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suialthor.7164

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Everything posted by suialthor.7164

  1. With the new masteries, could you avoid mastery points behind gold sinks (such as in No Quarter). To clarify, gold sink achievements are fine but should not be associated with mastery points.
  2. Out of curiosity, what percentage of players do they balance the game around? The top 25%? Is it higher or lower? In theory you should have fewer great players than average or low. So things are probably "balanced" for the minority of players. Honestly, that is fine for ranked play. However, things should be somewhat balanced around the majority for unranked. Unfortunately, this would require to much effort. But would it be reasonable to add modifiers to unranked that helps level the playing field in regards to damage received and crowd control duration. Basically slow the pace down slightly in order for people to have a chance at learning with the understanding that the game is harder in ranked. Getting chain crit for 3k-6k to die in the span of seconds isn't encouraging to new/learning players. Adding some training wheels might help boost the participation/retention of those players. (if these type of modifiers already exist for unranked, then they are poorly tuned)
  3. From what I saw last night (servers differ) Good: Larger fightsLess roamersBad: Struggling even more to get credit for fighting as a support With more defensive builds in the groups, damage is way too highNext event: Damage reduction across the board and diminishing returns on crowd control?
  4. Receiving feedback prepares me for the next project. This is true for both good and bad feedback. The amount of effort doesn't matter if the product is poorly received. Without that feedback, the next project could be even worse. Compared to the rest of the map metas, Drizzlewood is awful for reasons that could be avoided. Some of which could still be addressed. They seem to have lost sight that there is a difference between making something needlessly annoying and making something challenging. The map isn't challenging, but by design many aspects around it is annoying. btw there is a huge difference between legendaries and achievements worth a couple of points, maybe a mastery point, or some low amount of currency. Treating them as if they are the same is a lack of balance.
  5. The drizzlewood related content is rage inducing. Not because it is challenging but because of all the choices to intentionally make it annoying. The basic idea of bringing WvW to a PvE meta is fine. But you need to adjust some of the design to compensate for PvE zerg that will not be organized like a coordinated WvW group. -- Most of the map I feel like a pinball from never ending spam of crowd controls. Even in a small group of players there is so much visual clutter it is impossible to anticipate the incoming spam. If you can't see the ground then how can you avoid ordinances? If mobs toss caltrops as they die that you can not see then how can you avoid it? The list goes on and on. Please go play the map for a few hours and calculate the amount of time you spent in combat vs the amount of time under crowd controls. The only counter is to organized like in WvW where you have people dedicated to being stability bots. These players will not get as much credit because they will struggle to tag anything before it dies. (much like WvW but that is a discussion for another time). -- Talking about tagging mobs brings me to another point. Everything melts so quickly it is hard to get credit for participation. I though the struggle should be fighting mobs. Instead the struggle is spamming enough instants (preferably aoe) to get any credit. -- Lag and frame rates are awaful. This is probably related to map design. -- Map Design: We also to address how many portions of the map are poorly designed to handle the volume of players. Which also relates to visual clutter. One of the best examples is the cache keeper rooms. Something design for maybe 5 players to stand inside but you expect 40+ to rush in and loot chests that we can't see. Don't get me started on all the trolls who cast portals or airplane boxes by the chests. There are many other examples where things are simply to cramped for everything that is happening. -- Speaking of cache keepers, reducing the loot isn't fun. I have no clue how players without flying mounts reach some of the keepers in time. Again, everything melts so fast I struggle to get there while flying as fast as possible on a gryphon. -- Lets talk about troop moral. Who cares? They serve no purpose other than dragging out the first half of the map. -- Inventory spam! Much like WvW the schematics should go somewhere other than our bags. The mission documents also produce clutter. -- Gated achievements related to mission documents. This is awful. Just unlock everything and let us play. What is wrong with being simple and fun? There is nothing enjoyable about farming for mission plans to unlock credit for a something that has already been done repeatedly but suddenly matters. At this point it discourages me from going back anymore. -- Small windows for looting chests at the end is another pointless annoyance. After 1 or 2 hours of playing, just reward us. -- Time investment? The meta is way too time consuming. -- Snipers? They serve no point other than to annoy players. I could keep listing items but I think you get the point, assuming any of the GW2 team reads it or cares. Honestly, just focus on fun with reasonable rewards and we'll repeat the content. Everything to do with drizzlewood has me questioning your idea of fun. With all that said I should mention a few good things: Rewarding crafting materials is nice.
  6. When we spend more time in queue than actually playing it is hard to give feedback. So far the queues are worse than usual. Last night the queues for all battlegrounds except Edge of the Mists were multi hour. I was first in queue on one map and it took a little over an hour to get into it. Today (early afternoon) one map is full (team mates and opponents) with a multi hour queue, and the other maps are either empty of team mates or empty of opponents. This isn't fun, so I closed the game. Which I suppose is one way to reduce lag.
  7. Addressing lag is nice. How about looking into ways to avoid hour plus queues? Edit: I've been 1 in queue for nearly 40 mins with a discord of people still wanting inEdit 2: I've been 1 in queue for 60 mins with a discord of people of still wanting in. At this rate some people are on track for multi hour queue.
  8. With the exception of stampede the event is good. Stampede is a few mins of chasing something is dies right before you get there. Mix in people who constantly knock mobs out of the group for extra annoyance.
  9. I agree it is difficult to get that initial experience. But what ultimately keeps me from wanting to raid is the expected meta builds. If I'm expected to play a style that is boring, then why bother? If I could play something I enjoy, then I would be going out of my way to try and get into raiding. Close the gap between reasonable builds and make all weapons viable if they have a proper build supporting it.
  10. Any chance of addressing the quality of life gap between power and condition builds in pve? It is frustrating wanting to play certain weapons that require a condition build knowing that I will not be as optimal as a power build with weapons I dislike.
  11. I am not a fan of how FB plays, and would like some suggestions for open world builds. It feels like my guardian melts when it takes the slightest damage. This is most likely a skill issue, but with all other professions I have been able to find something that I enjoy playing that can survive long fights and groups of mobs. Looking over at metabattle there seems to be a lack of diversity in open world suggestions. I was hoping that some of you might offer suggestions.
  12. We need a reasonably priced option for account wide template increases for each type. The per character option is prohibitively expensive. I am disappointed we did not get 3 equipment templates to match the 3 build templates. We need the option to lock templates from changes.
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