Jump to content
  • Sign Up

SloRules.3560

Members
  • Posts

    340
  • Joined

  • Last visited

Posts posted by SloRules.3560

  1. @Jski.6180 said:

    @Xenash.1245 said:This whole back and forth here is pointless and I don't really see why you guys are fighting with each other.

    Personally yeah I guess I have to admit that I'm going to enjoy people having to think of their own builds for at least awhile, it might make things more enjoyable in turn. But at the same time I don't like the changes overall because they just seem poorly thought out and hit certain classes and specs far harder then the rest which will probably cause some issues with classes you'll see commonly.

    @Xenash.1245 said:This whole back and forth here is pointless and I don't really see why you guys are fighting with each other.

    Personally yeah I guess I have to admit that I'm going to enjoy people having to think of their own builds for at least awhile, it might make things more enjoyable in turn. But at the same time I don't like the changes overall because they just seem poorly thought out and hit certain classes and specs far harder then the rest which will probably cause some issues with classes you'll see commonly.

    That the thing this update makes you less likely to see the odd ball builds in wvw as you will have to max your power dmg or healing to keep up OR you NEED to have a gurd or 2 in every group just to have enofe stab as they are nerfing number of targets for the support stab and nerfing every one self stab.

    This update is the worst way to promote fun game play.

    Guard is already in every group... You must be new.

    @Xenash.1245 said:This whole back and forth here is pointless and I don't really see why you guys are fighting with each other.

    Personally yeah I guess I have to admit that I'm going to enjoy people having to think of their own builds for at least awhile, it might make things more enjoyable in turn. But at the same time I don't like the changes overall because they just seem poorly thought out and hit certain classes and specs far harder then the rest which will probably cause some issues with classes you'll see commonly.

    @Xenash.1245 said:This whole back and forth here is pointless and I don't really see why you guys are fighting with each other.

    Personally yeah I guess I have to admit that I'm going to enjoy people having to think of their own builds for at least awhile, it might make things more enjoyable in turn. But at the same time I don't like the changes overall because they just seem poorly thought out and hit certain classes and specs far harder then the rest which will probably cause some issues with classes you'll see commonly.

    That the thing this update makes you less likely to see the odd ball builds in wvw as you will have to max your power dmg or healing to keep up OR you NEED to have a gurd or 2 in every group just to have enofe stab as they are nerfing number of targets for the support stab and nerfing every one self stab.

    This update is the worst way to promote fun game play.

    Guard is already in every group... You must be new.

    But you will need more as they no longer hit 10 targets and lack as much support stab AND classes who had some version of self stab is only getting nerfed by being made into 60 sec cd. We can also point out that blocks and non healing support will become much stronger something witch guard has and other support classes do not.

    The thing with 2 support guards is that you start running out of space for damage, you generally want a rev and necro in that party too. But than you also need a thief or 2 and some warrior things. Who does damage now, how much? With pretty much all applications of might being 6s, someone has to provide that to, maybe a mesmer with 40s extension to all might stacks? But than you run out of damage slots and since cc does no damage now, being CCed might not kill you outright?

    Will condi resurge? Some say that, but than again, the 2 classes most attuned for condi are rev and necro, with poor stunbreaks and basically no self stab, they just might not be viable, without 2 guards, but than you lose all benefits from above mentioned classes.

    With such extensive changes, it is just not possible to determine the direction, until it's playtested and thus it means it's not as linear as you make it believe.

    Right so you will only have room for "meta" class and "meta" builds removing the room for off builds and more "fun" that and you have to have more ppl playing guard and that type of game play in a game like this is a good way to get ppl to quit playing gw2. CC is getting an buff from this update all it may seem not you dont use cc skills for dmg so removing dmg from them is not a means of nerfing the skill it self but by nerfing stab skills as they are (mostly self stab) they are making it harder for ppl to "move in combat" as hard cc will stop ppl dead. Compounded with stun brake cd getting longer as well its going to be an out right mess. The ranged "pirate" ship meta will be coming back hard.

    Conidl or power dmg if you stack enofe on over splized builds on the "meta" classes no amount of nerfs will fix as long as they go with numbers only. That the thing when you drop % effect numbers on skills you push the game into more exsteam builds. Your ele who use to build some def though vit gear may not need to go full zerk and be a zombly power bomber (they do not seem to be updating retal so the only real way of playing is to plan to go into down state to land real dmg) or your scraper who could at one point go in to do some type of dmg will need to go all in on healing power just to keep up with the lower healing power %.

    Duration drop on effects of boons will not fix any of the problems with the boons them self its the effect of the boons that tend to be more of the problme when it comes to counter play and stacking. Wvw is an environment of plenty or non at all. If your have your comp. you will have every thing all the time if you do not have your comp. you will have nothing. So by only nerfing duration even cd your doing nothing for the balancing of comp. groups your only destroying non comp. groups making wvw a less fun places to play in.

    This is NOT how you fix wvw. This is how you end wvw.

    I'm sorry, but i disagree with this on so many levels, i don't even know how to respond.

  2. @Jski.6180 said:

    @Xenash.1245 said:This whole back and forth here is pointless and I don't really see why you guys are fighting with each other.

    Personally yeah I guess I have to admit that I'm going to enjoy people having to think of their own builds for at least awhile, it might make things more enjoyable in turn. But at the same time I don't like the changes overall because they just seem poorly thought out and hit certain classes and specs far harder then the rest which will probably cause some issues with classes you'll see commonly.

    @Xenash.1245 said:This whole back and forth here is pointless and I don't really see why you guys are fighting with each other.

    Personally yeah I guess I have to admit that I'm going to enjoy people having to think of their own builds for at least awhile, it might make things more enjoyable in turn. But at the same time I don't like the changes overall because they just seem poorly thought out and hit certain classes and specs far harder then the rest which will probably cause some issues with classes you'll see commonly.

    That the thing this update makes you less likely to see the odd ball builds in wvw as you will have to max your power dmg or healing to keep up OR you NEED to have a gurd or 2 in every group just to have enofe stab as they are nerfing number of targets for the support stab and nerfing every one self stab.

    This update is the worst way to promote fun game play.

    Guard is already in every group... You must be new.

    @Xenash.1245 said:This whole back and forth here is pointless and I don't really see why you guys are fighting with each other.

    Personally yeah I guess I have to admit that I'm going to enjoy people having to think of their own builds for at least awhile, it might make things more enjoyable in turn. But at the same time I don't like the changes overall because they just seem poorly thought out and hit certain classes and specs far harder then the rest which will probably cause some issues with classes you'll see commonly.

    @Xenash.1245 said:This whole back and forth here is pointless and I don't really see why you guys are fighting with each other.

    Personally yeah I guess I have to admit that I'm going to enjoy people having to think of their own builds for at least awhile, it might make things more enjoyable in turn. But at the same time I don't like the changes overall because they just seem poorly thought out and hit certain classes and specs far harder then the rest which will probably cause some issues with classes you'll see commonly.

    That the thing this update makes you less likely to see the odd ball builds in wvw as you will have to max your power dmg or healing to keep up OR you NEED to have a gurd or 2 in every group just to have enofe stab as they are nerfing number of targets for the support stab and nerfing every one self stab.

    This update is the worst way to promote fun game play.

    Guard is already in every group... You must be new.

    But you will need more as they no longer hit 10 targets and lack as much support stab AND classes who had some version of self stab is only getting nerfed by being made into 60 sec cd. We can also point out that blocks and non healing support will become much stronger something witch guard has and other support classes do not.

    The thing with 2 support guards is that you start running out of space for damage, you generally want a rev and necro in that party too. But than you also need a thief or 2 and some warrior things. Who does damage now, how much? With pretty much all applications of might being 6s, someone has to provide that to, maybe a mesmer with 40s extension to all might stacks? But than you run out of damage slots and since cc does no damage now, being CCed might not kill you outright?

    Will condi resurge? Some say that, but than again, the 2 classes most attuned for condi are rev and necro, with poor stunbreaks and basically no self stab, they just might not be viable, without 2 guards, but than you lose all benefits from above mentioned classes.

    With such extensive changes, it is just not possible to determine the direction, until it's playtested and thus it means it's not as linear as you make it believe.

  3. @Jski.6180 said:

    @Xenash.1245 said:This whole back and forth here is pointless and I don't really see why you guys are fighting with each other.

    Personally yeah I guess I have to admit that I'm going to enjoy people having to think of their own builds for at least awhile, it might make things more enjoyable in turn. But at the same time I don't like the changes overall because they just seem poorly thought out and hit certain classes and specs far harder then the rest which will probably cause some issues with classes you'll see commonly.

    @Xenash.1245 said:This whole back and forth here is pointless and I don't really see why you guys are fighting with each other.

    Personally yeah I guess I have to admit that I'm going to enjoy people having to think of their own builds for at least awhile, it might make things more enjoyable in turn. But at the same time I don't like the changes overall because they just seem poorly thought out and hit certain classes and specs far harder then the rest which will probably cause some issues with classes you'll see commonly.

    That the thing this update makes you less likely to see the odd ball builds in wvw as you will have to max your power dmg or healing to keep up OR you NEED to have a gurd or 2 in every group just to have enofe stab as they are nerfing number of targets for the support stab and nerfing every one self stab.

    This update is the worst way to promote fun game play.

    Guard is already in every group... You must be new.

  4. @Arctisavange.7261 said:

    @lodjur.1284 said:Finally removing the crutches that is the passive invulns/breaks

    No more getting hit for 10k+ when you have 3.5k armor+

    TTK means you might have to put more thought into things then just slam your burst and hope, this burst meta has carried people pretty hard, ofc they're gonna be upset about it being changed.

    This definitively makes outnumbered fights a lot more doable, which is nice, this burst meta really really favored the ones doing the outnumbering.

    Only bad thing is that tempest really could have used a few less nerfs and maybe even some buffs to bring it up to firebrands level.

    Lol you do understand that right now given the boon duration and condi cleanse nerf in upcoming changes, it will be a full blown pirate ship with condition spam. Just like back in 2017. That meta was far more worse then the current one.

    Lol you do understand that right now we have one of the worst metas imaginable.

    On a more serious note, 2017 had a way better meta than we have atm. Long fights favors the better players more when compared to short for very obvious reasons.

    The new meta looks like it's gonna be way less bursty than the current one, which is very good as it increases the likelihood of fights where skill matters more than numbers.

    The current meta heavily favor high mobility builds which use a combination of bursting and resetting (running away), which leads to very linear and poor gameplay.

    Zerging isn't likely to change much. Boons requiring more investment isn't a bad thing and condi actually existing isn't either. Melee shouldn't be weaker than before as actually closing the distance isn't gonna leave you half dead anymore, also corrupts/boon removal are getting nerfed.

    Long fights in 2017? Wait what, was i sleeping that year? Back in 2017 scourge F1 ability with a big kitten AoE fields corrupted boons and was spammed 24/7. Meaning any sort of melee pushes were practically impossible, unless you were 1 pushing every enemy.

    But i suppose if you call playing full pirateshit where none of the sides couldnt have engaged cause of the constant corruption, then yeah i suppose you can call the fights lasting just a flimsy bit longer. Not sure what kind of brain dead person enjoyed pirate kitten but something tells me youre one of them who did.

    I see that you havent played this game at all. As someone who as played since launch then seeing your comment, you didnt even experience 2015 pre HoT meta lmao.So far this meta is far more better then the previous pirateship condition heavy boon rip meta we had.Does the current meta sucks? Yes.Is the current one better then the last one? YesDo we want the previous more horrible meta back again? NO!.

    The new meta will be very condition heavy even after the tiny condition nerfs anet adds on the upcoming patch. You have no idea how many conditions can be thrown out right now if a full blob would play with skills that use condi as main damage. Right now youre cleansing conditions from power skills that has passive conditions as add ons, hence why the condi cleanse feels strong for clueless ppl who didnt play during condi meta.What killed 2017 condi meta was Antitoxin rune (which was nerfed to the ground) and power damage being more reliable. Now given also power will get nerfed, cleansing will get nerfed, boon duration will get nerfed, condi will make a return as there are too many active condition skills that also add passive condition effects.

    Having no stability doesnt make melee pushes available. Theres a difference having stability for 4 seconds, over having stability for 1-2 seconds. What super human can put that 1-2 second stability to effect against ranged CC skills (theres a ton of crowd control skills in Gw2) that hit you from 900-1200 range, be real.

    Regarding the boon removal. Have you looked into the skill called "Throw mine"? If not then take a look at this:

    =

    I think you underestimate by how much condi dmg is going to be nerfed. Like corruption is down like 50% (less random condies), torment of shade, dhumfire on shade all down to 1s and more things like this. Which means that condies are actually going to run out on their own a lot of the times. Other classes can only use 1-3 condies. I don't see it being that much of an issue.

    On second look also throw mine buff is only on big mine skill.

  5. Like the changes and i see that many skills/traits just got smiter's booned and i hope will be changed in the future.

    Have to say that in pretty much every discord i am in, we've seen resurgence of activity and plans for reforms. Keep it up and people might actually come back.

    As mesmer main i also have to complain about chrono shatters and mirage 1 dodge... Idk, seems a bit off.

  6. @Ben Phongluangtham.1065 said:

    @Ben Phongluangtham.1065 said:It's going to be somewhat chaotic for a while. And I'm sure there will be overlooked things or unintentional problems. The number of changes is so large that all possible interactions are impossible to predict. Our goal is to be able to respond relatively quickly to issues that come up. And there will probably need to be a decent size follow-up release to continue to refine. Balance is a long term commitment, not a one release solution.

    Dunno man. You guys are hyping this thing, but did not give us any info to indicate how is this patch any big. This rarely ends up well.

    Cmc mentioned on the WvW stream today. 800-900 objects have been changed so far. Just with the splits.

    Ok, i know pretty much everything can be an object, but well, that's impressive. Seems like this thing is the size of pre HoT specializations thing.

  7. @"Vegeta.2563" said:These are based on Perfect Scenarios

    Scrapper

    A list of all condition cleansing skills from scrapper based on current meta build used. None of these skills are being adjusted according to the notes.

    Comes out to be 950 cleanses every 2 minutes. You add on Purity of Purpose that gives boons for each cleanse, and that's just insane.

    Scourge

    Now let's look at scourge and corrupts with their target cap and skill cooldown with current meta after the patch would hit.

    I left out Trail of Anguish as most of the time the skill is hard to determine how many corrupts it can pull off in 2 minutes considering the enemy position and yourself.

    Comes out to be 456 boon corrupts every 2 minutes.

    Without Devouring Darkness nerf.. it would be at 516 boon corrupts every 2 minutes. Still not even enough to keep up with scrapper cleanses.

    If purity of purpose had a 1 second internal cooldown, it would help make up for it. Keep in mind scrapper will still be able to cleanse 950 conditions every 2 minutes, but the amount of boons gained from conditions would be halved (475 boons applied)

    The amount of boons that are going to be applied vs the amount of corrupts going out is going to impossible to keep up with it. Especially with boons being applied every cleanse. The amount of boons applied are 2.0833333..... times higher than corrupts going out in a 1:1 class scenario.

    When it comes down to it.. most of scourges corrupts come from stationary skills.. meanwhile cleanses from scrapper are based around scrapper themselves either via purge gyro, cleansing field, and cleansing pulse. You can dodge out of stationary fields and it's going to be even easier with cripple being removed from Manifest Sand Shade. How do you compete with cleanses that are mobile??

    Corrupts should never outnumber cleanses, NEVER! Or boon application for that matter, but they should achieve effect in a localized time, for 2-5 seconds maybe. But even than, it shouldn't always happen on first try.

  8. @Agrippa Oculus.3726 said:

    @"SloRules.3560" said:Man, i just hope cmc doesn't take this thread too seriously. Some people really don't have any idea about this game, at all.

    If anything has to be removed first to tone down the whole thing, it has to be the gameplay deniers (corrupts, rips, cc), why? Because if you can't move, everyone is just going to leave the game... (or you know pirateship, that everyone claims to hate, but are somehow sticking up for)

    Overload of boons (HoT) was much better than overload of corrupts/rips (PoF, early PoF tbh).

    Also taking more necros to resolve this is going to make you vulnerable in sustain and that is not going to happen.If anything, if sustain becomes obscenely too powerful, which it really won't (you still have spellbreaker that counters itself kinda) it can only develop into single target meta on the high end and for average EBG pugs, it will not make a difference, why? Because they take a year to change gameplay.

    I agree that "gameplay deniers" as you put it, could indeed have a negative influence on this game's fun factor, which if there's too much of it, could make people leave or play less. But the examples that you give are very narrow. Let me give you some more: Protection, Aegis, Retaliation, Stability, Resistance .... And this is just a small part, cause you could also mention: blocks, invulns, evades, etc., etc. And those first few happens to be all boons!And also, if you want to nerf the deniers, you should also carefully balance the enablers as well. Imo, it's then
    not
    ok to only have a few classes have superior access to hugely important enabler boons like Quickness and Alacrity!!

    Dude alacrity is not used at all and quickness is really rarely consistent. Only real source for those 2 is scrapper convert and even that is not "real".

    I was just saying, that if you can move and do stuff, it's not neceserly bad, but if you can't move, because every time you get CCed (or soft cced), well than you aren't playing at all.

  9. Man, i just hope cmc doesn't take this thread too seriously. Some people really don't have any idea about this game, at all.

    If anything has to be removed first to tone down the whole thing, it has to be the gameplay deniers (corrupts, rips, cc), why? Because if you can't move, everyone is just going to leave the game... (or you know pirateship, that everyone claims to hate, but are somehow sticking up for)

    Overload of boons (HoT) was much better than overload of corrupts/rips (PoF, early PoF tbh).

    Also taking more necros to resolve this is going to make you vulnerable in sustain and that is not going to happen.If anything, if sustain becomes obscenely too powerful, which it really won't (you still have spellbreaker that counters itself kinda) it can only develop into single target meta on the high end and for average EBG pugs, it will not make a difference, why? Because they take a year to change gameplay.

  10. @starlinvf.1358 said:

    @"FrigginPaco.4178" said:However, it's been 7 years since launch and I'm tired of saying to myself every single year "Oh man! Look at all this shiny ~potential~ this game has!" instead of actually achieving that potential. When will it finally go beyond just being "that one game that's supposed to be different," to
    actually
    being as great as I and others envision it to be?

    :+1: I agree. That's what I meant when I said they need to solve all the issues GW2 has before anyone dares talking about a sequel, because - as stated in the article - those issues, which are caused by how the game is being handled by the devs, will only transfer into any new product.

    I would state its the other around. Legacy code and Regression are the 2 biggest, continuous issues any long long running piece of software has to face. Why do you do think WinXP was such a breath of fresh air after 4 generations of OS on their 9X architecture? The reason it doesn't happen often is the time (and money) it takes to build up from scratch, or at least barebones. Starting over lets you cut loose all the mistakes and all the limitations of the previous engine, and get to make all new mistakes, and slam face first into new limitations.

    Projects started prior to 2010 were mostly built out of DX9/DX11 mind set... and the last few stuck with it came out around 2014. Moving forward, it became obvious that top to bottom multi-threading was the future. The bug push to move servers into Cloud computing only helped double down on this further. So a lot of games after that time period were designed to support it.... but too few of them actually implement it properly.

    As much as I rag on the Devs for a lot of things...... engine development usually comes down to around a dozen or so Engineers, while its the job of the Designers to set the right requirements. If those 2 groups are properly managed, and communicate well, every other Dev team is a separate issue. FrostBite makes a perfect example of all of this; good and bad. Early version of the engine were incredibly sturdy, and benefited from being incredibly focused on FPS games. But over time EA kept piling on new requirements that the engine was never designed to consider, because they wanted a propitiatory engine for all their games, and Frostbite was already there. The tipping point was switching to it for Mass Effect Andromeda, and had next to no architecture to support massive branching narratives, large open world maps, nor the procedural systems that were going to drive them. But all these new requirements are having an impact on FPS games, the one thing its usually good at, because it has a lot of irrelevant code to support unused bespoke systems in the mix.

    If they do ever get the funding and approval to do a complete rebuild of Frostbite, you can bet the Engineers are going to go even more modular so it can swap out entire code base elements as needed. That way they don't have to kludge support into an existing frame work, and the instability that comes with it. More importantly- if a module breaks, it only breaks modules that depend on it, and not everything around it.

    Another thing to not overlook is "Sticky note Attrition". Its a phenomena in software development where a developer doesn't have time and/or the will power to design their code properly, and properly document it. The result is That Developer being the only one that fully understands that section of code, and if lost for any reason, that level of understanding is lost forever. Others can try to reverse engineer it, but its always a gamble at best. So that comment about "bad management will cause the old problems into the new engine" is essentially false. Bad management might lead to a similar issue.... but its patently a new issue that does not have, nor could have been the result of the previous issue. Taken in the context of what I said above, its entirely possible that the issue can be avoided in the new engine (by knowing what situation to avoid). But trying to fix the old engine is more or less
    impossible
    when its code base reaches Black Box status among the remaining developers.

    The Engine team is currently trying to piece meal overhaul every section of the engine. But the legacy content, which was made to run on legacy code, and doesn't work right on new code, thats been making the entire exercise an uphill battle, with extra gravity, covered in itching powder, while being followed by a kid asking inane questions every few seconds. When they hit the wall, thats it....

    But most of that can be avoided by starting over with a new engine, and building a new game on top of it. The Entropy can never be stopped... but those steps and restarts is how we avoid them becoming overbearing. But until then, we're sitting at the performance cap of DX9 architecture; and there aren't many directions left to go.

    Finally someone with knowledge and willpower to write this.As a developer i took over a project that was on halt for some time, while it initially started in 2011 or 2012 something and just clearly stated that we need to start over. Granted it's smaller than full fledged game, but requirements now are just soooo much different than back then. Not to mention that no one knows that code anymore.

    ANet has repeatedly stated that they have spaghetti code(maybe not in those exact words). Problems with adjusting UI for instance. 1.5+ year work on alliances or swiss? Those under reasonable code would never take that long, even if worked on by a single person.

    As for GW3, i don't think there is a way to reverse deterioration of GW2, which makes me a supporter of new mmo by ANet. Afterall there's people constantly looking for new mmo, just that no AAA mmos release anymore. Last ones that released are still the biggest ones today (in the west) WoW, FF14, ESO, GW2, BDO

  11. @mtpelion.4562 said:A sequel requires an enormous quantity of money, a massive hiring spree, years of development, and a gigantic level of risk as to whether the vast quantity of time and money that is spent will recoup itself, let alone make a profit.

    Sequels are thus not something that will ever be considered unless there are significant limitations to the existing game.

    Since GW2 does not have any of those significant limitations (as evidenced by their ability to add new systems), there is absolutely no business reason for them to even remotely consider a sequel.

    You haven't read on posts of how problematic it is to edit even something like UI...

  12. @Swagger.1459 said:

    @"Acheron.4731" said:Nerf Mesmer

    Nah, they need major buffs because that class was “destroyed”. We need to greatly buff both power and (those really weak) condition builds in a major way.

    Chono needs mayor buff as it was destroyed... You are showing mirage and at that you are showing jazzman, which is quite good mesmer against non even bronze players or ocational silver player... Those people are there for pve or just started playing the game...

×
×
  • Create New...