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Apolo.5942

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Posts posted by Apolo.5942

  1. 50 minutes ago, Teknomancer.4895 said:

    No need to go back that far, we can also look at STO, another GFX-and-particle-heavy MMO, released only 2 years before GW2. It has a fully player-customizable HUD (clips not enabled, skip to time sig 3:00 for demo).

    Not only older games but also GW2's contemporaries allow for customization. If it's really a performance issue, then it was a self-imposed one since other games of the time have equivalent particle spam and complex 3D player movement and positioning, yet allow for UI customization.

    While moving things around would be an improvement.

    It is nowhere near what you can do in wow.

    WOW should be the customization target, not GW1.

  2. 2 hours ago, Astralporing.1957 said:

    Covering the center of the screen with UI elements and looking more at the various displays than at the field and enemies is exactly the situation Anet did not want to see in this game.

    They dint want a trinity either and we all know how that turned out.

    The fact they dont want it, is not exactly a good point.

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  3. Less predatory games like WARFRAME dont have Dailies/Weeklies expire.

    Your are always on your current week's objectives, and once you have cleared them, then previous unfinished ones become available again.

    This way it does not matter you didnt log in 1 day or 3, you can log in the 4 and complete back days. The thing is that you log in.

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  4. This is you screen during combat 

    https://photos.app.goo.gl/jB4EGpwkS9hTbqG36

    The magenta is your field of view vision during combat.

    https://photos.app.goo.gl/kyWnyWB3zSUkGoq86

    Notice what is NOT INSIDE the cirle?. EVERYTHING you need to keep track of.

    Critical boons like Alac or Quick -> Outside your field of view.
    Critical Energy like mechanics -> Outside your field of view.

    Critical CDs -> Outside your field of view.

    Critical Debuffs/Conditions -> Outside your field of view.

    This does not really matter when you can SPAM things, your are just keyboard bashing anyhow, but it is a pain in the behind when things take pressision or timing.

    Please, its is really understandable that you can not make a one size fits all UI with all the diferent mechanics. But wow solved this almost 3 decades ago now, by opening up the UI for users to customize.
    You already have the API.

    Its only a matter of you choosing to do so.

     

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  5. 2 minutes ago, ShadowKatt.6740 said:

    We didn't have the problem back in GW1, and GW1 was FAR more focused on PvP (or GvG rather) than GW2 is.
    HOWEVER the difference then is that they didn't bloat the game with all the different gear and traits and everything else. It was all very simple. You had your abilities or spells, and some sliding skills you could dump points into. And they watched. If a spell or ability was getting used a lot, it get dialed back. If something was never getting used, it got tuned up. It was very simple. Now however they can't even put in that much effort.

    Dissagree, GW1 system was way more complicated than GW2.

    The problem has always been that the people responsible for balance, simply play another game or respond to a small niche public, like when they removed bunker as a strategy in pvp.

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  6. 1 minute ago, Thevaultdwellinggamer.4267 said:

    You asked if they thought their balance patch though. I answered, no they don't, and I used vindicator as an example.

     

    A few years back, Anet gave vindicator another dodge, without addressing the synergy that made it absolutely broken. So broken that Anet had to do an emergency patch to tone down the near unlimited endurance that made thier op dodge possible.

     

    So no, to answer your question for them, no they don't. They wouldn't have let those synergy slide otherwise.

    A class can not have 1 dodge in this game.
    If there is an issue, removing a dodge is NOT an option.

    • Sad 1
  7. 39 minutes ago, PrinceValentine.9320 said:

    I dont know about you guys but I think the devs are doing great with the balancing tasks. Firebrand is not as great as everyone says it is. The real menace here is chrono, farting boons here and there and devs are adjusting so it is in line with the other specs. Heal druid is also being adjusted but not to the point that it becomes useless. I say, as far as I have read so far, the changes are good. Not drastic and not rushed. 

    Oh you sweet spring child....

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  8. On 10/28/2022 at 12:24 PM, Rubi Bayer.8493 said:

    Combat Depth and Build Complexity

    Guild Wars 2 has a deep combat system, and players have a very wide range of mastery of its mechanics. To put things simply, we want to build a game that is both rewarding and accessible for all types of players.

    We want to design builds that allow players with a high level of mastery to demonstrate their prowess and be appropriately rewarded in terms of effectiveness. At the same time, we want to ensure that there are builds for every profession that require less mastery to be effective. These builds should allow players to succeed in parties and clear content, while still having room for them to improve their mastery over the combat system and increase their effectiveness.

    This is also an important consideration for balance in competitive game modes, as the builds that are effective can vary significantly between different levels of mastery. Our goal is to create a fun and diverse metagame for as many players as possible, and that involves addressing builds that are problematic at any level, even if they aren't problematic at every level. When bringing down a build that only overperforms at a particular level, we'll try to target changes to minimize the impact on other levels or attempt to otherwise compensate in a way that is less problematic at the targeted level.

    This does not Exist in this game.
    The entire game reloves around invulnerability windows either defensive (blind, dodge, etc) or offensive (stunt, daze, pulls, etc). The game revolves round poping your invulnerability window at the right time and unloading on your opponent.

    One can characterize split second desition making (which graphics dont help) as skill, sure, but lets not pretend its "deep".

    This was not always the case, there used to be such a thing as bunker builds. It was decided long ago, based on a small percentage of the population's feed back with disproportional influence, while also pursuing an esport agenda that has since been dropped, that this would not be the case any more.

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  9. 1 hour ago, Thevaultdwellinggamer.4267 said:

    You can only look at the dodge changes they gave vindicator to tell you they lack foresight for these sort of things. I wouldn't have hope that this will be balanced. The rework will either suck balls, or brokenly op, and get gutted later. Pick your poison.

    I make no claim about the state of Vindicator. Having said that, this entire game revolves around invulnerability windows (not what i would have chosen but this is a long ago settled matter), taking away a dodge is a non starter.

  10. On 2/16/2024 at 3:34 PM, Butterfly Kingdom.8349 said:

    Revenant

    Our major initiative for revenant in this update is a rework for the legendary renegade stance. While the stance is actively used in PvE modes, it has struggled to exist in a healthy state in competitive modes due to the underlying mechanics. Our goal for this rework is to reduce some of the visual clutter and increase the counterplay of many of these skills, while still maintaining its viability in PvE. Soulcleave's Summit will still have a potentially long duration due to being an upkeep skill, but the other legendary renegade stance skills have all been adjusted to have more immediate impact, granting an immediate effect on summon and having quicker secondary skills instead of long channels. These skills can also quickly combo with a mechanic that we're calling Band Together: using a skill other than Soulcleave's Summit will cause your next renegade stance skill to activate instantly with a bonus effect.

    Have you really thought this through?. You are essentially making every skill, half a skill.

    What cosideration was taken for energy costs?.

    What cosideration was taken for CD?.

    I am VERY Skeptical of this solution, and to be honest, you dont exactly have an awesome track record ballance wise. Case in point, this has been an issue since release back in June 2015.

    • Like 3
  11. This fixes nothing, i have no issue with the boss. Its the dungeon that is the problem, its unclear how to traverse it. It does not work right and on a personal note i realy dislike JP and you just made it into the most important fractal.

    In all honesty i would rather you just took it off the rotation entirely.

    This is daily farmable content, i dont want to think about, i dont want to stress about it, i want to relax and get it done. Everything that works against this makes it worse.

    If you want to add difficult complicated content, Raids is the place where it belongs.

    • Like 1
  12. I dont care for JP and more crucially it is not clear, does not work properly and its poorly implemented, please remove it from rotation.

    You took the worst part of GW and made it mandatory in dungeon content.

    Please walk it back.

    Yes this is about silent surf.

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  13. 2 hours ago, Random dude.5089 said:

    condi is only good in roaming , and cele is the reason that condi is popular on a lot of builds , so if anything , cele should be nerfed or maybe build arround condi cleanses , i use antitoxin runes to avoid this problem , but since antitoxin runes are only good for condi players , in the new expac you will be able to take its major trait to cleans so many condis off you , and here you go i found a condi counter by thinking , wasn't so hard right ? 

    Are you kidding me, the go to rune to fight off conditions, has CONDITION STATS ON IT.

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