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27 minutes ago, Daddy.8125 said:

Ofcourse there is reason? 

If they buff the most popular proffessions, it's cheaper then fixing things properly. And widely positively impacts the majority of their players. 

Where making something like a guardian underpowered right now would anger the majority of the playerbase due to raw statistics of proffession use would back that up. 

Where if they admitted to such a thing it would cause a riot. 

So yes it would be a motive to lie about why their buffing proffessions in a circumstsnce alike this. 

You saying their not lying has 0 real evidence off just as another saying their lying. Neither of us have a solid case to prove either way. 

However given the fact the devs have been outed to in their own discord have bias against mesmer. Kinda pushes the case they are lying. 

I would not say they are lying. I do not question their work ethic. However, the current PvP balance team is just… not good. They made changes in Feb 2020 with surface level understanding of their ramifications. Since then, they have been fixing the ramifications. And their only solution is to nerf it or nerf it to the ground so no one use it. And while most of what the devs said is taken out of context. However, even with context, much of the time the fall into: “we dunno how to fix it so we left it alone or put in place holder hell.” Not exactly stelar. The PvP balance dev team need to be dismantled. They are not up to the task. Even with the increase in player population, PvP population has continued to fall. This is a clear indication that major change is needed.

 

The PvE balance and design team, is solid. Among MMOs and ARPGs GW2 is a very well designed and has strong diverse game play. There are issues. I can list multiple elites and dozens of weapons, utilities and/or traits that serve no purpose in PvE. However, my biggest issue with PvE balance changes is that they are slow.

Edited by otto.5684
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Zenimax is doing balance changes once per quarter in their DLC. So it's not that uncommon. In WoW you get major balance changes with every major content patch every 6 months, sometimes their smaller patches contain adjustments as well.

 

So how often is Anet fixing stuff? Because if they do it every 3 months, they're following quite the standard. 

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They just posted a preview: https://www.guildwars2.com/en/news/arenanet-studio-update-june-2022/

 

The full notes will be available on Friday. For professions they posted a short summary of what to expect:

 

  • Elementalist: Tempest will now be able to provide party alacrity, with a rework to their grandmaster trait Lucid Singularity.
  • Engineer: We’ve updated multiple rifle weapon skills to better support engineer power damage builds, and we’ve adjusted minimum and maximum ranges on several range-limited traits (such as Aim-Assisted Rocket, High Caliber, and No Scope) so that there’s an effective range in which all of them can function together.
  • Guardian: We’ve updated guardian’s signet skills, including a significant improvement to Signet of Resolve.
  • Mesmer: Chronomancers will be able to effectively choose to provide either quickness or alacrity based on their grandmaster trait selection and do so more easily, with increased radius and application methods that are easier to keep up with moving groups.
  • Necromancer: Updates to warhorn and the related trait Banshee’s Wail will improve the necromancer’s ability to provide healing to allies.
  • Ranger: Spirit skills have been overhauled to provide boons and allow rangers to opt in to providing alacrity with the trait Nature’s Vengeance.
  • Revenant: Legendary Centaur Stance skills and Salvation traits have been updated to better support healing roles, while herald will now be able to provide quickness to allies with the trait Draconic Echo.
  • Thief: The Shadow Arts trait line has been updated to provide better support options to synergize with specter, as well as updated options for stealth and defensive gameplay.
  • Warrior: Banner skills have been overhauled to provide boons. Through deploying banners, an update to warhorn’s Charge skill, and the Tactics trait Martial Cadence, warriors can provide quickness to allies.
Edited by Nyel.1843
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1 hour ago, Nyel.1843 said:

So how often is Anet fixing stuff? Because if they do it every 3 months, they're following quite the standard. 

   No popular competitive game in Twitch's Top 20 gets less than a patch x month. Of course 4 patches a year is good if you want to stay way from fame, success and recognition (and the money they generate). That's why most of MMOs are where they are in terms of popularity, despite some have very decent PvP game modes.

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2 hours ago, Nyel.1843 said:

Zenimax is doing balance changes once per quarter in their DLC. So it's not that uncommon. In WoW you get major balance changes with every major content patch every 6 months, sometimes their smaller patches contain adjustments as well.

 

So how often is Anet fixing stuff? Because if they do it every 3 months, they're following quite the standard. 

ESO is also fair bit more monetized and has yearly expansions costing 30 pound each with alot less content on expansion launches given gw2s delivery of 9 elites ontop of the content added and has a optional sun. 

World of Warcraft is a subscription only game with the ability to purchase gold in a vertical gear grind system which means top guilds spend thousands to convert in order to buy BIs items.

This is simply the power a guaranteed income has, while gw2 makes income and to say their starved of income would be a lie, it's hard to sell a product to a parent company or to shareholders when you haven't gotten a guaranteed source. 

 Guild wars 2, launched as a B2P game, when it got closer to HoT it started reliesing it wasn't retaining traction as well as expected, so launched the base game f2p. 

This removed one entire monetization the game was fundamentally built on. 

The game never moved level cap, never moved gear, and never prevented access to all content bar the expansion (which power gain wise was irrelevant) for free

So if someone doesn't want to buy EoD they litterally do mot have to, there is no requirement. 

Where WoW lifts the level cap, and eso launched new armour sets and set effects. With brand new classes which can't be access at all, unlike being barred from 1 trait line which dependent on balance may not matter. 

GW2 monetization model basically doesn't bring income in a fashion which has evidence of future ongoing, this means their more restricted in what they can spend because guaranteed wise they don't have alot going for them. They can only show trends effectively. 

Which means anet likely has less man hours, less budget and less time allocation to gw2 outside of content development alike the other 2 titles you give as examples. 

Remember we are talking about a company that almost dissolved during PoF. Anet lost over half their staff to save the company and game. 

 

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On 6/22/2022 at 6:04 PM, Daddy.8125 said:

ESO is also fair bit more monetized and has yearly expansions costing 30 pound each with alot less content on expansion launches given gw2s delivery of 9 elites ontop of the content added and has a optional sun. 

World of Warcraft is a subscription only game with the ability to purchase gold in a vertical gear grind system which means top guilds spend thousands to convert in order to buy BIs items.

This is simply the power a guaranteed income has, while gw2 makes income and to say their starved of income would be a lie, it's hard to sell a product to a parent company or to shareholders when you haven't gotten a guaranteed source. 

 Guild wars 2, launched as a B2P game, when it got closer to HoT it started reliesing it wasn't retaining traction as well as expected, so launched the base game f2p. 

This removed one entire monetization the game was fundamentally built on. 

The game never moved level cap, never moved gear, and never prevented access to all content bar the expansion (which power gain wise was irrelevant) for free

So if someone doesn't want to buy EoD they litterally do mot have to, there is no requirement. 

Where WoW lifts the level cap, and eso launched new armour sets and set effects. With brand new classes which can't be access at all, unlike being barred from 1 trait line which dependent on balance may not matter. 

GW2 monetization model basically doesn't bring income in a fashion which has evidence of future ongoing, this means their more restricted in what they can spend because guaranteed wise they don't have alot going for them. They can only show trends effectively. 

Which means anet likely has less man hours, less budget and less time allocation to gw2 outside of content development alike the other 2 titles you give as examples. 

Remember we are talking about a company that almost dissolved during PoF. Anet lost over half their staff to save the company and game. 

 

Not raising the level cap or gear level is the one of the main reasons why GW2 is superior to ESO and WoW. 

Edited by otto.5684
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5 hours ago, Nyel.1843 said:

They just posted a preview: https://www.guildwars2.com/en/news/arenanet-studio-update-june-2022/

 

The full notes will be available on Friday. For professions they posted a short summary of what to expect:

 

  • Elementalist: Tempest will now be able to provide party alacrity, with a rework to their grandmaster trait Lucid Singularity.
  • Engineer: We’ve updated multiple rifle weapon skills to better support engineer power damage builds, and we’ve adjusted minimum and maximum ranges on several range-limited traits (such as Aim-Assisted Rocket, High Caliber, and No Scope) so that there’s an effective range in which all of them can function together.
  • Guardian: We’ve updated guardian’s signet skills, including a significant improvement to Signet of Resolve.
  • Mesmer: Chronomancers will be able to effectively choose to provide either quickness or alacrity based on their grandmaster trait selection and do so more easily, with increased radius and application methods that are easier to keep up with moving groups.
  • Necromancer: Updates to warhorn and the related trait Banshee’s Wail will improve the necromancer’s ability to provide healing to allies.
  • Ranger: Spirit skills have been overhauled to provide boons and allow rangers to opt in to providing alacrity with the trait Nature’s Vengeance.
  • Revenant: Legendary Centaur Stance skills and Salvation traits have been updated to better support healing roles, while herald will now be able to provide quickness to allies with the trait Draconic Echo.
  • Thief: The Shadow Arts trait line has been updated to provide better support options to synergize with specter, as well as updated options for stealth and defensive gameplay.
  • Warrior: Banner skills have been overhauled to provide boons. Through deploying banners, an update to warhorn’s Charge skill, and the Tactics trait Martial Cadence, warriors can provide quickness to allies.


i don’t know how I feel about this. Fixing things that don’t work is a step in the right direction…thank god!

 

But this idea of standardizing boon application…it doesn’t intersect with the above idea at all…I mean the idea is that skills need to be able to function with other traits and skills…the standardization does nothing but hurt the game, because it doesn’t address how skills are able to interact with other skills

 

For example, the reason you take an elementalist is because they provide AURAS…something most other  classes don’t have. The issue with auras is that most of the builds you can try to make with them don’t work and their effects don’t do anything interesting. Throwing more boons at their kit does not expand the number of builds you can make on the class…it just adds more junk to the piles of boons people already spit out…if everyone and their mother is spamming alacrity then why should I take this elementalist again?

 

I hope anet gets with the diversity balance program…it’s not some whimsical fantasy…it is something you can go and study and analyze in a laboratory. If they want serious changes to the game they need some serious thought put into the changes. I hope anet proves me wrong and that the changes shows some complexity.

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5 hours ago, otto.5684 said:

Not raising the level cap or gear level is the one of the main reasons why GW2 is superficial to ESO and WoW. 

I'm not saying it as a bad thing. 

I'm stating it as we cannot expect the same level of budget for the game for content snd balancing as a game with this additional monetization. 

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15 hours ago, Nyel.1843 said:

They just posted a preview: https://www.guildwars2.com/en/news/arenanet-studio-update-june-2022/

 

The full notes will be available on Friday. For professions they posted a short summary of what to expect:

 

  • Elementalist: Tempest will now be able to provide party alacrity, with a rework to their grandmaster trait Lucid Singularity.
  • Engineer: We’ve updated multiple rifle weapon skills to better support engineer power damage builds, and we’ve adjusted minimum and maximum ranges on several range-limited traits (such as Aim-Assisted Rocket, High Caliber, and No Scope) so that there’s an effective range in which all of them can function together.
  • Guardian: We’ve updated guardian’s signet skills, including a significant improvement to Signet of Resolve.
  • Mesmer: Chronomancers will be able to effectively choose to provide either quickness or alacrity based on their grandmaster trait selection and do so more easily, with increased radius and application methods that are easier to keep up with moving groups.
  • Necromancer: Updates to warhorn and the related trait Banshee’s Wail will improve the necromancer’s ability to provide healing to allies.
  • Ranger: Spirit skills have been overhauled to provide boons and allow rangers to opt in to providing alacrity with the trait Nature’s Vengeance.
  • Revenant: Legendary Centaur Stance skills and Salvation traits have been updated to better support healing roles, while herald will now be able to provide quickness to allies with the trait Draconic Echo.
  • Thief: The Shadow Arts trait line has been updated to provide better support options to synergize with specter, as well as updated options for stealth and defensive gameplay.
  • Warrior: Banner skills have been overhauled to provide boons. Through deploying banners, an update to warhorn’s Charge skill, and the Tactics trait Martial Cadence, warriors can provide quickness to allies.

My opinion:

Elementalist: Well... Ok... This might revive a bit fresh air tempest.

Engineer: They are going to make ranged trait clunckier... Sigh...

Guardian: "Improving signets"... lol.

Mesmer: Chrono giving either quickness or alac. Feel like it will be a fail.

Necromancer: Wh becoming a healing weapon... Sigh...

Ranger: Losing Spotter and unique buffs. I had hopes, they just got crushed.

Revenant: How can updating centaur and salvation better support healing role? It's already one of the highest healing output combination in the game...

Thief: Ah... Daredevil buried acrobatic, now it's specter's turn to bury shadow art...

Warrior: Quickness, quickness everywhere... Not really gonna make them more viable, thought.

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36 minutes ago, Dadnir.5038 said:

My opinion:

Elementalist: Well... Ok... This might revive a bit fresh air tempest.

Engineer: They are going to make ranged trait clunckier... Sigh...

Guardian: "Improving signets"... lol.

Mesmer: Chrono giving either quickness or alac. Feel like it will be a fail.

Necromancer: Wh becoming a healing weapon... Sigh...

Ranger: Losing Spotter and unique buffs. I had hopes, they just got crushed.

Revenant: How can updating centaur and salvation better support healing role? It's already one of the highest healing output combination in the game...

Thief: Ah... Daredevil buried acrobatic, now it's specter's turn to bury shadow art...

Warrior: Quickness, quickness everywhere... Not really gonna make them more viable, thought.

I'm guessing with revenant they mean make it practical and better then current. As its not all that used currently. 

Seems more like due to ranger and warrior getting rework they just decided everyone should get a rework to something tbh. 

Hopefully the balance changes are better. 

Edited by Daddy.8125
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11 hours ago, otto.5684 said:

Not raising the level cap or gear level is the one of the main reasons why GW2 is superficial to ESO and WoW. 

 

ESO neither raises the level cap nor the gear score. It's been stuck on max level 50 / max gear level CP160 for 6-7 years now. 

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44 minutes ago, Daddy.8125 said:

I'm guessing with revenant they mean make it practical and better then current. As its not all that used currently. 

Seems more like due to ranger and warrior getting rework they just decided everyone should get a rework to something tbh. 

Hopefully the balance changes are better. 

I know that those are sneak peek and there is probably more to it than what they said but I can't help expecting the worse. Warrior will need a lot of number tweeks on top of this banner rework to be even close to be relevant anywhere in the game. What about the other "unique buffs" (empower allies, vampiric presence, strenght in number, pinpoint distribution, assassin's presence)? For me, It seem unfair to remove banner/spirit/spotter without touching/removing those traits (some are dead traits anyway but other can be cornerstone traits as well).

We know to little and what we know don't make me optimistic.

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4 hours ago, Nyel.1843 said:

 

ESO neither raises the level cap nor the gear score. It's been stuck on max level 50 / max gear level CP160 for 6-7 years now. 

ESO launchs new Gear sets however, which u cant obtain without the expansion... depending on balance ur going to be subpar based on that.

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