[Dev Update] Soul Reaping and Mesmer Issues

countesscorpula

Wilds Pathfinder

Join Date: Nov 2006

Gwen Is [EVIL]

N/

Quote:
Originally Posted by Keithark
Copied post from Daisuko...
Factions does not have ANY energy managment aside from soul reaping based in necromancer-only skills. Offering of blood and Consume corpse are Prophecies, and Signet of lost souls and Reaper's mark are both Nightfall. What does that leave those who only own factions? I'll tell you what, Nothing. Nothing but Soul reaping wich is far less reliable than it once was.
Didn't you get the Memo? None of the Guild Wars releases are stand alone games. Arena Net expects anyone who plays Guild Wars to own all three games. That whole "each release is a stand-alone game" business was just a marketing ploy. They fully intend for each player to purchase older/newer chapters immediately after logging in. I think there was even a paragraph in the EULA about it. Something along the lines of "if you plan on playing any of the core professions, due to frequent changes in game mechanics, you are required to own all past and present releases of guild wars in order to remain competative." I'm sure it was somewhere in the small print, but you, like everyone else just clicked the "I Accept" button without reading through the aggreement with your attourny present - a decidedly poor move on your part.

Loviatar

Underworld Spelunker

Join Date: Feb 2005

[QUOTE]
Quote:
Originally Posted by Moloch Vein
There was one idea presented that was voted favorable by over half the people in the other thread.
maybe they actually tested that idea and it did not give the results Anet wanted

Quote:
It has been met with dead silence despite the fact that it would effectively murder the builds which the nerf was originally created to remove.
possibly that is exactly the reason Anet rejected your simple idea

quote Gaile

Quote:
So speaking to you -- well writing to you -- I would say that the intention was not to completely end spirit spamming, but to bring the ability to engage in that level of use to more moderate levels. I will ask James about this on Monday, and we hope to have more to share on this soon, as well.
you would *effectively murder the builds* while Anet would tone them down.

Enix

Enix

Krytan Explorer

Join Date: Mar 2005

I am in a transitional period.

GRE

In PvE Mesmers can be outclassed by Rangers for interrupting, Eles for blind and weakness, everything but Monks for damage. In the profession marketplace, Mesmers just cannot compete.

Even if targets NEEDED to be interrupted and Mesmers would do, you cant interrupt reliably when your ping is regularly above 300 (as mine is).

Fixes:
-Dont let interrupt spells cast if nothing is being interrupted (waste of 15 energy CoF)!!! You cant cast meteor shower if there is nothing to kill - why should you have a spell interruption skill cast if it wont interrupt anything?

-Make fast casting worth something - right now it is pretty worthless. Make spells recharge faster or cost less. Expertise makes all skills (not spells) cost less for Rangers - why not do the same for Mesmers with spells?

-Give Mesmers some kind of AoE - Mistrust is great and I stock it on my bar, but it isnt enough to drop an Ele for. AoE application of Empathy, Backfire, or even Conjure Phantasm would help make Mesmers more affective without impacting balanced groups in PvP (you dont want AoE hexed, just spread out more or interrupt the Mes).

People are right - there is NO reason to interrupt, distract, divert, or even HEX a target you can KILL in LESS TIME.

kazjun

Desert Nomad

Join Date: Aug 2006

HoVa

W/N

Quote:
Originally Posted by MSecorsky
Yes. YES! Finally someone gets it!

It's funny... but if you took any of those classes (ele, monk, war) and told them to build to fight a mesmer, and the mesmer knew who he was giong up against, I'd have to put my money on the mesmer every time in a fight to the death (not a stalemate, monks... ).
You do realise that this is no great argument to take a mesmer for pve, right? Sure, a mes/nec would be tough to beat for any profession 1v1. But where exactly are you going to see that in pve? Unless you're fighting abbadon, or shiro or the lich, nearly eveything you meet in pve comes in a mob. Which mesmers aren't really built to handle I think you'd agree.

Which leaves what? Single target damage? Short of maybe backfire on a spamming monster, mesmer dps isn't that flash compared to a warrior or an ele. Shutdown is good, but you could just as easily shutdown a monster by killing it. And a good party should be able to kill things fast enough that short of the 2-5 sec recharge skills they'd only face most skills only once anyway, making shutdown pointless.

Interrupts are very good, but you can just as easily go another class and take a /mes. Practically all my caster heroes carry leech sig and powerdrain for example. And so do many player characters. And my necro loves epidemic.

Which is why I wonder how Anet can ever balance mesmers for pve. There is nothing a primary mesmer can offer (except maybe being able to use runes) that a secondary mesmer couldn't. I mean, are you going to go up to a party and say "I can quick res"? Or even FC spikers, good for pvp, but hardly necessary in pve. You can get into pugs in pve if you go that route. Though most would pick an ele or necro for that. Unless there are a ton of awesome skills released for FC, which would be unbalanced and get nerfed, I don't know how a primary mesmer can beat a secondary mes in pve.

mweed

Ascalonian Squire

Join Date: Mar 2007

N/E

What if the 5 second timer only applied to spirit deaths and energy gain from other deaths worked like before the nerf.

I think the attribute would read something like this:

Soul Reaping: Whenever something dies, you gain 1 energy for each point in soul reaping. If a spirit dies, you gain half that energy and only once every 5 seconds.

This would keep ANet’s original intentions of toning down the abuse in PvP and keep PvEr’s happy.

Enix

Enix

Krytan Explorer

Join Date: Mar 2005

I am in a transitional period.

GRE

Quote:
Originally Posted by MSecorsky
Yes. YES! Finally someone gets it!

It's funny... but if you took any of those classes (ele, monk, war) and told them to build to fight a mesmer, and the mesmer knew who he was giong up against, I'd have to put my money on the mesmer every time in a fight to the death (not a stalemate, monks... ).
First of all, any class' build can be overcome by another build, period.

Secondly, how many times does a single mesmer face off one on one in PvE? Doppelganger... so that would be once.

Nobody is saying Mesmers arent good at doing what they do. Everyone is saying what Mesmers do is UNNESSISARY.

Series

Banned

Join Date: Aug 2006

Quote:
Originally Posted by Loviatar
maybe they actually tested that idea and it did not give the results Anet wanted

possibly that is exactly the reason Anet rejected your simple idea

quote Gaile

you would *effectively murder the builds* while Anet would tone them down.
Maybe they tested the idea and it didn't give them good results because their keyboards got coffee spilled on them. Maybe they didn't test it at all and are just guessing. Maybe they tested it for 5 hours every day for the past week and feel that until they get a month in, they can't release it to avoid an outburst. We can play the "maybe" game all day, or work with stuff we actually know.

Anyway, Ensign's idea is perfect... it murders the team build but not the concept of individually spamming spirits for energy... so Anet would preserve that (for whatever reason they wish) and the playerbase would be happy.

If Anet doesn't take this idea because it would remove this team build from play, they would essentially be sacrificing the fun of thousands for the fun of the maybe 100 people or so who run this build (not to mention the fun of all the people who play against this broken mechanic). If that is confirmed, I doubt I will ever buy another Anet product again. Fortunately, however, they are still working on it, so who knows, maybe the decision they choose will be great.

countesscorpula

Wilds Pathfinder

Join Date: Nov 2006

Gwen Is [EVIL]

N/

Quote:
Originally Posted by Enix
Even if targets NEEDED to be interrupted and Mesmers would do, you cant interrupt reliably when your ping is regularly above 300 (as mine is).

Fixes:
-Dont let interrupt spells cast if nothing is being interrupted (waste of 15 energy CoF)!!! You cant cast meteor shower if there is nothing to kill - why should you have a spell interruption skill cast if it wont interrupt anything?
I recently revisited the mesmer profession. If the fix mentioned here was the only change made, I would be Immeasurably pleased. Even with a ping of 80, and a skill with a cast time of 1/4 of a second, I was still missing the interupt on 1 and 2 second spells* even though I pressed the key well before the 1/2 way mark in the offending skill's cast meter. I don't think it's my reflexes, because I've done a fine job of interupting with my ranger n the past. My friend was kind enought to explain "latency" to me. Latency can't really be avoided, but having to wait 25-30 seconds for a skill to recharge, when that skill did absolutely nothing in the first place, and that skill is one of my primary functions, well... in the end it makes me less than happy.

*When playing a starting character, not many of the oponents have skills that take longer than 2 seconds to cast. But those skills hurt a good deal when you have an AL of 30 or less and only 240 HP.

:::Q:::

:::Q:::

Banned

Join Date: Apr 2007

[QQ]

Me/N

Quote:
Originally Posted by Gaile Gray
Necromancers and Soul Reaping

In a nutshell, Soul Reaping was working too powerfully in the past. After all, all professions save the Necromancer have had to keep a careful eye on energy management, because managing that resource is intended to be a significant part of the gameplay experience. No profession should be in a position to have a nearly-limitless supply or energy, and frankly, Soul Reaping was just too powerful in the overall scope of things. Some have suggested that the recent changes were put in place to rebalance PvP, but in fact, both PvP and PvE were affected by the overly generous way in which Soul Reaping worked. This was highlighted for the team in recent months during their Hard Mode playbalance tests.

The goal of the change to Soul Reaping is to bring the Necromancer's energy pool to a more reasonable level in a way that affects extreme cases more than normal cases. The existing change does successfully place an upper limit on energy from Soul Reaping, but the designers are concerned that the five second rule is inelegant, being a little random in its effects when triggering Soul Reaping through quick kills. They are going to continue to investigate a better way to accomplish the same energy-related "reality check" while being a bit more lenient in how it is applied. If this is done, some of the recent energy cost changes to skills may be reverted.

Those who have contributed forum posts with detailed builds have helped immeasurably. You should know that every single build you've posted is being reproduced at ArenaNet, and not only that, it is being tested with both the former SR rules and the current ones. This allows the designers to acquire a "before and after" view, which will help the designers get a realistic appraisal of where the Nec was and where it is now. With that information, they can look at the best means to accomplish their intended goal. So while Soul Reaping will not be adjusted back to the way it was, the designers will continue to look at ways to achieve the desired outcomes in the best way possible.
Wait wait wait... I came rushing into the forums today in hopes of seeing something solid (was told about game update last night) only to find Anet's official statement to be: We still don't really know what to do yet?

What the hell.

While I understand that finding the answer to the timer problem will take time, it takes arrogance to think that telling us "it will take time" is enough to be considered an "update".

ALSO:



Quote:
Originally Posted by Gaile Gray
Necs are pretty comfortable with a change to SR, because they acknowledge that it was a tad overpowered.
Don't ever put words into our mouths again, or think for a second that you know how we feel. I will leave the game and sell my account on eBay for arrogance like this, I swear it.
If it is the development teams' position that they know and can account for all, then they know nothing, and can account for nothing. If this is the general attitude of devs at ArenaNet, I will be leaving the game. Period.

icymanipulator

icymanipulator

Krytan Explorer

Join Date: Mar 2007

He was also the best TNG recurring character...yeah I went there

Seriously though, whats up with this pissing down the leg and telling us its raining attitude? Penalizing efficiency is some pretty big bs.

Kali Magdalene

Lion's Arch Merchant

Join Date: May 2006

Washington

N/

Quote:
Originally Posted by Moloch Vein
There was one idea presented that was voted favorable by over half the people in the other thread. It has been met with dead silence despite the fact that it would effectively murder the builds which the nerf was originally created to remove.
Except that the nerf was intended to limit - not remove - that build. It's the most expedient solution, but it's apparently not the one A.net desired most.

Jibrail

Ascalonian Squire

Join Date: Mar 2007

Quote:
Originally Posted by :::Q:::
Wait wait wait... I came rushing into the forums today in hopes of seeing something solid (was told about game update last night) only to find Anet's official statement to be: We still don't really know what to do yet?

What the hell.

While I understand that finding the answer to the timer problem will take time, it takes arrogance to think that telling us "it will take time" is enough to be considered an "update".

ALSO:





Don't ever put words into our mouths again, or think for a second that you know how we feel. I will leave the game and sell my account on eBay for arrogance like this, I swear it.
If it is the development teams' position that they know and can account for all, then they know nothing, and can account for nothing. If this is the general attitude of devs at ArenaNet, I will be leaving the game. Period.
i agree and this is why i have left this game for the dogs. just one of those bad purchases that unfortunately took me while to realize.

of course since theres no monthly fee i still do drop in for the guild, usually when servers are under maintenance elsewhere. i won't be uninstalling it, it is mine afterall, just won't buy anymore products from anet.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by :::Q:::
Don't ever put words into our mouths again, or think for a second that you know how we feel. I will leave the game and sell my account on eBay for arrogance like this, I swear it.
If it is the development teams' position that they know and can account for all, then they know nothing, and can account for nothing. If this is the general attitude of devs at ArenaNet, I will be leaving the game. Period.
I'm going to have to third that. I never saw those two bottom parts of her chat log before...

wren e

Academy Page

Join Date: Sep 2005

Xen of Onslaught

What I would like to see get changed to soul reaping for it to be less clunky and more streamlined would be to have spirits only give 1/8 energy when expire and minions only give 1/2 energy when expire. This way the necro still always recieves the benefit of SR versus the 5 sec timer the way it is now.

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

While your working on the Mesmer keep in mind something in a high heels, tight lacy thong and bunny ears would be nice.

Seriously it is good that they are taking a serious good look at PvE Mesmer concerns.

My personal concern when playing a Mesmer is energy cost of casting spells most that are 10e to cast. With 55 energy I’m almost out of mana before the second foe drops. Honestly what’s the point of fast casting when you end up blowing your wad so quickly?

Have you ever considered increasing the Mana regeneration of Mesmer by one? SO instead of 4 pips of regeneration you gain 5 pips of natural regeneration to compensate for the cost of 10 in so many Mesmer skills?

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

Personally I'm hoping for some group support options to be considered!

Ishtar Serket

Ishtar Serket

Academy Page

Join Date: Jan 2007

Gods and Legends (GODS)

I am now beginning to wonder what the big deal about SR is. I've been a necro for almost 2 years now (it was the first character I created). I was initially angry/upset by the change to SR like most others. After the initial 'shock' wore off I played my necro as a curses necro, orders necro, BiP necro and mm. All the change means to me now is that like every other profession in the game, some form of energy management is required. If you can't manage that, you should really be playing another game. It isn't hard to have a lot of energy at most times even with the new SR and I agree that all classes should need to do energy management, otherwise there is a shift from balance.

As for mesmers in PvE, I can only hope there are changes to it. I've been going through Factions with my mes and approximately half of all missions I've resorted to using heroes and henchies in order to actually do the mission since waiting for others to let you join gets boring after a half hour... What those changes can be I don't know but anything that makes them a more attractive class for others to invite is always a good thing.

Edit: They wouldn't move energy regen to 5 pips since the most is 4. Always can follow the suggestions made in many other threads about mesmers in PvE by either dropping the energy cost of certain popular mesmer skills or by adding something along the lines of the Ranger's Expertise to mesmer interrupt skills. Such as energy cost for Backfire, Empathy, Power Spike, etc is lower for primary mesmers.

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

Quote:
Redfeather1975
Personally I'm hoping for some group support options to be considered!
I assume you are referring to the Mesmer. Necromancers already provide great party support like providing minions and energy via the Bip or AoE damage via SS.

What the Mesmer could use are some AoE damage skills like SS. OR a way of increasing the area of effect some Hex Spells like Empathy. Make Fast casting increase the area of Hexes from single person to a larger area. That would increase the need for fast-casting and the need for a Mesmer in PvE in general. In this way their skills cannot be usurped in some fashion from other Hex Spell casters such as the Necromancers or Elementalist.

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

I don't see the difficulty with the SR change. Why not mod soul reaping just like any skill, and scale the energy gain to something like 0.75 energy per attribute level, and 0.4 energy per level for spirits. That would scale SR to 1...9...12 for regular deaths and 0...5...6 for spirits. The numbers can be tweaked a bit, but that way you don't have people complaining about rapid chain kills and how they get no energy anymore. Also, the lower energy gain would mean that while regular builds can use this energy flow as management successfully, builds that depend on rapid spamming (HB healer necro, rapid hex spammers with no other emanagement, etc.) would suffer, since they generally have 12-14 SR and they'd only get 3 less energy back from each death and 1 less energy back from each spirit death. In builds where ~15 spirits and ~5 people/pets die every minute, that's going to be ~30 less energy per minute, equating to a 1.5 pip handicap compared to before.

Improvavel

Desert Nomad

Join Date: Apr 2007

About SR.

The old SR was overpowered because the necro could spam 10-15+ energy spells non-stop. If you ever played a Order necro in tombs you know this pretty well.

The current SR often is fine, specially with some skills cost reduction, but sometimes create problems.

The main problems are:

1- Minions all get wiped out from an enemy aoe spell. You dont get much to restart, and since SR got nerfed, necros skill bars are less prone to incorporate stuff like support skills or damage skills.

2- The battle is over, there are scores of corpses in the ground and you are still out of energy. This shouldnt happen to a necro.

3- The dreaded +6/+7 purple number. Nothing infuriates a necromancer more, than losing half is energy gain to a random spirit death.

I know why Anet didnt removed energy gain from allied minions/spirits. Its because Soul Reaping has exactly ZERO utilitie in PvP, so they decided, that some occasional triggering would help SR in PvP. It also really hurts the PvE player when a spirit triggers ur SR.

About the mesmer.

Mesmer has a problem. Monster either are weak, so no need to shut them down, and/or have a speciall set of rules that make the mesmer role redundant (energy burn, for example).

Additionally, Mesmer damage is armor ignoring. This make balancing mesmer skills for PvP hard, so when they get balanced for PvP they are useless for PvE.

Either monster start to play with the rules applied to humans, and start having balanced mobs, that have a closer behaviour to humans parties and start to being multiclassed (ie, primary/secondary like a mo/w), or the mesmer wont find a place easly in PvE.

Mesmerman

Mesmerman

Academy Page

Join Date: Mar 2007

[Penis]

Me/N

Quote:
Don't ever put words into our mouths again, or think for a second that you know how we feel. I will leave the game and sell my account on eBay for arrogance like this, I swear it.
If it is the development teams' position that they know and can account for all, then they know nothing, and can account for nothing. If this is the general attitude of devs at ArenaNet, I will be leaving the game. Period.
Wow.
/signed

Also, whether SR needed a change is irrelevant at this point. Now the issue is the problem with the timer. Which IS a problem and is making the Necromancer have consistency problems.

The Ernada

Jungle Guide

Join Date: Nov 2006

Wow. There must have been a half dozen people throwing tantrums and threatening to quit in the last page and a half. I guess that's one way of showing your dissatisfaction. A more rational, less drama queen approach would have been better though.

First people gripe at ANET for supposedly not addressing or responding fast or often enough. And yet when they do release a statement, people start issuing threats because they don't like what they hear. Embarassing.

Mesmerman

Mesmerman

Academy Page

Join Date: Mar 2007

[Penis]

Me/N

Quote:
Originally Posted by The Ernada
Wow. There must have been a half dozen people throwing tantrums and threatening to quit in the last page and a half. I guess that's one way of showing your dissatisfaction. A more rational, less drama queen approach would have been better though.
Anet speaks in money. If we're not going to buy their crap anymore, they wont get money. I personally wont buy anymore ArenaNet stuff.

BladeDVD

Wilds Pathfinder

Join Date: Jul 2006

Hawaii

Clan Of Elders

N/

Quote:
Originally Posted by :::Q:::
Wait wait wait... I came rushing into the forums today in hopes of seeing something solid (was told about game update last night) only to find Anet's official statement to be: We still don't really know what to do yet?

What the hell.

While I understand that finding the answer to the timer problem will take time, it takes arrogance to think that telling us "it will take time" is enough to be considered an "update".

ALSO:

http://members.iinet.net.au/~rathbeck/gaile.gif



Don't ever put words into our mouths again, or think for a second that you know how we feel. I will leave the game and sell my account on eBay for arrogance like this, I swear it.
If it is the development teams' position that they know and can account for all, then they know nothing, and can account for nothing. If this is the general attitude of devs at ArenaNet, I will be leaving the game. Period.
First, they are sharing what point they're at in adjusting Soul Reaping. In other words, they are "updating" you on the status of their thinking on the skill.

Secondly, read the chat line above the one you quoted. She says this is the way they think necromancer players see things, but asks to be corrected if you think she's wrong.

You are, at least in this case, overreacting over nothing.

If you don't like what's been done to soul reaping, just say so and suggest an improvement if you can. All anyone involved here wants to do is to create a fun, playable game for a wide range of people.

countesscorpula

Wilds Pathfinder

Join Date: Nov 2006

Gwen Is [EVIL]

N/

Hey Devs,

Want to make mesmers more playable in PvE? Try not handicapping them by excluding them from what is supposed to be a universaly beneficial bonus.
See post/thread: http://www.guildwarsguru.com/forum/s...7&postcount=41

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Personally, I think the idea of incorporating some system of diminishing returns is a good one - like the suggestion on the fifth page, I think it was. (Although you'd probably want to make the energy gain a status like morale/DP rather than an enchantment that will make you a target for Shatter and Drain...)

On Mesmers... Boss monsters playing 'by the rules' would certainly be a good start - currently, the few times you do fight a single foe, most of the Mesmer's normal box of trickery is usually taken out anyway by the fact that the enemy's boss skills ignore the normal rules entirely. Let's see some big bosses that have normal classes and normal skills (possibly with a secondary or even a tertiary, or even multiple elites to help stand out) and that gain, if not all of their power, than a significant amount of it from them instead of unstoppable monster skills so that the Mesmers actually have something to stop...

And I certainly like the idea of area-of-effect hexes. Even at reduced strength, being able to Empathy or degen entire groups at a time would be... tasty.

(Incidentally, one thing I've noticed people talking about is things like armour-ignoring and single-target focus being a disadvantage to the Mesmer. I don't really see it so much - on the armour-ignoring part, in high-end PvE the enemies, from what I've seen, normally have higher armours than a typical PC of their class. And on the single-target focus... most high-end mobs, if you don't mess up your aggro, tend to be smaller than the party (5 or 6 seems to be about the median). With the numbers in your favour like that, having one of you shut down one of them is to your advantage, as the relative gap widens until you reach a point where, guess what? They're all shut down and you still have people free to go to town.

Now, while shutting a critter down entirely isn't exactly easy, the point is that one person on your side being able to neutralise one of them at the cost of not being able to do much else themselves is actually a good tradeoff.

Corinthian

Corinthian

Krytan Explorer

Join Date: Sep 2005

A part of the problem are the skills themselves. Which mesmer elite is equal to Spoil Victor's usefulness in PvE? Or, which skill? Empathy? Yay for halved duration against hexes on bosses. And the damage only occurs if they attack. Backfire? Only if they're a caster, and it lasts for what, 3 seconds on bosses? Instead slap them with a Spoil Victor and their HP will drop only if they... do basically anything. Halved duration? Don't worry, it's recharged already.

Plague

Plague

Krytan Explorer

Join Date: Aug 2005

N/E

Well, not to throw a tantrum...

But personally, I've been very displeased with the way ANet has dealt with Guild Wars since I bought the original Prophecies.

"Why?"

I've found, in my playing experience:

*Builds that I believe are fun have gotten worse, not better
*Builds I never had any interest in utilizing have been pushed upon my playing class
*Difficulty has increased by means of numbers, not tactics (not fun for me, personally)
*Rewards have decreased dramatically
*Fixes for common complaints arrive very slowly, and sometimes never
*Resolutions for problems that seemingly never existed arrive quickly and consistently
*Public outcry is heard but misinterpreted, sometimes ignored
*Chapters have higher progressive quality but have not improved or utilized good concepts very well: e.g., Factions' territory system
*PvE play, to me, increasingly feels more like a chore than an opportunity

Now, I'm not throwing a fit here. But speaking just out of my personal experience, I don't like Arena Net. I'm not being derisive, I'm just speaking as a customer.

As such, I'm not sure if I will buy Guild Wars 2. I think I'll go ahead and buy Eye of the North, simply because it's a seemingly new formula. However, it's also what I would call ANet's "last chance" in my relationship with the company. If I don't like what I find, if I find that GW:EN is just more of the same, and offers me absolutely nothing but new art assets and another disappointing PvE experience, I won't purchase GW2, because I don't think ANet will have the follow-through to make it an enjoyable experience. (For me.)

I've personally logged a lot of hours into Guild Wars. In retrospect, I'm not sure why. Personally, I haven't liked any of the chapters. I've found all of their storylines to be rather childish and hackneyed, and their gameplay to be too arduous to be enjoyable. What I expected to be a game of tactics has simply turned into a game of struggles. Rather than outwitting small numbers of powerful enemies, I find myself simply trying to survive an onslaught of overpowered monsters. It's as though I'm teaching temporal mechanics at a community college. It's just a wasted experience. Generally, I'd rate Guild Wars, so far, in my experience, as a whole, an average but uninspired game driven too often by engineering instead of... simple fun, and artistic merit.

But all of this is just me. It's not a threat, just a perspective. Not everyone that says, "If this doesn't pan out, I won't purchase any other ANet products," is just pitching a fit. Some legitimately are just displeased and disenchanted. I'm one of those people. I don't like how the game has found itself altered in many respects, and I find it's just become too tiresome in its difficulty.

My favorite example is the days of tearing through Prophecies with an army of 36 minions, having fun trying to reach 40 total. Was it balanced compared to what a warrior, or a mesmer can do? No. Do I care? No. It's PvE after all. And it was intensely fun. My problem is not that they tried to balance this, it's that I've been completely blocked from having that same experience. I can never have that experience again, no matter what build I use, no matter how experienced or clever I am. I will always have a 10 minion maximum. My experience has been completely removed from the game. Many of you will disagree with this, citing your own examples of fairness, responsibility on ANet's part and possibly even bias on my part. But that's you.

I no longer find Guild Wars to be rewarding, as I feel neutered from my means to over-achieve, which is how I enjoy myself in a game like this. I like feeling rewarded, as though my player avatar is unique and successful. And perhaps that's the problem - Guild Wars philosophy is so centered on equality of the masses that personal achievements (by my standards that is) are nearly impossible to achieve beyond very generic and purposeless rewards like titles and often unappealing expensive armor sets.

Forgive the analogy, as it seems harsh due to contemporary connotations, but Guild Wars philosophy, laughably to me, resembles Communism: an attempt to ensure complete equality among the masses that results in a select few being very powerful while the majority simply struggles and is left feeling slighted, one way or another. I probably lost a good number of people there since "Communism = evil" these days, but the general idea behind the philosophy remains the same.

In my own philosophy, I don't mind if one class is technically more powerful in a PvE environment than another, so long as the experience of playing those classes is so diverse that I can't help but want to experience them all. Perhaps my minion master was the most powerful character in the game for a time. But only in specific zones. Place single, incredibly powerful boss characters in my path and I'm helpless. Introduce a warrior, a mesmer, or some other class into that setting and the experience changes. That's what I've missed, and what I think has been lost somewhere along the way.

Fun is no longer diverse, it's pre-approved.

But that's just me. Not a threat, just a customer.

Mesmerman

Mesmerman

Academy Page

Join Date: Mar 2007

[Penis]

Me/N

Quote:
Originally Posted by BladeDVD
First, they are sharing what point they're at in adjusting Soul Reaping. In other words, they are "updating" you on the status of their thinking on the skill.

Secondly, read the chat line above the one you quoted. She says this is the way they think necromancer players see things, but asks to be corrected if you think she's wrong.

You are, at least in this case, overreacting over nothing.

If you don't like what's been done to soul reaping, just say so and suggest an improvement if you can. All anyone involved here wants to do is to create a fun, playable game for a wide range of people.
She said that is how she sees it. I think Q's "frustration" was over the fact that Gaile actually sees it that way. Hell, I find it infuriating myself.
You obviously misunderstood were the anger came from. Suggesting improvements is useless at this point, as we see, considering the way Anet works, AND considering the disregard of almost 70% of all the Guild Wars forums asking for SR to be changed back, MINUS the spirit gain. They'll do what they want, and will never admit they were wrong.

I, personally, read the line saying that that is how she "thinks" necromancers are taking it, and it very much feels like putting words into MY mouth, and makes me think that they straight up don't listen to anyone who isn't a damn PvP player.

cthulhu reborn

cthulhu reborn

Wilds Pathfinder

Join Date: Jan 2007

the Netherlands

W/Mo

Quote:
Originally Posted by Plague
Forgive the analogy, as it seems harsh due to contemporary connotations, but Guild Wars philosophy, laughably to me, resembles Communism: an attempt to ensure complete equality among the masses that results in a select few being very powerful while the majority simply struggles and is left feeling slighted, one way or another. I probably lost a good number of people there since "Communism = evil" these days, but the general idea behind the philosophy remains the same.

In my own philosophy, I don't mind if one class is technically more powerful in a PvE environment than another, so long as the experience of playing those classes is so diverse that I can't help but want to experience them all. Perhaps my minion master was the most powerful character in the game for a time. But only in specific zones. Place single, incredibly powerful boss characters in my path and I'm helpless. Introduce a warrior, a mesmer, or some other class into that setting and the experience changes. That's what I've missed, and what I think has been lost somewhere along the way.

Fun is no longer diverse, it's pre-approved.

But that's just me. Not a threat, just a customer.
Interesting comparison. Although undoubtedly our characters are richer than citizens of communist nations...And if capitalism teaches us one thing it's the celebration of buck over quality. We spend more on less. And GW has label products just the same...it's called 15k armour. It's not better, just more expensive. So I fear I do not agree from an economic point of view. But I digress...

Balance is an interesting thing and it proves a difficult one. The big variable is player skill and even when you make it all easy many people still manage to mess things up for themselves and the party they're in. But I agree that there is a problem that on the one hand you have to be able to do all missions with all characters and on the other you want to give each class a right of existence...a reason to be.

My mesmer is a domination mesmer. I haven't found a good illusion build yet although I am getting close to one. As far as domination is concerned I just notice that I have a flying start and then it stops and I wait for energy the rest of the combat and cast the occasional spell when I have the energy. The alternative is to limit the offensive side of my build for energy gain but that would mean either giving up interrupt or damage dealing basically crippling the build and make it very much a specialist build.

The problem (and not only for the mesmer) is that PvP has lvl 20 enemies only and PvE has lots of 20+ mobs and bosses. Realm of Torment only has lvl 24 and lvl 28 mobs.
So how to balance skills between 2 area's of the game (PvE and PvP) where on the one hand it's lvl 20 vs lvl 20 and on the other lvl 20 vs lvl 28?

Sure the mobs are AI driven and not as smart but when they spike you for 200 damage a couple of times you need to be able to deal with it. And when as a mesmer you are up against lvl 28 foes 3 interrupts are not gonna stop it. And of course then you are waiting for 10-15 seconds for your interrupts to recharge. So then you are forced to use an elite to have a faster recharge (Mantra of Recovery) but that limits your damage output (Energy Surge) or energy gain (Energy Drain/Mantra of Recall).

A mesmer wit illusionary weaponry that can only be used on melee attacks? Who in the world came up with that? A mesmer isn't gonna charge in. It should be usable on a staff...that would actually make sense!

And too many skills are too specific. Yeah sure..it's great to have a billion interrupts to interrupt spells. However not everybody uses spells and even spellcasters don't use spells only. As you need to be able to counter all kinds of things in a battle that means you only take part in part of the battle. That's not fun. So it's better to take interrupts that counter skills, but then there are too few to make a full build out of it. Maybe that's what they want to avoid because it would be too powerful but the truth is that it's better to give interrupts to your mesmer hero because his computer directed timing is better than mine. They lack tactics but they got speed on their side.

And one more thing....bosses. There is the situation that in PvE a boss only suffers from a hex for half the duration....Diversion only lasts 3 seconds!!! And conjure phantasm lasts 7 seconds with illusion on 16. Since bosses are harder to kill per definition, try to make a mesmer build against a level 28 mob with same level boss that has a sustainable use during the entire combat. I haven't been able to...I just stand around a make myself feel good with the occasional interrupt of a self-healing skill or an empathy...energy allowing.

countesscorpula

Wilds Pathfinder

Join Date: Nov 2006

Gwen Is [EVIL]

N/

Quote:
Originally Posted by Plague
As such, I'm not sure if I will buy Guild Wars 2. I think I'll go ahead and buy Eye of the North, simply because it's a seemingly new formula. However, it's also what I would call ANet's "last chance" in my relationship with the company. If I don't like what I find, if I find that GW:EN is just more of the same, and offers me absolutely nothing but new art assets and another disappointing PvE experience, I won't purchase GW2, because I don't think ANet will have the follow-through to make it an enjoyable experience. (For me.)
I too am unsure if I will be purchasing GW2. For me, one of the key deciding factors will be if PvP and PvE mechanics are kept separate. When I was introduced to Guild Wars, PvP wasn't even mentioned. I was looking for an online roleplaying game that I could enjoy with friends. One that I could pay for upfront (I don't liek the required commitment of monthly fees). Heck, it took me a week to figure out what "pre-searing" was. The environment was large and beautiful. Plenty to explore, I could walk in many of the water spots (not swim, but that was ok). Later I discovered that PvP existed, and that for the most part, I wasn't welcome because I wasn't UBER 1337 (I actually had to look up leet speak on the internet to find out what that was. I've learned a ot since then, but the feelings still stick). "Fine," I thought. I'll enjoy this large roleplaying place where I don't have to be approved of by the UBERs of the world.

Things went along fine, but as time went on I discovered the UBER leet were demanding that my game be changed. Change my game? How weird? I didn't kick up a big fuss when they didn't welcome me into their game. Why should they be so interested in changing the way I play my game? Then I found out that they weren't really interested in my game at all. And that many of them could care less what happened in my game (not unlike I for their game since my early encounters). The problem stemmed from the fact that their game, and my game, used the same skills. And that though a skill might seem jolly great fun in my game, it was causing sorrow and unhappiness in theirs. Far be it for me to support the sorrow and unhappiness of others, so the skills must be changed. But now the skill is no longer fun for me. The change has caused sorrow and unhappiness in my game. What used to be fun and enjoyable, is now becoming more of a strenuous chore. I used to be a HERO, blessed with magical powers and great strength. Now, my characters, seem more like plough horses.

In the end it frequently seemed that for happiness to be achieved in one place, unhappiness must be the accepted norm in the other. This was small at first, and able to be tolerated with a bit of deep breathing and a small break. But as time presses on, it only seems to be getting worse. Perhaps this is the "overly complicated system and mechanics" that the developers were referring to in the PC Gamer article. Perhaps not. What I do know is that I will be very disinclined to spend money on another series of games where the happiness of one portion of the customer base must result in the unhappiness of the other. I hope that GW:EN might be taking a step towards independant mutual happiness with its PvE only skills. I also hope that GW2 will take that idea even further, to the point where one style of gaming need not be imposed upon another. But I suppose I shall have to just wait and see...

Hell Raiser

Hell Raiser

Forge Runner

Join Date: Dec 2005

[PHNX]

Mo/

Seriously, stop the threats to leave. You say you wont buy anymore products from them? Yes you will, I know it, you know it, ArenaNet even knows it. You say you are going to quit? Why are you still here? Leave. You seriously think Anet will return everything to the way it was because you threaten to leave and they lose $50? lmao.

Anyone remember the AoE change? lol. I remember eles complained, before that they were able to run around nuking the hell out of anything. They learned to play without it. If you seriously can't play a Necro as it is now: delete it. If you are incapable of playing without unlimited energy: you obviously don't know how to play a Necro.

Please, try a different class. No other class is able to pump out skill after skill without energy management, and have max energy when the fight is over. SR was not changed for PvP, which is why reverting it and removing energy gain from spirits will not solve the problem.

SR was overpowered, we all know it. Just get used to thinking about what spell you cast, and when you cast it; like the rest of us. Bring some Energy Management (Don't even start about not having primary profession energy management; you may not have much, but it is more than say... monks).

Oh, and just because a part of the community (please, show me statistics if you say 70%) thinks SR should be changed back (without spirit gain), doesn't mean ArenaNet has to do it (They probably will, to stop the whiners <YES, you are all whining, don't act like you aren't>).

mweed

Ascalonian Squire

Join Date: Mar 2007

N/E

Quote:
Originally Posted by Hell Raiser
Seriously, stop the threats to leave. You say you wont buy anymore products from them? Yes you will, I know it, you know it, ArenaNet even knows it. You say you are going to quit? Why are you still here? Leave. You seriously think Anet will return everything to the way it was because you threaten to leave and they lose $50? lmao.

Anyone remember the AoE change? lol. I remember eles complained, before that they were able to run around nuking the hell out of anything. They learned to play without it. If you seriously can't play a Necro as it is now: delete it. If you are incapable of playing without unlimited energy: you obviously don't know how to play a Necro.

Please, try a different class. No other class is able to pump out skill after skill without energy management, and have max energy when the fight is over. SR was not changed for PvP, which is why reverting it and removing energy gain from spirits will not solve the problem.

SR was overpowered, we all know it. Just get used to thinking about what spell you cast, and when you cast it; like the rest of us. Bring some Energy Management (Don't even start about not having primary profession energy management; you may not have much, but it is more than say... monks).

Oh, and just because a part of the community (please, show me statistics if you say 70%) thinks SR should be changed back (without spirit gain), doesn't mean ArenaNet has to do it (They probably will, to stop the whiners <YES, you are all whining, don't act like you aren't>).
Hmm, in your post you told everyone to stop whining, but your whole post was nothing but whining. Can you say hypocrite? You should take your own advice.

"Seriously, stop the threats or leave."

dark_prince2023

dark_prince2023

Frost Gate Guardian

Join Date: Mar 2007

W/Mo

The person above me is a pvper ohh sorry wrong thread!

Hell Raiser

Hell Raiser

Forge Runner

Join Date: Dec 2005

[PHNX]

Mo/

Quote:
Originally Posted by mweed
Hmm, in your post you told everyone to stop whining, but your whole post was nothing but whining. Can you say hypocrite? You should take your own advice.

"Seriously, stop the threats or leave."
Whining? Please, quote a line where I whined. Please show me where I am being a hypocrite.

I said "Seriously, stop the threats TO leave." People are threatening to quit the game, yet they are still here.

Patrick Smit

Jungle Guide

Join Date: Nov 2006

NiTe

Quote:
Originally Posted by :::Q:::
Don't ever put words into our mouths again, or think for a second that you know how we feel. I will leave the game and sell my account on eBay for arrogance like this, I swear it.
If it is the development teams' position that they know and can account for all, then they know nothing, and can account for nothing. If this is the general attitude of devs at ArenaNet, I will be leaving the game. Period.
Try not to react in such a emotional way and read the sentences which u are reacting on a bit better, read between the lines. There she says necromancers, meaning necromancers in general, and not just you. SO she doesnt put words into people mouths. But she reflects what they can observe from the fora, and probly more and other resources you can imagine. This is nothing to feel insulted about. I think you are taking it too personally and behave a bit in a overreacting fashion. Be more mature and reasonable, and think out of other peoples view. Having played all professions I can see the necro from various points of view, and I can clearly see that soul reaping is broken as it was before the nerf.

Good, back to the change in SR. One of the main induction in the change is I think still the effect it had on PvP, not meaning that they didnt take the PvE brokenness not in consideration, but it was IMHO not the droplet spilling the bucket of water (freely translated proverb from dutch). SO in order to solve the problem in PvP they need to adress the infinite energy engine, this also counts for PvE but there are no real "balance" issues directly visible. Still the power of the necro does affect game balance, they make other professions less favourable, giving them therefore less chance to join pugs. IMO it would have been best to just eliminate the SR gain from spirits and minions. This would kill the infinite energy engine in PvP and PvE. Now players still have to kill to gain their energy, it will still need some team effort to establish that. SR in this way would still be extremely powerfull in PvE but much less in PvP preventing any abuse. Basically PvPers would only invest a limited amount in SR for some skills linked to it, for example energy managment like SolS or reapers mark. And I think that is good enough as I think people (necro players this is) should learn the economy of energy management like other players have to coop with.

I really support the vision of ANET that there is a problem with SR, however I do not understand why this solution was chosen over other more obvious ones. A spirit fulled necro team still can get some 5 energy per 5 seconds in at an SR=10 level, this equals some 3 pips. Using a jagged master, it could pump that up to 4 pips (10 energy per 8 secs or so). I really wonder why the devs developed this less obvious mechanism to abandon a much better solution, only gain energy from players or mobs deaths. I would be pleased (and with me many others I think) to see what Anets arguments are to favor their choice.

About the mesmer in PvE, Ive played all campaigns with them, and I never experienced much trouble getting into groups. Played most lines, and most likely did not explore all the possibilities. I find mesmers pretty effective and can make up a nice build for about any area, from degen to interupt. Why are mesmers according to others then disfavored? I guess it has to do with the fact that other professions do just more damage or are renown for it. The more experience people have with other professions or with game mechanics in general, the more open they will become to other professions and let them join their group. Why u can't get into DoA then? Well because DoA is favoring many gimmicky builds (symbiosis tank builds for example and others) and as people do not meet very differing situations they have evolved a strategy that can deal very effective with that specific situation. But it is not very "balanced" in terms of dealing with other situations.

How could Anet maybe also restore balance in PvE? I think one nice option is to vary more the groups consistencies. Don't compensate by numbers or levels, but by varying skills in even single professions, constructing several builds (i.e. skillbars) that can spawn. And vary group composition more, eventually also adjusting the groups strategy towards the players. No battle will be the same again and will IMO lead to more enjoyment as you constantly need to judge what the opponents are about. It will prevent mindless grinding. And may help with another problem Anet has, professional farmers. Teams would need to be more flexible in order to meet the differering situations. Obviously if a necro in the spawned party might sum up an unexpected Gaze of contempt or chillblains on a symbiosis tank the single minded strategy will obviously fall apart. I feel they are being correcly taught that their strategy was good but not versatile and therefore they fail. Failing is learning, and an important part to become better at the game (or any other activity that is). Accepting failure and improving on it brings more appreciation in the end.

Well enough for now, and I hope the topic gets back in its tracks instead of being a huge flame towards people and Anets opinions.

lennymon

lennymon

Forge Runner

Join Date: Nov 2005

Seattle

Odin's Hammer [OH] - Servant's of Fortuna [SoF]

R/

Quote:
Originally Posted by boko
Sorry, but dun't put words into my mouth. I never said "only pvp matters". I said "where it matters most i.e PvP", which is correct. PvP needs balance more than PvE, and this is a fact. Tournament is made around PvP and real cash are awarded. It would be really stupid for Anet to award cash to a team which uses an overpowered gimmick build.

And, yes, I know that there is more than PvP to GW, since I , myself, play both PvE and PvP. And, I also know that the majority of the players prefer playing PvE.

But, however, that does not changes the fact that balance in PvP is essential for GW. What was wrong with your 1st suggestion was that it was only considering the PvE side of the equation. That is why I told you that it was not viable. I did not mean any offense there. Just stating the truth. On the other hand, the 2nd suggestion was much better since it also addressed the problem in PvP and the PvE side.

Peace.

Cool, you just gave the impression with your 'where it matters most' that it was all that was important in balancing, and also sorry, I wasn't trying to offend you just tryin to get you to (mistakenly) get you to see there's more to balancing that PVP. I didn't mean to imply in my responses that either is more important, and in fact I also believe true balance MUST adress all areas of GW. PVE can and does become imbalanced as well, it's just not as obvious. Balancing looks to PVP not because it's necessarily more relevant, but because it's really the only place to see it clearly.
If something is not working in PVP it's also not working in PVE and that's bad, but it *needs* to go both ways. you're right though my first idea didn't really hit on the spirit spamming issue, not because I didn't think it was a problem but because I was brainstorming and hadn't fully formed the idea yet. Kinda sad too, since I was still messing around in HA back when bloodspike 'hit the streets' (we brought Rangers back then though). Regardless, I still refuse to believe however that it was the sole reason the Dev's finally cracked down on SR... not that it really matters.
SR really is the bigger immidiate issue in my opinion, since an already Viable (in PVE groups) profession has wounded pride right now, and I'd like to not see folks deleting their characters. Mesmers have been too much maligned for far too long in PVE, and quite frankly it can't get much worse for them in groups... The only time the poor Mesmers got a break was when Factions came out and there were 90 bazillion Assassins hitting the pavement heh. I still remember my first time through Viz square, the pug leader was like 'lessee 19 assassins want to join the group... and ooh take the Mesmer!!!' Yeah, Mes rocks at soloing, but damn... what good is an online game you can only play by yourself (if someone isn't much into PVP).

Anyways, I doubt Anet can make it so you only get energy back from your own spirits (although this would probably work for minions) the more I think about how they work. Spirits are just allied critters I think. Perhaps just a lower cap on SR gains from spirits (approaching 0?) would work. I don't believe that just making spirit gains from SR nil by itself will correct the imbalance though. There really does need to be -some- kind of further reduction/limitation on SR. Way I see it is there are now 2 conditional primary attribute energy management skills for necro, [wiki]Reaper's Mark[/wiki] and [wiki]Signet of Lost Souls[/wiki] which are (generously) slightly less efficient than say skills in the energy storage attribute line alone. This doesn't even factor in attunement skills in the other Ele lines (but I suppose the blood line kinda makes up for that ). Yet the passive gain from SR grossly overshadow's any other energy management ability, skill or spell.
I'm all for a change to how it works, but there just has to be a more 'realistic'(within the context of GW) way to do it than the present change of 5sec timer. Distance is already factored into GW, so why not take advantage of the proximity codes already in place. Certainly there needs to be some testing on how best to precisely implement, but it does seem viable and clean.

Moloch Vein

Moloch Vein

Forge Runner

Join Date: Apr 2007

Reactive Hexing Sucks

[Thay]

N/

Quote:
Originally Posted by Kali Magdalene
Except that the nerf was intended to limit - not remove - that build. It's the most expedient solution, but it's apparently not the one A.net desired most.
Removing spirit spamming was the stated reason for the nerf. Nothing else was mentioned.

Nevertheless not a word has been said about it, or any alternative solution.

cyberjanet

cyberjanet

Lion's Arch Merchant

Join Date: Feb 2007

The Netherlands

Rich Mahogany

N/

Quote:
Originally Posted by cthulhu reborn
Before I make my point some basics.
-I play PvE only
-I have 12 characters of which 3 are necro's

Now, I was not happy initially with the nerf because necro was my fave

HOWEVER, I realised that what really irked me was NOT the loss of energy return which was more or less endless, BUT the fact that I couldn't plan my energy return as I can with other classes and skills.
Well said. I play PvE only, I have two characters that I play, of which 1 is a necro, my first character and my most-played until recently. I am still not happy with the nerf.

Currently I am using an auspicious incantion/arcane echo/SS build for SS, which works much better at killing stuff than my previous pre-nerf build.

So why am I not happy?

Because I don't want to play SS all the time, and I don't want a mesmer secondary all the time. It may be unconscious energy-planning, but it's what I call the rhythm of a build. Learning builds is about learning rhythm, and when one plays a character regularly one gets a certain rhythm.

So maybe I'm a bit on the old side to be so sulky about it and should be reflecting the maturity of my years. My fellow necro-playing guildies who are mostly even older than me are just as sulky, but they have fun ritualists and elementalists to turn to.

Maybe I can learn to really love my ranger.

Darth Animal

Darth Animal

Ascalonian Squire

Join Date: Oct 2006

Near Watford

We Don't Have A [Clue]

Mo/R

The current state of Soul Reaping has certainly caused more problems than it solved, and is clunky and inelegant. It was probably a mistake to give spirits a "soul" that could be reaped... but what a slow reaction, is it only Gaile of the ANet people who actually gets in there and plays the game?

Getting a mesmer into a PvE group certainly can be a problem, except in certain specific missions, I look forward to seeing what ideas the developers come up with. Maybe nerfing strength, divine favour, expertise, energy storage, etc would be a route worth investigating...?