Jan 11, 2012, 07:32 AM // 07:32
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#1
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Pre-Searing Cadet
Join Date: Oct 2009
Location: Seattle, WA
Guild: QQ forever?
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Exclusive interview with Robert Gee (Team Quitter)
We've got an interview with Robert Gee up on Team Quitter about the recent Elementalist update. He discusses 1.5 second activation times and the skill balancing process, among other things.
From the article:
"There are a select few individuals over at ArenaNet HQ that are just as attached to good old Guild Wars as many of you. Robert Gee is a designer for the Guild Wars Live Team, and with Guild Wars 2 stealing Izzy away, one of Robert's tasks has been to take over skill balance. He's been kind enough to take some time with us and share some insight into the balance process that lead up to the latest Elementalist update."
http://www.teamquitter.com/viewtopic.php?f=128&t=28003
Last edited by the last axiom; Jan 11, 2012 at 07:37 AM // 07:37..
Reason: formatting
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Jan 11, 2012, 08:38 AM // 08:38
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#2
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Desert Nomad
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Nice, thank you for sharing!
It's always good knowing what's in their minds when they do changes!
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Jan 11, 2012, 02:04 PM // 14:04
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#3
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Guest
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Interesting article. Though I wish he showed more caring about PvP (HA and GvG) while making all these changes.
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Jan 11, 2012, 02:07 PM // 14:07
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#4
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Forge Runner
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I wish they showed this insight 4 years ago...
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Jan 11, 2012, 06:32 PM // 18:32
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#5
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Desert Nomad
Join Date: Mar 2010
Guild: Anna
Profession: A/
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Quite interesting, but i'm pretty sure that's a lot of work that could have been used for things that were needed.. I could as well talk about how ineffective are most ranger skills in PvE, how useless 95% of paragon skills are...
I however wish this article took into account inactivity in PvP( if they do know it's inactive..), it's talked about synergy and team builds, yet i'm not really finding a lot of players to test out these...
But it's fine anyway to see they're trying at least...
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Jan 11, 2012, 07:08 PM // 19:08
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#6
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Desert Nomad
Join Date: Oct 2005
Location: Holland
Guild: [GaMe]
Profession: Rt/
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nice, especially the "we test several versions before updating" part
i just think the statement that MS has an extra so should be like this, is kinda wrong
MS misses enemies in pve alot, as they walk away, so get hit only once maybe twice (i used the skill alot long ago, and still do just cuz of "roleplaying")
anyway, i was back in GW just to try out pre again, with the new stuff it got, but now cant wait for part 2 of the ele update
i hope to see something anytime soon, i have faith in anet more than before
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Jan 11, 2012, 07:25 PM // 19:25
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#7
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Desert Nomad
Join Date: Sep 2007
Location: Northeastern Ohio
Guild: LaZy
Profession: P/W
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I'm pleased to hear that the reasoning behind the elementalists being updated over others was much simpler than I thought. It being the most done makes sense, and change to HM could definitely effect the direction the other classes being updated take.
I'm also pleased to hear that Ranger/Paragon/Smite monk plans still exist and are being worked on. I had little hope that these plans even existed.
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Jan 11, 2012, 09:45 PM // 21:45
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#8
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Desert Nomad
Join Date: Aug 2006
Guild: Guernsey Milking Coalition[MiLk]
Profession: E/Me
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It's really too bad that the ranger/para/ and monk changes will be taking place most likely after the release of GW2. I can't see myself playing much GW1 after that. Hopefully the reduced cast times includes ranger spirits in PvE. I would actually bring them if that were the case.
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Jan 11, 2012, 11:36 PM // 23:36
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#9
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Desert Nomad
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Quote:
Originally Posted by jazilla
Hopefully the reduced cast times includes ranger spirits in PvE.
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Exactly what I thought as well when I've read they wanted to reduce other cast times as well, that and preparations. Let's hope so.
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Jan 12, 2012, 04:13 AM // 04:13
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#10
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Desert Nomad
Join Date: Jan 2010
Guild: [Pink]
Profession: P/
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Quote:
Originally Posted by Missing HB
Quite interesting, but i'm pretty sure that's a lot of work that could have been used for things that were needed.. I could as well talk about how ineffective are most ranger skills in PvE, how useless 95% of paragon skills are...
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I agree 100% with this quote.
@Jazilla: GW2 probably wont be out for a long, long, long time. I seriously doubt it'll be out before the para/ranger updates
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Jan 12, 2012, 10:42 AM // 10:42
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#11
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Desert Nomad
Join Date: Oct 2005
Location: Holland
Guild: [GaMe]
Profession: Rt/
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tbh, what i hope for most for rangers, is some kind of improvement of pets and great improvement of traps in pve at least
ranger spirits are only for elite areas in pve, as far as i've seen
them working for allies or against foes only is good, imo
then again, that would kill builds for elite areas, so i dont think thats a high one in the priority list
general pve VS elite areas, not hard to decide, as most players are mostly in general pve
we'll see what they will do, but i have faith in them, i just hope they wont nerf/buff less cuz of pvp, but instead make more pvp splits, if needed
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Jan 16, 2012, 04:53 PM // 16:53
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#12
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Academy Page
Join Date: Feb 2011
Location: Ancestral Lands
Guild: Dont Rage [シシ]
Profession: A/W
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Quote:
Originally Posted by Lanier
I agree 100% with this quote.
@Jazilla: GW2 probably wont be out for a long, long, long time. I seriously doubt it'll be out before the para/ranger updates
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You know they are already in their second closed beta? Assuming there will be a third, and then an open beta, that means that there is a total of a month if not a little bit more, of time spent to that. After the beta sessions you'll have moments of polishing and finishing. In theory, the game is basically finished. It's a matter of months now, give or take three to five.
As for the updates, I wish they were more fluid. As of now it's been a matter of survival from the sense of finding something to do until the next update. A word now and then would be nice. But then again, this is the closing era of Guild Wars. We honestly can't expect much anymore.
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Jan 16, 2012, 10:34 PM // 22:34
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#13
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Guest
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I've heard from quite trusted source that it's coming out on fall this year.
Also, beta testings sometimes take years, it just depends on when they're 100% satisfied with the game and when is the best time to release it.
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Jan 16, 2012, 11:34 PM // 23:34
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#14
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Ascalonian Squire
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What I didn't read it in the article (nice read btw) was how they anticipated how such skills would be countered or if they should be at all- especially with new mechanics.
I think the meta has kind of settled down now, and it seems that with a couple of tweaks, it's one of the better updates.
Any meta that reduces derv play or 2x derv + invoke team build is quite welcome.
-i
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Jan 17, 2012, 01:22 AM // 01:22
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#15
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Krytan Explorer
Join Date: Apr 2006
Location: Canada
Profession: N/
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Quote:
While raising Elementalist damage was an option, there are a lot of dangerous balance implications in PvP to this type of game change that we wanted to avoid. At one point we tried reducing the casting time of Mind Burn to 2 seconds, but it made certain areas of the game nearly impossible to beat.
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Why didn't they simply increase the Elementalist's damage through Intensity or even Elemental Lord???
Also, Mind burn casting in 2 seconds made certain areas impossible? What?...
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Jan 17, 2012, 01:56 AM // 01:56
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#16
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Desert Nomad
Join Date: Jan 2008
Location: New York
Profession: W/R
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Quote:
Originally Posted by Schmerdro
Why didn't they simply increase the Elementalist's damage through Intensity or even Elemental Lord???
Also, Mind burn casting in 2 seconds made certain areas impossible? What?...
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You tend to forget that, uncommonly, they really think about how monsters/PvE baddies will be affected by skill changes.
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Jan 17, 2012, 10:48 AM // 10:48
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#17
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Furnace Stoker
Join Date: Jul 2006
Location: Belgium
Guild: Whats Going On [sup]
Profession: Mo/
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I think they ment mind burn cast in 0.50sec
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Jan 17, 2012, 01:21 PM // 13:21
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#18
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Desert Nomad
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Quote:
Originally Posted by Schmerdro
Why didn't they simply increase the Elementalist's damage through Intensity or even Elemental Lord???
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Cause just increasing damage solves nothing and it's also a stupid and lazy approach to handle problems.
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