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Lishtenbird.2814

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Posts posted by Lishtenbird.2814

  1. > @"Rubi Bayer.8493" said:

    > Here are the pieces of feedback we’re currently working on addressing:

     

    For me, the most interfering part so far has been that situational changes to skills that I make persist between maps/play sessions and do not reset back to what the "template" was set to.

    Since you haven't mentioned that in your list, it makes me wary that that functionality can not be supported fundamentally because it would require an extra "template slot" to act as a "current template slot" into which actual persistent templates would be copied.

  2. The falling damage change is on par with the Chrono rework: it removes tons of minor **fun**, situational interactions that added **depth** and variety into the game. Even WvW aside, there are new players that want to go through the vanilla experience without mounts and gliders, there are jumping puzzles, and there are meta shenanigans where those choices added to the experience.

     

    Gimmicky revival-focused builds were also fun, that was a specific playstyle that could exist. Was that so much of an issue in PvPs to remove even its possibility from everywhere?

     

    Or is it that some database is running out of parameter slots so those two have to be removed to make space for others? /headscratch

  3. * Needs ability to tie equipment and build together to load them with a single keybind. (Thus symmetrical 3 equipment templates plus 3 build templates would've been nicer by default.)

    * "Activating Template" notice should definitely include the name of the build: "Activating 'Farm Thief' Template".

    * Needs "persistent" tickboxes in templates so that you can choose to have them revert to original state after you've tinkered with them during a run, and then switched out of them or relogged or reloaded.

    * Needs a "auto-load this when entering that game mode" option.

    * _Edit:_ Needs punctuation allowed in template name (for proper stat names like "Diviner's").

    * How about extra Legendary-gear-only free gear template slots? That would bring the relatively devalued value of Legendary gear.

    * Wardrobe templates would be very welcome at this point. Especially for legendary gear, to have different looks for different stats as visual feedback.

    * Discounted bundles of gear/build slots, similar to shared inventory slots, may partially alleviate the price concerns.

  4. > @"Cal Cohen.2358" said:

    > Every change should make sense, and every change should be working toward a bigger goal.

     

    Does this mean the new team will be reverting the Chronomancer F5-F4 merge that _still_ messes with my 4 years of muscle memory across different classes, and the IP change that removed multiple layers of higher-skill fun, rewarding interactions?

  5. > @"Irenio CalmonHuang.2048" said:

    > Some chronomancer tweaks are also in to offer another means of granting group quickness and to clean up some functional redundancy between Delayed Reactions and Lost Time.

     

    How about some chronomancer tweaks to restore the enjoyability of playing a class with 5 sensible enjoyable shatters and many sensible enjoyable deep micro-interactions to which people got physically used during a significant period of the previous 4 years?

  6. > @"HexRx.3968" said:

    > After playing for so many years(6) this is the one that does me in. 100%...as soon as I'm done making this post I'm uninstalling. No more time from me, no more gems, no more business. The chrono changes have me so SO aggravated. This is a RPG...people invest a TON of time into it...re-inventing a class over and over and over again takes a toll on players. They think they have a good idea of what's going on, they settle on something they really like and boom, change all of you gear, re-learn how to play a spec, and a big ole middle finger to your fun. Well, this time was the last time for me. There are other great games out there that DON'T keep pulling the rug out from under you. Don't get me wrong I understand balance changes...sometimes things are too strong or too weak so they need to be toned up a bit or down a bit, but completely altering core mechanics of a spec that folks have been accustomed to is downright rude. My opinion doesn't really matter, I'm just a "casual" who had a lot of love for the game. No more.

     

    You are not alone in these feelings, even if enough of the vocal people demand constant unrelenting changes. https://i.redd.it/p6p52hczqq931.png

  7. > Continuum Shift: This skill now replaces distortion in the F4 slot instead of taking the F5 slot.

     

    Are you kidding me? Really? I've been playing this spec for FOUR YEARS and I **know** where the buttons are and what they do.

     

    "Oh hey, every driver, you remember where your brake pedal were? Well, that's accelerator now! Enjoy!"

  8. > @"Pterikdactyl.7630" said:

    > -Normalize travel speed to the baseline speed when in an enemy territory. When the dismount skill becomes a feature, the increased speed will provide too much of an advantage to those within their own territory.

     

    ~~Edit:~~ What do you consider "baseline": speed on foot or speed on warclaw in own territory?

  9. > @"Randulf.7614" said:

    > I assume the removal of jump on dismount had to be universal for pve and wvw? Shame to lose it from pve due to how unnatural it feels, but it's no biggie I guess

     

    On a related note, since it's the Warclaw thread. Sorry if that looks picky, but the current dismount animation on Warclaw makes me physically uncomfortable - akin to the motion sickness effects of Camera Shake that I disabled soon into the game. The current jump is abrupt and "heavy", as if the character is affected by high values of gravity during the same regular dismount; but while the regular dismount follows the character smoothly, in the case of Warclaw, it sort of - jerks up and then drops down? The effect is either more or less jarring depending on how far you are zoomed in/out and at what angle to the ground the camera is.

     

    Am I in the minority to feel that way, and that can be disregarded? Can something be done to make the transition smoother, like a literal fall-off downward curve towards the ground without the initial jump-ish movement?

  10. > @"Ben Phongluangtham.1065" said:

    > * Working on a new mounted skill to dismount other mounted players.

     

    So as of now, that is basically a set thing, despite the very mixed feedback, and without a cost apart from the cooldown. The "roamers" won then; time will tell how much of the new blood stays with this not only being available, but also likely lopsidedly locked behind a higher-tier mastery that those who main WvW will have instant access to.

     

    Also, is it maybe being considered to ship build templates before this skill? That way people would at least have a chance to swap to a self-sustainable build before being brought down by duel builds that can engage and disengage at will.

  11. > @"Voltekka.2375" said:

    > "i am a pver, pamper me! "

    > What kind of mentality is that?

     

    "I'm a player that only likes the 10 competitive PvP % of the game in which 90% of the budget goes into cooperative PvE and in which 90% of the profits come from cooperative PvE, so keep pampering *me* instead of those filthy PvE casuals!"

     

    Dunno, what kind of mentality is *that*? I understand that you were happy playing *your* type of competitive PvP for years in GW2 instead of any other PvP-tailored games, even though that game mode poorly aligned with the rest of this game, but *the developers* made a decision that finally caters to some PvEers who weren't previously enticed by the game mode; so I, as one of those (previously silent and distanced from the discussion) players, have all rights to voice my opinion on upcoming changes to devs who now intend to backpedal from their initial decision due to objections from a subset of veteran players.

  12. > @"martin.3692" said:

    > WvW is about ... player versus player tactical combat.

     

    I like how you deacronymed PvP but kept WvW acronymed, because otherwise it makes way less sense.

     

    * **World versus World** is about **Player versus Player** tactical combat.

    * **Army versus Army** is about **Soldier versus Soldier** tactical combat.

    * **Fleet versus Fleet** is about **Boat versus Boat** tactical combat.

     

    So, yeah. With more and more power coming back to gankers, you are, of course, free to

     

    > @"martin.3692" said:

    > just deal with it

     

    yourself, but the thing is: you will be dealing with it in maps that are getting emptier and emptier because the amount of "true" WvWers is limited, and parts of those get bored and leave, while newer players are shooed away since they're told and shown that they're playing the mode "wrong", wanting mounts or what not.

     

    I must say that your plentiful messages are quite in line with that "veteran" protective, pro-roaming narrative, and are also an indication of why I started hating that game mode several years ago, but you kept playing it.

     

    > @"Mil.3562" said:

    > Many Wvwers, old and new, who actually enjoyed Warclaw as it is now will eventually leave this game mode again because many are not veteran forum players

     

    Pretty much. I haven't stepped into WvW for 2 or 3 years (except for that one time when I was forced to grind a Gift of Battle track instead of just buying it with badges), and I already regret not getting the mount before the first wave of nerfs. Mobility and movement is all to me in this game, and the slugfest that is WvW to me otherwise doesn't entice me at all.

  13. > @"martin.3692" said:

    > have you considered that wvw is just not the gamemode for you ?

     

    Have you considered that it might not be financially viable to maintain a game mode for a fringe hardcore PvP community in a primarily casual PvE game, and furthermore, to also cater to a fringier "roaming" community? WvWers don't really bring money to GW2 outside of server transfers, and with Alliances, even that will likely be gone; all they do is eat out server resources daily, and then boast how they don't care about fashion, story, PvE and so on, and then their game mode is gradually dying in its own stasis field while the rest of the game evolves. Mount skins are at least some sort of profit from that section of players, and the more players are interested in these skins, the better - and to get them interested in a mount that's useless in PvE, they should find WvW enjoyable instead of frustrating, whether hardcore mode supporters like that or not. And that's also likely why WvW mounts were developed and released before Alliances.

  14. As a primarily PvE player who got back into WvW only because of Warclaw's speed and safety of traversal, I dislike the idea of a dismount skill. It will just bring back the ganking and have the trolls - oh, pardon me, "roamers" - rejoice, while encouraging the new WvW players to return back to their previous activities. Traps - I can understand; they require planning and cost time and supply, but not a ranged mount skill.

     

    If it still happens, I would hope that other limitations are considered extra to "**dismounts both players**", such as:

     

    * being a **fairly long channel that roots you in place** (so that you can dismount someone who's trying to get into a tower by timing the skill, but not just gank anyone catching up to the zerg from afar),

    * **requires supply** so that it's not spammable without resupplying,

    * has a **minimum number of players required to trigger** - like, you can dismount a group of, say, 3 roamers in a terrifying AoE roar, but not a single scrub catching up to their tag,

    * or if that's a ranged attack like a thrown lance, that should at least be **evadable**,

    * **knockdowns** the player who used the dismount skill.

     

    Otherwise the new mount's usefulness will be hampered even more - and it already feels anemic after the nerfs.

  15. Title. The mid point on Khylo has been going through a ton of "class equalization" via removing time-consuming obstacles and adding unnecessary walkways. These additions have, undoubtedly, helped builds/classes without teleports become more "equal" to those who do slot them, but each change, IMO, removed another layer of positional play from the point.

     

    The recent set of ledges from sides to mid, plus uncluttered stone stairs, finally made the point available from _everywhere_, removing a lot of risks of attacking from far without stability and getting pulled/pushed to a disadvantages position, as well choices of using leaps for engaging.

     

    Fighting on mid on Khylo has already been extra spammy, and the recent changes make engaging/disengaging way too easy, and the fight... well, even cheaper than before. I suggest these changes get reverted.

     

    ![](https://i.imgur.com/Uoa68Lj.jpg "")

  16. > @"Nikal.4921" said:

    > > @"Unknown.3976" said:

    > >

    > > The problem doesn't lie with phantasms but with the shatter mechanics, the payoff just isn't there. Shatter builds are not prevalent in PvE becuz the dmg output was too low, alot of effort for subpar dmg and now Anet is insisting that we play along with shatter builds ?? Phantasms might be passive but they have their quirks and they are what make Mesmer unique to play. Mesmer do need some sort of rework but wiping phantasm builds? Isn't quite what we expected. We shall see how this all turns out.

    > >

    > Call me less than pleased with these changes. I resent being told how to play, and that's what this feels like. They could have made Shatter builds more appealing and left Phantasm builds alone. I won't be playing Mes anymore.

     

    That's my biggest issue with this change. It **removes** an established mechanic that defined a whole class, instead of **balancing** it to allow a choice of _more skillful, but more efficient_ setup and a _less efficient, but more laid-back_ setup.

     

    If anything, **this change should've been a core mechanic of a separate elite spec**, not a replacement of a core mechanic. Or at least the other way around, with a separate spec dedicated to phantasmancy. ~~Unless that's what's happening, a preparation for a next expac's elite spec, just like when a traitline of thief was killed to then come back as Daredevil.~~

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