM control system is picking up the slack for the poor implementation of combat the Mob side of the equation. I've tried using a controller set up before (for research purposes to help a friend), and its really awkward and inefficient for the kind of speed and playstyle I operate in. Ground targeting, and the inherent limitations of trying to use snap-targeting, makes it difficult to use even when you pick targets correctly.... now try think about that using only tab for target selection. About Face is also weird to use, just because of the mental calibration for orientation, and subsequent delay in getting into the correct position you want to face. Free casting also gets weird, and thats something I use a lot with different movement skills (since a lot of boss fights aren't actually well tuned). The whole game sits in this weird space between Hack/ game design, fighting game ideas, and handles (inconsistently I might add) certain game concepts as if this were an FPS shooter. And its mostly in those latter points that the Controller's issues stand out to the point of disruption.

  7. > @"Gryphon.2875" said:

    > I think it's hilarious, really. Star Wars Old Republic (and I personally consider everything Star Wars to be mainly for kids) has invisible "energy" armor for every slot so you can basically run around in your underwear everywhere. And yet, this game is afraid of male chests. Why bother giving most races body art of some kind when we can't show it?

    >

    > Also.. GW1 had the Necro scar armor, which with the right dye and skin tone could be rendered virtually invisible, making it seem like the Necro was in just tight undies.

     

    But SWTOR was still in an age where society didn't really care about games as a media. Now that its so widely accepted that the Satanic Panic MO can't be easily used against it, its instead become a vehicle to force a message despite its roots in free expression...... just like social media. And TV. And Movies. And Books. And stories. and Witch burnings. and sacrificing humans for a better harvest.

  8. > @"MisterDapper.5984" said:

    > These supposedly "QoL" features are manufactured in that inconveniences are added to the game and then a paywall is added for "convenience." it's not so much p2w as it is pay to enjoy the game. Bag slots were designed to be limited per character instead of per account and what you're given is much less than needed. If you've ever farmed or done fractals, you'd quickly run out of space. Granted bag slots and other account upgrades have been a grey area for a long time and are up to debate. Build templates on the other hand are a dark shade of grey, nearly black. There's only so much you can monetize a QoL feature. Especially when it was free and rarely ever had any problems.

    >

    > It goes without saying BL chests should be removed from the gem store given how predatory they are. They can have the same role as ecto gambling.

     

    Except what the templates are for, and the function they fill, were NOT intentionally manufactured into the game's design..... out of everything we complain about it, this argument around build templates is by far the most idiotic- because it founded on the idea of this being the fruition of a 7 year plan of marked inconvenience, of which Anet turned down multiple opportunities to sell a solution to, across 5 major low points in the company's financial history, culminating in this glorious moment where the cash grab attempt can finally pay off.

     

     

    Or, just maybe...... this is yet another instance in a long history of this player base, where we finally realized a concept existed (where in all the years leading up to it, we didn't), and now feel entitled to it, resulting in scrapping together every possible reasoning we can find to justify our entitlement. Sometimes it is justified, usually its not.....

     

    As much as I don't like how they structured the way they are charging for it...... I am under no illusion that this was part of some long running conspiracy to ruin the game unless we paid for something. When by all accounts the most effort they put in to limit the system's potential is to make the default match the number of build states being stored prior to the change (ie 3 to match the 3 game modes, and 2 equipment because PvP doesn't use equipment), but now with the ability to re-purpose all of them.

     

    Then theres the context of the state to the industry 7 years ago, where GW2's Buy once for access, and pay for extra non-power convenience was considered business model suicide, yet was the most consumer friendly option known at the time for being completely Ala Cart, not overly restrictive by design, and the desire for upgrades scaled directly with how much time the player sinks into each session, and the level of loot genration they accomplish. IE: you only really needed things like bag upgrades once you hit the status of hardcore farmer, carrying multiple gear sets (in a time zerks was the only meta), and/or refused to make merchant breaks to process your loot.

     

    All of these "Problems" with limitations of the system only became prominent AFTER the following happened over the game's life time.....

    - Increased rate of incoming loot across the board

    - the addition of new game modes that justified different build types

    - Especs and Balance changes that increased the combat potential of all classes by orders of magnitude

    - new festivals that generate substantial to insane amounts of coin/drops/value through their activity rewards

    - a huge push to bring justification to more diverse Stat Combos in meta

    - a major jump in average gold income of players through dailies

    - the increased popularity of farming

    - an increased interest in crafting and collections (brought on skin rewards of all things)

     

    The game was NOT designed around massive inconvenience.... and would only really qualify as Minor under the game's launch conditions, because the game was already abnormally generous when it comes to "salvage trash" that you needed to process. Something by the way, didn't require you to go to your bank to do, since you could deposit all crafting materials into the bank directly from the Inventory menu; and only needed access to a steady supply of salvage kits (which was the main reason you would visit a merchant). The early game was the most notably restrictive, NOT because of the number bags you could have, but the size the bags themselves and the level of affordability in gold. You couldn't buy bigger bags with gems, and the bag slots unlocked with gems made no economic sense with anything smaller then 15 slot bags. Once you got up to 60 slots in total, the full inventory "problem" only becomes noticeable once ever couple hours.... and only really start to happen in areas which lack frequent rest stops and are mob heavy (like Orr).

     

    Its a massive chain of cause and effect we're looking at here. The reason the above happens, is because it broke the cycle of Farming habits established in more conventional MMOs (see WoW and Korean F2Ps). We actually became less aware of loot drops (and static farming) as the game conditioned us to be more focused on Event Participation. The "drops scale with player level" also biased drops toward items and materials that were most profitable to us in the long run. Even with the devaluing of silk in crafting didn't seem out of place, since Gossamer was used in a higher tier of gear, and silk was "common, but still vendor trash" to the more rare Gossamer that people actually used. The Drop rate itself was also not that high, but much higher then other MMORPGs. Magic find was not common, so rare items were actually rare. But with Magic find being low also affecting the grade of drops in terms of vendor value, also kept the value of Coin pretty high. (The reason I mention that is because it took months before the player based finally understood how the reward system was laid out, and how to use the TP properly. Even today, a surprising amount of people don't use the TP at all, and most folks don't know how to take advantage of seasonal price trends)

     

    And to end cap this whole thing..... its start to bug me how much people are unwilling to pay for anything, even if its just _paying attention_, unless you directly target their impulsive tendencies. At times it feels like we've lost the ability to judge value, unless those values are judged for us. You can see it permeating into how Consumers (including gamers) react to things based on how it was advertised, and how effective it was drawing attention to specific things.

     

    ![aa](https://i.pinimg.com/236x/33/39/cb/3339cb812d4855589f325ca3b273b3dc--zoolander-quotes-movie-lines.jpg "a")

     

     

  9. What was the previous map in question? The way map instances work make tracking certain ones difficult (if not impossible), if they are ones that prone to expiring. Anything involving story instances, guild halls, most Festival activities built off PvP code, some festival maps, and a hand full of PvE maps which don't have a normal overflow behavior.

     

    Knowing what that previous map was would go far in indicating if this is normal because of server maintenance actions (which force all maps to go on Death timer) or a new bug with the patch.

     

  10. > @"BadHealer.3608" said:

    > > @"Ashantara.8731" said:

    > > You'll get used to it eventually, you'll see. :) And trust me when I say that _this_ should be the least of your worries regarding this new "feature". :/

    > I did fail suddenly out of WvW because of a connections problems on Guild Wars 2 side. When I log in again I was having my WvW-Build on and was in PVE constantly attacked by mobs. Fighting the mobs with my WvW build+gear did take 10 minutes, than I could finally switch to my PVE-gear - that could kill the mobs in 10 seconds. Maybe just laying still and pray for a quick death would be the best option.

    >

    > So this new feature is great if it wants to increase the time players are frustrated because of the game.

    >

    > Beside the fact that it is increasing the amount of mouse-clicks you need to do just to play into a INSANE amount. And the idea of this update is that it should reduce the amount of mouse clicks you should need to do.

    >

    > So, does someone have an idea to change it back the way it was before? I don't care about build templatest or the way ARCDPS did provide it, I just want to play the way I could play for 7 years.

     

    so that whole scenario is built on the fact that you-

    A. didn't find a relatively space spot before accepting the WvW queue (and I'm assuming thats the only possible reason you can accomplish that mid-combat).

    B. Decided NOT to run from mobs in a low damage build.... which begs the question..... If they were weak enough that you could kill them in such a build, why not run? And if they were strong enough to be a serious threat, and would take no more then 30 seconds to get clear of them (POF aggro range and normal foot speed).... WHY NOT RUN?!?!. (and I'm ignoring the faster disengage of gliding, and the 33% chance you're a Scrapper with stealth gyro already equipped)

    C. The fact it would take 10 to kill said mob in PvE gear suggests its a Vet or higher, and reinforcing B being the smarter option.

    D. Even if this is all hypberbolic, the fact that the player base understands a lot of cheesy short cuts to find the shortest path to an immediate goal, and rarely suffers any significant consequences for performing it, you would had to have purposefully made the least desirable decision, and then reaffirmed it several times throughout the 10 min fight, to keep yourself in that struggle. This also indicates you didn't have a serious priority in WvW, since you were already aware that death would had been a faster option, and would get you back in queue a lot quicker.

     

    The Circumstances are unfortunate...... but its not like it couldn't had been mitigated with forethought and/or pragmatism. You went out of you way and doubled down on a struggle that would had been apparent within the first 20 seconds of the engagement, disregarded better options upon that reassessment, , and obviously reduced WvW as a priority in order to follow through on your plan to "not die and avoid taking advantage of the massively convenient Waypoints that would not only get you way from the current danger, but would also prevent a repeat of situation when you popped back into WvW, as 95% of Waypoints are set up as relative safe zones ".

  11. > @"BadHealer.3608" said:

    > > @"Naxos.2503" said:

    > > Bugs can be bugs. Bugs are expected, what I'm saying is, everyone is jumping the gun and essentially saying Everything has been happening on Purpose. I seriously doubt they had planned for default PvP and WvW builds to not properly swap is meant to be a feature. That isn't something the devs willingly downgraded. That serves no purpose.

    > They can sell more build slots this way. So that is surely a big plus for them.

    >

     

    But thats still not proof of intent. With the frequency of which we accuse and/or call out Anet for incompetence, it seems kind of inconsistent that they are suddenly acting with such precision of programmed behavior to very selectively place physiological pressure via mild inconvenience in one specific edge case, and warranting a full blown conspiracy around it.

     

    Up until this point, the explanation of "they are not good at what they do" has held up pretty good; and this case hasn't produced enough evidence that this is any different. Still disappointing.... but you don't need to be intentional to be disappointing.

  12. > @"VAHNeunzehnsechundsiebzig.3618" said:

    > also, some people sound creepy because english is just not their first (or even second/third) languages and what sounds fine to them, might creep you out.

    >

    > Being shown as offline can be caused by two things: setting or server issue. Nothing unusual there.

     

    As far as I've seen, they're probably just as creepy in their own language..... possibly more so.

     

    As for being a crime...... in the world of PC and being professionally offended, how is it not a crime. If the OP claimed to be a women, it would had escalated to a witch hunt in seconds.

  13. At this point its too late, because they've been in this spiral of accretion for way too long, and theres simply way too much content to try and backport. Before the mass lay offs there was enough hope going forward that course corrections were still possible, and enough staff to clean up future mechanics. But never once was there any assumption that old content could be fixed.....

     

    Now that layoffs happened, and the direction shown by class balance teams is not at all promising, I'm now firmly in the camp that a clean slate is realistically our best possible scenario for more long term sustainability. Everything from HOT onward is built on experimentation, but haven't been properly cleaned up. Thats actually a HUGE problem if you look at story content as something new players are expecting to go through in order to get caught up. Something even WoW does it best to help speed up or bypass due to supersession, given its obsession with locking players into an endgame loop.

     

    The stuff you're also mentioning about advancing the time line has been shot down/lamented by gamers on 3 different occasions in 3 different games, largely for the same reasons. Most people didn't care about Realm Reborn, because the game prior was just such a mess that restarting with a new timeline wasn't a loss.

     

    LS1 and LS2 changed Tyria forever.... and new players got mad because they had no idea whats going on, and all the epic happenings of LS1 are locked off to them forever. Old LA still being part of the personal story exists entirely of necessity, as the system its built on is a black box. In fact, they can't even rectify a lot of Core Tyria's existing events; they can only disable whole sale, or insert new conditional variables, but have to maintain or point to all existing ones to avoid breakage. Grenth's Temple in Cursed Shore is the most dramatic change to an existing event since launch- and really all they did was change the Boss's skill profile (to make it easier to fight), repointed a failure condition in one event to the failure condition of another (to force the NPC to run away), and inserted in a break timer so it wouldn't kick off again immediately.

     

    Then theres WoW players still kind of pissed off about Cataclysm, as all previous areas and quests are now references to pre-cataclysm content that no longer exists. New players are confused because they don't know whats being referenced, and older players have no opportunities to revisit it if they wanted to.

     

    Rappelz was an old Korean game I used to play that used to do stuff like that a couple times per year, and later moved toward adding everything new as part of new maps and quest lines- since map changes started actively interfering with quest lines used for leveling. Being a Korean game with a crap ton of leveling grinding, you can see why they wanted to stop having to reorganize them every 6 months or so.

     

    With FOMO being such a huge part of the current gaming culture, its compounding the already existing problem of how games age and burn out. MMOs have it the worst, since resetting the game back to zero is a non-option. At least single player games are structured in a way that you can fix new play throughs, and its finite format makes it tolerable or even desirable. But another thing to remember is that MMOs never had a precedent for long term content or story plans until WoW started doing rapid expansions in its early life. Up until then, most MMOs just adapted and added as needed, and this whole idea of a 10 year life cycle was not even a thing. No game that pitched a 10 year life cycle (like was popular at the turn of the decade) came even close to the stability that 10 year plan implied. Many were brought to the edge of failure within 1-2 years (with the reasons often being specific to each game), and I haven't even cared enough to see if many of them are even around anymore.

     

    So back to GW2..... we're faced with a problem of new content struggling to find a proper foot hold, and much of the old content now being an active detriment to the new player experience. Veteran players took a solid beating over the years with how HOT changed a lot of the game's underlying approach to game play and content, but we only had to deal with it in small chunks. New players are getting whip lash at every content block, because they're all built on different paradigms. Many of which had to be rectified later on in a different content block, or through a succeeding paradigm. Mounts and Gliding also have had a major impact in how we handle old content, and we've unofficially made it the defacto "Catch up" mechanic for the game.

     

    The glut of old content is starting to become dead weight. But we can't cull it, because players have an unhealthy obsession with content that drives their view of game value, as much as it corrupts it. Just looking at the whole net result of unique skin rewards and AP being tied to collections, made even more intense with the Legendary trinket collections. Plus at 7 years in, NOW would be the time to start laying the ground work for a new game if that 10 year life span is to be held to. Taking everything learned over all this time, and creating a better framework to do all the things this game and this engine struggled with.

  14. Core Guard is Group support

    Dragon Hunter is single target DPS

    Firebrand is Engineer kits

     

    So the only 2 things I can think are missing is making them super mobile like Thieves, or area Debuff like Necro.

     

    From a thematic perspective, the latter is has the most Potential for adding a Punishment playstyle that they're already kind of halfway setup for between many of their skills and Justice passive to ride off of. And easily named Inquisitor. Bonus Unintended sync up, its a Witch Hunter to the Icebrood's treason. Bonus-Bonus story tie in, can easily go hand in hand with Brham going off the deep end with a persecution spree, twisting Guardian virtues, and manipulating him against his own allies through paranoia, at the knowledge that Jormag may have willing spies and saboteurs hidden among them. The more I think about it, the more I like this.

     

    Justice becomes Judgement

    Resolve becomes Penitence

    Courage becomes Absolution

     

     

    ..... but what does it punish?

  15. (Looks at list of guardian self-cleanses)

    (Looks at the Cleaning Flame's ability to inflict 12 stacks of AOE burning with Permeating Wrath, and clearing 10 conditions from multiple allies)

     

    ..... theres something of a fundamental problem with how the meta uses that weapon; since its designed for and gets used as an offensive weapon, but the skill that directly synergizes with the Guardian's justice mechanic is treated like leprosy.

  16. > @"anduriell.6280" said:

    > > @"Revolution.5409" said:

    > > I would prefer something like this:

    > >

    > > https://wiki.guildwars.com/wiki/Splinter_Shot

    > > https://wiki.guildwars.com/wiki/Sundering_Attack

    >

    > Splinter shot should be something baseline to the shortbow with 1200 range, if the arrow hits it splinters like the arpoon gun.

    > The GM could increase the radius and the targets instead the piercing. It fits better the condi weapon.

    >

    > The second one is basicaly unblockable effect.

    >

     

    I would argue against the AOE bleed being baseline for 2 reasons. First, given Poison Volley is Piercing within the skill, and end up with a Splinter Barrage exponential effect on damage (I also remember removing Piercing from Engie Pistol because of Fragmentation shot). Second, not only is it similar Rev Shattershot, Crossfire is around 15% faster. Fragmentation shot is slower then both, but more of its damage is loaded into the bleeds. You also have to consider that making all the SB attacks AOE bleeds creates an issue where it has the potential to become stupidly effective in target rich modes, but does absolutely nothing for it in single target fights like Raids and sPvP.

     

    The whole short bow skill set needs retooling, since its effects are based heavily on Flanking. Increasing it to 1200 is also a major no-no given what a ranger is capable of, as seen back when it was 1200 around Launch (in hindsight it was easily abused, but condi also sucked back then).

     

    If anything, I would add the splinter effect to Sharpened edges and retool the stack count for better control over the burst potential (both for balance, and expanding the skills utility with other weapons). Replace "Light on your Feet" with "Obsidian Arrows" - Inflicts Bleed and Blind to 2 nearby enemies (other then blocker) when projectiles from skills 2-5 are Blocked, Skills 3, 4 and 5 change and gain Piecing, gain "Called Shot" when your shortbow attacks are blocked (next 3 Cross fire attacks are unblockable) 18 ICD.

     

    Cross fire Bleed last longer, and inflicts 3 additional stacks of bleed when Unblockable.

    Poison Volley reduced to 3 arrows, but inflicts 2 stacks per hit and lasts 8 seconds each.

    Crippling Shot is changed to Pin Down and always Immobilizes on first hit

    Concussion shot is changed to Screaming Shot (because thats already insanely strong with piercing)

    Quick shot I'm up in the air with, since its a rather unique skill.

     

    This is first draft napkin math, so I haven't bothered to scale up for Raid conditions to see what the DPS is like. For PvP (and WvW?) its rolls all the damage bonuses of "light on your feet" into the skill's normal effects to make them less of a hassle.

  17. > @"Dragon.4782" said:

    > I respectfully disagree with this elite spec. I feel as though we should have a terrestrial spear as the next elite spec weapon because 1) it provides much more options in terms of combat either log range or close range, especially since dead eyes can do something similar with their rifles. 2) the hammer is a rather clunky weapon and will only be really valuable if the ranger using it is a tank. That being said, if handled right it would be interesting to see a ranger using it.

     

    I disagree with the Hammer assessment, just on examples of how its already being used. Only Guardian uses it to "tank", and their usage is a pretty unconventional even GW2 standards. In Warrior, Scrapper and Rev, its a _Shutdown weapon_..... which [incidentally] is what the Bunny Thumper build was all about, AND is currently a build type Ranger lacks.

     

    While I agree the OP's idea is not properly thought out (it rarely is)..... But I wouldn't rule out hammer being adapted for a faster play style; as both Ranger and Thief have a thematic foundation to justify this new approach. Of the 4 classes that use it currently, its handled as blunt force trauma through the weight of the hammer. What we haven't seen yet is a combat style that uses the weight of a weapon to aid in agility. An easy example is all the Choreography in RWBY; where almost all the fighting styles leverage physics to increase force, speed and acrobatics. Designing an animation set for a fighting style based on continuous motion isn't far fetched, given Ranger's historical and existing melee animations.

     

    Put into further context, GreatSword is Ranger's only forward mobility option (sword doesn't count, since "about face" spamming is such a grey area to begin with). As a whole class, the other way to get that is selected pets and Soulbeast merging- viable for pursuit, but not deliberate navigation of a battlefield. But that limitation kind of made sense in Core, since they had a lot of ranged options, and all the backward movement was made for disengagement. But using the momentum of a hammer to facilitate leaps, or even Thor's hammer throw, would create some good engagement options to pair with shutdown or suppression builds.

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