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Swagg.9236

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Everything posted by Swagg.9236

  1. Rev never deserved to exist. GW2 has been overly bloated since launch, and adding a new class was only going to make it worse. You're taking GW2 PvP seriously. Rev is just Thief with more damage potential and risk-insulation. Your buff ideas are super boring and braindead because they aren't changing anything; you're just more fully engaging the autopilot that is already built into the average Rev build by preventing anybody from interacting with it in any way.
  2. Homogenization stifles creativity and player expression. Without room for creativity, there is no decent measuring stick for game sense because the outcome of most interactions resolve under binary or flowchart-esque conditions. Without need for consistent metrics to gauge game sense, the skill ceiling is kept cripplingly low. It's really about playtesting; it's about design. GW2 PvP is functioning properly. In fact, considering how positively BUSTED GW2 was for the longest time post-launch, AND the reality of how every major patch or expac drop has consistently resulted in at least a couple of catastrophic mechanic failures amid a blizzard of other issues, one could argue that GW2 PvP is generally the least "broken" part about this game. The fact that you might not like it despite taking it seriously, or playing it, or complaining vaguely about how it ought to be, has no real bearing on the work and development which has made GW2 the game that it has ultimately always been. There's no hidden illusion to obfuscate GW2's secret depth and creative complexity. It was designed to be super simple, but that doesn't mean that you can't make a game balanced around soft counters and flexible roles. Guild Wars 1 had more player expression than GW2, and the former didn't even have movement options outside of 45° increments along the cardinal directional axis. There's no need to leave anything behind, but you also have to recognize how much bloat the game has. There's also no reason as to why class roles and mechanics couldn't receive universal updates, but anet never did that either. Instead of PvP getting more meaningful movement options and freedom to decide how to engage or break off attacks, you just get more targeted teleports and protracted risk-insulation. Instead of getting conditional effects based on moment speed, attack direction, distance traveled or range thresholds, you just get baseline numbers that go up or down. I don't know what else to tell you. You could ask for literally every trait in GW2 to get some neverending steam of cul-de-sac spaghetti code addendums to make every spec yield similar numbers, or you could also trash the whole trait system and just give every class their own function-driven version of mount movement to affect the battlefield and support teammates before building attacks around that paradigm.
  3. If you're only having this thought now, you've at least broken the surface of mildly critical thought for GW2, but this was a question asked way back in 2013 honestly. Only difference then was that people would ridicule anybody for talking down GW2's "God tier combat" because the PvP scene was still totally dazzled and deluded by promises of esports. It doesn't matter if every class wasn't yet a thief back then; the precedent existed, and in the end, time proved the critics right about GW2's shallow design.
  4. You really want less skills that do more.
  5. The big question is what do especs really bring to the game if all you're going to do is nerf a bunch of their otherwise salient elements to a baseline that's normalized across the rest of the class' options? I'm not saying that certain elements aren't grossly overtuned, but seriously, what separates one class spec from another if they're all going to basically do the same thing for the sake of """balance"""? These sorts of "solutions" aren't really solving anything fundamental; they only succeed in generating a treadmill grind which further homogenizes an already shallow game via a tedious workflow process which will never end.
  6. Feels like an update that a new intern managed to coax out of the spaghetti swamp that is GW2's bloated code. I was convinced that splitting effects on a conditional basis of "if [spec] = true" was beyond anet's normal level of operational incompetence. The game is still too bloated, though.
  7. GW2's combat is positively mid. It was always borderline isometric. If you could work some actual, free-form movement tech, timing, aiming and risk, then we're talking something cool. However, until that magical fairytale day comes, you're dealing something with less depth than Runescape; and what depth which did exist is now drier and dustier than a wadi in July. Bring on those dumb, confused faces, bois, you just hate hearing the truth.
  8. Sounds like more evidence that not buying EoD was the winning play lol
  9. I kind of forget the rest of the game exists lol. You're not wrong.
  10. It's likely that GW2 PvP has remained trash because the people who generally speak on its behalf in the public forum often cling to old glories. You're not going to get a better GW2 PvP because the people who promote it (whatever "promotion" that a hundred viewers on twitch and meager thousand or so YouTube views yield lol) want it to keep it as stagnant as possible so that they can still succeed at the same shallow gimmick rather than moving on to some other game or activity. GW2 is easy, and the people with established names in the community don't want to rock the boat; they want to keep GW2 as easy and stagnant as possible.
  11. So they changed the autoattack lol. They didn't do anything to it. It's only "different" because permanent passive quickness and a free passive bonus attack without any resource to manage output is going to make anything dumb. GW2 player perception is about as deep as a mud puddle on a hot summer day. It's not that anet changed a lot, GW2 is just so shallow that any change is going to rock the boat like a rogue wave.
  12. If I were anet, you wouldn't be playing gw2. You wouldn't actually like engaging combat anyway, though. You aren't built to handle it. You just want numbers to go up and down. You have no idea what really defines organic player interaction if your universe generally orbits around GW2.
  13. At the time of posting this, there are 105 people idle in TF2 center. These are bottom-tier population hours since NA runs that game. I don't think you could ever get 105 active GW2 PvPers together to take advantage of a GW2-specific site as good as TF2center (that is if anet would even let one exist). GW2 also lacks the depth of TF2 6s. There isn't a lot to break down post-match. Stats like "Damage dealt" or "Damage dealt per second/ minute" aren't super insightful when all the classes deal damage so freely and even "support" builds can regularly close a kill or kill-assist in any fight. Even if you wanted to statistically capture something like "Total Time spent decapping/contesting/off point" with a post-match plug-in, GW2's trashy source code is guarded like a papal election. You can't make it work very well. Do what you wish, but I only pray you aren't so utterly deluded about this game as I was in 2013. If it works, cool, but don't expect success here. Anet is aggressively antithetical when it comes to player-driven content. I'm pretty sure that people even found a way to complain about and/or indirectly nerf Asuraball.
  14. Honestly, anet should've stopped developing so hard back in 2012. For those who never knew, the in-game LFG/Party-finder option didn't exist in launch GW2 and nobody had any in-game means to reach out and form parties for dungeon runs beyond map chat or whispers. Within a single month, there was a player-maintained, third-party website that did everything GW2 players needed for ad hoc LFG purposes. Anet shut down the site after they pulled up their underwear and actually made an LFG tool only about 3 months after the game finally launched. What I'm getting at is that, if anet weren't so trash and controlling about how people played gw2, you'd probably have a site like tf2center for PvP in gw2 by now-- that is to say, a site for gw2 pvp that would make up for the game's inherent lack of features. Then again no guarantee because gw2 is WAY less fun than TF2 and the community of the former is way more dead than the latter. Gw2 almost certainly has no players who are capable or willing to collaborate and push such a passion project.
  15. It's pretty difficult to even be "good" at GW2. It's too simplistic and dependent on instant-speed hard counters to drive interactions. That's precisely why match fixing is the way by which people hit the top.
  16. Don't mind all those anonymous "confused" faces. They just don't want to hear the truth.
  17. Rotations aren't hard. GW2 was never difficult. In fact, it was probably harder when the way to kill things wasn't really with rotations or gear but more along the lines of positioning/luring enemies and timing certain abilities (mainly reflects and line-attacks but also Mimic when that skill was actually cool). The fact that you cited DPS checks as the things by which you're gauging difficulty already shows how braindead GW2 has become.
  18. GW2 was never difficult, and the only thing that gatekeeps anyone from t4/CM statics is generally just a super boring gear grind. t. 2012 zerk meta
  19. Considering anet's track record of spilling the stuff in which they have most pride/confidence first, this is a SUPER BORING patch lmao. Guardian SIGNET UPDATE, BOIS, LET'S GOOOOO. Also, banners giving boons is not an "overhaul," but since anet runs on 1yr intern contracts, they have to make whatever the turnovers can do with this game's eldritch spaghetti engine seem like something on the cusp of expansion-tier.
  20. Zerk staff ele when the rez trait was busted: Core zerk spinguard with sanctuary and wall of reflection: Runner up goes to core scepter/dagger burn ele with no stunbreaks because I never made a video from all that footage.
  21. I told people that this is what happens when your game is excessively simple despite its vast amount of elements. Anet decided to add a 9th class one point when GW2 barely needs three max to do everything the engine has to offer.
  22. I'm pretty sure people would throw a massive fit if they died to core condi ele, so I'm down for it lol
  23. No, I don't mean what core builds people play (of which those ranger and mesmer builds--even core necro now--are HARD sells lmao), but what is the core GW2 game as a product? What are people playing when they're just doing F2P? People paid for it at one point. Nobody got compensated for that, so what is that product then? And what does that make the current dynamic in which core is effectively classed out of end-game or competitive content? Seriously, the list of """viable""" core builds you presented was more anemic than the PvE meta when this game launched lmao.
  24. I'm saying that there are options that anyone can use regardless of monetary investment, and then there is the reality that nobody in PvP or end-game PvE is going to appreciate or invite your participation if you aren't using the builds which are locked behind monetary investment. Or is that wrong with another helping of random capital letters?
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