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Originally Posted by akelarumi
I've started playing this game 26 months ago and paid 50 bucks for all campaigns. I played it for 5,733 hours in total. So I'm playing for less then 0,01 bucks/hour. The game had several big updates. Some I really liked, some I didn't like.
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But all updates have slowly created a huge power creep and slowly weeded out skills that would have been beneficial against these new Dervs, such as DA or Shield of Deflection, or even the old Aura of Faith, maybe even bonding (the power creep of ench removals have made them absolutely pointless in any format).
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Personally I'm really happy with the amount of work they still are putting into this game though I would say they should put more effort into bringing out GW2 a.s.a.p.
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The team maintaining GW1 is about 5/6 where one of these is only their co-ordinator/manager who makes no contribution. The rest of Arenanet are hard at work on GW2. So you shouldn't really be worried about that and how this is relevan to the Dervish issue, I have no clue.
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It is ok to give feedback to them. Point out what they did good and might have done better. Give solid constructive ideas for improvement. But please don't treat them like this for the hard work they are doing with a reasonable small team.
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The team has been fairly busy bringing out all these changes plus gearing up for Winds of Change and 6th Anniversary. But as you say earlier, Guild Wars has always prided itself on a good PvP system. So in fairness, the team should take extra care in trying to balance and maintain the updates much better than they have been doing for the past 3 years. They have consistently created flavour of the month builds with no intention of fixing them for up to 6 months (they have been quoted on this already) in order for the builds to run their course.
Personally, the derv update has taken it a step too far. Ok, Invoke Lightning turned into a spike which actually required co-ordination, but the Derv train has ruined gameplay. As someone has already mentioned, more and more are forced to fight fire with fire and roll Dervs as well. I'm sorry but that is not balanced gameplay at all. that is being forced to play identical builds just so then you have a /roll chance of winning.
Seriously?
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Myself I want to thank Anet for doing your best to still improve this game and adding fresh new things to it.
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Yeahwhatevergz4u.
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To make a small suggestion: Try to think bout the people who enjoy playing PvP. I know the numbers aren't what it was used to be, but PvP has always been an important positive point on guildwars. So when adding new fresh things to the game, think bout the PvP-er as well so PvP gets some nice impulse, attracting new players to it without annoying the devoted people that has always been loyal to this part of the game.
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This made me Trololol. The people who have posted here and the people who have made sound arguments on this thread ARE PvP players. with the mindset that GW imagined their players to have; people who want equality for all professions and reward players for being skillful with what they do in-game. This dervish update has only attracted the new breed of 2011 braindead players who think there are only 3 maps in Heroes Ascent.
The positive points PvP brought to Guild Wars wasn't the simple player-versus-player theory, it was the purely tactical methods of winning, fps style co-ordination and a simple ratio of skill and reward, as mentioned before (e.g. random bulls/landing bulls).
@Urcscumug: You still see some warriors in certain builds with Dervs where the players wants to bring some KD into the mix.
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Originally Posted by Godess Charmaine
I am new topvp so be kind, I feel that when ever I have gone into the pvp HA thing its allways either a team of sins, warrors or now derv's that own it out right and I cannot understand why instead of bothering fixing the Builds as such why not just fix ha.
Simple really limit the team so that only your main class is accesabel and limit the amount of classes so that u get 1 derv, 1 warror ,1 sin, 1 mesmer,1 monk so forth or 2 per team set up limiting the overpowerfull team build so it really does come down to the skill of the players
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That would ruin spike teams, and as a playerbase where we've seen many spike builds come and go, it would be horrible to see them become banned from gameplay.
HA itself is unique. It was originally coined "Tournament" by Anet because of the progressive style of the maps that were in rotation. Nowadays, you pretty much only see Underworld and Fetid, then you jump to Halls. Sometimes you'll get Shrines. The several different map objectives (annihilation, KotH courtyard, capture points and relic run) meant that several skills have to be integrated into your team in order to be effective at all objectives, which is why you see Song of Concentration (KotH), Make Haste (relic run) and snares (relic run, capture points) as required skills in order to get anywhere in HA.
These new Derv builds have brought on pressure builds and the only way to counter is to use more pressure, cancelling out any spikes or even balance teams because even a 3-man backline (Rt, 2 monks) will eventually struggle versus 3 dervs and 2 migraines. The gameplay is so negative I can't stop mentioning it here on Guru... Le sigh.