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Miragee

Member Since 02 Jun 2012
Offline Last Active Today, 06:59 AM

Posts I've Made

In Topic: Possible reveal leak - Spoilers

31 August 2015 - 06:06 AM

View PostAlexei Hart, on 30 August 2015 - 02:54 AM, said:

How about a little bit of everything? There's plenty of space in Tyria for all manner of raids to reach a diverse pool of interests, while making things difficult enough to warrant endgame rewards.

That said, they will also need to be accessible to non-guild PUGs, as there's no shortage of small or diminished guilds in the game. If elements of the precursor hunts are going to be integrated into the raids, which is what I'm getting from their legendary rewards line, then everyone needs a shot.

And difficult content is all well and good, but we can't fall back into the hellhole of gear-pinging that was ever-present for Urgoz/Kanaxai, etc. in GW. Elitism and disgracing have no place in this game, and reinforcing the metagame makes it more fun for no one.

You realise that challenge and "elitism" comes hand in hand. In a somewhat gear and build depended game you can't just walk into challenging content with any gear/build and expect to complete it. If you could, it wouldn't be challenging anymore once you optimise your gear/build.
Aside from that, elitism even comes without challenge. Dungeons *cough*

In Topic: Emphasizing non-DPS roles in GW2

18 August 2015 - 07:03 AM

View Postraspberry jam, on 16 August 2015 - 09:25 PM, said:

The only way to "fix" GW2's combat is to make sure teams of all-DPS characters (or rather, all-nonspecialized characters) fail completing content. And then make it possible to specialize characters for healing, cc and DPS (to make up for the lost slot DPS), and possibly for other roles. When I say "specialize" I mean to the extent that these characters would be very poor at anything but their main job.

That would imply a large number of changes to the core design of the combat system, and indeed to almost everything else about the game.

That is what they are planning for HoT though. Not that I believe that they can realise that but according to Colin on stream they are planning on healing and other roles to become necessary for certain areas in HoT to complete. He also said that that always has been the plan for GW2 from the very beginning though. Colin is such a clown.

In Topic: Emphasizing non-DPS roles in GW2

15 August 2015 - 02:47 PM

View PostDatenshi92, on 28 January 2015 - 11:32 PM, said:

Its true that as long as the game mechanic's remain as they are, there's not much we can do to "force" people to vary from their optimal builds. You don't even have to change a cent of how classes work, just make it so that bosses and mobs in general adapt to different situations, much like players would. Some extra suggestions of mine would be to give bosses (veterans, champions, dungeon bosses) an ability that drains everyone's endurance within their radius. As you are probably aware of, dodging is the biggest damage mitigation in this game so if you take away that, you will have to force people to come up with alternative ways to survive. This will also make toughness, vitality, healing and regen abilities much more useful and desired. You could also make it so that some bosses have an exceptional amount of toughness and the only way to bring them down is through condition damage.

These are just some ideas.

There are multiple problems to your suggestions:

1. Melees being at a disadvantage compared to range characters.

2. Damage mitigation through toughness is by far not high enough to help you live through some boss attacks or even gold/silver attacks. Even with ultra defensive setups, attacks from silvers can hit you for up to over half your life. The difference of having a lot of toughness and having almost no toughness is not big enough in PvE. However, if you change that than it is going to be a problem in PvP because people can already be really tanky over there. So if you increased the effectiveness of toughness you would also have to increase the damage output by players.

3. Healing and CC will still be as weak as ever with this change.

It's really not that simple and each change throws in other problems. This whole thing can't be solved by just changing one parameter. While I agree that the dodge roll is one of the problems in the current system, doing a change here alone isn't going to help. You have to adress the other problems as well, which are encounter design, movement/attacking, effectiveness of CC/support among others.

In Topic: Revenant beta reactions and feedback

14 July 2015 - 10:58 PM

I just posted it because why not. It won't hurt.

https://forum-en.gui...rst#post5283105

In Topic: Revenant beta reactions and feedback

14 July 2015 - 12:01 PM

Has anyone posted this on the official forums yet? I haven't played it and cannot confirm if what you wrote is correct. But from your usual posts I have faith that you have the right ideas and since I'm not active on the official forums anyways I might as well post this article over there.