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Pocket.2740

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  1. Thanks for the update Grouch. This section of your post is the most important part for me. I think you're aware that what's really amplified the community reaction to this patch is the knowledge that devs were taking and responding to player feedback from a select group of players which made the wider community feel - rightly or wrongly - ignored. You need to acknowledge feedback from the wider community. We're not qualified to come up with solutions, but when we air pain points / problems we need to know we're being heard, and 'trust us we read the forums' just doesn't cut it when a patch like this lands.
  2. I don't like the direction of travel. Professions are losing their uniqueness and flavour. You’re setting an expectation that optimal play means having all boons with 100% uptime, it is not healthy. It makes builds and encounters less interesting. Skills exist to be brainlessly chained together and proc quickness/alacrity and no longer serve their original purpose. Quickness on Scrapper wells and alacrity on Tempest overloads are a good examples of this. I respect this may be your vision for the game, and that the game meta can change over time, but for me this is a change in the underlying principles of what made GW2 combat so interesting, What about timing, co-ordination and combining of skills? I see the game trending in this direction and I’m losing interest.
  3. 100% this. It actually has me wondering, I’m sure the team didn’t use cheat modes whilst designing and testing the class out… right?! Surely any player (not just those that play a lot of Ele) would immediately find frustration with some of the foundational flaws that currently exist with Catalyst.
  4. In it's current state Catalyst feels very clunky and unrewarding to play, there are too many competing priorities and hoops to jump through for payoffs that are way too situational and unrewarding. I will try my best to sum up why each component of the specialisation makes me feel this way... Spheres: Having to build up energy plus having a cooldown is a big investment and payoff is nowhere near worth it, as the sphere can be made totally redundant by my enemy simply deciding to move away, which also then impacts the effectiveness of my hammer, augments and traits. Recalling loses all energy and puts the skill on full cooldown, why would I ever choose to do this? I can't meaningfully re-deploy it either because now I need to build up energy again. Having no way to generate energy once the sphere is deployed also feels bad. Sphere being the only way to generate fields given all of the above is also frustrating. Hammer: Skill 3 - the orbs and related buffs disappear too quickly, you can't get much use out of other skills to disable my enemy or combo fields to generate auras (which is what my traits want me to do) because then I won't get the full payoff of Grand Finale, I feel like I have to pick one or the other. I wish hammer had more fields and finishers, my traits are asking me to generate auras and the only way I can do that is via my sphere which is so limited (see above). Utilities: Augments don't feel impactful at all, being linked to spheres mean they are too easily affected by their flaws. It's too easy for the sphere bonus to be negated because 1) the fight has moved away from where the sphere was placed 2) you're low on energy and now need to build it back up to re-deploy another sphere 3) you're in the 'wrong' attunement (probably because you're trying to get the most out of hammer 3) to that of the augment. Traits I like how the top, middle and bottom lines synergise with each other, but they don't appear to synergise well with hammer, spheres and augments. Not enough fields, finishers or auras on hammer and augments to make them consistently effective. I really want to try and describe the problems I'm feeling rather than coming up with solutions... but I feel like if the sphere followed you (or you could re-deploy it at much less cost), you were able to generate energy whilst the sphere was deployed and the hammer 3 skills stayed active whilst you had energy, this spec would be way less clunky and the different components would synergise together much better. Maybe that would make Catalyst too OP, nerf the numbers if you need to, but the spec needs to be fun to play first and foremost.
  5. Hi Cal, firstly thanks for the communication and effort to engage with your community. Short term - I'm taking this to mean ~3 months from now:Don't focus too much on profession / trait / skill changes. Address power creep quickly in as many forms as possible e.g. T7 food is OP, guild buffs, 10 target anything - damage, heals, corrupts, cleanses etc. In other words, any quick tactical changes to hit both offensive and defensive power creep and assess what impact that has. Long term - I'm taking this to mean 6-12 months from now.What is the vision for WvW combat and what are the principles that enable this vision? Until you define this, we will all have differing views and feedback on how to achieve balance. We need to think about this before we can talk about specific professions / trait / skill changes. Examples: A group of players is more than the sum of its parts. E.g. 1xHeal + 1xSupport + 1xDamage > 3xDamage.Builds should have roles with trade offs. E.g. a build that can give 5 people offensive support such as 25 might and fury should not be able to provide any significant defensive support such as OP cleansing, stability, protection, regen etc. There is a risk that this approach may simplify some builds, but it's a risk worth taking imo.Reward active and co-ordinated play. E.g. movement/positioning should matter, timed use of skills should matter, combo fields should matter. OP damage/control/support should only be possible with co-ordinated effort. E.g. Most powerful heal should only be possible via blasting water fields or a heal skill/trait where two players timing heal skills together at the same time triggers an additional heal bonus.I don't think any of the above are that innovative or controversial, in fact they are likely already principles that you consider in current balancing. I'm not even sure you should be overly consultative on these, but if we are all clear and reminded of things like this, we can have a more effective conversation about specific changes.
  6. Stuck. Queue buttons replaced with a 'Match is in progress' message. Please free me, thanks!
  7. Efi? Spoken to her but didn't change anything. Unless you meant another NPC? Try the volatile magic vendor. I can’t remember how I unlocked it exactly but I don’t think it unlocked when I unlocked the collections. Edit: I was also playing in a character that was using it. Maybe that makes a difference? Edit 2: Found a thread with a screenshot of it. https://i.imgur.com/4H2RCjy.pngThank you!
  8. Efi? Spoken to her but didn't change anything. Unless you meant another NPC?
  9. Completed the collections to unlock the Reinforced Olmakhan Bandolier but the Vision of Equipment: Olmakhan Bandolier collection item didn't unlock. Anyone else experiencing this?
  10. Thank you for the update Mr Z. Good luck to everyone at ArenaNet.
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