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Bladestrom.6425

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Posts posted by Bladestrom.6425

  1. @Caitybee.3614 said:I say it's too hard for new players needing to start from scratch. There's so much content and information, it would be overwhelming to a newbie if they discovered how much there truly was. GW2 takes dedication and many hundreds/thousands of hours to complete most of the expansion episodes and regular storylines, as well as achievements, etc.

    For players who have stuck with the game for a while and have majority completed story-wise, and unlocking all mounts, it's not hard at all.

    Mm, having too much content is a luxury not a sign of difficulty. The trick to not bring overwhelmed is to just enjoy the journey rather than trying to learn everything at once or be an expert ASAP.

  2. For me:

    Open world is a slaughter fest if you build for it with a few mobs that make you think. Just about right for open world.

    Fractals has a good range of skill levels, so plenty there for everyone.

    Dungeons, could do with a difficulty tweak, too much running half way through dungeons without stopping going on.

    Pvp, balance is OK in comparison to every other mmorpg, offers a good challenge in the main.

    Wvw, is easy if you know when to run your ass off :)

  3. It's raiding in raid centric games historically that have muddied the waters. Raids requires a very particular playstyle which is heavy rote and simplifed/optimised roles (minmex dps for e.g in fight x). This in conjunction with content and gear races drove behaviours ie you must play to a schedule or your benched, or you can't join our team unless you commit to our schedule, your gear must be maintained at level x. This eventually bled into the concept of being 'hardcore'.. 'I'm a hardcore min maxer'. Says the player in his guild application.

    Outwith raiding you will easily see players who minimax but over a period of years - skill wise they end up no different or better/worse than hardcore players who schedule aggressively and put the schedule ahead of much of the other things going on in their life.

    That's what it boils down to, how do you prioritise the game against real life, and are you playing/forced to play where the schedule is paramount.

    Gw pitched itself very differently, no gear race, and raiding is much more niche, so hardcore gameplay is not rewarded as much, hence its such a great game imo.

  4. Equality? No, you want stuff other players earned or paid for, for free. Other players having a mount has very little impact on you beyond convenience. Imagine you spent money or months working on a mount, and some other player stamped their feet and demanded 'I want that mount'. If you want equality, apply equal effort or support the game equally.

    To put it another way if another player worked hard or invested hard earned cash in the gamefor a mount, and you want it for free, then what you are actually demanding for is inequality so you can get stuff for free.

  5. On the negative, the level of change in 1 patch here is going to be an absolute *** balance holocaust resulting on broken builds and emergency fixes, its a page 1 of the 'how not to phase in change in a controlled manner' handbook. However I can forgive that because I love LOVE the fact they realise their cadence of changes is far too slow and they are very making moves to address this. I've been banging on for a long long time about how this is the fundemental root cause of all the balancing issues, but it looks like they have software engineers on board that gets this.

  6. You need to adjust your perceptions op. GW2 is not a race or a competition, someone having a mount that you don't have is not a 'disadvantage' (have you come from a more vertical mmo perhaps?) . They have a convenience you don't have, so you either buy into it or you don't. Not having a mount means less convenience - if you want that convenience, support the game and get it.

  7. Guild wars 2 is a game designed for casual, hence the horizontal development and max gear that is trivially available to everyone. Hardcore for me is playing to the point where it becomes a significant impact to Your home life, and you have the game is high priority in your life.

    I have thousands of hours on my main Char alone, I have legendaries, gold, lots of gearsets with which I enjoy minmaxing builds, I enjoy pve and pvp. When the fancy takes me il play a 5 hour stint straight. Despite all this, I'm a casual player beevause I don't prioritise the game over everything in my life, and can happily not play the game for periods if I have other things on.

    There are games like wow etc that target and reward hardcore behaviours (raiding and the ever shifting power curve) And there are people who think yhry are more important because they are hardcore and value minmaxing over gameplay, but fortunately some wise heads designed gw2 which I'm grateful for.

  8. @Nether.9741 said:Here is my biggest issue with any Anet balance patch. They get what they want to be done with the game ( am OK with that). But we get screwed.

    What I mean by that is I have a few account and lots of builds which patches break and again that is OK too)What is not OK is that they usually cost me gold to get them playable again competitively in WVW. I should not have to pay for Anets constant changes.Some games like Star Treck Onlne give you a re-spec token to fix an issue that the balance pass causes.

    I understand that Anet needs to balance the game for competitive play, but it should not cost me for them to do it.

    *Note The scientific way to fix a problem is not to make tons of changes. But few at a time. and see how they interact.

    Your note is 100% correct, and well established in software engineering to boot, big changes breaks stuff, are out of date (I. E based on game state that is months old) and allow 0 capability to react quickly to emerging issues.

  9. I play condy Weaver and pretty much slaughter everything with no risk. To answer your question though op, play the build that you find most enjoyable and tweak it until it works for you - and resist copg pasting meta builds, it sucka the joy out of mmorp, and definately don't get in the trap that's its all about dps (raids are different), it's not. It's about fun.

  10. Imagine a see-saw that has a pile of fragile plates on each side which you are trying to balance without it crashing into an unbalanced mess

    Option 1: change 20 things on 1 side, and 30 on another. Do this once every 3 months. Get the brush ready.

    Option 2, change 1 plate on each side and repeat carefully and regularly.

    Guess what our current patching model looks like, that is the issue and allways will be. Until things change.

  11. There's a lot of noise around this topic re overpowered builds etc but the fundemental issue is that in pvp a fight where 1 player spends a significant time invisible and as a result has control of engagement is poor gameplay. , this creates 2 sets of behaviours 1) invisible guy is constantly seeking deadly from invis and 2). Non invis player has to spend significant game time trying to find a target to engage and avoiding this deadly from an invisible player.

    Poor gameplay pure and simple - invis should be a pve concern only, or a long cool down get out of jail free skill in pvp.

  12. @Psycoprophet.8107 said:

    @saerni.2584 said:People have been complaining about stealth attacks since the beginning of the game.

    This isn’t “new.” This has been going on since the game came out. Sure the balance may have shifted on damage and sustain but the ability to use hard hitting skills (for that meta) from stealth has always been there.

    I really wish people used the forum search engine and saw how long the same arguments have been made ad nauseum.

    Stealth will not be seriously nerfed/changed/removed from the game because it is a core game mechanic and Anet can’t change core game mechanics with significant design impact on the rest of the game without significant effort.

    Reducing the stealth duration on specific skills is easy. Making some of kind cap on the overall duration is much more likely to require redesigning entire professions and rebalancing the entire game.

    It's the archetypes design. Go to bdo,eso or archeage's forums, the rogue archetypes in those games all produce these very same types of threads and about the exact same aspects lol. It's a staple in the mmo genre and it's not gonna change unless anet decides to either not have a rogue like class or do a rogue type class that doesn't fit the current archetype which at that point is it still rogue like?

    Ofc it can change, its simply another balancing activity. People get desensitised to stuff, but when you do The first thing is to consider is the experience from a new player perspective, and this is where the flawed concept stickks out like an ugly wart. The experience where you are fighting an opponent who is continually dropping out of the fight and going invisible while potentially bursting you is flawrd in pvp and a kitten gaming experience.

    Just because other games have let pve concerns like this bleed into pvp does not mean it should not or cannot be addressed.

    Theres a reason literally all mmo have the exact post complaints about the same class archetype and why their more predominant. The archetype isnt liked by anyone other than players that play it. If u changed it to a point the threads discontinued I guarantee what ud have left wouldn't resemble a rogue class. People need to exept such a archetype exists or play a game that doesnt have a rogue like class.

    There is a reason, ita consistently a problem in every single mmo that let's invisible bleed into pvp.

  13. @"Alin.2468" said:If you only knew how easy it is to know where a thief is, as long as you have teamwork through voice chat... Back in the good old days if a thief left far, that person would tell in voice chat "thief left far, incoming mid". If thief would not appear mid, then "incoming close", because even Shadow Arts and "permastealth" build were not exactly permanent, so it was really easy to guess the next step with communication.

    However, we like to play alone, and we want to know every step of every player, without even doing some efforts in teaming up and communicating the information that truly matters. It's our fault for voting to play alone,in 2016, and for accepting to play alone out of fear so we would not get demolished by teams who coordinate in free voice chat (Discord, Teamspeak, Mumble).

    Coming up next: let's ask from Anet to modify the mini-map so it would show us not only the allied members, but also enemy members. This way we would know precisely where the thief is and can approximately anticipate when and how enemy will strike. Anet, please include this in the next announced 800+ modification patch.

    Lol get over yourself. This is a casual game, always has been, and that means the vast majority do not play iin premade groups with vc. That aside, arguing that vc makes up for the poor gameplay that invisible gives indicates a. Shallow understanding of what makes for a good. Game.

  14. @Psycoprophet.8107 said:

    @saerni.2584 said:People have been complaining about stealth attacks since the beginning of the game.

    This isn’t “new.” This has been going on since the game came out. Sure the balance may have shifted on damage and sustain but the ability to use hard hitting skills (for that meta) from stealth has always been there.

    I really wish people used the forum search engine and saw how long the same arguments have been made ad nauseum.

    Stealth will not be seriously nerfed/changed/removed from the game because it is a core game mechanic and Anet can’t change core game mechanics with significant design impact on the rest of the game without significant effort.

    Reducing the stealth duration on specific skills is easy. Making some of kind cap on the overall duration is much more likely to require redesigning entire professions and rebalancing the entire game.

    It's the archetypes design. Go to bdo,eso or archeage's forums, the rogue archetypes in those games all produce these very same types of threads and about the exact same aspects lol. It's a staple in the mmo genre and it's not gonna change unless anet decides to either not have a rogue like class or do a rogue type class that doesn't fit the current archetype which at that point is it still rogue like?

    it can change, its simply another balancing activity. People get desensitised to stuff, but when you do The first thing is to consider is the experience from a new player perspective, and this is where the flawed concept stickks out like an ugly wart. The experience where you are fighting an opponent who is continually dropping out of the fight and going invisible while potentially bursting you is flawrd in pvp and a shit gaming experience.

    Just because other games have let pve concerns like this bleed into pvp does not mean it should not or cannot be addressed.

    Say it out aloud 'a fight where 1 player can continually dissappear for long periods of time mid fight then rejoin at will'. Awful right.

  15. @Avatar.3568 said:Gw2 stealth is working in the way it is intended, classes that do use stealth would just die in seconds without stealth, if you implement the stealth mechanics from other mmo's mesmers, thiefs, rangers and even engis would die pretty fast. It's there last return and stealth makes them not unkillable or unlocatable, used skills are still visible, if you auto attack and your attack chain starts you hit an stealthed dude.

    Stealth in gw 2 has a big learning curve

    The skill curve is irrelevant, the issue is that a player should not be able be in stealth for a significant % of time, it's poor gameplay. If they have to be on stealth for significant periods of time then fix the root cause.

  16. @Sigmoid.7082 said:

    @Obtena.7952 said:The volume of changes they hint at is the OPPOSITE of what they need to be doing

    And what exactly should they be doing, according to you?

    Its well known in the dev profession that small frequent changes work and large broad changes actually indicate an immature development pipeline.

    An example of good practice would be to initially split all skills for pve and pve but keep both pve and pvp skills identical for that first drop. Patch that out first to live, test the split In Isolation without having to firefight new balance issues and lay the bones for quick future changes while getting past the heavy lifting.

    2 weeks later patch in a small set of skill changes - low risk now, the heavy lifting has already been done, just tweaking numbers.

    Same 2 weeks later

    ..

    As things mature go to 1 week patches

    And so on for ever with a model where you can react quickly. And incrementally clean up issues without the big bang high risk mess.

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