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Livestream Transcripts by dulfy


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#1 Khalija

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Posted 19 January 2013 - 05:56 PM

Posted Image


This week we had two live interviews - one on the official Guild Wars 2 livestream and another with MMORPG.com. Today we'd like to highlight the two transcripts that dulfy created for them:

Guild Wars 2 Dev Livestream (Jan 17th, 2013) - Link

MMORPG.com Livestream with Colin Johanson (Jan 18th, 2013) - Link


#2 szthesquid

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Posted 19 January 2013 - 06:25 PM

[quote][color=#131313][font=tahoma, verdana, arial, sans-serif][size=3][background=rgb(244, 244, 244)]we don’t want you to use AoE skills on single  target mobs.[/background][/size][/font][/color][/quote]

Then how am I supposed to play an elementalist?

#3 Omedon

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Posted 19 January 2013 - 06:27 PM

[quote]We are not building on a dungeon finder that auto places you in dungeons. We want to make a tool easier for players to play with. It is not automated.[/quote]

Very glad they are not crossing the line on this.  Upping the ability to find people is good, automatically committing you to working with someone you have had no contact with is bad.  GW2 instances are team content, algorithms and code can form groups, they can't form teams.

VERY glad at Colin's change in verbiage regarding housing.  Guildhalls are secondary to player housing in GW2's "player empowered" environment, and it sounds like Colin's on side with that idea.

Edited by Omedon, 19 January 2013 - 11:36 PM.
fixed the weird bg on text

I'm an opinionated son of a gun!  Feel free to visit my blog, "Tales from the Void: Adventures in gaming whilst siezing Saidin"
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#4 szthesquid

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Posted 19 January 2013 - 06:32 PM

[quote name='Omedon' timestamp='1358620078' post='2146282']
Very glad they are not crossing the line on this.  Upping the ability to find people is good, committing you to working with someone you have had no contact with is bad.  GW2 instances are team content, algorithms and code can form groups, they can't form teams.
[/quote]

If it forms a party but doesn't automatically place you in the dungeon, that would be perfect.

In fact, anything less would be kind of dumb - otherwise people would just stick to gw2lfg.

#5 Kuruptz2

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Posted 19 January 2013 - 06:37 PM

Lol? he dont want me to use AEO?

is he playing the same game as i am? or he never played elementalist

Edited by Kuruptz2, 19 January 2013 - 06:38 PM.


#6 Omedon

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Posted 19 January 2013 - 06:41 PM

[quote name='szthesquid' timestamp='1358620344' post='2146284']
If it forms a party but doesn't automatically place you in the dungeon, that would be perfect.

In fact, anything less would be kind of dumb - otherwise people would just stick to gw2lfg.
[/quote]

I'm willing to bet that the height of the "automation" will be the population of a list of LFG players that you then contact like a human being and ask if they'd like to join you.

Again, they can automate the streamlining of [b]group[/b] formation, they can't automate [b]team[/b] formation.  The difference is communication, which just happens to be a mainstay of the GW2 instance approach.
I'm an opinionated son of a gun!  Feel free to visit my blog, "Tales from the Void: Adventures in gaming whilst siezing Saidin"
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#7 Serris

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Posted 19 January 2013 - 07:06 PM

no use talking about the LFG tool. it's not coming out for the next couple of months.
i can't help but think this is just dumb. players have to alt tab out of the game to find a group inside the game. the very notion is stupid to the extreme in any post-WoW mmo.

#8 borovnica

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Posted 19 January 2013 - 07:16 PM

[quote name='Serris' timestamp='1358622366' post='2146310']
no use talking about the LFG tool. it's not coming out for the next couple of months.
i can't help but think this is just dumb. players have to alt tab out of the game to find a group inside the game. the very notion is stupid to the extreme in any post-WoW mmo.
[/quote]

Sure LFG would have been nice to have from the begining, but there were and are more stuff to do, and gw2lfg is really good alternative.
I have no problem alt-tabing my game at all, that is one of the reason I play games on PC, multi tasking :)

#9 jirayasan

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Posted 19 January 2013 - 07:50 PM

[quote name='Kuruptz2' timestamp='1358620676' post='2146288']
Lol? he dont want me to use AEO?

is he playing the same game as i am? or he never played elementalist
[/quote]

You read wrong. He's meaning AoE is as strong against 1 enemy as a single target is against 1 enemy.
AoE should be weaker than a single target skill, it does damage on multiplie enemies.

Example

Singe target does 2k damage = 2k damage

AoE does 2k damage on 5 enemies = 10k damage


That is why some people find dungeons easy in GW2, you just have to AoE everything. Same in WvWvW.

Edited by jirayasan, 19 January 2013 - 08:09 PM.


#10 Red Intensity

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Posted 19 January 2013 - 08:51 PM

[quote]The guardian is intended to be meaty-tough, engineer is more for people who are looking to play with versatility, tricks, and gadgets. If there is something on engineer we need to tweak, we will take a look at it.[/quote]

Horsecrap on the versatility part. The turrets and their overload functions have unreasonably long cooldowns with lackluster damage and can't handle an enemy's sneeze even when traited; gadgets are close to worthless and like the turrets, have lackluster effects with long cooldowns; elixirs rely far too much on the Random Number Goddess, more often than not giving us a boon we probably didn't want in the midst of a battle. Can't forget that properly using specific kits requires traiting deep into a specific line (i.e., Grenadier, Elixir-infused Bombs) in order to anything other than wimpy effects from them. Oh, and tweak = nerf.

[quote]We are looking at all professions at all times, we try not to just look at a single profession at any one time. That is a really dangerous thing to do and you are not look how it affects the entire game.[/quote]

And horsecrap on the singling out. Engineers/Mesmers are singled out when it comes to nerfs in patches, and the one time the mesmer was buffed in anything outside of underwater skills (really, who the hell truly cares about that part?), it was revoked shortly a[color=#131313][font=tahoma, verdana, arial, sans-serif][size=3][background=rgb(244, 244, 244)]fter winter vacation ended. If they don't want these two classes doing any damage, why bother having them around?[/background][/size][/font][/color]

#11 Fizzypop

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Posted 19 January 2013 - 08:58 PM

[quote name='jirayasan' timestamp='1358625036' post='2146339']
You read wrong. He's meaning AoE is as strong against 1 enemy as a single target is against 1 enemy.
AoE should be weaker than a single target skill, it does damage on multiplie enemies.

Example

Singe target does 2k damage = 2k damage

AoE does 2k damage on 5 enemies = 10k damage


That is why some people find dungeons easy in GW2, you just have to AoE everything. Same in WvWvW.
[/quote]

Problem is a lot of elementalist builds relay on skills that are all AOE. I'm pretty sure all of the staff skills has some form of AOE even the #1 if the targets are close. So how is this going to effect staff elementalists for example? Are we just going to see a damage reduction in our entire skill bar? That seems a little overboard. Perhaps they will find another solution or only tweak one skill, but I'm curious how they plan on reducing damage without hurting many elementalists builds.

#12 The Comfy Chair

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Posted 19 January 2013 - 09:18 PM

[quote name='Fizzypop' timestamp='1358629120' post='2146372']
Problem is a lot of elementalist builds relay on skills that are all AOE. I'm pretty sure all of the staff skills has some form of AOE even the #1 if the targets are close. So how is this going to effect staff elementalists for example? Are we just going to see a damage reduction in our entire skill bar? That seems a little overboard. Perhaps they will find another solution or only tweak one skill, but I'm curious how they plan on reducing damage without hurting many elementalists builds.
[/quote]

It seems that they're more interested on nerfing AoE's which lock an area down for the duration. Looking at the skill bar the only one i can see which seriously does that for an ele is lava font. Even meteor shower, although it hurts, doesn't guarantee a hit on anything in the area (all they need to do is make it so the channel needs to complete to cast it). Many Ele AoE attacks are proximity to the target with one tick, it's only lava font which has multiple ticks.

Additionally, most AoE attacks on ele have a long build up time, like skills 2 of both ice and earth, so they're fairly easy to dodge. So thinking about it, i don't foresee many nerfs for elementalist AoE attacks. Necros however, are screwed, their entire staff skill bar pretty much runs afoul of what Anet consider 'bad' AoE to be. Location specific, multiple ticks, lots of damage on a specific area, blah blah. However i'd prefer it if they simply had a scaling damage system for AoE rather than a blanket nerf. 100 damage to one target, 80 damage to 2 ect.

In the end i do agree that AoE makes dungeons ect. significantly easier so something does need to be done, but since the ele lacks a weapon swap, a blanket AoE nerf would be overly limiting. I can diversify with a necro, for example, but as an ele if i pick AoE (staff), i'm stuck with AoE entirely.

At the moment that's also limiting in general for the ele. what's the point in focusing a mob with a single target attack when you can down all of a group at the same speed? I did find it a bit strange that whilst my dagger/dagger build would be fine in 1v1 and struggle to stay as useful as mobs were added, my staff is only slightly worse in 1v1 but is just as effective in 5v1 in terms of killing speed! It means that i very rarely want to swap out of using a staff. So i'm forced into only ever having AoE by the inability to change on the fly to really adapt. Having weaker AoE wont really solve this, it'll just force ele's between a rock and a hard place :P do they suck in single target, or do they suck in AoE? meanwhile every other class (except engineer) can do both. Especially the facerolly warrior and guardian greatsword builds. If AoE is getting looked at, those weapons need to be nerfed under that investigation too, since facerolling dungeons by clumping together with greatswords isn't exactly great either :P

The important question for me though i how will this affect the water attunement AoE spells for staff? it's not like they're overpowered heals as it is, a nerf to skill 3, for example, would make it entirely worthless! It's only a 2-3k heal as it is, which can be nearly beaten simply by swapping to water standing next to someone.

EDIT: tidying up a bit, the stream of thoughts ended up a bit haphazard.

Edited by The Comfy Chair, 19 January 2013 - 09:38 PM.

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#13 MisterB

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Posted 19 January 2013 - 09:45 PM

[quote name='Fizzypop' timestamp='1358629120' post='2146372']So how is this going to effect staff elementalists for example? Are we just going to see a damage reduction in our entire skill bar? That seems a little overboard. Perhaps they will find another solution or only tweak one skill, but I'm curious how they plan on reducing damage without hurting many elementalists builds.
[/quote]

Short answer: No one knows yet. You may find this informative.

[url="https://forum-en.guildwars2.com/forum/pvp/wuvwuv/Incoming-AoE-nerf-and-rezzing-in-WvW/1239927"]https://forum-en.gui...-in-WvW/1239927[/url]

[spoiler][quote]
There are a few different knobs we can turn in regards to AoE some of the bigger ones being:
Radius of the AoE
Frequency of the AoE Damage
Damage of the AoE
Max Targets of the AoE

Currently, some players causing the AoE are able to do more damage to one person while also controlling a portion of the field, compared to a player with single target damage.
In our balance discussions we always look at what these changes could do to PvE as well as PvP. Any changes we make will undergo a lot of testing, both internal and by our trusted alpha team. It is important to understand that we are not doing a blanket nerf to all AE’s or a dramatic adjustment of the damage AoE’s can do. There may be some cases where players can build for AoE damage, but are just not viable or other cases where AoE is clearly the dominate way to build, and as such the other builds get left on the side lines. Its these classes/builds that we are concerned about.[/quote][/spoiler]

Edited by MisterB, 19 January 2013 - 09:46 PM.


#14 Chronos12360

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Posted 19 January 2013 - 09:45 PM

Pretty excited about some of hese confirmations. Player housing and guild halls are great to hear about and Idk anout you all but the rez change to dungeons makes me think that raid-like content is coming ( not the gear hunt but rather larger groups and more strategy). Most importantly their stance on LFG is fantastic. Going beyond a simple list of others in the LFG is too much. Social interaction is best and I hope they stick to their guns with LFG going forward.

#15 szthesquid

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Posted 19 January 2013 - 09:52 PM

Staff isn't the only trouble with an AoE nerf, it's the entire elementalist class. Here's a list of damage-dealing single-target ele spells, from the wiki:

Water Blast (water staff 1)
Stoning (earth staff 1)
Flamestrike (fire scepter 1)
Ice Shards (water scepter 1)
Arc Lightning (air scepter 1)
Lightning Strike (air scepter 2)
Blinding Flash (air scepter 3)
Stone Shards (earth scepter 1)
Impale (earth dagger 1)

That's 9 damaging single-target spells across the entire class' non-underwater weapon skills (60 weapon skills total, by the way), and 7 of them are autoattacks.

I want to trust ANet to handle it; I'm just not sure how they'll do so without killing the elementalist for either single-target or group damage. Of course, I'm not a game designer, so we'll see.

Edited by szthesquid, 19 January 2013 - 09:53 PM.


#16 darkk zhaitan

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Posted 19 January 2013 - 11:48 PM

[quote name='Chronos12360' timestamp='1358631950' post='2146399']
Pretty excited about some of hese confirmations. Player housing and guild halls are great to hear about and Idk anout you all but the rez change to dungeons makes me think that raid-like content is coming ( not the gear hunt but rather larger groups and more strategy). Most importantly their stance on LFG is fantastic. Going beyond a simple list of others in the LFG is too much. Social interaction is best and I hope they stick to their guns with LFG going forward.
[/quote]

I believe they've already mentioned about how player housing and guildhalls were in their minds before.  Nothing new has been said about them in this PR session, they are still "not being actively worked on".  I'm sure people will continue to ask about them in future though, and the devs will continue to say the same thing, which in turn, will irritate people more.  I don't know what is a better response though, them saying "not being actively worked on", or saying that the scavenger hunt will be "epic" without actually elaborating anything.

#17 IsThisNameTaken

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Posted 20 January 2013 - 01:24 AM

I swear all Anet staff are thieves...
"make classes that are good at single target damage stand out a bit more..."

#18 Alyssa

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Posted 20 January 2013 - 04:10 AM

I get where arenanet may be coming from in terms of not buffing the engineer because it is versitile, because versitility is a fine line that go from underpowered to overpowered very quickly. However, most engineer skills are extremely lackluster and need allot of work. Versitility is nice, but its not all that versitile when many skills need work. Don't get me wrong, engineer is a great class and in the right hands a good one, but they make it sound like its fine as is and its really not imo. I think allot of classes need tweaks but engineer stands out to me the most as needing some changes.

Looking forward to the other changes though. I'm glad they are working on strenghting the foundation of the game before moving on.

#19 Flaming_Foxx

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Posted 20 January 2013 - 05:42 AM

What I end up reading from this is that they think Elementalists AoE is overpowered and needs to be nerfed.
Soo. They pretty much think that we should all switch to Dagger Ele's then...

Staff ele's in PvE don't have it that easy, a Dagger ele can kill things an awful lot faster and still do decent multi-target damage. The only thing that makes Staff ele's decent is that we can take down multiple targets at once. If they nerf the damage then we loose that ability as well so wtf.

I thought the point of GW2 was that I could play it MY WAY. I want to play as a staff ele not a dagger ele... Kitten you Anet -_-

#20 Featherman

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Posted 20 January 2013 - 09:22 AM

I think D/D is actually at greater risk for a nerf than staff, since its AoE skills are quicker and therefor more efficient at hitting multiple opponents at the same time. Staff has zoning capabilities that only damage afk players.

This talk of AoE reminds me of the AoE and cleave mechanics of Tera. Skills that hit multiple enemies in that game would deal less and less damage as the number of targets increased, so players were forced to work together to systematically pick off key opponents with single target abilities rather than nuke them all down a bunch of AoE. It was a deep and interesting system, and it didn't at all make AoE useless. It just made it a bit more situational and balanced with respect to single target damage.

If the dev stream is any indicator, they're likely going for a situational approach to AoE as well. My faith in the balance team isn't too high, so here's hoping they don't botch it >.<

Edited by Featherman, 20 January 2013 - 09:29 AM.


#21 MaZt

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Posted 20 January 2013 - 09:53 AM

One thing that people seem to forget is that ArenaNet is a company trying to make money. If they put all the things that you want to put in their monthly free updates like Guild Halls,Player Housing,etc then what is gonna be left to put in their expansions in order to make the people buy them. The big features that you want are gonna be saved for expansion content in order to force people buy the expansions, you cant give everything for free otherwise people wont be motivated to give money to Anet through buying the expansion content.

#22 Trei

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Posted 20 January 2013 - 10:11 AM

View Postszthesquid, on 19 January 2013 - 06:25 PM, said:

Then how am I supposed to play an elementalist?
Go for multiple targets?

#23 Riaky

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Posted 20 January 2013 - 02:20 PM

I see a lot of rage quit for the upcoming patches. Anet is trying too hard to make this game an Esport when the interest in it sPvP is not where it should be for an Esport to sustain itself.

They didn't bother answering the thief opness question at all, so I guess Thief will continue to be op in the future patches.

Most end-game materials usually rely on sophisticated dungeons with 20-30 ppl or really good end game massive pvp. They need to make that as the centerfold if they want GW2 to last. With their future nerf to dungeons WP system I can see a lot of people going to rage quit especially when it comes to Arah or COE.

#24 pumpkin pie

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Posted 20 January 2013 - 02:43 PM

Reward the individual player for what they are doing rather than contribute scoring via server
Rewarding individual player for what they are doing, as in they are alone doing things in WvW or they are in a group and rewards are base on what they do?

Because if it was rewarding players for what they do alone, wouldn't that discourage player from forming a group in WvW?

LFG could use a chat panel that is solely for grouping/lfg

Reasoning: Since we can do /join pumpkin pie (for instant) a chat panel for grouping/LFG would be useful, this chat panel should be server wide, meaning players from all maps can read it. once someone do a /join pumpkin pie, I can see who's joining and pick from those who wishes to join me. This encourages ppl to form group, since those forming the group gets to pick who goes with them. Server wide LFG chat panel is also useful, sometime when you are playing, you just don't want to stand idle waiting for a group to form, I could be chopping trees or covering an area that is not yet done.

Getting teleported to the dungeon location from wherever your character is should be useful, put in the travel fees from where your character is to travel from, because sometime players are that (ie me) lazy.  Something like: you are about to join your party in The Mist, travel fees is X silver, [yes]/[no]

How are skills that need both hands to target (ie using mouse / ground targeting skills) being balance against skills that players only needs one finger to activate? (this is not a suggestion, just a curious question) because I don't think they are balance at all, but if there's a reasoning behind why some skills need both hands to activate while others merely needed one, leaving them with more free fingers to navigate their characters. ... Consider me a noob, say my necromancer is using a staff with 4 ground targeting skills, and this other character have auto attack skill 1 and 4 other skills that they merely need to hit 2,3,4,5 while their right hand is free to make the character run around making my necromancer unable to target it effectively. how is this balance?

What happens when a single elementalist is face with a single foe? does their aoe also not work?  on this single target? how do you balance that.

Because i don't think the problem with elementalist is aoe, its how quickly they/we can swap from one attunement to another from fire to water to earth to air making us/them having 20 skills to use when players who swap between 2 set of weapons only have 10 skills to use.

i'll add to this when i remember what i wanted to say, until then that's all for now, back to tyria :P.

Regarding those monthly rewards that involve things like 100 dynamic events participated or 100 dungeons cleared, might we have a minimum requirement to complete the monthly, after that the counter continue counting, because I just realized, for players who play on a daily basis, those numbers don't stop at 100, so, how about after achieving the monthly goal, if you reach a second tier before the counter reset, players gets another rewards , better ones for achieving tier 2,3,4,5,6 depending on how much they play? (i hope that is clear, having difficulty explaning what i am thinking)

#25 Gilles VI

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Posted 20 January 2013 - 03:16 PM

View PostRed Intensity, on 19 January 2013 - 08:51 PM, said:

And horsecrap on the singling out. Engineers/Mesmers are singled out when it comes to nerfs in patches, and the one time the mesmer was buffed in anything outside of underwater skills (really, who the hell truly cares about that part?), it was revoked shortly after winter vacation ended. If they don't want these two classes doing any damage, why bother having them around?

I take it you never played against a good mesmer?
I can solo the bosses in forest of nilfhell within a couple of seconds right now with mesmer, it's ridiculously strong atm..

#26 beadnbutter32

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Posted 20 January 2013 - 04:12 PM

View PostOmedon, on 19 January 2013 - 06:27 PM, said:

Very glad they are not crossing the line on this.  Upping the ability to find people is good, automatically committing you to working with someone you have had no contact with is bad.  GW2 instances are team content, algorithms and code can form groups, they can't form teams.

Ha ha ha, like I guess you were not here for Halloween or Winter's day where you got automatically thrown into a group and you were actually prevented from doing things with friends.  What a load of pretentious poser BS.

Anet has a way of saying one thing, and the actual thing they hit the ground running with is completely different.
Nerfing AOE's, watch out Guardians and Warriors, your about to lose those sweet multiple target melee attacks where in they won't touch Elementalists.  Just watch.

#27 Kuruptz2

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Posted 21 January 2013 - 08:07 AM

View Postjirayasan, on 19 January 2013 - 07:50 PM, said:

You read wrong. He's meaning AoE is as strong against 1 enemy as a single target is against 1 enemy.
AoE should be weaker than a single target skill, it does damage on multiplie enemies.

Example

Singe target does 2k damage = 2k damage

AoE does 2k damage on 5 enemies = 10k damage


That is why some people find dungeons easy in GW2, you just have to AoE everything. Same in WvWvW.

yes i understand that but what happens to a me when i  am doing 1v1 if i am not mistaken now d/d aint most attacks AEO?

but sure switch out the spells for single target i wouldnt have a problem if they did that

#28 DutchAres

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Posted 21 January 2013 - 12:38 PM

Its kinda normal that AOE should do less damage then solo target damage.
Same counts for range to short range
Probably best way to balance damage between types is something like:
-short range solo 100%
-medium range solo 90%
-short range AOE 80%
-long range solo 70%
-medium range AOE 60%
-long range AOE 50%

But i dont think that this will change the gameplay, especialy not in wvw..
AOEing a choke point even if it does only 50% the normal damage is still a good way to destroy an army.
Especialy since AOE only hits 5 people, groups bunch up a lot, so only 5 people get hit and mostly not the same if they cast more AOE.
I think a better way to counter this is to reduce the damage of AOE but also remove the 5 people cap.
Especialy make melee weapons hit all clustered people if they are standing on the same spot

What i am more worried about is:
This progression system will give you WvW specific abilities you gain as you work down the progression path and recognition so other players can see your progression.
I dont hope these specific abilities are like stat buffs else you would have the same as gear progression like WOW. And skill is depended on how much you have played and not your play style.

I hope they make it like special only wvw powerfull elite skills you need to charge up by kills/defence and keep take points, after you bought them (also with points). After you use them you need to charge it up again, and their is a timer for atleast a few hours.

#29 Baron von Scrufflebutt

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Posted 22 January 2013 - 08:31 AM

WvW's problem is that PvE rules apply.
PvE's problem is that it's poorly designed.

But I guess it's easier to just nerf AoE.

#30 Thamathar

Thamathar

    Pale Tree Seedling

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Posted 23 January 2013 - 06:09 PM

I just wonder why no one ask Anet about somethings that they have saided when they where promoting the game, and they are just doing the oposite ...

Like when they have told us that Craft will have an important part on the game, even on end game .... but they are put the craft slowly put aside ... and this goes for Jeweling ... are they going to do the same for other? Making the craft obsolite at end game?

Or when they say that will never do the game, to the point you have to farm like crazy for stuff .... ya, if u want to have an cool skin on the game, specially skin's with glows (beside AC weapons) u have to farm like crazy ...

Why ppl never ask about this on the Q&A ? I just i will know when its the next one, so I can try to ask this questions ....

About the AoE, I will talk about elementalist ... since i have one at 80, and about 760 hour's on it, the AoE on ele, beside dagger's, all have some type of delay .... so its possible for every one just avoid it if they want ... so why complain about it? Scepter, fire, the skill 2 and 3, its preaty easy to avoid them ... and i could keep talking about how to avoid the AoE from Elementalist on scepter and staff ....

I just hope that Anet does this right ... or it will just kill the class Elementalist




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