User:Karasu/Concerns

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Note to arenanet: Please create a blogpost and explain to us in large detail how you approached Balance

Potions[edit]

READ THIS FIRST : Ok .. there is some good logic behind this. Roughly translated it will get rid of some long-term farming and allow better use of skills to give a faster/cheaper recovery time. Still I'm missing the tactics of resource management. In Supreme Commander FA it's a huge part of the game just to keep your resources between nothing and maximum, to optimize usage. There's so many things in GW1 that uses this resource to add to tactics:

  • You had to watch that you always have enough energy to cast your backup spell
  • You could switch weapon sets to utilize skills better (auspicious incantation)

Except that in GW1, e-management usually required thought. "I need to use Leech signet.. comeon you stupid monk cast something I can interrupt!" "I need to use Power Drain.. who's got an enchantment?" "I need to use Energy Tap, but I've been keeping this monk out of energy, lets see if I can nip some from this ranger."

In GW2 it's... 'press button'.

— shivafang

I hate potions and want to bring them down with fire" but so far they haven't found a better replacement for a long-term resource yet and until that happens they (including Izzy) will stick to them and try to convince people that energy potions will improve and not worsen gameplay.

— Isaiah "Izzy" Cartwright - Game Designer

I am probably outside the norm in that I have spent many hours outside of Guild Wars just creating builds using GWFreaks because the gameplay mechanics were so deep. Planning, creating single character and team builds that rely on synergies to take advantage of unique situations was fun and added so much depth. I hope / wish the GW2 mechanics are as deep, interesting and balanced.

— Daeus

I am having the same experience today. I plan my skill bar very carefully. When I make a build for one person I choose 1-2 defensive/survival skills, look for synergy and calculate how much energy it requires over how much time and how easy it is to trigger my wanted outcome. Especially the descision of that one extra attribute point for 30 or 45 less health was CRITICAL for every build. For me, each area and each specific enemy had it's build. Carefully calculated to work as effectively. And it proved me worthy! I was able to H/H all but one EOTN Dungeon in Hard Mode.

Of course not everybody could do that and we saw so many people running around with 25 energy skills without energy management, or just copying off PvXwiki. I really hope this extremely enjoyable part of GW1 will be back.

I want to worry about eManagement, it's fun. Without it I wouldn't have to think as much about what I'm doing.

— tar aldarion

I really don't look forward to arguing with people in the world about how "no one should start the event yet, Tornado isn't up for another 3 minutes".

— Brise Bon Bons

Energy by historic definition within the MMO world is a low capacity resource pool that replenishes rather quickly with abilities that eat a large percentage of the maximum pool in order to activate. Mana is a large capacity resource with skills that use a relatively small portion of the the maximum pool to activate. Mana takes time to deplete, but also takes quite a while to replenish.

— Draehl

More in GW2G: Potions

Nukes[edit]

Tornado: A skill with 12min+ cooldown, you're invulnerable and dealing epic damage when you use it. I guess you can't interrupt that (Hey wait! Do we even HAVE interrupts yet?). What prevents people from gathering a large group of elementalists and spiking that one boss or special foe? It's also easy to waste your skill if the mobs just run away. And it especially has no place in PvP, but that's least of my worries.

More in GW2G: Combat Concerns

Mobs[edit]

As far as I've seen now most non-event mobs just stand around, not patrolling, not really organized (lack of footage though). I reaaly hope there is some decent AI in which the mobs organize themselves and work together tactically, using synergy etc. In EOTN you had clear groups of monsters and often required a tactical approach in HM (luring, watching patrols, preparing equip etc for a specific mob).

Interrupts[edit]

Where are they?

Consistency between PvP and PvE[edit]

Though I completely trust the way A-Net will balance PvP, the only way to do that is to reduce/change an extremely large part of the PvE content and adapt it. Competitive PvP and balance should be synonyms. I'm not talking about WvW right now though.

Balancing Profession/Race differences[edit]

I'm really curious how you're going to pull this off ...

Crests[edit]

How do they work.. It seems that - unlike GW1 - "maxing" your item will be much more difficult. Also there will be many differences or a very high cost, questioning the 'balance' factor for the majority of players. Can everyone get 'the best weapon' easily enough or does it require a lot of money/karma/luck (aka - grindlike) ?