Anyone else think PvE (as it is now) discourages unique builds?
TideSwayer
Currently I think PvE is set up ALL wrong. PvE is set up mainly as a means to unlock stuff rather than an explorable world where people can build unique characters and actually have fun. What we have now is some lame-ass shield mission-to-shield mission action quest rather than an explorable RPG. I would like ANet to seriously think about their lame attempt at a PvE world and give serious concessions to those of us who want to make unique character builds and walk around the world, instead of being practically forced to form a party of tanks, nukers, and healers everywhere we go. You can't. Monsters deal too much damage, in the later zones there are way too many of them in mobs with terrible aggro implementation (attack one and 35 others come to their aid from all over the damn zone), and god forbid you want to actually set up a build using enchantments or stuff like that, as they will just get stripped 5 seconds later anyways by some random mob. You are forced to bring a tank to distract the monsters' attention, a nuker to hit large groups from far away, and a healer to constantly keep healing allies from all the damage they take. This game doesn't allow anything else.
This game (talking about PvE here) IMO is much better in ANet's theory than the implementation that they have set up for it. I like having around 80 skills per class. I like having multi-class characters and the ability to power up various attributes of my choice. I don't like that I really can't set up any non-cookie-cutter build and get more than two feet with it in a PvE zone.
For example, many skills given to us are enchantments. Basic characters aren't powerful enough, energy-wise, health-wise, or power-wise to deal with large mobs, so we as players like to cast enchantments to boost our builds. Here's the freaking problem with PvE enchantment builds: 5 seconds later some random monster in almost EVERY zone now just rips your build apart by taking those enchantments away. Nevermind the enchantment recast either, as you'll be busy using those precious energy points to heal up the damage that has been done to you or dealing damage in a desperate attempt to be the last one standing (however many deaths it may take to wipe out a mob). Why not let us have the freedom to actually get things done with non-standard builds? Enchantments are 10-15 energy cost on average to cast, and the monsters just wipe them away seconds later. Thanks a lot, for giving us miniscule amounts of energy overall and for having every mob in PvE nowadays have enchantment-stripping ability. Really GREAT way to allow for uniqueness in character types, right?
I don't think the problem with GW PvE is the fact that there are farming spots, or certain builds out there that allow one to farm for items. I think the underlying issue which I wish more people would have a problem with (so ANet would actually make these PvE concessions for us) is that there isn't ENOUGH farming possibilities. The whole idea of a PvE world is to be able to have a role and be able to play it. The only roles allowed to us are tanks, nukers, and healers. I don't care that there are bots out there. I don't care that people spend the real-life money they earn on gold they want to use to buy some useless item that can be found in a similar fashion in 20 minutes. I do care that the only way to have fun in this game is to use basic, age-old character types instead of the unique possibilities that originally sucked me (and probably alot of other players too) into the GW mix.
GW PvE, as it is now, is nothing more than a trojan horse for PvP. Some people like me have no interest in PvP'ing and just want to mess around with unique skillbars and be able to walk around the damn world using a - get this ANet, it's coming and you know it - VARIETY of play styles. GW is a young game and it still has time to grow. I'd like to see PvE evolve into it's own entity rather than mainly serving as an unlocking system for PvP.
Thoughts?
This game (talking about PvE here) IMO is much better in ANet's theory than the implementation that they have set up for it. I like having around 80 skills per class. I like having multi-class characters and the ability to power up various attributes of my choice. I don't like that I really can't set up any non-cookie-cutter build and get more than two feet with it in a PvE zone.
For example, many skills given to us are enchantments. Basic characters aren't powerful enough, energy-wise, health-wise, or power-wise to deal with large mobs, so we as players like to cast enchantments to boost our builds. Here's the freaking problem with PvE enchantment builds: 5 seconds later some random monster in almost EVERY zone now just rips your build apart by taking those enchantments away. Nevermind the enchantment recast either, as you'll be busy using those precious energy points to heal up the damage that has been done to you or dealing damage in a desperate attempt to be the last one standing (however many deaths it may take to wipe out a mob). Why not let us have the freedom to actually get things done with non-standard builds? Enchantments are 10-15 energy cost on average to cast, and the monsters just wipe them away seconds later. Thanks a lot, for giving us miniscule amounts of energy overall and for having every mob in PvE nowadays have enchantment-stripping ability. Really GREAT way to allow for uniqueness in character types, right?
I don't think the problem with GW PvE is the fact that there are farming spots, or certain builds out there that allow one to farm for items. I think the underlying issue which I wish more people would have a problem with (so ANet would actually make these PvE concessions for us) is that there isn't ENOUGH farming possibilities. The whole idea of a PvE world is to be able to have a role and be able to play it. The only roles allowed to us are tanks, nukers, and healers. I don't care that there are bots out there. I don't care that people spend the real-life money they earn on gold they want to use to buy some useless item that can be found in a similar fashion in 20 minutes. I do care that the only way to have fun in this game is to use basic, age-old character types instead of the unique possibilities that originally sucked me (and probably alot of other players too) into the GW mix.
GW PvE, as it is now, is nothing more than a trojan horse for PvP. Some people like me have no interest in PvP'ing and just want to mess around with unique skillbars and be able to walk around the damn world using a - get this ANet, it's coming and you know it - VARIETY of play styles. GW is a young game and it still has time to grow. I'd like to see PvE evolve into it's own entity rather than mainly serving as an unlocking system for PvP.
Thoughts?
JMadisonIV
I'll respond completely after reading your post fully...
but off the top of my head, just answering your title...
I think most of the discouraging of unique builds and playstyles comes from the Playerbase, who are all set in their ways of "you HAVE to have this, this and this to be successful".
I am a Melee-Built Mesmer/warrior. you can only imagine how long it takes me to get a group.
but off the top of my head, just answering your title...
I think most of the discouraging of unique builds and playstyles comes from the Playerbase, who are all set in their ways of "you HAVE to have this, this and this to be successful".
I am a Melee-Built Mesmer/warrior. you can only imagine how long it takes me to get a group.
JMadisonIV
Quote:
Originally Posted by TideSwayer
GW PvE, as it is now, is nothing more than a trojan horse for PvP. Some people like me have no interest in PvP'ing and just want to mess around with unique skillbars and be able to walk around the damn world using a - get this ANet, it's coming and you know it - VARIETY of play styles. GW is a young game and it still has time to grow. I'd like to see PvE evolve into it's own entity rather than mainly serving as an unlocking system for PvP. Thoughts? |
I can't stand the arrogant "PvP is all that matters, PvE means nothing, and if you don't want to do 8vs8 Pvp for hours on end then you are playing the wrong game" attitude that is prevalent among the playerbase.
I've played some PvP here, and honestly, I am not really impressed(but then again, I never was fond of small-scale PvP. I am a Siege fan). i don't really see anything there that would make me want to stay in Tombs or Hall of Heroes for hours on end.
I like the PvE aspect of this game, and I hope that ANet decides to expand on it, and not just make it a warmup for PvP. make the PvE portion of the game a outstanding experience in its own right.
TopGun
N/W Here... Is a blood-sucking flaming-sword slashing vampire warrior not unique to you? Bah, fine.
I disagree with you. I can have 3 different playstyles for every profession I choose. So my N/W has a shot at 3 different playstyles- right? Wrong- you need to use permutations to figure out how many different playstyles one has, for I can be Blood/Sword specced OR Blood/Hammer specced, etc... unfortunately, it is VERY difficult to calculate EXACTLY how many different combos there are to choose from, because order only matters with the primary class in mind. If I spec using pure secondary or pure primary, things get messy.
Anyway, there are TONS of combos to try- how many have you given a shot? I know that my build changes to knockdowns with hammers, and I have less energy to use, as I have no offhand weapon. If I spec Death, I become efficient in large-scale PvE, but can't solo. If I spec Blood, I become an efficient soloing force, but large scale PvE, I'm just another nuker. Curses? When combined with a Mesmer secondary, every monster gets spanked with a few degen arrows- while the nukers focus one target, the other is taking damage, so when the nukers get to him, he's only at half health. Boohyah. I could go through all my builds for you, but that's just stupid, you get the point.
So, I must ask, what class have you been playing to make you think that PvE lacks variety?
But as far as the missions go... blah, the plot sucked and the acting was awful, which really made for some bad PvE times. =( With a guild, harder stuff can be fun.
I disagree with you. I can have 3 different playstyles for every profession I choose. So my N/W has a shot at 3 different playstyles- right? Wrong- you need to use permutations to figure out how many different playstyles one has, for I can be Blood/Sword specced OR Blood/Hammer specced, etc... unfortunately, it is VERY difficult to calculate EXACTLY how many different combos there are to choose from, because order only matters with the primary class in mind. If I spec using pure secondary or pure primary, things get messy.
Anyway, there are TONS of combos to try- how many have you given a shot? I know that my build changes to knockdowns with hammers, and I have less energy to use, as I have no offhand weapon. If I spec Death, I become efficient in large-scale PvE, but can't solo. If I spec Blood, I become an efficient soloing force, but large scale PvE, I'm just another nuker. Curses? When combined with a Mesmer secondary, every monster gets spanked with a few degen arrows- while the nukers focus one target, the other is taking damage, so when the nukers get to him, he's only at half health. Boohyah. I could go through all my builds for you, but that's just stupid, you get the point.
So, I must ask, what class have you been playing to make you think that PvE lacks variety?
But as far as the missions go... blah, the plot sucked and the acting was awful, which really made for some bad PvE times. =( With a guild, harder stuff can be fun.
Phades
As an alternative, they could just fix the poor npc skills that allow the players to just roll over them effortlessly.
TideSwayer
Quote:
Originally Posted by TopGun
So, I must ask, what class have you been playing to make you think that PvE lacks variety?
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I was a monk for my group in Ember Light Camp. Since I was carrying two cap signets I wanted to be a little creative and cast Essence Bond on my two group's tanks (to quickly recharge energy for healing spells) and Divine Boon on myself to boost each heal. However, every damn mob we ran into all three of my enchantments got killed. I had to keep recasting the stuff to even keep what I was trying to do, but at 10 mana each it was more trouble than it was worth because I also had to help with the healing (we had another monk in our group as well). I would've had a lot more success not casting any enchantments at all and just spellcasting, which pretty much kills the idea of having fun with my skillset.
I want to be able to use Essence Bond in more than the 2 melee-only areas left in PvE without me having to recast it every 15 seconds. I wanted to get creative and have a little fun, but every mob nowadays has to kill your enchantments quick. The same crap was happening to me yesterday in Witman's Folly (the Grawl were stripping my enchantments) so I basically had to say screw it and make a standard healing-spell only build.
My question to ANet is, if you were just going to throw enchantment-stripping mobs everywhere in the PvE world, why the hell did you even make enchantments available in the first place? You can't even use them for any decent length of time without having to recast them. How am I supposed to have any fun with enchantments (monk enchantments really set up some unique possibilities) if I can't ever keep them up long enough to have a significant effect or have to waste 2/3 of my total energy to even get them back up?
PvE really sucks sometimes, and those times are when you aren't using a cookie-cutter build. The fact that I'm trying to be creative with my skillset and having less success than just using basic spells are completely what's wrong with this game. Why bother experimenting when almost every mob in the late-game PvE world has the anti-experiment travelling with them? LET ME HAVE SOME DAMN FUN WITH SOME OF THESE SKILLS I GRINDED FOR, OKAY?
I'm slowly coming to the conclusion that PvE isn't all that fun because of this. Seriously. There has to be a better counter for enemy mobs to use than just ripping every enchantment to shreds in seconds. Is killing farming really worth killing the fun of playing PvE overall, ANet? Seriously. Step back and think about it. Who cares about money because by the time Chapter 2 comes out the only players who WON'T have max $$$ in their accounts will be those who grow disenchanted (pardon the pun, lol) with not being able to experiment and stop playing altogether.
Arturo02
Quote:
Originally Posted by Blackace
It's because PvE is incredibly easy and stupid. So monk+war+ele with even the worst kind of builds are eventually going to make it through.
If they actually made mobs work somewhat together-expanding on Avacara mobs-and actually stop giving them shit skills PvE would actually be hard. Make a mob with an Ele that uses Ward against Melee or Air Gank and watch more than half the PvE players quit. |
Arturo02
Quote:
Originally Posted by Blackace
This game has excellent AI.
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Siren
I read the OP's argument and can't help but wonder why I only see mentions of Tanks, Nukers, and Healers, and then dissertations on how the game limits creativity because enchantments keep getting stripped.
Where would Necromancers and Mesmers fall into your categories? Tanks? Nukers? Healers? What about Rangers?
You want to avoid getting your enchantments stripped/shattered/drained? Get nice with a Mesmer. Or a Necromancer. Or a Ranger. Try that before saying the game needs to be changed. Mesmers and Necros are the deadliest, most effective characters in the game when played competently, especially in the PvE contexts you're talking about.
If I'm reading your post correctly, I think the conclusion is pretty obvious:
You're getting beat by simple counters because you're using simple builds.
Necro Blood magic. Necro Curses magic. Mesmer Domination. Mesmer Illusion. Ranger Marksmanship. Ranger Expertise.
Those all have interrupts and/or shutdowns.
Where would Necromancers and Mesmers fall into your categories? Tanks? Nukers? Healers? What about Rangers?
You want to avoid getting your enchantments stripped/shattered/drained? Get nice with a Mesmer. Or a Necromancer. Or a Ranger. Try that before saying the game needs to be changed. Mesmers and Necros are the deadliest, most effective characters in the game when played competently, especially in the PvE contexts you're talking about.
If I'm reading your post correctly, I think the conclusion is pretty obvious:
You're getting beat by simple counters because you're using simple builds.
Necro Blood magic. Necro Curses magic. Mesmer Domination. Mesmer Illusion. Ranger Marksmanship. Ranger Expertise.
Those all have interrupts and/or shutdowns.
cup-o-noodles
Quote:
...rather than an explorable world... |
First, Preasearing. It was awsome I just ran around exploring everything I could killing all sorts of monsters in my wake. It's not like I was invinceable and never died, but it was posible to just freely explore and have fun.
Second, whenever I stumble across some sort of monument or statue. It's just awsome, brings back makes the world seem explorable, and like there's a reason to explore. I remember running into a statue of Mellandru on my way to magumma stade, and a Glint statue some where in the desert. And I didn't even find those on my own, I had a full party both times.
I suppose I would even care wether or not I need a whole party to do stuff with if I could run into more cool things like this.
Eet GnomeSmasher
I don't know if it's the PVE setup that discourages unique builds but I do agree with JMadison that it's the playerbase itself that discourages unique builds. Just go to the strategy forums and you'll see heated debates whenever some unconventional build threads such as melee Ranger pop up.
Too many people scream at each other on what should and shouldnt be done. And if you don't follow the herd, you're a "noob"
Too many people scream at each other on what should and shouldnt be done. And if you don't follow the herd, you're a "noob"
Shadow_Avenger
I tend to agree with the OP.
Tanks, Wiz and Heallers in the so called holy trinity of MMORPG games, as they are really the only classes you need to beat the game.
Other classes are available but the holy trinity still is predominant and is one of the main reasons behind all the people moaning about being unable to get a group with their M/W etc.
You can use any class / skill combo you want, but depending on how diverse you make your character, will also determine if you mainly use the Henchmen.
The OP's main point still stands in respect to the fact you need a full party to go anywhere in the game, with either henchies or human group members.
There are a few, very few l33t solo builds, but these builds do not encourage variety in you character / play style.
After pre searing, the game become strickly formular. Lets hope the summer update helps resolve some off the PvE issues.
Tanks, Wiz and Heallers in the so called holy trinity of MMORPG games, as they are really the only classes you need to beat the game.
Other classes are available but the holy trinity still is predominant and is one of the main reasons behind all the people moaning about being unable to get a group with their M/W etc.
You can use any class / skill combo you want, but depending on how diverse you make your character, will also determine if you mainly use the Henchmen.
The OP's main point still stands in respect to the fact you need a full party to go anywhere in the game, with either henchies or human group members.
There are a few, very few l33t solo builds, but these builds do not encourage variety in you character / play style.
After pre searing, the game become strickly formular. Lets hope the summer update helps resolve some off the PvE issues.
snepp
Quote:
Originally Posted by Blackace
Make a mob with an Ele that uses Ward against Melee or Air Gank and watch more than half the PvE players quit.
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TideSwayer
Serious question here: do you guys think there's enough energy to go around for PvE? Most spells are double-digit energy to cast and the average player has around 40 energy total with 4 regen ticks or less. This game, IMO, just doesn't allow for many skill combos to be played with that little energy. The 1 minute break between mob battles that parties take because they have to recharge their miniscule energy totals is pretty lame and would be decreased if there were more energy to play around with or there were more energy regen ticks to go around.
Low energy may work for PvP, but in PvE I'd certainly appreciate a little more freedom to play around with spells more frequently. I really wish PvP and PvE didn't play by the same rules. For only 8 slots on your skillbar (and in the late game usually 1 or 2 of THOSE are taken up by cap sigs - for some lame-ass skill cap that doesn't even fit your build anyways), the average spell isn't powerful enough or last long enough to even bother bringing as part of your 8-slot skillset. Some of these recharge times are outrageous as well. 45-second recharges for a spell that lasts maybe 7 seconds and has some miniscule effect? Not in your life would I be carrying that to fight these big mobs late in the game. Maybe in PvP it works, but in PvE I wish spells had a bit of a boost to them. Everything in PvE comes down to basic gameplay because the game is so damn limiting overall.
40 energy = 4x 10 energy casts then using your lame wand while you wait for energy to recharge. Oh boy. How the hell did they decide on 8 slots and minimum energy totals for characters?
Low energy may work for PvP, but in PvE I'd certainly appreciate a little more freedom to play around with spells more frequently. I really wish PvP and PvE didn't play by the same rules. For only 8 slots on your skillbar (and in the late game usually 1 or 2 of THOSE are taken up by cap sigs - for some lame-ass skill cap that doesn't even fit your build anyways), the average spell isn't powerful enough or last long enough to even bother bringing as part of your 8-slot skillset. Some of these recharge times are outrageous as well. 45-second recharges for a spell that lasts maybe 7 seconds and has some miniscule effect? Not in your life would I be carrying that to fight these big mobs late in the game. Maybe in PvP it works, but in PvE I wish spells had a bit of a boost to them. Everything in PvE comes down to basic gameplay because the game is so damn limiting overall.
40 energy = 4x 10 energy casts then using your lame wand while you wait for energy to recharge. Oh boy. How the hell did they decide on 8 slots and minimum energy totals for characters?
Numa Pompilius
Quote:
Originally Posted by snepp
The elem stone boss outside Ascalon uses ward against melee.
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Enchantment stripping has become more common because of W/Mo and Mo/W bots using enchantments.
The OP is complaining about not being able to use a unique build, but it's fundamentally the same approach every lame-ass W/Mo | Mo/W farmer has ever used -put up enchantments and go to town- and gets countered for that very reason. There's nothing so un-unique as enchantments.
Personally I think the increased enchantment stripping is good. It at least slightly balances the fact that PvE is so unbelievably easy provided you're a primary or secondary monk. Even with the increased enchantment stripping monks still tank better than any other class, do more damage than any class except elementalists and perhaps rangers, have unlimited rez, and more effective healing than any other class.
As for exploration - have you guys actually TRIED? There's huge areas to explore. For example you never get to Dragons Gullet or the Icetooth Cave area without exploring. Yeah, I'd like for there to be more too, but saying that there's zero explorable areas is just silly.
Kampfkeks
I am pro enchantment removal and contra at the same time.
Some enchantments do make up for some really unstoppable fortress (105 monk anyone?). Really, what is going to stop those boosted invincible monks smiting the hell out of mobs when they can't really take damage... Same goes with the typical Wa/Mo farming Build abusing Cyclone Axe and Live Vicariously/Vigorous Spirit. This combinations are all heavily based on enchantment and achieve something close to invulnerability. Allowing them to easily farm locations and screw the economy all over. Thus either the enchantments have to be removed or the enemies have to do some kind of different damage.The first solution was the more easy solution and so, a lot of exploited mobs have gotten enchantment removal.
I do understand that and agree to it... however...
On the other hand it is annoying as hell. You go somewhere and want to try something out only to get smashed within seconds. Not because it wouldn't maybe work, but because you get all your enchantments handed back to you in seconds and numbers of hefty damage. See the Mesmer IW Skill. What exactly is its purpose? In PVP it will get removed asap... thats ok but in PVE it will get removed as well. So what is its purpose. The second you cast it... it gets removed... uhm great thingie, and thats called an elite spell...
About Exploration:
There are tons of places to explore for you. So it is possible to explore, but i do understand the problem about that. There is not a single reward in doing so. I'd want some kind of improved exploration where you can find some places and enter them only via exploration. Let's say the only entrance into the underworld would be the shrine in Lornars Pass. So you would have to form a party, fight your way there and enter the underworld without the option on changing your party at all. (Great way to stop 105' Monkeys drop dead in the tracks... without removing even more enchantments ).
See what i mean? You have to form a party and fight your way somewhere where you can discover some odd place or a catacomb.. and without entering another Outpost you would enter it with the same party you've gotten there.
Thats what i understand as exploration. Not just the visiting of areas with no real purpose but to allow runners through
Some enchantments do make up for some really unstoppable fortress (105 monk anyone?). Really, what is going to stop those boosted invincible monks smiting the hell out of mobs when they can't really take damage... Same goes with the typical Wa/Mo farming Build abusing Cyclone Axe and Live Vicariously/Vigorous Spirit. This combinations are all heavily based on enchantment and achieve something close to invulnerability. Allowing them to easily farm locations and screw the economy all over. Thus either the enchantments have to be removed or the enemies have to do some kind of different damage.The first solution was the more easy solution and so, a lot of exploited mobs have gotten enchantment removal.
I do understand that and agree to it... however...
On the other hand it is annoying as hell. You go somewhere and want to try something out only to get smashed within seconds. Not because it wouldn't maybe work, but because you get all your enchantments handed back to you in seconds and numbers of hefty damage. See the Mesmer IW Skill. What exactly is its purpose? In PVP it will get removed asap... thats ok but in PVE it will get removed as well. So what is its purpose. The second you cast it... it gets removed... uhm great thingie, and thats called an elite spell...
About Exploration:
There are tons of places to explore for you. So it is possible to explore, but i do understand the problem about that. There is not a single reward in doing so. I'd want some kind of improved exploration where you can find some places and enter them only via exploration. Let's say the only entrance into the underworld would be the shrine in Lornars Pass. So you would have to form a party, fight your way there and enter the underworld without the option on changing your party at all. (Great way to stop 105' Monkeys drop dead in the tracks... without removing even more enchantments ).
See what i mean? You have to form a party and fight your way somewhere where you can discover some odd place or a catacomb.. and without entering another Outpost you would enter it with the same party you've gotten there.
Thats what i understand as exploration. Not just the visiting of areas with no real purpose but to allow runners through
Mithie
Quote:
Originally Posted by TideSwayer
Serious question here: do you guys think there's enough energy to go around for PvE? Most spells are double-digit energy to cast and the average player has around 40 energy total with 4 regen ticks or less. This game, IMO, just doesn't allow for many skill combos to be played with that little energy.
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The 1 minute break between mob battles that parties take because they have to recharge their miniscule energy totals is pretty lame and would be decreased if there were more energy to play around with or there were more energy regen ticks to go around. |
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Low energy may work for PvP, but in PvE I'd certainly appreciate a little more freedom to play around with spells more frequently. |
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I really wish PvP and PvE didn't play by the same rules. For only 8 slots on your skillbar (and in the late game usually 1 or 2 of THOSE are taken up by cap sigs |
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- for some lame-ass skill cap that doesn't even fit your build anyways), |
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the average spell isn't powerful enough or last long enough to even bother bringing as part of your 8-slot skillset. Some of these recharge times are outrageous as well. 45-second recharges for a spell that lasts maybe 7 seconds and has some miniscule effect? |
Yeah, I'd love to have the ability to run 33% faster AND block incoming shots (dodge) for 20 seconds at a time... but that'll make the game way too easy.
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Not in your life would I be carrying that to fight these big mobs late in the game. |
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40 energy = 4x 10 energy casts then using your lame wand while you wait for energy to recharge. Oh boy. How the hell did they decide on 8 slots and minimum energy totals for characters? |
Look, the bottom line is this: Guild Wars is a team game. There's no one build that can do everything at once. Bringing an enchantment heavy build without a shutdown mesmer or a distraction/savage ranger IS NOT going to work. Likewise, filling all 8 of your elementalist slots with pure damage spells without a method for energy management IS NOT GOING going to work. You load up your elementalist with firestorm, meteor shower, and 6 other direct damage spells, you go out there, cast 3, and find yourself unable to do anything because you're dry with 2 chunks of exhaustion, you have only yourself to blame.
ALL builds have strengths and weaknesses. Playing your build in a team that can cover your weaknesses is the smart thing to do.
As for those PUG leaders that think only Wars Ele's and Monk's are the only classes in the game, then they're probably going to fail the mission ANYWAY.
Mesmerized
Ooh ooh! Ok this goes out to all the casters out there!!! Ok! Isn't it fun, to go out into the Shiverpeaks above Copperhammer (on the way to citadel) and get hit with 7 Mind Freeze in a matter of 3 seconds? Oh! And afterwards, a few Ice Spikes, and the occasional 2 Maelstroms? Boy oh boy, that sure makes my frown turn upsidedown!
cup-o-noodles
Quote:
Originally Posted by Numa Pompilius
As for exploration - have you guys actually TRIED? There's huge areas to explore. For example you never get to Dragons Gullet or the Icetooth Cave area without exploring. Yeah, I'd like for there to be more too, but saying that there's zero explorable areas is just silly.
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Kampfkeks
Quote:
Originally Posted by cup-o-noodles
and without henchmen is very low.
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All is same, except for some backup in this teambased game. Sorry i really fail to get you there.
Therlun
doesnt the white mantle use ward against elements only?
the problem i see with the PVE is indeed the lack of "explorable stuff".
everything after pre-searing ascalon is simply a maze, with mobs of monsters in it.
and the monsters are not there to create atmosphere, but ONLY to make the life of the player harder.
GW has a great skill-system... but in PVE this system fails, as there are little to no mobs you "like" to fight (at least for me it is that way).
after the first two times you fought a subclass you are bored, and every future fight with them is just work.
ohhh... another dozen lv24 hydras, spamming meteor shower and fireball.
whoopie! what fun it will be to fight them...
i would prefer much smaller, more balanced mobs on open maps.
GW fails to bring the PVP system into the PVE enviroment.
what use has an interrupt or shutdown, if there are 6 monster of the same class casting/fighting?
the problem i see with the PVE is indeed the lack of "explorable stuff".
everything after pre-searing ascalon is simply a maze, with mobs of monsters in it.
and the monsters are not there to create atmosphere, but ONLY to make the life of the player harder.
GW has a great skill-system... but in PVE this system fails, as there are little to no mobs you "like" to fight (at least for me it is that way).
after the first two times you fought a subclass you are bored, and every future fight with them is just work.
ohhh... another dozen lv24 hydras, spamming meteor shower and fireball.
whoopie! what fun it will be to fight them...
i would prefer much smaller, more balanced mobs on open maps.
GW fails to bring the PVP system into the PVE enviroment.
what use has an interrupt or shutdown, if there are 6 monster of the same class casting/fighting?
Mithie
Quote:
Originally Posted by Mesmerized
Ooh ooh! Ok this goes out to all the casters out there!!! Ok! Isn't it fun, to go out into the Shiverpeaks above Copperhammer (on the way to citadel) and get hit with 7 Mind Freeze in a matter of 3 seconds? Oh! And afterwards, a few Ice Spikes, and the occasional 2 Maelstroms? Boy oh boy, that sure makes my frown turn upsidedown!
|
Quote:
Originally Posted by Therlun
ohhh... another dozen lv24 hydras, spamming meteor shower and fireball. whoopie! what fun it will be to fight them... |
Come on people, tailor your strategy to the enemy. It's common sense.
cup-o-noodles
Quote:
Originally Posted by Kampfkeks
Why do people have to do things all alone? This is something i do not understand. How does having henchmen with you, take away from your exploration experience? You see the same areas. You encounter the same enemies with the same skillsetup. You find the same chests...
All is same, except for some backup in this teambased game. Sorry i really fail to get you there. |
Christ67
Agreed GW was marketed (in my opinion, keep that in mind) as a PVE game with a PVP option. I came to this assumption when the advertising proclaimed the devs ties to Blizzard's Diablo games. Having played Diablo, Diablo2, and the expansions I was entrigued by the prospect of a better developed game which was along those lines that also implemented a PVP option. Since the release the game has devolved into a PVP game that has an extremely limited PVE add-on. Each major patch to the game has further limited and hindered the PVE side to being only necessary to complete for the PVP people to have better, faster builds. Seems "no grind" means no gameplay outside PVP. These developments lead to being stuck with the "accepted" builds. No one LFG's a smiting monk, only the "healers". If you don't heal you don't get invited and needless to say some areas are not possible without henchies or parties of people. Some are impossible to truly solo simply cause the game is designed that way.(North of the Wall)
Since the release I have asked many times on these boards which game we are playing PVE or PVP. Often I get negative feedback which only drags the issue away from the question. After repeated questioning I finally got an answer in a round-about way. Look at the developments since release. PVPer's have consistantly had the game "patched" to suit them short of the fabled "UAS". The PVEer's have consistantly seen the "patches" eliminate the farming, exploring, etc.... Finally I got this answer from Alex Weekes of NC Soft 5/26/2005:
I'm not a designer (just the geek who gets to talk to all of you), but I think i can speak on their behalf. Put simply:
Guild Wars is both.
The game has a strong mission-based and quest-based storyline, with plenty of map zones to explore and beat stuff up in. In many Explorable Areas you can play solo, but the game is not really designed for true solo gameplay. The game is designed to be a multiplayer experience, however you can always choose to ignore the other human players and use NPC Henchmen instead; effectively allowing you to play with a solo experience.
Guild Wars also has a strong PvP component that many players enjoy.
You are not required to play PvP (except when you go through the Academy and may be placed in a brief PvP encounter) if you are not interested in it. Many players have noted above that they find the PvE in Guild Wars to be very enjoyable. It's worth noting that those who want to get the most out of PvP in Guild Wars need to complete the PvE side of the game, so in that regard in can be said that PvE comes first and PvP later as an option.
With regards your comments about the Hall of Heroes "spam" I need to point out that this is present to make sure that PvE players know when they can enter some special PvE maps available later in the game. These maps are unlocked by teams who are playing PvP in the HoH.
However, going back to the short answer: We feel that Guild Wars should be enjoyable for both PvE and PvP players alike. If you don't want to PvP, then simply ignore that part of the game.
My favorite part;" the game is not really designed for true solo gameplay"
Wish I knew that prior to paying $65.00. Never read that on the box or in the advertising/marketing. So yes you are correct the game isn't designed for individuality in missions, builds, or gameplay. You are basically forced into a role which is "valuable" in the community sense. Healer etc...
Sorry for the long post, but this is a sensitive subject for me.
Since the release I have asked many times on these boards which game we are playing PVE or PVP. Often I get negative feedback which only drags the issue away from the question. After repeated questioning I finally got an answer in a round-about way. Look at the developments since release. PVPer's have consistantly had the game "patched" to suit them short of the fabled "UAS". The PVEer's have consistantly seen the "patches" eliminate the farming, exploring, etc.... Finally I got this answer from Alex Weekes of NC Soft 5/26/2005:
I'm not a designer (just the geek who gets to talk to all of you), but I think i can speak on their behalf. Put simply:
Guild Wars is both.
The game has a strong mission-based and quest-based storyline, with plenty of map zones to explore and beat stuff up in. In many Explorable Areas you can play solo, but the game is not really designed for true solo gameplay. The game is designed to be a multiplayer experience, however you can always choose to ignore the other human players and use NPC Henchmen instead; effectively allowing you to play with a solo experience.
Guild Wars also has a strong PvP component that many players enjoy.
You are not required to play PvP (except when you go through the Academy and may be placed in a brief PvP encounter) if you are not interested in it. Many players have noted above that they find the PvE in Guild Wars to be very enjoyable. It's worth noting that those who want to get the most out of PvP in Guild Wars need to complete the PvE side of the game, so in that regard in can be said that PvE comes first and PvP later as an option.
With regards your comments about the Hall of Heroes "spam" I need to point out that this is present to make sure that PvE players know when they can enter some special PvE maps available later in the game. These maps are unlocked by teams who are playing PvP in the HoH.
However, going back to the short answer: We feel that Guild Wars should be enjoyable for both PvE and PvP players alike. If you don't want to PvP, then simply ignore that part of the game.
My favorite part;" the game is not really designed for true solo gameplay"
Wish I knew that prior to paying $65.00. Never read that on the box or in the advertising/marketing. So yes you are correct the game isn't designed for individuality in missions, builds, or gameplay. You are basically forced into a role which is "valuable" in the community sense. Healer etc...
Sorry for the long post, but this is a sensitive subject for me.
Mithie
Quote:
Originally Posted by cup-o-noodles
It's just more fun to be able and go out on your own. Now I understand that this is a team based game, and I love grouping up with people to do quest and missions and such. But if all I want to do is explore, then I wan't to be able to just step out the gate, and be able to do it on my own.
|
Quote:
Wish I knew that prior to paying $65.00. Never read that on the box or in the advertising/marketing. So yes you are correct the game isn't designed for individuality in missions, builds, or gameplay. You are basically forced into a role which is "valuable" in the community sense. Healer etc... Sorry for the long post, but this is a sensitive subject for me. |
dargon
Funny, the box may not have mentioned "My favorite part;" the game is not really designed for true solo gameplay", nor did it mention anything about being designed for people to play alone. If you go around making assumptions about something that wasn't stated you take your chances.
Numa Pompilius
GW *is* soloable, though. I've soloed it, including explored the entire map.
It's just a hellovalot more difficult with henches than with other human players.
It's just a hellovalot more difficult with henches than with other human players.
LifeInfusion
Quote:
Originally Posted by Blackace
It's because PvE is incredibly easy and stupid. So monk+war+ele with even the worst kind of builds are eventually going to make it through.
If they actually made mobs work somewhat together-expanding on Avacara mobs-and actually stop giving them shit skills PvE would actually be hard. Make a mob with an Ele that uses Ward against Melee or Air Gank and watch more than half the PvE players quit. |
Saerden
Quote:
Originally Posted by LifeInfusion
Actually, there ARE mobs with air ganks, and ward against melee. For example, sand drakes and lightning drakes.
|
We are talking about a cluster of 8 mobs that have bonds and cast healing seed on whoever gets attacked.
We talk about mobs of 8 who focus your monk with 8 orbs, and they even use surge to warn you!
We talk about 8 ranger mobs who use oath shot and spam spirits like mad. Winter / conflag included of course. Did i mention NR?
We talk about the final boss who has 55 hp, mending, prot bond, and spell breaker.
I came from games where the point of the game was to PWN the mobs with the biggest dmg numbers you could fit on the screen. And i woul love to see "real"/different pve. Or at least add enough shiny items to make this into diablo with good landscape graphics and oh... and that small pvp mode that is a tutorial for PUGing (STFU n00b REZZ)
I do agree that exploring is a pain though. Its not something you do in a team. Find 8 people who are actually interested in going around seeing the scenery in this game and have the next 4h to do it, and you deserve at least 1m exp for the feat.
I actually doubt that there are 8 people online at the same time who dont care about either gold/h or unlock / h
Therlun
Quote:
Originally Posted by Mithie
Three words: Ward Against Harm.
Come on people, tailor your strategy to the enemy. It's common sense. |
The point is, fighting them is BORING, as the only thing they do is spamming meteor Shower and Fireball.
Either you get trounced by them, or with the right build you easily defeat them.
Either way, it is no fun to fight them.
Elythor
Quote:
Originally Posted by Therlun
Hehe, my Main Char is an Earth/Water Mage... you dont need to tell me. :P
The point is, fighting them is BORING, as the only thing they do is spamming meteor Shower and Fireball. Either you get trounced by them, or with the right build you easily defeat them. Either way, it is no fun to fight them. |
But isn't the metagame part of the fun? Don't you enjoy exercising your mind to come out with the right skill-set to defeat a type of enemy?
People need to get off their simple game mind-set of mashing buttons to kill mobs. Guild Wars requires thinking (especially the PvP part...until spirit spam came out), and that is why I enjoy the game.
Shadow_Avenger
Well having read this post, I have come to the conclusion, that GW is fun, but defininately not a long term game for me, more of a casual affair, like many of my other games, HL2, FARCRY etc etc.
I will check the summer update, but will be seeking a different game that can offer the hours of play and enjoyment that games like Diablo, Diablo 2 and NWN have offered me.
Gonna try, DS2, then Gothic 3 and morrowind, that sould keep me going till well into next year and the advent of NWN2.
On a final note, I really do need to remove this site from my favourates, as the forums is more addictive than the game.
I will check the summer update, but will be seeking a different game that can offer the hours of play and enjoyment that games like Diablo, Diablo 2 and NWN have offered me.
Gonna try, DS2, then Gothic 3 and morrowind, that sould keep me going till well into next year and the advent of NWN2.
On a final note, I really do need to remove this site from my favourates, as the forums is more addictive than the game.
Phades
If you can tolerate the pace of morrowind, then it should last you at least a few months of hardcore gaming. I am not really sure about the rest of them.
As far as GW is concerned, i knew walking into it that if i were to play it mostly solo, that it would turn into something i might play a couple hours one day out of the week instead of something i would have become more habit forming. It felt like D2 from the preveiw events and D2 was only really enjoyable with a regular group of guys playing it together on a lan doing random and stupid things. Unfortunatly, there wasnt enough in GW to keep the rest of the guys glued to the screen so im left to default with my original theory for how id end up playing the game.
As far as GW is concerned, i knew walking into it that if i were to play it mostly solo, that it would turn into something i might play a couple hours one day out of the week instead of something i would have become more habit forming. It felt like D2 from the preveiw events and D2 was only really enjoyable with a regular group of guys playing it together on a lan doing random and stupid things. Unfortunatly, there wasnt enough in GW to keep the rest of the guys glued to the screen so im left to default with my original theory for how id end up playing the game.
Shusky
Yes, Guild Wars is weak for exploring. Too many mazes, too little open space. I liked pre-searing as well, ,where you would stumble into 5 drunk hunters that give you beer if you kill a bear in 3 minutes. This was fun.
After the searing, you occasionally stumble on a village or a collector/material crafter. Maybe a statue here and there. Other than that, here's the full and exhaustive list of all fun things you can find while wandering around:
1.Rotscale.
After the searing, you occasionally stumble on a village or a collector/material crafter. Maybe a statue here and there. Other than that, here's the full and exhaustive list of all fun things you can find while wandering around:
1.Rotscale.
GhostPoet
Quote:
Originally Posted by TideSwayer
Currently I think PvE is set up ALL wrong. PvE is set up mainly as a means to unlock stuff rather than an explorable world where people can build unique characters and actually have fun. What we have now is some lame-ass shield mission-to-shield mission action quest rather than an explorable RPG. I would like ANet to seriously think about their lame attempt at a PvE world and give serious concessions to those of us who want to make unique character builds and walk around the world, instead of being practically forced to form a party of tanks, nukers, and healers everywhere we go. You can't. Monsters deal too much damage, in the later zones there are way too many of them in mobs with terrible aggro implementation (attack one and 35 others come to their aid from all over the damn zone), and god forbid you want to actually set up a build using enchantments or stuff like that, as they will just get stripped 5 seconds later anyways by some random mob. You are forced to bring a tank to distract the monsters' attention, a nuker to hit large groups from far away, and a healer to constantly keep healing allies from all the damage they take. This game doesn't allow anything else.
This game (talking about PvE here) IMO is much better in ANet's theory than the implementation that they have set up for it. I like having around 80 skills per class. I like having multi-class characters and the ability to power up various attributes of my choice. I don't like that I really can't set up any non-cookie-cutter build and get more than two feet with it in a PvE zone. For example, many skills given to us are enchantments. Basic characters aren't powerful enough, energy-wise, health-wise, or power-wise to deal with large mobs, so we as players like to cast enchantments to boost our builds. Here's the freaking problem with PvE enchantment builds: 5 seconds later some random monster in almost EVERY zone now just rips your build apart by taking those enchantments away. Nevermind the enchantment recast either, as you'll be busy using those precious energy points to heal up the damage that has been done to you or dealing damage in a desperate attempt to be the last one standing (however many deaths it may take to wipe out a mob). Why not let us have the freedom to actually get things done with non-standard builds? Enchantments are 10-15 energy cost on average to cast, and the monsters just wipe them away seconds later. Thanks a lot, for giving us miniscule amounts of energy overall and for having every mob in PvE nowadays have enchantment-stripping ability. Really GREAT way to allow for uniqueness in character types, right? I don't think the problem with GW PvE is the fact that there are farming spots, or certain builds out there that allow one to farm for items. I think the underlying issue which I wish more people would have a problem with (so ANet would actually make these PvE concessions for us) is that there isn't ENOUGH farming possibilities. The whole idea of a PvE world is to be able to have a role and be able to play it. The only roles allowed to us are tanks, nukers, and healers. I don't care that there are bots out there. I don't care that people spend the real-life money they earn on gold they want to use to buy some useless item that can be found in a similar fashion in 20 minutes. I do care that the only way to have fun in this game is to use basic, age-old character types instead of the unique possibilities that originally sucked me (and probably alot of other players too) into the GW mix. GW PvE, as it is now, is nothing more than a trojan horse for PvP. Some people like me have no interest in PvP'ing and just want to mess around with unique skillbars and be able to walk around the damn world using a - get this ANet, it's coming and you know it - VARIETY of play styles. GW is a young game and it still has time to grow. I'd like to see PvE evolve into it's own entity rather than mainly serving as an unlocking system for PvP. Thoughts? |
Too bad.
cup-o-noodles
Quote:
Originally Posted by Numa Pompilius
GW *is* soloable, though. I've soloed it, including explored the entire map.
It's just a hellovalot more difficult with henches than with other human players. |
Phades
Quote:
Originally Posted by LifeInfusion
Actually, there ARE mobs with air ganks, and ward against melee. For example, sand drakes and lightning drakes.
|
Your lightning drake example is fairly weak, while mursaat elementalists would have been a more convincing argument, but they are still limited in what they actually cast and limited in numbers when you do face them. Now if they came in packs, weilding the full spectrum of air possibilities, powered by ether renewal (or other means), and backed by some form of a healing ball, then you might have an arguement. You could even have them do fun things like have mantra of resolve on them full time and have them copy a spell like gale or lightning orb for 100 percent uptime of spells.
Dac Vin
Quote:
Originally Posted by Phades
Your lightning drake example is fairly weak, while mursaat elementalists would have been a more convincing argument, but they are still limited in what they actually cast and limited in numbers when you do face them. Now if they came in packs, weilding the full spectrum of air possibilities, powered by ether renewal (or other means), and backed by some form of a healing ball, then you might have an arguement. You could even have them do fun things like have mantra of resolve on them full time and have them copy a spell like gale or lightning orb for 100 percent uptime of spells.
|
This, my friend, is exactly the problem in PvE: Monsters will NEVER team up with another one, they will always fight as ONE. It would be nice to see, let's say, a mob consisting of a mesmer, a necro and an elementalist. The mesmer would cast fragility, phantom pain, then shatter delusion (Typical mesmer combo). But THEN the necro would cast virulence. And THEN the ele would cast crystal wave. but nooo, they won't teamwork, it's too good for AI!
Mhydrian
I agree the AI mobs are far too good at stripping enchants, and using cheese skills. Its bad when you cant even cast healing breeze because it gets stripped or shattered instantly.
Bingley Joe
You can walk all the way from Fort Ranik to Magumma Stade, board the ferry to Riverside, and wander into Sanctum Cay without doing a single mission.
With or without henchies
How can you people say this game isn't explorable?
With or without henchies
How can you people say this game isn't explorable?