[Dev update] Games Changes & Design Team Update

9 pages Page 8
Shadowfox1125
Shadowfox1125
Forge Runner
#141
Quote:
Originally Posted by Gaile Gray
You can now log out to the character selection screen, instead of the log-in screen. No need to enter a password every time you change characters.
Thank you...
D
Deleet
Wilds Pathfinder
#142
Some thoughs of mine:

* The more information released by ANet the better, get out of the politician role and show some guts. You're moving in the right direction, thanks!

* Pet control, finally, much appreciated by some PvE players and I guess and of course IWAY, who get to sacrifice the pet easier?

* Good balances with the Paragon, although, it's my opinion that ANet is mostly doing the one type of changes that people hate, reductions. Please balance those 60% of the skills we never use and you're see a live and creative community.
Feminist Terrorist
Feminist Terrorist
Desert Nomad
#143
Thanks for the updates Gaile, it's most appreciated.

Minipets roaring in towns, great. I'll be sticking even more to the smaller, less populated towns. I really feel sorry for those on slow connections as seeing minipets in addition to the population already there will tax their connections and make the game run slower.
T
Turol
Ascalonian Squire
#144
It is pleasing to see and be part of a game that changes with the populous and their wants. Thank you ANet and Thank you Gaile Gray!
Savio
Savio
Teenager with attitude
#145
What's the point of a Challenge Mission ladder when Remains of Sahlahja and Shadow Nexus still favor certain players over others - more specifically, necros and Lightbringers respectively?
O
Orinn
Krytan Explorer
#146
First, thanks to Gaile and the devs. The stuff in the works sounds incredible, the stuff that's coming witht he new build, at the very least interesting, and the fact that you include the community in the process, even to the point of explaining why you decided to make certain changes, is just unbelievably great of you.

There are still a few things that the community has been waiting for, including the spearmarshal title, improved trade system, and possibly improving the acquisition of the only Ritualist hero in the game. i hope you find the time to comment on those sometime soon.

Pet controls? I immediately told one of my friends about that, one of the thigns I've been wanting to see forever! Log out to character select? a minor chance, but something that is just nice to have, and convenient when we're swapping things from our mules. I really want to see what's up your sleeve for making mesmers more effective in PvE (Killing the "half hex duration" special was a good start, but double damage/half casting time is brutal) and I'm even optimistic about the review of bow attacks- I have a feeling there will be more buffs than nerfs coming out of that one.
tomcruisejr
tomcruisejr
Banned
#147
Quote:
Originally Posted by Gaile Gray
[*]We reduced the effectiveness of some Paragon defensive skills. In conjunction with the Paragon’s high armor, these skills were encouraging degenerate team builds.


I'm just wondering how the devs define "degenerate team builds".
daraaksii
daraaksii
Desert Nomad
#148
3x hip-hip-hurray ^^ Nice updates. But still, where is my hair stylist?
davicams
davicams
Frost Gate Guardian
#149
now i want a leprachaun hat for st patricks day
ElinoraNeSangre
ElinoraNeSangre
Wilds Pathfinder
#150
Quote:
Originally Posted by Destined to Chaos
To want the outposts to remain silent is just weird...Outposts should be bustling with the sounds of market trading, discussion and general town style noises...certainly not silence!!
This gos half way to making a town seem more of a communtiy and less of a Ghost town imo.
If people don't like sound in towns, there are options to certain sounds off. Me, I love the chattery hum out in parts of Kaineng City - it made me feel like things were going on around me. There could certainly be lag concerns, however, but I don't know if we can judge how badly that'll be until it's there.
s
stuntharley
Wilds Pathfinder
#151
Good PvE options for Mesmers.


Yes I finally will have a reason to use my mesmer in pve
Pwny Ride
Pwny Ride
Wilds Pathfinder
#152
So, when will a walk function be implemented
Iuris
Iuris
Forge Runner
#153
Quote:
Good PvE options for Mesmers
Wow, they DID pay attention to the discussions! Wonderful!
A
AZ DarkKnight
Ascalonian Squire
#154
As it appears you are reading the thread Gaile (if I may call you by your first name), please ANY info on the Sunspear Max Title?? Please???
Zedd Kun
Zedd Kun
Krytan Explorer
#155
When will this uptade come?
Makkert
Makkert
Black Beast of Aarrrrgghh
#156
Quote:
Originally Posted by Zinger314
You missed the problem of Paragons by a mile.

Paragons are (or should I say "were") balanced when there were only 1-2 in a group. The problem with Paragons is that they are only degenerate when there are 5-6 in a group.

Limiting to 3 per class per group in PvP would fix that easily without completely breaking a class for all other types of gameplay.
That is not the way to go about it. If there are uniform builds (builds evolving around a single thing), then there should be some viable counters among the skills. There are for example not that many viable counters against shouts atm...
XvArchonvX
XvArchonvX
Forge Runner
#157
*crosses fingers in hopes that ranger bow skills will get a much needed buff*
Stixxx
Stixxx
Krytan Explorer
#158
Nice update, thx for the heads up Gaile!
n
n0str4
Pre-Searing Cadet
#159
THNX for the changes ... those little things make game more and more beautiful.

Still, I have one suggestion .... maybe instead nerfing and nerfing skills you could buff the others ... PvP in GW eat sooo much time and some of us are already workers, students etc ... buffing skills would make games faster

Anyway, thnx for great job GW is one of the most relaxing games for me

Good luck with further changes
TheBaron82
TheBaron82
Frost Gate Guardian
#160
Quote:
Originally Posted by Calen The Civl
This would also hamper pve builds such as b/p etc.

That said, I rather like the idea. Or at least the idea of limiting the amount of a certain skill across the entire party. (Limiting classes would be easier most likely) It would force people to either think about more skillful ways to play then just spiking one target after another or just barraging things to death.

Granted, people would whine, but I compare Guild Wars often to Magic: the Gathering in its functions. Card games always have limits on the amount of cards in a deck that are allowable to prevent exploitation. As things stand now, stacking skills or classes leads to exploitation in ways that could easily be fixed like in those card games.[


This, in turn, would reduce all the analyzing and balancing Anet currently has the invest time in. This would then free up more dev time for other features.

Thanks for the updates, Anet. I look forward to another festival and other features.
Oh no, Balance is not about spiking one guy after another, but it's about pressuring the team? I found Balance spike is much more deadly than any of the one profession base team. And if people can "think" of a more skillful way to play, they probably can think of a build that works well against the current metagame.
GW and Magic are totally different. With your annalogies I could say that profession being the house color that you play in Magic and I dont recall they're limiting how many color per deck. Plus Magic failed at balancing their cards also, that's why they divide the cards into blocks. Even so there still exist overpowered cards and strategies.