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Originally Posted by the_jos
Imbagon
I don't consider this much of a problem.
The game isn't overrun by paragons, I hardly ever meet one.
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Because, as BlackSephir stated, people think "they suck".
This is very interesting, though, since it gives a fine example of pug mentality (but it's not directed to you, Jos, so I hope you don't take offense

)
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Originally Posted by the_jos
# Tand and Spank
AI is the main reason why this works.
And it's enforced by the way A-net made the game harder, adding more foes that hit harder and faster.
This is something that if possible should be avoided in GW2, but for GW1 it's too late to change. PvE players depend on it if they can't ursan and it's been like that since the early days.
People want to succeed and in PUGs T&S is one of the more relyable ways.
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Something that I think would be a good idea to eliminate the logic of "tank and spank is good" is to provide an additional aggro range: The first one could be the one that's already in the game, the one that's the smaller circle in the compass. The next one would be the exact size of the compass. So whenever you aggro an enemy, his aggro range becomes the size of the compass.
The only problem is that there would still be a ton of alternatives to bypass even that, but hey it's just a toss-up idea. Expandith uponith itith.
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Originally Posted by Bug John
bryant > when people are in favor of something they don't feel like creating posts on guru to show it, but when they want to complain, you can be sure that they'll try to be heard on every gw fan site
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Exactly: we were seeing very little complaints before all of these additions. In fact, the game was booming. So, why all the drastic changes?
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Originally Posted by Bug John
do you really think a skill making any loot in game worthless wouldn't impact any player's gameplay
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Seeing as how no loot in the game impacts anyone's gameplay there shouldn't be any reason for it not to exist, right? Right??
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Originally Posted by Bug John
if rebirth is such a terrible skill, why do people use it ?
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For the same reason that people take Mending on their skillbars: They
think it's good.
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Originally Posted by Bug John
in doa, any monster can hit a caster for 200+ damage, I'd really like to see how your monks could handle such pressure without tanks or heavy damage reduction (imbagons)
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Here's one idea:Protective Spirit. But that in itself is yet another funny problem.
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Originally Posted by upier
It's not an excuse.
It's what I feel is a fairly realists look at the state of the game and it's creator.
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It's not looking at "what at is" but more "
why it is".
Why did ANet feel the need to make a move that will only appeal to a small portion of the playerbase,
why ANet thought it best to ditch what made their game unique,
why ANet thought it best to go the route of most (bad) MMO's by granting you victory through grinding.
If players just looked at "what it is" instead of "why", then most online games would be going no where.
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Originally Posted by upier
Show me the money.
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All I need to show you is the box art. Check each and every one of them, not a single mention of "overpowered crap".
Guild Wars is going to make a huge, HUGE majority of its money based off of three words: free-to-play. In fact it was about to reach four million copies (
source) 2 months after PvE skills were released (
source 2).
If we want another example, we can go back to my loosely
WoW vs. GW thread about "catering to the newbie". A huge portion of the WoW playerbase has still only seen like 1% of the endgame content yet WoW's popularity is still booming. It's just proof that the endgame isn't the biggest selling point, but providing fun on the surface is.
Moreover, if they want to give tools to help the "casual new comers" then the PvE skills wouldn't require a title. That right there completely invalidates any evidence of these additions helping the newbie.
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Originally Posted by upier
Constant HP degegn, being prevented to cast enchantments, being KD-ed every few secs, being unable to damage a foe unless you break his armour, 1k damage hits, foes that completely bypass the basic game rules, ... - you consider THAT a "sane way"?
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Whatever makes it more fair for the computer. The fact that we were still conquering all of these "overpowered" monsters and areas before all of these additions proves that it's still not a fair fight.
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Originally Posted by kostolomac
*snip*...on the other hand you are just a player , you have no right to tell other people how to play the game unless they let you.
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We're "just a player"? Many online games rely solely on community feedback. Guild Wars is no different. It's just with the recent direction they seemed to have listened to a group of players that didn't seem to have GW's interests at heart - which makes it even
more confusing about why ANet listened to them.
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Originally Posted by kostolomac
If A.net switched their game design to please casual players it was their choice , our choice is whether we are going to play this game under their rules or not play the game.
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There was a change to help the casual players? When was this? I mean I heard about the NM DoA nerf, but what else?