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Alypsis.3425

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Everything posted by Alypsis.3425

  1. So yesterday before this latest patch I had 3972 Dungeon Tokens spread over several different Dungeons that I had gathered primarily through WvW reward Tracks so I could buy the associated Gifts needed to make Legendary Weapons. Today after this patch I have 3972 Dungeon Delving tokens that I cannot use unless I unlock the vendor by Anet forcing me to run 4/5 runs of each Dungeon I need for each Gift. This is an insane decision if this is what was intended. There is no enticement or carrot here that will make me want to play more Dungeons in GW2 just so I can use the tokens I have already spent time collecting, I will just find something else to do with my time. If I had known this was coming I would have bought the gifts yesterday even if I did not end up using them all. Anet you offer a range of ways to play this game PVE, PvP, WvW, Raids, Dungeons, Strike Missions, Living Story etc so that it caters to all of the different styles and ways people choose to play the game so please support that design decision and not try and railroad those choices, please review and enable players to do what they could do yesterday as well as ( not instead of) whatever else you were trying to achieve.
  2. Your introduction says this is not the full list of changes that are being considered , which seems strange in itself if you are seeking feedback, but is this really your collective best prioritised analysis of the skills that you believe need to be addressed to deliver some semblance of Balance in WvW? (I am only going to comment from a WvW perspective.) You also state that you are aiming to bring into line some of the dominant builds and compositions of the current WvW meta... I think I know what you are trying to say here but I dont really know and that is the major concern I have. There is no context provided around what you are trying to achieve, why you see these particular skills being an issue and how you would like to see the Meta evolve. if one of the goals is to have more classes and builds included within effective squads or parties because they bring useful and synergistic skills would it not make sense to focus on that, starting with maybe an understanding from the Balance/Dev team what do they see as the Primary, Secondary and Tertiary Roles for each class ( eg Herald, Rev, Renegade) in say 1 on 1 Roaming, small scale groups 5 -10 and larger squads of 30 or so in WvW, as clearly the builds and skills required, their relative importance and use would be different in each case. This would expand the amount of viable builds that would be interesting and challenging to play and when you ask for feedback about individual skills that we have some context in which to provide meaningful feedback.It would also deal with issues like Rangers who may well be highly viable for 1 v 1 roaming or small groups but currently have no real builds that offer much utility to larger groups so why not develop develop some for Rangers who want to play in larger groups.It may also make it easier to have constructive discussions around classes like FB where as can be seen is this thread there are many people who believe rightly or wrongly that they have everything and are too prevalent in squads and so we should just take many of their current abilities away. The other important component that appears to be missing in these skills and balance discussions is that one of the great and fun things about WvW is the Team aspect and the synergies that come from having a combination of different classes and their skills, A discussion about only the individual class skills and how they should be changed inevitably ignores this and we end up with many unintended consequences that make the game less enjoyable. To take one simple and small example what do you believe the consequences will be if you reduce condi clear on Guards Tome of Resolve, Purge Gyro and maybe reduce the effectiveness of Anti Toxin Runes ( which may well all be smart and sensible decisions) What do you believe will happen to Squad composition, gameplay and what Meta will be created in response because their will be one. Are the anticapated changes in line with creating a more fun, challenging and diversified build and class experience? Of the list of changes you have proposed the only one I personally see as adding much to the current gameplay is ensuring their is a useful Reveal skill to counter stealth, whether it is on the Engineer, Warrior or Revenant or all three. Not so long ago in a previous skill discussion when you proposed removing it from the Engineer the overwhelming feedback from the players was to please change your decision and keep it. Obviously that feedback did not influence your decision but now you are looking at reintroducing it. This says a lot about the "balance" process and the perceived value of "feedback" that you seek. It also seems that bringing it back by replacing an existing engineer skill that people find useful does not seem like the most effective way of doing that. Overall I have no doubt I will adapt but I am not looking forward to the proposed changes and my gameplay would change as a result of these proposed changes as I dont believe that overall they improve the game significantly.It is not really these proposed specific skill changes that would drive my change in behaivour , it is the larger context, the fact that this list of skills seems like a very limited view of the current issues in WvW, there is no mention of Elementalist or Thief which seems very odd, there is no mention of skills and issues with the Mount which has arguably brought about more change than any of the individual skills on your list, there is no clear context on what you are trying to achieve, what does "Balance" mean to you in this context, what exactly are you trying to balance and lastly when was the last time a proposed skill change was amended based on feedback from the players before being introduced?
  3. Question. So if the season starts and you have not ticked a guild as your WvW guild for whatever reason, new player, returning, have been inactive, have not read the changes etc, etc.. and you want to play WvW can you play? Where will you end up, on any non full world? What is the criteria used for where you will be assigned?
  4. Question. So if the season starts and you have not ticked a guild as your WvW guild for whatever reason, new player, returning, have been inactive, have not read the changes etc, etc.. and you want to play WvW can you play? Where will you end up, on any non full world? What is the criteria used for where you will be assigned?
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