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JDub.1530

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Posts posted by JDub.1530

  1. On 2/2/2024 at 5:07 PM, Rubi Bayer.8493 said:

    Thank you all for your participation in the world restructuring beta event. We’ve been keeping an eye on your feedback throughout the beta and would like to follow up with some specific questions now that we're at the end of the event. If you’d like to share your thoughts, please leave answers to the following questions in this thread:

    • Do you play on NA or EU?
    • What team were you on during January 12-26?
    • What team were you on during January 26-February 2?
    • If there is a day of the week and time of day you usually play, what are they?
    • Did your world restructuring matchups feel more or less balanced than your regular WvW Server matches?
    • Did you select a WvW Guild for the beta?
    • Was your guild part of a larger alliance guild?
    • Were there usually commanders around during your normal playtime?
    • Which week felt most balanced and enjoyable for you?
    • What part of world restructuring felt the most well executed?
    • What part of world restructuring feels like it has the most room for improvement?

     
    Thank you again for your help with this event!
     

    NA, Skrittburgh, Griffonfall

    I played most days of the beta Tues - Sun, around 9-10PM EST for about 2-4hrs each session. I did select a WvW guild, which was a small guild with no larger alliance.

    The matchups felt less balanced than normal.

    There seemed to be a lack of commanders during my play sessions, and many of the people who did tag up, seemed to do so only to fill that void. There were several occasions of having our map queued yet there didn't seem to be anyone actually around responding to things, perhaps due to a lack of commander to rally around.

    The Skrittsburgh matchup felt better. The could have been a factor of being longer. Or maybe participation numbers dropped of as the Beta progressed. Multiple players from both matchups expressed the opinion that our server was comprised of the "leftovers."

    Certainly the issue of people not being placed on the correct server was an issue, and could have driven people away, rather than dealing with or waiting on Support to fix things. But I didn't personally experience that issue, nor anyone else in my guild who participated.

  2. 2 hours ago, FalsePromises.6398 said:

    The intent is to fix the lost damage from getting zealot's flame from the passive while not wielding torch actively but still having it in your weapon sets. For instance, previously if you swapped off of sword/torch to pistol/pistol and critically hit, you'd have a chance to get zealot's flame when you weren't able to throw it for more damage. With this change, you'd have that passive packaged properly into an active torch skill, making it easier to rotate and optimize multiple weapon sets as a burn guardian. It's meant to allow you to use another offhander alongside torch without disrupting your zealot's flame procs, not to make your torch weaker. 

    No, it makes NON-torch weaker, because they don't gain any benefit from the trait.

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  3. 3 minutes ago, Jokuc.3478 said:

    You are not misreading, but you are misunderstanding. The reason why this enables you to run another off-hand is because previously when Tor4 was proced by crits, this meant that the intervals of activation is rather inconsistent, so if you swapped to another weaponset you could still get procs from the trait and miss out on potential Tor4 fireballs if you're not running torch on the second set. But now, because they made it consistent by just giving you 2 throws, it's always going to be thrown in sync with the actual skill itself, meaning that you are free to swap to a second weaponset with another offhand (like a pistol or focus) without feeling like you're missing out on Tor4 procs as long as you swap back to torch set again when it comes back off cd.

    But you also lose the AOE burning proc for other weapons. So now it's almost entirely a Torch trait

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  4. 21 minutes ago, Antrix.4512 said:

    Well, I've already talked about this. I agree with what you're saying. It just didn't stand out as much before, and now they've decided to "legalize" all of it. They're not the first, and they won't be the last, to start down this path. I don't even trust Blizzard, there are already hints that monetization will appear in their tradIng post soon, even though they swore and vowed that nothing like that would ever happen. Knowing our dear ANet, monetization of their battle pass is sooner or later inevitable, that's a fact. 

    Don't even trust Blizzard? I didn't realize trust in Blizzard was a currency that still existed in 2023. But that's a different discussion.

    GW2 has been around for more than a decade. Where have they earned a lack of trust with respect to exploitive monetization? If anything, they've improved some of their monetizations.

    • They eventually added mount selection licenses to counter the RNG of the original adoption licenses.
    • They added Black Lion Statuettes to BL chests, so even if the RNG fails you, you earn currency that will let you select items you specifically want, which BL chest items will eventually rotate into.
    • And even more recently they reworked the statuettes so that items don't rotate out, so older items will remain available, so you don't have to wait for the item you're looking for to make it back into rotation

    If anything, the new system is an overall benefit to players, as we'll be able to pick our rewards for basically doing existing dailies. And I see no reason to believe it's a prelude to some sort of cash grab. If they want people to pay money for special items, they can just put it in their already existing gem store--where people have shown they'll buy them.

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  5. On 8/15/2023 at 5:54 PM, Einsof.1457 said:

    Okay I'll spell it out. There is a time period. A season..during this season you do activities that earn you currency. You spend this currency on stuff. Two major problems.

    1. The currency itself is fomo based

    2. The post season price increase is fomo based. 

    These are not good. 

     

     

    This is nothing new to the game. Those Black Lion weapons we can purchase with Black Lion tickets cost 1 ticket when they release. If you don't buy them before the next set rotates in, the ticket price goes up.

    Every festival has a meta reward for doing the Annual achievements. If you don't complete the annuals by festival end, then you'll have to purchase it next year with festival currencies.

    Current dailies will reward you with 2g. If you skip a day that's 2g you miss out on forever.

    So fomo and limited time pricings are nothing new to GW2. And without specific rewards/pricings, we have no clue how easy or hard it will be to catch up on missed rewards. Bear in mind "seasonal" items aren't the only rewards available, and we don't know if the pricing structure will force you to go for seasonal items or general materials. Maybe if you skip getting some mystic coins or clovers you can still afford the unique items. We'll have to wait and see, but these changes don't seem so drastic as to panic that GW2 is suddenly like "those other games" with "exploitive battlepasses."

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  6. 13 hours ago, otto.5684 said:

    I have not tried it with WB, but leaping to a target to hit them with a ranged weapon is silly.

    I haven't tried it, but I would think LB WB would be best for kiting. Hitting at range and using Virtues to maintain distance.

    Whether it's effective at that is an entirely different story. I'd imagine you only have a short window before you're forced into closer combat.

    • Like 1
  7. 33 minutes ago, BonzaiPlatypus.7091 said:

    I even had a brief moment where I thought something was bugged with boon duration when I had kitten near 100% duration and saw the alac was only 1.5s. Something being bugged with boon duration seemed more likely in the moment than less than 1s base alac.

    I was expecting one of those follow up patches saying they fixed the Alac duration for GotL. Probably not terribly hard to accidentally type in a wrong number.

  8. 32 minutes ago, Trevor Boyer.6524 said:

    Unless they buff the Alac uptime or make some kind of serious alterations, that type of method is what we'll be looking at moving into the future with Heal/Alac Druids.

    Agreed there. I honestly thought it was a mistake when I saw 3/4s of Alacrity (with zero boon duration). And honestly from my brief experiments, the whole CA kit is irrelevant, as spamming the 1-skill seemed to stack Alacrity better than any of the other skills. Which is why I feel removing Alac from the 1-skill and greatly increasing the duration for the rest might be a way of making it better while avoiding overstacking issues (with 1-skill spam).

    • Like 2
  9. 11 hours ago, Trevor Boyer.6524 said:

    Ok boys, here are a few key videos with some statements & findings that I wanted to share:

    1. The crux of the problem: GW2 Druid PvE changes june 27 patch few problems - Twitch
    2. How it has effected WvW & PvP: GW2 Druid WvW PvP discussion post june 27th patch - Twitch
    3. A new direction for PvE Druid: GW2 New Heal Druid Method post june 27 patch - Twitch

    For those upset about how Heal/Alac Druid has been changed, I really wanted to share the 3rd short video. Keep in mind that method is avoiding the problem of CA Kit being cycled for Alacrity and not being saved for burst heal, by creating a rotation that is actually 100% constant burst heal that doesn't end.

    ~ Enjoy

    Funny that you said it's more important to maintain Alac on yourself than your party in order to provide group Alac 😆

    But this doesn't feel promising, because on top of being super sweaty and rigid, it has zero fault tolerance. You regretted demonstrating this build/rotation with the CC golems, but I think it was perfect, because it shows how fragile it is. Your rotation got interrupted, and you let things just completely fall off waiting for your CDs to come around again. That seems worse than just using a less sweaty build that has sub-100% uptime.

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  10. 51 minutes ago, Arheundel.6451 said:

    Because.....ranger. It sounds silly but yeah I fully expect tomorrow to go and find  a pepega with 2x melee weapons and zero defense.....also slow cast animation. Let's bet 10 gold for tomorrow 

    I don't believe we're going to see the new weapons tomorrow. The Beta is just lifting the Elite Spec limitations of existing weapons.

    The new weapons aren't slated for the SOTO launch, so they're unlikely to be in this beta.

  11. It may not have been the most exciting balance patch for Guardian, but a baseline CDR to pretty much all our utility skills seems like a massive buff.

    I haven't analyzed the remaining value of traits without the CDR component, but I suspect several of those traits across all classes have become lackluster, and will probably see a rework, or have some new component added in a later patch (but there were too many for ANet to work on that before this patch).

    As for Willbender, while I've only played a few sPvP games with it, so I can't make a full accounting of it's performance there, I've been loving WB since EoD. I have a solid open world build with a good mix of sustain and damage. I have a raid build that puts up great damage numbers. And I have a WvW roaming build I've been having a blast with the past couple months, and even with my pedestrian skill level, I've been able to win 1v1s and even some 1v2s, making great use of the much maligned OH Sword, which is decidedly a competitive game mode weapon only.

  12. 3/4s Alacrity is nuts. At first I thought someone just input the wrong value. With near 100% boon duration, I can stack about 15s of Alacrity by spamming the 1-skill, but it feels like you can hardly do anything else. It feels worse than the former Spirit spam.

    My suggestion is drop Alacrity from the 1-skill, and greatly increase the duration on the other CA skills. Skill activation should be meaningful. That's what ANet says they want. But this is 1 skill spam.

    • Like 1
  13. If you equip the Turtle Siege Enhancer 3 (I'm unsure about lower tiers) and board someone's turtle with already loaded ammo, it shows the correct amount count on your buff bar, but the skill ammo count is zero. If the ammo count increases while you're in the gunner seat, the ammo count of the skill increases as it should, but already stocked ammo is inaccessible. Boarding a turtle with 5 ammo already loaded means you can't ever shoot from the gunner seat (since it won't gain anymore ammo charges).

  14. Everyone seems to support keeping the public instance of Marionette. If ANet intends to continue adding this type of instanced content, then I suggest they set up a daily rotation of public "raids."

     

    For example: on Mon we have Marionette/Dragonstorm on alternating hours. Then the next day have two other instances on alternating hours. Etc...

     

    That keeps them from overloading the schedule and keeping the instances populated and allowing people to continue to experience the content with a chance to succeed. And the private instances still allow people to access them on off days or hours. And this scheduling can just expand as they add more instances.....up to a point, as you still want these events to come up fairly frequently in rotation, so it's not you miss the day and have to wait weeks for it to return.

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  15. I don't see how WoW Classic is sustainable. Sure it will make a big splash on release and draw in a lot of players. But eventually everyone will hit max level, do end game content, and then what? I doubt there is going to be significant content releases (probably just annual WoW holidays), so eventually people will get bored with a static game and either go back to regular WoW or elsewhere. Sure it will likely maintain a small dedicated population, but outside of that WoW Classic has an expiration date IMHO.

    As for GW2 itself. We COULD see LW Season 5 come out in August. That would be about 3 months after the release of War Eternal. I'm thinking that's a bit early though, and it will probably be another month or two until S5 (but if ANet pushes it much further than Sept/Oct it could be risky).

    Personally I'm looking very much forward to LWS5. It will be the first major content release (that wasn't already deep in production) since the shake up at Anet, and I think will give us a good indication of where the game is headed in the future.

  16. There is nothing that states the efforts of individual parts need be equal. Aurora had druid stones, which seemed to consume much greater time and effort than most other portions of that collection. But every Legendary seems to have 2 things in common: massive resource sink, and timegating. The timegating for PvP, WvW, and raids are pretty straightforward. Not so much for open world PvE, where they don't really have a strong setup for forcing you to play content for so long to get required items. Druid stones seems to be an ad hoc timegate for Aurora. Astral (and Dragonsblood) weapons seem to be the timegate for Vision. And it's a fairly soft timegate too, because (1) people could have already had them farmed from when those episodes released, and (2) there is no hard per day cap on materials. Druid stones were a per day account cap. But you can send any number of alts to Thunderhead and Istan to farm hearts. Map activities always drop the materials, reward tracks can be repeated, and while Branded Mass nodes have a daily account cap, meteor strikes don't.

    That's not to say it's not going to take time--I think it's supposed to. That not all maps require the same amount of large time dedication is what makes it appear the collections are imbalanced, when this is likely working as intended.

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