1. #37401
    The Unstoppable Force PACOX's Avatar
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    Anet is turning strikes into FF14 trials/raids. Anet can design some damn good fights. The issue they run into is their smaller studio style couldn't justify raid content for 1% of the game. Hopefully their is enough interests for their new strike design philosophy to justify some awesome fights.

    I think Anet has been itching to show off their form since the last part of LS5 was rushed. The stream is going to be interesting.

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  2. #37402
    Stood in the Fire
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    Anyone else have such a hard time understanding GW2 rotations? Since I have played WoW, play FFXIV, I had no problems learning any class/job rotations and mechanics in those. They have a fluid design, or at least the tooltips themselves explained or gave tips how to use them properly - but in GW2 I feel like you get handed buttons to press with numbers and possible added effects on the tooltips and nothing more, no clue how to use them properly.

    So this, leads to reading guides where you'll nearly always find long sequence loops that I personally have impossible time to learn because I can solely trust the guide, and not my own process of understanding. It's really funny how GW2 has the least buttons of all these, but in my opinion I never get taught how to use them, so it doesn't really matter. Weapon swapping also means I can't see the other actionbar while not wielding that said weapon, and since you often need to swap weapon sets for each build, it confuses me further...

    EDIT: Let me present an example from Icyveins:

    https://www.icy-veins.com/wow/retrib...owns-abilities

    I chose this guide from WoW simply because I played a Ret paladin mostly, so ignore any comparisons to other classes.

    You have simple guidelines, golden rules and the tooltips themselves are very clear how to use the spells. You can figure things out by yourself easily.

    For FFXIV - https://www.icy-veins.com/ffxiv/reap...ners-abilities

    Reaper as a Job, is about generating a resource, in order to spend it on more powerful abilities, which generates an additional resource that culminates in a final short sequence of fast burst with a grandiose finisher for coolness factor. You have minor positional requirements for very few abilities. You rarely need to use the filler combo, but it's there as final resort if all else fails. I would say Reaper has a priority system combined with small sequences of abilities and the mastering part of the Job comes from timing things properly and avoiding cooldown drifting. This in my opinion, promotes critical thinking and even feels like you can easily adapt things on the fly if needed.

    With GW2, I just somehow can't get the same feeling of understanding and improving myself outside of target dummy smashing. It just gets too mushy in my head when I hit these forgettable abilities with forgettable tooltips and trying to keep a coherent logic to what I press.

    Hear me out, but I've thought about this so many times before and it feels like its the lack of automated group finding for the game. I ain't saying that system would automatically improve any game, but when I never get to do things on a regular basis like I did in WoW and do in FFXIV, I never get the "touch" to improve myself with tedium.

    It's hard to start the grindy skill training in a 10 years old game/game I've played on and off for 10 years (GW2 was released in 2012?) when it feels like it's been so long without proper learning that it's too late to start.
    Last edited by Saradain; 2022-01-20 at 03:04 AM.

  3. #37403
    The Unstoppable Force PACOX's Avatar
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    GW2 definitely doesn't have fewer buttons to press than WoW or FF14, it presents those buttons differently. You have 10 weapon abilities, 4 utilities, a heal, and anywhere between 1-15 buttons tied to your class mechanic.

    Rotations are different because the combat system in GW2 vs the other two is very different. Classes in the other games are designed with their rotations in mind, which is usually a resource build and dump. Every person running the same class in those games have the same skills on their bar excluding a few talent choices in WoW but even then most people make the same choices. In GW2 you can have two people playing the exact same specialization with a completly different set of skills on their bars.

    The game is not as easy as it seems. It will let you play poorly until you get hits your in the mouth with a ton of bricks versus WoW and FF14 where you're placed in a well defined box and things become apparent once you try to leave that box.

    The way a lot of PVE rotations in GW2 work is like this. Your build has some sort of goal/purpose perhaps in the form of a class buff/modifier you're trying to maximize uptime on or maybe a set of conditions (DoTs) you're trying to stack and maintain on a boss.

    Condition Scourge (Necromancer) has one of the simpliest rotations to explain. You're goal is to maximaze the uptime of your conditions, mainly bleed and torment. So to do this you take spit out the most conditions, sceptor and torch. Notice I only named two weapons because swapping weapons actually isn't necesary for the build. For your utilities you take ones that also help your apply and maintain as many conditions as possible. So you take Blood is Power an ability that allows to apply many stacks of bleed at once. You take Signet of Undeath, which allows you keep a pool of Lifeforce (basically your mana) and a free slot (usually Epidemic to spread conditions or Shadow Fiend for more Lifeforce). Your last ability is typically Plaguelands, more conditions. So how do you play the build? Scourge can place 3 Sand Shades that applies conditions so naturally you want to have 3 of them down as much as possible. You have a class mechanic that drops a big nuke of conditions where you and the shades are, so you obviously want to hit that on cooldown at all times. Remember I said Blood is Power applies a bunch of bleeds at once? So you want to use that as much as possible too. Plaguelands? Same deal. What about your weapon abilies? Sceptor 2 applies conditions, use it off cooldown. Sceptor 3 applies conditions and hits more based on the number of conditions on your target, use it off cooldown but at a lower priority of other skills so you're using with as many condtions on your target as possible. Torch 4 and 5, one does a CC, one applies conditions, so you want to save the CC one for when you need CC and use the other off cooldown. In between all of that always be auto attacked, skilled players know how to not interupt the end the their autoattack chain for max DPS but rule of thumb is to alway be auto attacking when not doing anything else. And thats how you play Condi Scourge.


    Other builds are more involved, some less so depending on what you're doing but at the core of each build is some goal and abilites, skill priorities/rotations that build towards that goal.

    Honestly I think most guides in any of the games overcomplicate the actual gameplay of the class/build they are explaining because most people don't care about all the underlying intricacies of a build. They just want to know what to press and when. Its easy to look at a guide and feel overwhelmed because the author decided to needed to hit a specific word count.

    Link to the build Condi Scourge build

    https://snowcrows.com/builds/necroma...dition-scourge

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  4. #37404
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    I don't have too much of an issue with the rotations myself (well, depending on the class/build), I won't execute them as fast as the top parsers but I put out plenty of DPS

    I do have some issues with the combat though. I get over them, but they still bug me, like coming from other MMORPGs the lack of any relevant global cooldown makes the game feel so button mash-y. A combination of the lack of sticky targeting and (at times) wonky auto-attack is also a constant annoyance in raids.

    Also please for the love of god if they're gonna make more mechanic/spectacle-heavy strikes, introduce the option to turn down/simplify effects and particles. Hard enough to see what the hell is going on in the middle of the blob during raids

  5. #37405
    The Unstoppable Force PACOX's Avatar
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    Quote Originally Posted by Cattleya View Post

    Also please for the love of god if they're gonna make more mechanic/spectacle-heavy strikes, introduce the option to turn down/simplify effects and particles. Hard enough to see what the hell is going on in the middle of the blob during raids
    Number 1 complaint of the first raid boss. Only happens in a few other places in raids but that particular boss has a mechanic that's hard for a lot of people to see. The mechanic makes noise and changes the edges of your screen but there's so much going on that both of those indicators are also drowned out.

    Around the time Wildstar came out Anet started using bright orange AOE indicators.

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