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djemben.6924

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Posts posted by djemben.6924

  1. > @"DoomNexus.5324" said:

    > > @"djemben.6924" said:

    > > So (correct me if I am wrong) from what I can tell the prevailing counterclaim in this thread is that a Black Lion themed reward track would have a significant impact on ArenaNet's monetary earnings. Where is the evidence / data to support this claim?

    >

    > Wait.. isn't that just not common sense? Also.. isn't a bit hypocritical to suggest making cash shop stuff available ingame, so you don't have to spend money on it and then to ask for evidence why they'd make less money by doing this?

    > Also, you are the one claiming it wouldn't hurt their earnings in the first place. Where is **your** evidence/data to support this claim?

    >

    I am merely asking a question: Would a Black Lion Reward Track be viable? Asking a question does not require evidence, but developing meaningful answers to such a question does. I'm merely stating that I find the so-called "evidence" insufficient, as so far I have seen no data to support the aforementioned counterclaim. As it stands, the (significant) loss-of-profit counterclaim remains just that. A claim.

     

    As to the suggestion of hypocrisy, you're right. To make a suggestion as you characterize it would be hypocritical. However, I will never, ever spend real money on Black Lion Keys. In my view, it's unethical even to sell DLC that involves RNG (some states / countries have gambling laws that cover this). I am assuming I am not the only one who can resist the urge to spend real money on keys, meaning the only way I will get them or their subsequent rewards is through in-game means.

     

    In conclusion, my suggestion of a reward track represents a simple shift in availability, where those of us who do not buy keys and never will can have another available means to seek this DLC. Remember: there are already ways to farm keys outside of buying them! ... a fact that is being largely ignored by those claiming profit losses would be a major factor. I'm sorry, but just saying something enough doesn't make it true.

     

    P.S. As I said before, it doesn't have to be keys! other less-valued rewards would be reasonable to consider as well...

  2. So (correct me if I am wrong) from what I can tell the prevailing counterclaim in this thread is that a Black Lion themed reward track would have a significant impact on ArenaNet's monetary earnings. Where is the evidence / data to support this claim?

     

    I'll elaborate for those who care to read:

     

    To discover if a Black Lion track is a truly viable option or not, we would need to compare some parameters:

    * Average gold earnings per active account per unit time in PvE

    * Average gold earnings per active account per unit time in PvP

    * ... let's throw WvW into that to be inclusive

    * A conversion factor of gold to keys (let's say keys for now) based on current gold-to-gem exchange rate

    * ... also consider replacing "average" parameters with "projected maximum" parameters to test how well gold can be farmed into keys

     

    From these parameters, we can calculate average keys earned per unit time in each game format. If PvP already earns more keys per unit time via gold earned, we can immediately dismiss the idea of a Black Lion reward track, because PvP already gives the player an advantage in earning keys. If, however, PvP is less lucrative then any other formats (say, PvE), we can take the difference in gold earned and use that to project a reasonable gold-value equivalent of Black Lion rewards in a reward track. That way, PvPing with such a reward track is no more profitable than PvEing without one and just buying keys outright with gold.

     

    Note: I know many of you are more accomplished mathematicians than me and will have good ideas on how to improve my metric. I'm already aware of many shortcomings in my proposed model and want to emphasize that I'm trying to conceptually explain how we would go about this. Please keep this thread about your support or lack thereof of the Black Lion reward track and not of my primitive mathematical model :)

     

  3. A simple, yet as far as I can see impossible solution, would be to rebalance skills so they can benefit allies more than oneself, or, say, earn additional benefits for hitting more than just oneself or more than one enemy. As an example, perhaps a piercing bullet bleeds when it hits more than 1 enemy. Some of this is already in place, but I think it could use more emphasis to improve the PvP scene. I've seen this design principle implemented in some MOBA games, and the gameplay was really fun and teamplay oriented.

     

    Unfortunately, I think as a design principle this fundamentally conflicts with the idea of being able to PvE by oneself effectively. Since the same game exists in PvE singleplayer as well as many multiplayer formats, it would be difficult to take away from those who enjoy playing alone.

     

    Yes, there is the possibility of adjusting skills to have PvP-only text; however, the level of change I'm imagining would create too big a difference between PvP and PvE to be even recognizable. This would drastically affect those who wish to transition from scene to scene, like myself.

     

    My conclusion: we have to make the best out of a game that is fundamentally designed to be able to enjoy alone... and in PvE (thus encouraging outrageously selfish abilities and talents)! I will still play PvP and enjoy it as long as the imbalances are not too influential on game outcomes at my mediocre play level.

  4. > @"Illconceived Was Na.9781" said:

    > > @"djemben.6924" said:

    > > I'd grind away at a reward track for 1 statuette at the end, tbh...

    > Which is probably why it hasn't happened. ANet wants BL keys to drive purchases of gems with real money and/or as a gold sink. Giving them away defeats the purpose, which is why ANet nerfed the key farm, which only yielded 3-4 keys/hour.

    >

    >

     

    I'm curious about their sales stats, as I never invest gold into keys, but will gladly pick up the outfit or weapon skin using gold-gem exchange if needed. Keys are such a waste of money / gold, it would be reasonable to have another way to earn black lion goods... it's not like reward tracks are easy to farm... anyone without a life might get 7 completions a week on average, but most people who play this game have lives.

     

    And to reiterate, I'm not even suggesting keys be a reward. I'd go for statuettes, ticket scraps, etc.

  5. I'll let the devs hash out the details, but give this thread a +1 if you like the idea of a Black Lion themed reward track.

     

    I always hungrily go for the tracks that award keys, only to find they're not repeatable. I understand that keys are maybe a bit TOO valuable to have as a repeatable reward, but statuettes? Chest of Black Lion Goods? I'd grind away at a reward track for 1 statuette at the end, tbh...

  6. This issue stems from the fact that I like to be doing other things (pve, inventory shuffle, achievement tracking, etc.) while I queue up for PvP.

     

    Is anyone else frustrated by the map choice window blocking the entire interface and covering up any menus you have open?

    I don't mind if it shows up at first, but give us a "dismiss" option or move the wheel to the side once we make a selection.

    I know this is a minor inconvenience, but these little things add up to a big difference!

     

  7. Speaking for Elementalist in sPvP (mostly) and Open World (somewhat):

     

    I am deeply enjoying my Weaver experience with Sword/Focus. I feel as if this weapon choice negates a lot of the complaints about survivability in this thread. There may, however, be a fundamental survivability issue with the other weapon choices... Sw/Fo has the satisfying feel of a "battlemage" archetype, but I can also see why the general populace may want to see the ranged caster archetype as a viable option.

     

    To be more specific, my build uses Glyph of Elemental Power and Primordial Stance to dish out massive condition damage, and I can just evade while I watch everything around me bleed and burn to death. Probably not an optimal DPS build, but I've certainly outlasted my allies in battle time and time again. I use Earth specialization for the Stone Heart and suddenly I don't instantly die to a deadeye, burst mesmer, or warrior.

     

    I just wanted to share my success story with regards to Ele, since everyone here seems to be speaking negatively about balance issues. Don't forget to mention what you already like! I've found a build that works for me and has the general feel I enjoy in a character. I cannot speak for tempests or power-based builds, other than the fact that I know outright that I will defeat them in a 1v1... I guess that says something, though.

     

    Despite my general success, I do see (from reading, mostly) a few fundamental issues I think could use some attention:

    1) (ranged) Elementalists don't feel like a caster that should be feared, other than their one meteor shower if you're not paying attention.

    2) Conjure Weapons still don't feel useful in most circumstances. I would love to see a re-work of these with a creative new way to bring them in to a class who relies heavily on swapping what's available in skills 1-5.

     

    **Recommendation for the others posting to this thread:** try to clearly state the problems you're experiencing, rather than suggesting specific skill re-vamps or changes as solutions. We need to fully understand the problems and arrive at a few fundamental issues that we the player-base can agree upon. Then, the developers can, well, develop, solutions that address these problems involving specific skill, trait, or mechanic changes. Oh, and don't forget to mention the things that you really like, as well, because you wouldn't want to see those go away!

  8. I would love to be able to load up new builds almost instantaneously. Is there a good reason why this is NOT a feature?

     

    GW1 PvP had a save/load build feature. Not sure why it didn't carry over. I'd welcome any insight into this, as I love the "idea" of changing builds but often give up because I don't want to go through the trouble of changing everything back.

     

    If inventory shuffle is an issue with weapon choices... I'd settle for just runes / sigils / specializations and select the weapons myself!

  9. > @"Zintrothen.1056" said:

    > How do you manage to stay above 75% hp without the water line? I find Aquatic Stance has extremely poor healing compared to other heals like SoR. You have to reliably hit an enemy for 5 seconds to really get anything out of it. Do you have enough mobility against kiting without Lightning Flash? Also, why not Persisting Flames? You have lots of blast finishers and fire fields as Sw/F.

     

    I find that stacking might does more for my damage than having fury with this build, mostly since the damage output is heavily condition-based. Maybe you're right, though... with the raw damage increased from the Feb 6 update, maybe fury will provide more benefit.

     

    Being above 75% doesn't last long in a decent fight. This weaver doesn't survive long if conditions get stacked, so the trait choice is really a means of helping deal with a weakness to the build. ANY condition removal, even if it wasn't too reliable, was helpful in the meta just before the latest (Feb 6) update. I spend about the first 10 seconds of a fight above 75% since I am either evading, dodge-rolling, or invulnerable.

     

    After trying out SoR I found that the burst heal offered by Aquatic Stance (and the stability granted) are worthwhile. This weaver build has small cooldown gaps where damage can get through, so the burst heal quickly brings me back up. Be sure to combo riptide + Earth 2 or 4 for a bit more healing. Since Riptide just got nerfed, I may need to re-think the healing side a bit or how I approach healing in a fight, but the main issue right now appears to be the Weave Self bug, where it does not reduce attunement cooldowns as stated in skill description. When that gets fixed I think the build will feel less clunky.

     

    A kiting enemy can certainly be a problem, which is why I listed mobility as a weakness. Most of the time, to be honest, I just rely on outplaying the ranged thieves. Correct timing of Air 4 and Earth 4 make a world of difference against ranged. Air 2 / Air 5 / Water 4 are the only skills helpful in chasing (Earth Attunement and Earth 2 do cripple, but they rely on you already being close), so I admit there's a problem there.

     

    Disclaimer: I've been playing this build at the Silver 3 - Gold 1 level... so maybe it's only working because of player skill at that level. Would love to hear from people trying the build at higher levels of play.

  10. I've been running this build for about a month and a half now with very positive results... even when weavers were supposedly underpowered.

     

    http://gw2skills.net/editor/?vFAQJAsdnk4C94iF5CGNAM5iFDA7+U3qn1BBgM5BYIFsDehA-jJRAQBB4BAMxyA7Y/BAcCAAA

     

    The build stresses condition removal in the trait line because I've been playing against a necro meta, but feel free to change what you need to.

     

    If you combo your abilities correctly, you will dominate 1v1 skirmishes. I worry a bit fighting mesmers but any other race I'm confident I can take.

     

    The condition stacking from Glyph + Primordial stance catches most players off guard.

     

    Switch to Earth Attunement during stomp for a couple seconds of stability.

     

    Weakness is mobility / escape. Just get in there and do damage.

     

    Looking forward to hearing community feedback!

  11. I'd like to echo what most of you are saying in gist. I'm struggling to find a role for a warrior that isn't done better by another class. Why put so much of the warrior's design into brute force and damage if it can't be properly stacked? I have a much easier time getting damage through on my elementalist with better close-range survivability, too. Something is missing from this class, and I think OP had it right when he/she mentioned damage stacking and proper damage multipliers. I'm just not seeing how it's possible with a warrior to get the same effectiveness as the other classes have in combat.

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