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ledernierrempart.6871

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Everything posted by ledernierrempart.6871

  1. i see where you come from. but the current system in gw2 sucks (for the reasons already mentionned before). so whatever the best system is, it's not the current one either.
  2. GW2 is successfull because it does not have much competition. (and it's not a bad game) imagine, a mmorpg with barely any vertical progression, very casual pve for anyone to enjoy, multi branching (for the core story, not dlc) story missions, no monthly subs, not korean (with everything that this imply) and without any pay to win, actually the best tab target combat there is and with the only working WvW out there (well there is somehow aion and teso but one is outdated and the other is simply worse than GW2.) GW2 is pretty unique in the mmorpg industry. then there is the nostalgia factor. and that's why GW2 is still popular despite all the issue it has. saying that everything in GW2 is great because it is successfull is blind love.
  3. having everyone as mindless dps with random aggro goes against => have you tried raids? you actually have a healer and a pseudo tank (in fact still a dps but with a tiny bit more armor than evreyone else. usually a guard.) and everyone else as dps. with some condi focus and some power focus. mimicking a bit who the trinity works without embrassing it completely. the aggro system i spoke of do not force you to have a trinity. you could still go full dps team. but this tiome, with rules that disctate how the fight will play out instead of randomness that push you to just optimise your build to squeeze out the most dps you can with disregarding everything else. and ultimately, this aggro system (and also the trinity system, but thats not what i am talking about here.) proved to be the best through years of gaming. GW2 tried to reinvent the wheel but it failed. sometimes you better improve on what works instead of trying to change everythign and make it worse.
  4. he posted that in the first 30 seconds i made my post. he did not read past the first few phrases and still felt entilted to point out that it was my opinion and nothing else. don't try and defend that type of people. it will not get you anywhere. then about pvp, most pve players would just not care about my pvp points because they do not pvp. and a guild wars game without pvp is out of the question per guild wars history. so everyone who hate anythign pvp related because they prefer to have all the ressources for pve only can only dream. for the rest, i am a duelist at core. duels help me get better at the game and testing builds. i also love dueling friends or strangers through my journey. of course not everyone likes dueling as not everyone like pvp at all. but it is part of the mmorpg ecosystem. there is not a single popular mmorpg without a dueling system EXCEPT for gw2. and even then , the dueling community still tried to thrive via WvW and guild halls. you have no rights to dismiss a part of the game just because you don't like pvp. so for once, perhaps GW3 could have an official system for everything the community organised on their own, to , you know, cater to everyone, and make the ultimate, none korean, mmorpg. (even if the plan is to make a sort of GW1, all my points still stands.) not just duels but GvG too and perhaps roleplaying. (as they did when they added sitting on chairs. yes, there is a roleplaying community in GW2. and its not just a few players either. will you also tell them to screw off because the "vast majority" of players just like to brainlessly farm maps events to get trinkets and hunting achievments?).
  5. are you trolling? you said: but you want to keep the current system you don't like? you are contradicting yourself...
  6. Here is a list of the most important things gw2 needs to improve on for gw3. (in no particular order.) 1/ open world. This has been the golden standard nowedays. not just for mmorpg but also for many advenure/rpg and survival/crafting games too. many players would just not play a modern mmorpg if it does not have this feature. all announced future mmorpg (99% korean ones sadly) are open world. no more maps connected with teleportation areas but a true massive world anyone can explore without all the invisible walls (except for the very edges of the whole playable world.) 2/guild wars. Yes, it is in the name. guilds fighting each other for a pieces of land, fame and rewards. but not something organised by the players in guild arena or WvW. an official dedicated guild wars system with either PvE land to conquer or within a specific gamemode that is not made of just 5v5 but 15v15. (as 15v15 has been the standard made by the players so far. and of coursewe also need a big flat arena, bigger than the current guild hall arena, for either training or flexing.) and no, the current WvW cannot replace real guild wars. 3/less but better rewards. rewards in gw2 are bad. a ton of trash items that fill up the inventory. too many chests inside chests. hard content doesn't reward you well either (and it is worst with WvW). most of the time your best bet is to just farm gold somewhere to get black lion or store skins or lose an enormous amount of time in repetitive map event juts to get one trinket. 4/Less currency bloat and no more time gates. Times gates are horrible. a free to play game's practive to entice you into playing a bit everyday to progress or you ll simply have to wait more days to finish whatever you started to farm. it feels so much better to have the freedom of farming whenever you want for how long you want. it also makes newer payers able to reach older players faster as they don't have to wait a predetermined number of days. the amount of different currencies is staggering. having 50 different currencies all tied to one or a few map each that force you to farm all over again to get that thing from that new map is simply discouraging. gw2 can boast of not having any mob farming in the game like other mmorpg all it want, event farming on the same map over and over again is the same thing. 5/freedom of duels. Aside from the fact that most other mmorpg out there have a dedicated duel system, there is a little community of duelists in gw2 (i am one of them). we loves duels, especially in this game since the combat gamreplay is so good. but to do so, we need to either go inside a guild hall, seclude ourselves in a corner of WvW or go inside an empty sPvP map. i would love to be able to just duel on the spot on the PvE map. it is a simple feature that works great with group of friends in between PvE sessions, while waiting for a dungeon group to form or simply enjoying fighting in a cool environment. this goes especially well for seemless gameplay transition in an open world instead of having to teleport to somewhere very specific to do duels. even better if upon issuing a duel you can specify in what balance you want to do it (pve, spvp or wvw). that said, a 1v1 spvp gamemode would be super cool too. 6/dynamic world changing events. Just like how gw2 was innovative on its quests system, gw3 should innovate even further and rework dynamic events. instead of predetermined events with timers on specific locations. those open air mini dungeons (i did like some of the longer ones that got some lore put ito it), could be growing infestations instead, in random locations,which would interact with the world as they grow, depending on or on players input. no infinite centaurs attacking the same spot every 5 min that have no real consequences on the nearby land. 7/better WvW with a real frontline. WvW is probably one of the greatest thing in gw2. no other mmorpg except AION an elderscroll online has made something like this. and gw2 WvW is the best of them 3. however it needs some big improvements to make it more engaging. the best example to follow is planetside 2. big maps with multiple areas to capture. often a fort but not neccessarly. a natural frontline as you cannot capture territory beyond the frontline unless you push it. no more caping everywhere like rats just to make points. no more tick system that give an advantage to all nighters. multiple frontlines on multiple areas... the best would be for you to check how planetside 2 maps work and look like to get the gist of what a perfect WvW would look like. 8/housing. Guild halls are cool. being able to decorate them, mess with the arena and builds race tracks/jumping puzzle is top. but it will never replace housing. players need a personal space they can decorate as they wish. perhaps with crafting tables and other usefull stuff. housing also shouldn't be an identical instance for all players but a "house" you can choose out of many. (like in black desert online for example.) 9/downed state rework. Great for PvE, horrible for PvP. yes, you do see downed state in alot of pvp games however there is 2 major differences between them and gw2: they don't have downed state abilities and instant revive. in a pvp environment (spvp and wvw) having a downed player able to continue to attack and use CC on its opponent is BS. it does cripple some builds and also make 1vX situations too hard to manage. but the worst of all is the insta revive when a downed ennemy dies. this is the worst thing ever. i dare say that the current downed state mechanic is what makes gw2 pvp so bad. 10/a real, dynamic, aggro system. I did see that in some raids. but it needs to be a mandatory thing for any bosses. make it like other games where aggro is determined on: skill taunting power, player DPS, and amount of healing. this is a mechanic that makes simple boss fighting more interesting and enjoyable. it gives player more control on the fights. less random targeting. less mindless "dps as much as you can because there is nothing else you can do" random targeting is both lazy and punishing. having the player with more armor the only one who takes the aggro is too simple of a system. more ways to punish blobs of players stacking on a wall should also be thought of. 11/"simplified" water battles i honestly don't want to see water content go just because it wasn't that successfull in gw2. if you don't want to put more ressources into making a unique water gameplay to see it fail again either do one of those 2: ○ limit water content to very basic skills. so anyone would be weaker while in the water but also be more streamlined with one another. ○ make water combat the exact same as land combat, allowing any weapon to be used underwater. (with a few minor skills changes to adapt to water content.) 12/no political opinions/ideology forced into the game. In this day and age, wokism is everywhere. and it destroy everytihng it touches. (movie/video game franchises, even some companies...) you must NEVER, and this is crucial if you don't want tthis game to flop hard (yes, because it is often the case that when woke opinion are forced into games, it become a priority over good gameplay and story. thus harming the game. there is examples of this litterally everywhere) let anyone force change the game direction to cater to some personal political ideology or to please a very specific croud. ESPECIALLY if it goes against the spirit of the world you have built so far. i hope the current whole arena net team has enough common sense to not fall into this trap. 13/... and give that 2 handed war axe to warriors 🙂 but also do please consider making water weapon, land weapons.
  7. its been several days already that numerous charr warriors (diiferent names, different accounts) are flying and killing everyone with teleports, flying and sudden strikes in the pvp lobby area, inside the pit. many people reported them already. i do everytime i see them, multiple times. but it seems like the report tool is useless. where is their automated system to check if you go too fast or deal too much damage? there is none.
  8. 2v2 and 3v3 showed that the game was highly unbalanced. while it doesn't matter too much if al you have to do is take on points. and i don't think they want to use ressources and take the time in rebalancing everything like it should be.
  9. elem dies near a fort. go mist form and hide inside the fort. rez back.
  10. years ago it was less about blobs and more about little groups roaming around taking stuff. but after expac and "balance" patch behavior changed a bit. roaming became less important. lots of WvW players quit and were replaced by new players or PvE players who lost their way into WvW. and so blobbing became the only thing going on. something which were kinda fixed with the no downstate event. the main problem is that the bigger the blob the stronger it is. and if the blob has an organized group inside you wont do anything to it. and so the remaining roaming players felt the need to play cheesier builds to increase their effectivness against the new boon blob meta. that's why you see so many condi thieves as it is harder to play old power builds unless it is a small scale group fight. thats why you don't see warriors roaming anymore too.
  11. tested double pistol condi gear with a mix of signet and core skills and it was actually okayish. definitively not the worst of the new spec BUT it still needs some work: what i think mechanist needs the most: _golem should take 100% of our gear stat no matter the trait used. (so we can use any combination of trait for the golem without the fear of using useless stats) _give engi the golem skills when it is not out but with reduced damage and effectiveness. think soulbeast. so we keep it original with still some toolbelt skills. _put golem underwater with same skills. _put golem rocket punch on all weapons 3rd skill. _make sure the golem don't auto summon itslef. _add confusion condi on 1st mass auto attack. add a new condi (torment?) to 3rd mass auto attack. _make so signet is used both on us AND golem. so if golem is active it can double the effectivness thus rewarding those who play with golem. _fix jade mortar targeting. moving target makes it fire in the sky intead of toward the target.(or make it seeking the target for a few seconds.) _accelerate mass 3rd skill projectile. _put the f4 bombardment skill underwater on the ultimate signet which would trigger around you AND the golem where it spawns back if the golem is dead. _scrap the ultimate laser beam and replace it with several big seeking missiles. (solve the problem of having target not on same elveation and not doing any damage on moving target. also we already have a laser beam with holosmith.) speaking of ultimate i have a proposition. 3 different ultimate skill depending on the last trait used. first one (starting from top) could trigger the actual beam but with fixed targeting so it can hit target on different elevation. low power damage but high burning. second one could trigger the jade mortar barrage from the sky. causing damage and knockback (WvW mortar). third trait could trigger a multi jade missile (seeking projectile) toward you target. 🙂
  12. i don't like the mini time cast on the wells. it feels clunky when most thieves skills are already instant. one of the well apply some condition on interrupt. but how can you interupt someone purposely when the well isn't instant?
  13. now the new harbinger feel like a fun pure condi ninja dps. dumno about build diversity but there is at least one build it is good at. but i ll be honest, i do not play with vile debuff at all. i only use elixir on the enemies, never on myself. vile debuff should give a better buff for compensation. right now the risk reward trade is not worth it in PvP/WvW. why not, instead of some damage%, give some buff instead? like if reaching 10% vile then give protec. then at 20% give ... you get the gist of it. simple flat bonus stat %isn't fun. maybe some kind of vile overload? like a way to detonate the vile inside you to do something to the enemy? that would be fun.
  14. i do like the changes made on the elixir. its so much better than what it was before.
  15. if they add back toolbelt skills when golem is dead people will play without the golem X) joke aside, no toolbelt skills for engi means: no invisibility no superspeed no aoe big burst no static discharge gameplay (it working with the golem is meh anyway) no stab except from elixir U in pve and WvW (stab in pvp is too low). (you will not use the stab from the goelm unless you play with support gear stat...) half of our break stun abilities are not usuable no heal on heal kit what do we have to compensate? an AI we can't even customize the way we want because some trait also gives specific stats to the golem IF we have the right gear.
  16. mass feel lackluster in damage potential. and since we can have only one weapon... and miss elixir rifle break stun..
  17. mechanist ultimate damage is very poor and can't hit target on elevated terrain.
  18. one of the main problem i have with most of the new espec is how unfun and underwhelming they feel. (not all, but most of them.) since i main engi ill speak about it first. was scrapper fun when it first get out? yes. amazing hammer skills. clunky but unique gyro skill (which got fixed and are now better than ever.) a variety of trait for very different playstyle and made flamethrower build viable 🙂 [Click and drag to move] holosmith. YES. when PvE stats was still used for WvW it was like playing super sayan mode. very rewarding but also risky because of the overheat. good spells, awesome ultimate. very fun to use. the trait tho were a bit too focused on the new spec BUT you had some synergy with explosions and would change the way you would play. you could even play double static discharge which was fun before the related trait nerf. now mechanist. is it fun? mixed feelling here. but i ll say ultimately, no.. _as an enginneer enthusiast we now have no more toolbeltskills. _our main espec gameplay revolve around an AI. (it has targeting problem vs high mobility players) _some signets only trigger on golem when it is on. _one less trait line when the golem die (and as a mainly WvW player the golem dies ALOT). _no super amazing ability as ultimate. (scrapper had cool aoe invisibility, vanilla cool rampage/moa, holosmith very cool laser beam. mechanist? visually very cool ion beam from golem that only fire in a straight line so never hit anything under or above, with poor range and poor turning speed(which should have been fixed)) _mass confusion as condi which is the most hated condi to play against or to use to dps stuff... _underwater ... no golem. actually the barrage you can use underwater looks awesome and id like to be able to use it on land too. like maybe make it the utlimate when golem is dead so it comes from the sky with the barrage. that would look awesome. _the golem actually does more dps than you. _most golem skills get out dps by golem range auto attack. _melee golem doesn't work against players. mass have nice spells but still feel lacksluster and does not synergise well with golem at all. (the golem can't follow your target correctly. or when it is ranged it often miss an escaping target.) the golem look awesome but lead to a very passive gameplay. passive gameplay don't lead to engaging fights. some of its spells don't even work properly (aka the ultimate) and the trait line have no synergy whatsoever to anything else than golem. but what about open world pve? well yeah, you have a super pet that aggro everything for you so you can play in super easy mode...
  19. fun fact, most of them aren't super good in pvp and WvW either.
  20. elixir on engi aren't boring. gave access to either tons of boons with some that could be shared or very cool utility (miniaturization, superspeed, dodge refresh, invisibility, pulsing reviver, convert all condi to boons, transform into tornado/rampage and even transform enemies into MOA. can harbringer elixir do that? NO. only give boons.). harbringer on the other hand was only drink for some boons and gain blight to get killed faster. which was boring. mace is half condi. mechanist can actually be played condi tho it is heavily focused on confusion. scrapper flamethrower condi work in pvp. no need to play full kit. you wont be doing that with mechanist anyway.
  21. it seems they don't want to change any of the core design of each spec. applying band-aids instead. mechanist underwater hasn't been addressed. f6, f7 are too far away from the hand. catalyst still lack leap/blast finisher. how do you generate aura?
  22. one word: underwhelming. only the spectre felt like it has a role to fulfill, even tho his new class spells are wierd to use. all the other ones are either inferior in what they do best compared to other spec (or even vanilla), or a mess.
  23. ...blight could also be spread to nearby ennemies to lower their max hp?
  24. no. only the f5 skill would summon the pets to do their F2 skills (beast skills) then unsummon. all the regualr F1<->F4 summon skills will make them use their 3rd skill (which is the heal for the jacaranda) and let them attack their target or do their other skills for like 9 seconds (or a bit less or a bit more.) before unsummoning themsleves and allowing you to summon anopther pet from the 4 you choose which isn't in CD yet. so if you want a pet doing their beast attack (like smokescale smoke screen) you would use the F5. but it would also summon all the other 3 pets to do their beast skill. and since smokescale is a melee pet, it would summon itself near your target (or near you if no target selected.) so you can either use it for a warhorn blast OR a greatsword/sword leap toward an enemy.
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