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Re: Instanced Content Should Not Offer Power Gains
Correct me if I am wrong but there is not only power gain from instanced PvE (which to my understanding is done for more carefully orchestrated story events) but also for PvP already in the form of Castle and Node Sieges. Pillaging a Node or becoming King of the Castle and its 3 Castle Nodes plus loot sounds like quite the power gain to me, just not exclusively in combat power, right?
So having such specific events occur in instances might be due to: Simply not being possible in an open world (in a technical or an organisational way) or in case of a node siege because that would just ruin the idea of node siege in general with infinite players being able to join randomly... and primarily on the attacking side skewing the balance heavily in one direction disincentivizing defenders to show up.
So having such specific events occur in instances might be due to: Simply not being possible in an open world (in a technical or an organisational way) or in case of a node siege because that would just ruin the idea of node siege in general with infinite players being able to join randomly... and primarily on the attacking side skewing the balance heavily in one direction disincentivizing defenders to show up.
Kilion
1
Re: Instanced Content Should Not Offer Power Gains
What if the instanced part would provide things which are not sufficient to produce the whole?
Like when you make a sword, the materials for the hilt could come from instanced PvE but the blade would require always open world PvP.
Like when you make a sword, the materials for the hilt could come from instanced PvE but the blade would require always open world PvP.
Otr
2
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Coming back to this with more thoughts, or I guess a tldr of my feelings about the dragon fight: underwhelmed.
Watching the fighting was, quite honestly, somewhat boring. The overblown player effects paired with the empty, flat arena and a dragon that had no standard cleave attack, just made the whole thing not look threatening from a visual perspective, even when I saw hp bars going down in the UI.
I really think the visual design is going to need severe adjustments when there’s next to no significant differentiation between hostile mob effects and player-cast effects. Or, even worse, if the hostile effects are overpowered by the friendly effects during combat.
Watching the fighting was, quite honestly, somewhat boring. The overblown player effects paired with the empty, flat arena and a dragon that had no standard cleave attack, just made the whole thing not look threatening from a visual perspective, even when I saw hp bars going down in the UI.
I really think the visual design is going to need severe adjustments when there’s next to no significant differentiation between hostile mob effects and player-cast effects. Or, even worse, if the hostile effects are overpowered by the friendly effects during combat.
Caeryl
1
Dünir bard fanart
This is a piece of my Dünir bard character, Torinn Ramheart. Art is by @ranzinzacinza on instagram/tiktok.
Re: Instanced Content Should Not Offer Power Gains
Agreed.
I'm not against there being "ultra hard instanced PvE encounters" to satisfy people that want that thing, but they should never reward power. Have it reward cosmetics or titles or achievements and stuff like that. That way you can still show off that you beat this difficult instanced PvE encounter.
People shouldn't be rewarded with power in a Massively Multiplayer Online game by locking themselves in an instance away from 99.9% of the rest of the server. Where's the Massively in that?
I'm not against there being "ultra hard instanced PvE encounters" to satisfy people that want that thing, but they should never reward power. Have it reward cosmetics or titles or achievements and stuff like that. That way you can still show off that you beat this difficult instanced PvE encounter.
People shouldn't be rewarded with power in a Massively Multiplayer Online game by locking themselves in an instance away from 99.9% of the rest of the server. Where's the Massively in that?
Talents
6
Re: Instanced Content Should Not Offer Power Gains
Im fine with instanced dungeons. I think they have an important place for certain mechanics that would be otherwise impossible in an openworld dungeon.
However I dont think you need to add BiS gear or anything to them.
I think transmogs and story arcs impacts would be enough.
However I dont think you need to add BiS gear or anything to them.
I think transmogs and story arcs impacts would be enough.
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
Don't get fooled by my concerns, I really liked the showcase overall.
My thoughts on the dragon raid :
1. Some dragon animations look outdated and not enough weighted. Example, when he lands on the ground after flying and throwing fire, he should turn around with momentum with his wings flapping and having some synergy, not like a 360° round table showoff.
2. The dragon should be agressive. He should definitely attack people as soon as they are visible in their screen. Why the hell is he standing there still while other people are looking at him ? He should be ferocious and flapping wings, or walking towards them with conviction of hurting them. The raid SHOULD start as soon as he lands on the ground (and he sees enemies).
3. Mechanics look great for a start, but I think they should add more mechanics that favorise comprehensive decision making and strategy. I have a good example by what I mean. Killing the ads one by one is too generic simplistic. They should add more mechanics into that. We saw that the dragon consumes fire from them at a certain point. I think thoses ads that are on fire should be invulnerable until we extinguish their fire (by utilizing crowd control skills like push/pull them into the water near them or freeze them) and then we kill them. And if we don't succeed by killing them, the dragon pull them off the water to consume them to gain more power. All this within a time limit. WE SHOULD USE our CC skills on PvE encounters. Make breakbars for the dragon that we have to destroy by CCing him just like GW2 so it stuns him and make him invulnerable. I won't say this enough, we need more mechanics into a single boss fight.
EDIT : I figured out that, for a level 25 raid boss, this is pretty neat as mechanics. But I definitely want to see more complexity for endgame bosses
4. The dragon entering the world isn't cinematic enough. EVERYONE that is near the area should have an instanced cinematic (that they can skip) of the dragon entering the world.
5. I REALLLYY hope that we at least get some individual drops if we defeat the dragon. I won't be wasting 20 minutes of gameplay for not having anything in my inventory afterward. It should feel rewarding.
My thoughts on the dragon raid :
1. Some dragon animations look outdated and not enough weighted. Example, when he lands on the ground after flying and throwing fire, he should turn around with momentum with his wings flapping and having some synergy, not like a 360° round table showoff.
2. The dragon should be agressive. He should definitely attack people as soon as they are visible in their screen. Why the hell is he standing there still while other people are looking at him ? He should be ferocious and flapping wings, or walking towards them with conviction of hurting them. The raid SHOULD start as soon as he lands on the ground (and he sees enemies).
3. Mechanics look great for a start, but I think they should add more mechanics that favorise comprehensive decision making and strategy. I have a good example by what I mean. Killing the ads one by one is too generic simplistic. They should add more mechanics into that. We saw that the dragon consumes fire from them at a certain point. I think thoses ads that are on fire should be invulnerable until we extinguish their fire (by utilizing crowd control skills like push/pull them into the water near them or freeze them) and then we kill them. And if we don't succeed by killing them, the dragon pull them off the water to consume them to gain more power. All this within a time limit. WE SHOULD USE our CC skills on PvE encounters. Make breakbars for the dragon that we have to destroy by CCing him just like GW2 so it stuns him and make him invulnerable. I won't say this enough, we need more mechanics into a single boss fight.
EDIT : I figured out that, for a level 25 raid boss, this is pretty neat as mechanics. But I definitely want to see more complexity for endgame bosses
4. The dragon entering the world isn't cinematic enough. EVERYONE that is near the area should have an instanced cinematic (that they can skip) of the dragon entering the world.
5. I REALLLYY hope that we at least get some individual drops if we defeat the dragon. I won't be wasting 20 minutes of gameplay for not having anything in my inventory afterward. It should feel rewarding.
Re: Fixing the Class system
Another person here to say, why the class system won't work, even thought we haven't seen the augment system yet. But they got the solution
insomnia
1
Re: Another Approach to Handling Subclasses' "Flavor" Problem
It's impressive how people can say a system, we haven't seen, won't work, or is bad.
insomnia
1