Make sure to Check my Community section. You can decide If I keep talking about Gw2 or not. (removed: 130 votes (88% wants me to keep talking about gw2)
Problem is just if the vast majority of guild wars 2 really doesn't like it and gets upset my mission is kinda' failing. A lot of people clearly think I hate the game and if people see 'hating' on the game as my intention I obviously do something wrong.
@@reburox I just checked your community page and the majority of us would like you keep talking about the game. Your mission is successful for a few of us. Please don't let small-minded people win < 3
If you look at Doric Lake, you have in the top right corner an area filled with elite enemies that prove quite a challenge for solo players. Having more areas like that would make the open world a lot more fun. Balancing open world for group play can be difficulty (but far from impossible), but creating harder areas for solo play would go a long way.
Yeah it is actually crazy quickness and alac. is basically the same as healer and tank in other games and arenanet doesn't even attempt to display that anywhere ingame.
There's the other divide: players who have a core group who can gather regularly for content and learn together and those who can't because life gets in the way. Anyone who has been in a Table Top RPG group knows what I mean. Trying to get five adults meeting in a room for a Call of Cthulhu or D&D session is almost impossible. Only thing my guildmates do on the regular is Guild Missions on Saturday and one week there'll be 6 bodies there but next week there'll be 30. World Bosses are done by Pick Up Groups of (usually) strangers who hope that at least half present at least read the wiki page. As a Hardcore Open World Casual I've seen that many PUGs simply don't read. Wiki. Tooltips. Onscreen instructions. Anything. Sometimes you get be The Golden Child, sometimes you get just the 3 chests under Tarir because nobody reads. Such is life.
And that is why I play GW2: easy open world content where I can explore, relax, try whatever I want and still having the feeling that I accomplished something 🙂 I don’t need every game to be hard or competitive.
I've been saying this for years. A good way to put optional difficulty into early open world is to make hero point challenges as challenging as the ones in HOT.
Yeah Arenanets habit of abandon old content is slowly but steady backfiring. And with there new 'expansion-cycle' it will get worse. As soon as Janthir wilds comes out SoTo will stay untouched for ever.
I’m not sure if your accent is Viennese or not, but it definitely reminds me of a kind and helpful guy I met when I visited there last summer. He was super cool, introduced me to a bunch of his friends, took me to dinner and showed me the best local foods, even let me hangout and eat KFC at his place 🤣 I know you’re not him but I had to share the story as the accent brought on the memory haha. On the topic or your video….. it was great and I loved it, keep up the good work :)
GW2 has long been boring thanks to the farmer types. It's either too many people required or too little, no in between. You're either 1 of 100 doing boring ass metas, where on older computers can't even get 10 fps, or you have to play survival spec to do anything alone. GW2 has always attracted casuals, but way too much to its detriment. Long gone are the awesome moments of teaming up in small groups to tackle large foes. It's just casually show up a zerg, and very very occasionally you'll meet another random roamer, but you'll almost never team up for more than the quest chain you met at. I'm sorry to say, but the GW2 community killed GW2 long ago.
Game is nort dead but yeah ... it feels dead. I remember when someone told me gw2 feels like a phone game (candycrush). First I thought he was joking but ... if I think about it .. well...
I play for fun. Sometimes that can be a hard fight, sometimes it can be an easy fight. I just keep on playing. Some people suffer from frustration (hard fight) and some people suffer from boredom (easy fight) even when it is the same fight. There is no formula to please the ends of a spectrum. A game has to please a large group of people to financially survive. At this time there seems to be no problem getting players to an open world meta event. I experience large groups regularly throughout core Tyria. I'm having fun.
Since you said we should feel free to share our thoughts, here's a text brick- It's my personal take as a FFXIV Savage raider and GW2 player who's into mostly NM raiding, CM Fractals and Strikes, plus a couple of CM Strikes. You raise several good points, that said I feel GW2 is somewhat in the opposite side of the same issue which casual, average FFXIV players are having difficulty negotiating, in their respective game. That's to say, GW2 needs to start moving in an encounter design direction that at this point expects most players to grasp at least some basic concepts(Build, gear, rotation, class, CC, stun breaks ETC). Before that, ANet should clean up their tool tips and find a way to gradually, throughout content, expose players to these concepts and their importance- The difference they make. ANet would also have to work on balance, dedicate a lot more effort to it. Moving towards that, ANet should also keep in mind that difficult doesn't necessarily mean fun, and easy doesn't have to be boring. Progressively more complex encounters can be implemented but not to the degree of FFXIV; That type of encounter design and the skills it requires wouldn't work too well here(Strikes prove that IMHO even if they still aren't too far in that direction). On that matter; You can't aim at a very wide audience as you can't please every type of player, but pushing in a very singular direction should be avoided as well. In the case of FFXIV, the target audience is people who specifically thrive on increasingly difficult rhythm and memory puzzles against a HP sponge- But unless an MMO is catering specifically to players for whom difficulty means fun, there's no reason to shoe horn encounter design and die on that hill, as they say. ...Speaking of which, the moment GW2 starts leaning into that design direction(Lonely Tower and the original Cerus CMs come to mind) I'm out- I'd stay in FFXIV if that's what I wanted, but that's just my personal stance on it. Ay way, more power to FFXIV players, I don't mean to berate anyone's taste, I'm rather using it as an example to make a comparison and a point. Going back to the original points, Umbriel in public NM Convergences is precisely the direction GW2 shouldn't take when it comes to encounter design, while demonstrating my own points here. Whilst it's a simple encounter mechanically, we can easily see that players lack the necessary info and haven't developed the necessary skills to overcome it, down to not being able to follow simple instructions mentioned on chat... Or not caring to, having grown too complacent by what the game has so far taught them IE press all the buttons while standing still in front of your target. As mentioned, at least half of the blame is on the lack of tutorials and too lax Win/Lose conditions in the vast majority of encounters, instanced or not. I think both FFXIV and GW2 could benefit from each other's design as long as they don't push too hard in one particular aspect of encounter design and begin punishing players severely for not having that one particular skill or mind set, while putting some effort to translate either's strong points to their combat system and pace. Or at least GW2 could, because FFXIV at this point is very heavily leaning towards a certain play style as mentioned. Rant done, carry on
'ANet should also keep in mind that difficult doesn't necessarily mean fun, and easy doesn't have to be boring.' Thats the most important thing and for some reason got lost nowadays. Regarding FFXIV I cant say a lot.. I watched many of my friends move over to FFXIV during the WoW exodus but I never managed to get into it. I tried on Ps3, Ps4 and multiple times on Pc but the beginning is so 'text-Box-click-through' heavy that I always give up after 3-5 hours. Maybe I should try again sometime and embrace the story
I come from the future. They did a good job balancing the janthir syntri event, it's easy but you will definitely fail without a little coordination. Perfect difficulty: you can't afk but you don't need to be on a meta build either. The new janthir convergence is terrible though, because I can just ignore all the mechanics and have no reason to learn them. To me that's the issue, it doesn't necessarily need to be hard, it just shouldn't be so easy that you can ignore all the mechanics, because then they wasted their time making those mechanics. Like taidha covington, or the centaur guy in harathi hinterlands, I'd like to know what those fights are actually like, but i have no idea because they die in three seconds. The only reason I know what the LLA fight is like is because one time I was lucky enough to get an overflow map with only a couple people (we actually failed!). It doesn't have to be super hard or sweaty, it just shouldn't be so easy that it defeats the purpose of the game. I don't understand why it's like this, couldn't most of these be fixed by simply changing the value of a few variables? I'm glad they revamped those 4 starter area bosses, because it shows that they understand. I hope they keep that up, but I don't understand why it needs to be a big process. Just bump the values up a little bit, doesn't that take a few minutes? I'll never understand. At least it's not as bad as some other games I've played like ESO where you can faceroll the entire open-world/story with no items and no spending skill points. ESO makes central tyria look like dark souls.
It's not that world bosses can't be hard. I enjoyed back in the day of Core Guild Wars 2 Teq and Wurm, when only a handful of guilds could finish them. The major problem is that the newer world bosses have a huge time sink. When you do fail, you waste over an hour of your time, if not more. You are rewarded on the way, but that doesn't change that feeling. It's mainly Inner Nayos & Dragons End. I don't think people mind failing it as much; it didn't take so much time to prep. I do recall when Dragons End came out; it wasn't as bad as Core. It didn't take much time for people to learn the fight and understand it. So it has a higher sucess rate then what wurm had back in the day. I do think they should cater more to the casual players because they are what pays the bills. That doesn't mean for people wanting challenge can't have it but it will tend to be more a instant base thing with a party or guild.
Reburox, I believe Teapot wants to talk to you sometime, but don't talk to him he is toxic. Talk to me instead (Kappa). Seriously though, lets all chat sometime?
Yeah, this "want to talk" is just a ruse. Making fun of somebody, having content for weeks and his very toxic viewerbase (googled him yesterday and oh boy, are his viewers toxic a*holes) will bully him to no end. But that is the GW2 Community in a nutshell. If you're not of the believe that GW2 is the second coming of Christ you're the devil and you have to be downvoted and ridiculed for that.
@@snoozebutton9996 I have no idea what you're talking about, but talking to people is fun. EDIT: I love that Teapot is getting criticized for loving Guild Wars 2.
I don't know why everyone allways talks about world bosses. The open world mobs are way more important to begin with. Guildwars 2 can't even compete with his predecessor in terms of mob design. In gw2 mobs would at least know to run out of AoE skills and use healing ability's, there where also support monsters that buffed the frontliners. When the standart trash mobs in SOTO attack you for roughly 300 damage (on full berserker) and you can just stand there and put you'r heal skill on auto cast it really goes to show how little effort goes into mob design, I mean the new mobs are literally reskins of old ones that barely have any new attack patterns. They should start by having mobs do reasonable auto attack dmg, then add some bigger telegraphed attacks that do more, similary to how much a player would do in pvp. Then you could add certain things like heal skills in certain areas that require you to interupt them. Also improve the AI so it knows how to walk out of certain attacks and have mobs that specialize in crowd control . That would be a start.
I am not sure but I guess the issue is that in recent maps mobs are everywhere. In older maps you can at least run around without getting attacked by mobs for a while. If you leave camp in soto you are in combat 24/7 which .. at a certain point starts to get very VERY annoying. I would like them to do smaller packs and like you said a little bit smarter. And with their dynamic event system anet doesn't even have to stack maps with trash mobs every 2 meters. Like it was in the core world.
@@reburox true it does feel a bit obnoxious at times when you factor wild animals /beast with the standart "enemy faction". Maybe it's also the fact that they don't utilize patrols as heavily as guildwars 1. They definetly know how to do it and it can be very ambient like in harathi hinterlands or when you see a moa herd.
In every video game there will be a small minority of players who have learnt to manipulate the game engine to the point they negate any challenge it could offer them. Then they complain about it to anyone who'll listen. Say what!? Your mission was accomplished, boys! You literally beat the game and now you're kvetching about winning? Ooof!
On one hand, I do get your points. Too many people would be pissed if meta event success was determined by playing more meta. The hardcores would be mad there are too many casuals, the casuals would be mad they're being demanded to play a way they don't like and people are yelling at them. But as somebody that has been upset that meta events and the sort are easy AF, it's because of a simple question I can never get answered: Whats the midcore content? I love the mobile, action side of the hybrid combat system and want to stay away from rotations and meta builds. But I also want to play something more difficult than not at all. So I should be playing... A few well designed EoD strikes? There aren't people in that area between knowing nothing or knowing everything because it's super unclear what they're supposed to enjoy doing. It feels like you either stick to running past everything in fractals or you learn a meta build, rotation, and stack like your life depends on it.
So I talked to a lot of people who tried Guild wars 2 and essentially everybody told me the exact same.. The moment they hit max. Level they are lost. Dungeons where dead content through out the whole levelling phase and all over a sudden they have to get gear can play fractals, Raids, Strikes and so much more. That wall makes a lot of people just leave or just stick with the open world and don't even try to engage with different content. Problem now is Guild wars 2 just doesn't have a constant flow of players going into endgame and that flow is important to have a middle ground of players.
Lots of people struggle with conditions, interrupts, just knowing what boons do, gear and struggle at making a good build or even a build that they can play decent enough. Not everyone's into theorycrafting or sitting on the gold and tokens to get ascended gear. The Astral tokens and rewards mean that eventually, and just by playing open world content ( or any content that you like ) then you can eventually get yourself kitted out in the best armor and weapons, without having a raid, fractal or wvw group to carry or whow you the ropes. That solves one problem but it doesn't ultimate resolve the idea of what build should someone who is inexperienced play? Perhaps there could be builds that players can pick up from their favorite NPCs/hero(ine)(s) in game that offer players something solid to learn? Overall I agree with you. I have been in metas where people give up 1/4 of the way through when the DPS is clearly not ahead of the timer. I have also been to metas for the first time and been completely unaware of what I should be doing or looking for right through to the end. Visually there is so much going on in GW2, so many skills from other players, layered on top of the red circles and the 10 to 30 other minions running around that it requires you not to be overwhelmed by those and the question of what am I supposed to be doing right now? Some sort of hand holding needs to happen in the form of clear indication of what you want to happen and what you definitely want the player to prevent from happening. It's a beautiful and fun game, which is constantly improving but many players in open world definitely don't do anywhere near 25k dps, nor do they even want to. Some will play to a certain theme and there will be nothing optimal about it. Some will have computers or be in locations where their internet connections don't allow them to press anything but AA without massive skill lag. Open World is a difficult puzzle to fix so that everyone can have fun and enjoy the spectacle of a vibrant, combat focused, fantasy world. You don't want people to feel like it is impossible, but you do want to challenge people and perhaps be that bridge to get them good enough for more challenging instanced group content.
The visual clutter and no clear indication of what is happening is the biggest issue for me. Watching someone stream FFXIV and without playing knowing what knockback, group up, and spread indicators look like, while in GW2 I can maybe see the boss strike indicators.
thing is its not entirely Anets mistake here,while i agree visual clutter is abit of issue but most of 1 shoot attack from OPW boss or any boss matter of fact always have visual cue like boss preparing the attack that clearly visible in their animation and some doing monologue before the attack or there is NPC that tell you what to do or sometimes big text popping on screen. The biggest problem is that most opw player doesnt event try, its very hard to teach ignorant peoples if you tell them the nicest way their ignores you and if you tell them as it is you'll be called elitist. if we talking about build,actually most open world player have good build that can event solo bounty and crazy sustain that allow many mistake thats why guy like lordhizen is popular amongs them but the thing is they just copy paste but dont bother read the skill description or learn how to play it properly,i've met many herald player that doesnt even know how to activate their quickness on glint and many other that doesnt even know thing as simple as break stunt let alone deal atleast 20k dps. whats funnier is that anet already give away solution for this basic problem,seitung province training area that somehow still under utilize by most opw player it just baffling and sad.
@@joyboy6067 I don't think that every instance is Anets fault as a matter of fact I think that if you observe the bosses there are more tells and more signs than ever before. I can agree that some people are bad and some people just have bad connections. Being terrible at the game is something that the individual has to fix, latency is another story if you're playing NA from Argentina or something crazy like that. That 500ms ping means you are going to eat some things to the face cause you simply won't see it coming or be able to react in time. That said, I feel that @330DKNY is right in that more consistent tells, enemy circles that are made colors that only enemy skills have, that are always a layer above player skills would help. Some other things the developer can't really fix except to have modes with rewards that encourage you to get better. They could return the same training fields in Seitung for Kodan areas but with an actual boss that combines the effects on three or four separate occasions. People learn through repetition but most people won't do the same heart over and over again.
Vanilla OW should be braindead easy, sure, but DLC OW can get somewhat complicated or, at least, demand a certain level of either knowledge or skill from the player. I don't know why that'd be a problem, especially if that content is skippable / not mandatory for any main story questline
They could make harder open world content if they raised the skill floor a bit with less complicated steps to setup a character, people can setup berserker builds cheaply and easily but good luck telling a new player the steps to get a good boon or condi build going that hits the specific breakpoints that build needs to function well in a group setting, not to mention the new relic slot and how many people out there are probably wearing worse than exotics at 80.
@@missk1697 ah, no reply without insult... classic! I don't watch that guy and i do think this is to bait and silence critics. But have a nice day nonetheless.
I didn't know your channel... Well, I love gw2 and, considering, for example, that the community still seems to accept Anet's old excuse that a QoL that allowed organizing UI information would be a way of unbalancing the game, I need to say that it is very difficult to disagree with your argument about positive toxicity. Regarding the focus of this video, I can only think about how Soto's last meta was constructed and nothing works very well.
I think turning the whole map into the Meta-Event at a certain point kinda kills what made gw2s open world so good. However I am not sure about that ..cant really put a finger on something specific.
Interesting video, I don't agree with everything but I don't understand people negative bombing you. Comment section is here to talk about it if you disagree
If one truly like / love something one can work / speculate on how to make it even better. Perfection is the enemy of good. Stagnation is the enemy of all. To those who think one can't criticize something and still love it, truly does not know what those words mean.
Well, we might have stationary Bosses in FF. But they make sure, you have to move a lot. We call our fights choreographed dances. As you have to learn the mechanics, where to stand and doing your rotation at least somewhat competently. They teach their playerbase what mechanics look like, because you go through the mandatory story and thus all the Dungeons and Trials (and they are made easy so everyone can complete them, even with NPCs). I would say, i'm mid at best in FF. I'm maining Dancer, which has a RNG Rotation and you are considered to be "decent enough" if you just press all the blinking buttons and keep your buff up. FF really made me good in movement and dodging. I do find GW2 way easier than FF because of that. But yeah, OW Content is also super easy in FF and WoW (which i played before FF).
the pve in this game is all over the place and actually not really enjoyable, the only engaging moment to moment action you get inside pvp, which definetly is the strongpoint of this game
You should probably not care about dislikes. Engagement grows channels. You know your opinions are going to rub people wrong, so just keep going. I think Wing 8 will be good however. I doubt the mechanics will be "copy pasted", rather dumbed down for 50 man.
I'm torn on your content. It's clear you put some effort into it and I think you identify some very verifiably true problems with GW2 as it is in the current day, however I find your videos oftentimes to not focus on the correct solutions and/or to lean way too heavy into the doomer side. I didn't watch all of your content comprehensively but I saw more than a few times that you shared your view that 'GW2 is in maintenance mode' and that it 'ended with EOD' which is just simply not true. Open world was expanded on (for better or worse, of course) with SOTO. One of the best encounters in the game launched with SOTO. WvW and PvP are receiving attention for the first time in like half a decade with the upcoming expansions. New weapon types are coming out altogether with spears. I think there's something to be said about how revolutionary GW2 expansions were prior, because HoT is one of the best expansions across all MMOs and PoF added the best interpretation of mounts in all of gaming debatably, however you're definitely viewing GW2 through rose tinted lenses because your present view of the game is much harsher than the past, despite the past being pretty similar in quality overall. I was there for HoT release when players were PISSED that content was way too hard and confusing, and I was there for the period after PoF release when players were pissed about maps being unfun to return to, metas being boring, and overall that the expansion 'paled' versus HoT. These same stories repeated with EOD of course. Frankly, the majority of your content in the past year or so has been negative towards GW2, and I think it'd be best if you moved onto a game you enjoy honestly.
Yeah, I agree that Open World in MMOs should be easy... but I actually think GW2 uniquely has the foundation to make hard Open World contents viable. It's just being held back from the fact that Equipment/Build Templates are locked behind MTX. Like wtf? XD If everyone can easily save and switch between builds, and embrace the alt-required nature of the game, I think there'll be less complaining about end-game Open World content being too hard. I think it'll alleviate a lot of GW2's problems but tis just a pipe dream T.T
Just FYI on build saving, you can just right click and copy and paste it in a text file to save and use that build later without buying build template. I don't play any new MMO so I don't know how many of them having a on the fly equipment swap template like in gw2. I'm personally ok with them selling Equipment/Build template rather than having a sub free tho.
Oh yeah, there's that build bank column on the left side too huh but I think those features, and things like legendaries, just aren't convenient enough without templates. That's probably why you see things like raid groups looking for DPS, or Mechs joining WvW squads, or solo players on solo builds joining DE. I could be totally wrong though, and making templates free will only encourage people to equip the same gear in every template, just with varying shades of bikinis XD
Hard open world will never work in Gw2 simply because you can't consistently control who are the people in the map with you. You might get newbies, people that are there just for exploration, story, fishing, collections or simply people that don't organize in squads and subgroups ecc... It is just frustrating both for the hardcore and the casuals. Having easier access to equipment/build templates doesn't solve this problem.
Those people exist in Tangled Depths but Chak still gets done so I don't think it's a rallying problem. I'm agreeing that Open World in MMOs need to be easy for the reasons that you and Reburox point out. It makes logical sense to me. Though on top of that, in the case with something like Soo-Won, I thought that Open World content that can't be beaten with players in the Open World using Open World builds is an incomplete product. People beat it and some said Soo-Won made player skill go up because DPS went up. I think player skill didn't go up, people just switched to raid or semi-raid builds. I still think GW2 Open World needs to be easy and short to keep it alive, but it seems to me that, with the next xpac, ANet wants to CLEARLY distinguish the difference between Open World and Endgame Open World. So the least they can do is give us the tools to tackle hard Open World contents, especially for commanders. I can't predict player behavior so I might be totally wrong. But I'm totally right when I say ANet will never make templates free, hence tis just a pipe dream XD
@@nicojii_ Soo-won only need like 7k dps per person in 50 mans squad. It have nothing to do with raid build and frankly that raid build might just be the same as what open world player wear. Soo-won (after nerf) fail because people ignore mechanic (Not dodging AOE, Ignore Tail, Not CC) unless your talking about people wearing green gear at level 80 for some reason
MMOs and Players need to go away from DPS tunning, in many games that is seen as linear and boring, yet in MMOS that is seen as complex, but its just boring and too simple. If you look at reality even CM raids / Mthic are not hard, the only things that are truely hard in any MMO is the first top PvP / Arena that don't sell their titles, which is somewhat comparable to the first world raid bosses kill, so the meter is speed. However that has another isssue, not repeatable. Because against if it was repeatable it would be boring, as it is. Yet people do it for fun, that is fine, but not competitive. You can't even both in PvE, only both PvP. Better leave GW2 as it is, which good, Less Raids, More Fun.
So I guess you play pvp. So there is something going on in my mind I cant find an answer to. Basically, I think making pvp competitive with arenas or 5vs5 modes is a mistake. I remember doing PvP always during downtime in PvE. Every since PvP has become its own game I don't even bother to touch it because I get the feeling that pvp is not fun for casuals anymore. In mmos, pvp should only exist on big battlefields where you have big fights and occasionally 1v1 everywhere. I can't really put a finger on it but I think Arena is a mistake.
Make sure to Check my Community section. You can decide If I keep talking about Gw2 or not. (removed: 130 votes (88% wants me to keep talking about gw2)
Talking about the flaws of a game doesn't mean you don't like it. Every game has some. Your opinion is refreshing. Thank you and keep it coming 🙂
Problem is just if the vast majority of guild wars 2 really doesn't like it and gets upset my mission is kinda' failing.
A lot of people clearly think I hate the game and if people see 'hating' on the game as my intention I obviously do something wrong.
@@reburox I just checked your community page and the majority of us would like you keep talking about the game. Your mission is successful for a few of us. Please don't let small-minded people win < 3
If you look at Doric Lake, you have in the top right corner an area filled with elite enemies that prove quite a challenge for solo players. Having more areas like that would make the open world a lot more fun. Balancing open world for group play can be difficulty (but far from impossible), but creating harder areas for solo play would go a long way.
Problem is that gw 2 will never teach you combat in ow and you will very rarely fight enemy which will be able to kill you if you arent afk.
Yeah it is actually crazy quickness and alac. is basically the same as healer and tank in other games and arenanet doesn't even attempt to display that anywhere ingame.
There's the other divide: players who have a core group who can gather regularly for content and learn together and those who can't because life gets in the way. Anyone who has been in a Table Top RPG group knows what I mean. Trying to get five adults meeting in a room for a Call of Cthulhu or D&D session is almost impossible. Only thing my guildmates do on the regular is Guild Missions on Saturday and one week there'll be 6 bodies there but next week there'll be 30. World Bosses are done by Pick Up Groups of (usually) strangers who hope that at least half present at least read the wiki page. As a Hardcore Open World Casual I've seen that many PUGs simply don't read. Wiki. Tooltips. Onscreen instructions. Anything. Sometimes you get be The Golden Child, sometimes you get just the 3 chests under Tarir because nobody reads. Such is life.
And that is why I play GW2: easy open world content where I can explore, relax, try whatever I want and still having the feeling that I accomplished something 🙂 I don’t need every game to be hard or competitive.
I've been saying this for years. A good way to put optional difficulty into early open world is to make hero point challenges as challenging as the ones in HOT.
Yeah Arenanets habit of abandon old content is slowly but steady backfiring. And with there new 'expansion-cycle' it will get worse.
As soon as Janthir wilds comes out SoTo will stay untouched for ever.
I’m not sure if your accent is Viennese or not, but it definitely reminds me of a kind and helpful guy I met when I visited there last summer. He was super cool, introduced me to a bunch of his friends, took me to dinner and showed me the best local foods, even let me hangout and eat KFC at his place 🤣 I know you’re not him but I had to share the story as the accent brought on the memory haha.
On the topic or your video….. it was great and I loved it, keep up the good work :)
GW2 has long been boring thanks to the farmer types. It's either too many people required or too little, no in between. You're either 1 of 100 doing boring ass metas, where on older computers can't even get 10 fps, or you have to play survival spec to do anything alone. GW2 has always attracted casuals, but way too much to its detriment. Long gone are the awesome moments of teaming up in small groups to tackle large foes. It's just casually show up a zerg, and very very occasionally you'll meet another random roamer, but you'll almost never team up for more than the quest chain you met at.
I'm sorry to say, but the GW2 community killed GW2 long ago.
Game is nort dead but yeah ... it feels dead.
I remember when someone told me gw2 feels like a phone game (candycrush). First I thought he was joking but ... if I think about it .. well...
I play for fun. Sometimes that can be a hard fight, sometimes it can be an easy fight. I just keep on playing. Some people suffer from frustration (hard fight) and some people suffer from boredom (easy fight) even when it is the same fight. There is no formula to please the ends of a spectrum. A game has to please a large group of people to financially survive. At this time there seems to be no problem getting players to an open world meta event. I experience large groups regularly throughout core Tyria. I'm having fun.
Since you said we should feel free to share our thoughts, here's a text brick- It's my personal take as a FFXIV Savage raider and GW2 player who's into mostly NM raiding, CM Fractals and Strikes, plus a couple of CM Strikes.
You raise several good points, that said I feel GW2 is somewhat in the opposite side of the same issue which casual, average FFXIV players are having difficulty negotiating, in their respective game. That's to say, GW2 needs to start moving in an encounter design direction that at this point expects most players to grasp at least some basic concepts(Build, gear, rotation, class, CC, stun breaks ETC).
Before that, ANet should clean up their tool tips and find a way to gradually, throughout content, expose players to these concepts and their importance- The difference they make. ANet would also have to work on balance, dedicate a lot more effort to it.
Moving towards that, ANet should also keep in mind that difficult doesn't necessarily mean fun, and easy doesn't have to be boring. Progressively more complex encounters can be implemented but not to the degree of FFXIV; That type of encounter design and the skills it requires wouldn't work too well here(Strikes prove that IMHO even if they still aren't too far in that direction).
On that matter; You can't aim at a very wide audience as you can't please every type of player, but pushing in a very singular direction should be avoided as well. In the case of FFXIV, the target audience is people who specifically thrive on increasingly difficult rhythm and memory puzzles against a HP sponge- But unless an MMO is catering specifically to players for whom difficulty means fun, there's no reason to shoe horn encounter design and die on that hill, as they say.
...Speaking of which, the moment GW2 starts leaning into that design direction(Lonely Tower and the original Cerus CMs come to mind) I'm out- I'd stay in FFXIV if that's what I wanted, but that's just my personal stance on it.
Ay way, more power to FFXIV players, I don't mean to berate anyone's taste, I'm rather using it as an example to make a comparison and a point.
Going back to the original points, Umbriel in public NM Convergences is precisely the direction GW2 shouldn't take when it comes to encounter design, while demonstrating my own points here. Whilst it's a simple encounter mechanically, we can easily see that players lack the necessary info and haven't developed the necessary skills to overcome it, down to not being able to follow simple instructions mentioned on chat... Or not caring to, having grown too complacent by what the game has so far taught them IE press all the buttons while standing still in front of your target. As mentioned, at least half of the blame is on the lack of tutorials and too lax Win/Lose conditions in the vast majority of encounters, instanced or not.
I think both FFXIV and GW2 could benefit from each other's design as long as they don't push too hard in one particular aspect of encounter design and begin punishing players severely for not having that one particular skill or mind set, while putting some effort to translate either's strong points to their combat system and pace. Or at least GW2 could, because FFXIV at this point is very heavily leaning towards a certain play style as mentioned.
Rant done, carry on
'ANet should also keep in mind that difficult doesn't necessarily mean fun, and easy doesn't have to be boring.' Thats the most important thing and for some reason got lost nowadays.
Regarding FFXIV I cant say a lot.. I watched many of my friends move over to FFXIV during the WoW exodus but I never managed to get into it. I tried on Ps3, Ps4 and multiple times on Pc but the beginning is so 'text-Box-click-through' heavy that I always give up after 3-5 hours.
Maybe I should try again sometime and embrace the story
I come from the future. They did a good job balancing the janthir syntri event, it's easy but you will definitely fail without a little coordination. Perfect difficulty: you can't afk but you don't need to be on a meta build either. The new janthir convergence is terrible though, because I can just ignore all the mechanics and have no reason to learn them. To me that's the issue, it doesn't necessarily need to be hard, it just shouldn't be so easy that you can ignore all the mechanics, because then they wasted their time making those mechanics. Like taidha covington, or the centaur guy in harathi hinterlands, I'd like to know what those fights are actually like, but i have no idea because they die in three seconds. The only reason I know what the LLA fight is like is because one time I was lucky enough to get an overflow map with only a couple people (we actually failed!). It doesn't have to be super hard or sweaty, it just shouldn't be so easy that it defeats the purpose of the game.
I don't understand why it's like this, couldn't most of these be fixed by simply changing the value of a few variables? I'm glad they revamped those 4 starter area bosses, because it shows that they understand. I hope they keep that up, but I don't understand why it needs to be a big process. Just bump the values up a little bit, doesn't that take a few minutes? I'll never understand. At least it's not as bad as some other games I've played like ESO where you can faceroll the entire open-world/story with no items and no spending skill points. ESO makes central tyria look like dark souls.
It's not that world bosses can't be hard. I enjoyed back in the day of Core Guild Wars 2 Teq and Wurm, when only a handful of guilds could finish them. The major problem is that the newer world bosses have a huge time sink. When you do fail, you waste over an hour of your time, if not more. You are rewarded on the way, but that doesn't change that feeling. It's mainly Inner Nayos & Dragons End.
I don't think people mind failing it as much; it didn't take so much time to prep. I do recall when Dragons End came out; it wasn't as bad as Core. It didn't take much time for people to learn the fight and understand it. So it has a higher sucess rate then what wurm had back in the day. I do think they should cater more to the casual players because they are what pays the bills. That doesn't mean for people wanting challenge can't have it but it will tend to be more a instant base thing with a party or guild.
Reburox, I believe Teapot wants to talk to you sometime, but don't talk to him he is toxic. Talk to me instead (Kappa).
Seriously though, lets all chat sometime?
Yeah, this "want to talk" is just a ruse. Making fun of somebody, having content for weeks and his very toxic viewerbase (googled him yesterday and oh boy, are his viewers toxic a*holes) will bully him to no end. But that is the GW2 Community in a nutshell. If you're not of the believe that GW2 is the second coming of Christ you're the devil and you have to be downvoted and ridiculed for that.
@@snoozebutton9996 I have no idea what you're talking about, but talking to people is fun.
EDIT: I love that Teapot is getting criticized for loving Guild Wars 2.
I don't know why everyone allways talks about world bosses. The open world mobs are way more important to begin with. Guildwars 2 can't even compete with his predecessor in terms of mob design. In gw2 mobs would at least know to run out of AoE skills and use healing ability's, there where also support monsters that buffed the frontliners. When the standart trash mobs in SOTO attack you for roughly 300 damage (on full berserker) and you can just stand there and put you'r heal skill on auto cast it really goes to show how little effort goes into mob design, I mean the new mobs are literally reskins of old ones that barely have any new attack patterns. They should start by having mobs do reasonable auto attack dmg, then add some bigger telegraphed attacks that do more, similary to how much a player would do in pvp. Then you could add certain things like heal skills in certain areas that require you to interupt them. Also improve the AI so it knows how to walk out of certain attacks and have mobs that specialize in crowd control . That would be a start.
I am not sure but I guess the issue is that in recent maps mobs are everywhere. In older maps you can at least run around without getting attacked by mobs for a while.
If you leave camp in soto you are in combat 24/7 which .. at a certain point starts to get very VERY annoying.
I would like them to do smaller packs and like you said a little bit smarter. And with their dynamic event system anet doesn't even have to stack maps with trash mobs every 2 meters.
Like it was in the core world.
@@reburox true it does feel a bit obnoxious at times when you factor wild animals /beast with the standart "enemy faction". Maybe it's also the fact that they don't utilize patrols as heavily as guildwars 1. They definetly know how to do it and it can be very ambient like in harathi hinterlands or when you see a moa herd.
In every video game there will be a small minority of players who have learnt to manipulate the game engine to the point they negate any challenge it could offer them. Then they complain about it to anyone who'll listen. Say what!? Your mission was accomplished, boys! You literally beat the game and now you're kvetching about winning? Ooof!
Critical thinking is crucial for improvement. Don't bother to listen all those snowflakes, keep up good work.
On one hand, I do get your points. Too many people would be pissed if meta event success was determined by playing more meta. The hardcores would be mad there are too many casuals, the casuals would be mad they're being demanded to play a way they don't like and people are yelling at them.
But as somebody that has been upset that meta events and the sort are easy AF, it's because of a simple question I can never get answered: Whats the midcore content? I love the mobile, action side of the hybrid combat system and want to stay away from rotations and meta builds. But I also want to play something more difficult than not at all. So I should be playing... A few well designed EoD strikes?
There aren't people in that area between knowing nothing or knowing everything because it's super unclear what they're supposed to enjoy doing. It feels like you either stick to running past everything in fractals or you learn a meta build, rotation, and stack like your life depends on it.
So I talked to a lot of people who tried Guild wars 2 and essentially everybody told me the exact same..
The moment they hit max. Level they are lost.
Dungeons where dead content through out the whole levelling phase and all over a sudden they have to get gear can play fractals, Raids, Strikes and so much more.
That wall makes a lot of people just leave or just stick with the open world and don't even try to engage with different content.
Problem now is Guild wars 2 just doesn't have a constant flow of players going into endgame and that flow is important to have a middle ground of players.
Bro those people bashing you are complete ignorants, keep making those gw2 videos im really enjoying them :)
Lots of people struggle with conditions, interrupts, just knowing what boons do, gear and struggle at making a good build or even a build that they can play decent enough. Not everyone's into theorycrafting or sitting on the gold and tokens to get ascended gear. The Astral tokens and rewards mean that eventually, and just by playing open world content ( or any content that you like ) then you can eventually get yourself kitted out in the best armor and weapons, without having a raid, fractal or wvw group to carry or whow you the ropes.
That solves one problem but it doesn't ultimate resolve the idea of what build should someone who is inexperienced play? Perhaps there could be builds that players can pick up from their favorite NPCs/hero(ine)(s) in game that offer players something solid to learn?
Overall I agree with you. I have been in metas where people give up 1/4 of the way through when the DPS is clearly not ahead of the timer. I have also been to metas for the first time and been completely unaware of what I should be doing or looking for right through to the end. Visually there is so much going on in GW2, so many skills from other players, layered on top of the red circles and the 10 to 30 other minions running around that it requires you not to be overwhelmed by those and the question of what am I supposed to be doing right now? Some sort of hand holding needs to happen in the form of clear indication of what you want to happen and what you definitely want the player to prevent from happening.
It's a beautiful and fun game, which is constantly improving but many players in open world definitely don't do anywhere near 25k dps, nor do they even want to. Some will play to a certain theme and there will be nothing optimal about it. Some will have computers or be in locations where their internet connections don't allow them to press anything but AA without massive skill lag.
Open World is a difficult puzzle to fix so that everyone can have fun and enjoy the spectacle of a vibrant, combat focused, fantasy world. You don't want people to feel like it is impossible, but you do want to challenge people and perhaps be that bridge to get them good enough for more challenging instanced group content.
The visual clutter and no clear indication of what is happening is the biggest issue for me. Watching someone stream FFXIV and without playing knowing what knockback, group up, and spread indicators look like, while in GW2 I can maybe see the boss strike indicators.
thing is its not entirely Anets mistake here,while i agree visual clutter is abit of issue but most of 1 shoot attack from OPW boss or any boss matter of fact always have visual cue like boss preparing the attack that clearly visible in their animation and some doing monologue before the attack or there is NPC that tell you what to do or sometimes big text popping on screen. The biggest problem is that most opw player doesnt event try, its very hard to teach ignorant peoples if you tell them the nicest way their ignores you and if you tell them as it is you'll be called elitist.
if we talking about build,actually most open world player have good build that can event solo bounty and crazy sustain that allow many mistake thats why guy like lordhizen is popular amongs them but the thing is they just copy paste but dont bother read the skill description or learn how to play it properly,i've met many herald player that doesnt even know how to activate their quickness on glint and many other that doesnt even know thing as simple as break stunt let alone deal atleast 20k dps.
whats funnier is that anet already give away solution for this basic problem,seitung province training area that somehow still under utilize by most opw player it just baffling and sad.
@@joyboy6067 I don't think that every instance is Anets fault as a matter of fact I think that if you observe the bosses there are more tells and more signs than ever before.
I can agree that some people are bad and some people just have bad connections. Being terrible at the game is something that the individual has to fix, latency is another story if you're playing NA from Argentina or something crazy like that. That 500ms ping means you are going to eat some things to the face cause you simply won't see it coming or be able to react in time.
That said, I feel that @330DKNY is right in that more consistent tells, enemy circles that are made colors that only enemy skills have, that are always a layer above player skills would help. Some other things the developer can't really fix except to have modes with rewards that encourage you to get better.
They could return the same training fields in Seitung for Kodan areas but with an actual boss that combines the effects on three or four separate occasions. People learn through repetition but most people won't do the same heart over and over again.
While I love "your game is dead" clickbait videos.
I would suggest sticking to WoW.
Since GW2 drama videos don't bring the views.
Vanilla OW should be braindead easy, sure, but DLC OW can get somewhat complicated or, at least, demand a certain level of either knowledge or skill from the player. I don't know why that'd be a problem, especially if that content is skippable / not mandatory for any main story questline
some of the hard openworld content sadly got ruined by power creep as anet does not know how to balance
They could make harder open world content if they raised the skill floor a bit with less complicated steps to setup a character, people can setup berserker builds cheaply and easily but good luck telling a new player the steps to get a good boon or condi build going that hits the specific breakpoints that build needs to function well in a group setting, not to mention the new relic slot and how many people out there are probably wearing worse than exotics at 80.
Yo Reburox, Mighty Teapot said he invites you to Teatime discussion with him about gw2.
nice bait...
@@snoozebutton9996 He literally said that on stream, bozo.
@@missk1697 ah, no reply without insult... classic! I don't watch that guy and i do think this is to bait and silence critics. But have a nice day nonetheless.
@@snoozebutton9996teapot literally proposes the guy his platform to speak on lol it’s literally the opposite of silencing criticism
@@curiavoca sure and then make fun of them and bully them.
I didn't know your channel... Well, I love gw2 and, considering, for example, that the community still seems to accept Anet's old excuse that a QoL that allowed organizing UI information would be a way of unbalancing the game, I need to say that it is very difficult to disagree with your argument about positive toxicity.
Regarding the focus of this video, I can only think about how Soto's last meta was constructed and nothing works very well.
I think turning the whole map into the Meta-Event at a certain point kinda kills what made gw2s open world so good. However I am not sure about that ..cant really put a finger on something specific.
Interesting video, I don't agree with everything but I don't understand people negative bombing you. Comment section is here to talk about it if you disagree
shadow banned comments by youtube give me a very clear picture how people view my videos ..
If one truly like / love something one can work / speculate on how to make it even better. Perfection is the enemy of good. Stagnation is the enemy of all. To those who think one can't criticize something and still love it, truly does not know what those words mean.
yeah but problem is if people think I hate the game. I am failing somewhere .. pretty hard.
Triple Trouble says hi
Well, we might have stationary Bosses in FF. But they make sure, you have to move a lot. We call our fights choreographed dances. As you have to learn the mechanics, where to stand and doing your rotation at least somewhat competently. They teach their playerbase what mechanics look like, because you go through the mandatory story and thus all the Dungeons and Trials (and they are made easy so everyone can complete them, even with NPCs). I would say, i'm mid at best in FF. I'm maining Dancer, which has a RNG Rotation and you are considered to be "decent enough" if you just press all the blinking buttons and keep your buff up. FF really made me good in movement and dodging. I do find GW2 way easier than FF because of that.
But yeah, OW Content is also super easy in FF and WoW (which i played before FF).
the pve in this game is all over the place and actually not really enjoyable, the only engaging moment to moment action you get inside pvp, which definetly is the strongpoint of this game
by the way, the dislikes are still engagement and should provide more traffic to your channel in the future :)
Yeah but that isn't really what I am looking for and gives me the feeling I do something wrong
@@reburox looking at the nice messages you received I can't blame you, this community doesn't take criticism very well, I'm really sorry!
You should probably not care about dislikes. Engagement grows channels. You know your opinions are going to rub people wrong, so just keep going. I think Wing 8 will be good however. I doubt the mechanics will be "copy pasted", rather dumbed down for 50 man.
I'm torn on your content. It's clear you put some effort into it and I think you identify some very verifiably true problems with GW2 as it is in the current day, however I find your videos oftentimes to not focus on the correct solutions and/or to lean way too heavy into the doomer side. I didn't watch all of your content comprehensively but I saw more than a few times that you shared your view that 'GW2 is in maintenance mode' and that it 'ended with EOD' which is just simply not true. Open world was expanded on (for better or worse, of course) with SOTO. One of the best encounters in the game launched with SOTO. WvW and PvP are receiving attention for the first time in like half a decade with the upcoming expansions. New weapon types are coming out altogether with spears. I think there's something to be said about how revolutionary GW2 expansions were prior, because HoT is one of the best expansions across all MMOs and PoF added the best interpretation of mounts in all of gaming debatably, however you're definitely viewing GW2 through rose tinted lenses because your present view of the game is much harsher than the past, despite the past being pretty similar in quality overall. I was there for HoT release when players were PISSED that content was way too hard and confusing, and I was there for the period after PoF release when players were pissed about maps being unfun to return to, metas being boring, and overall that the expansion 'paled' versus HoT. These same stories repeated with EOD of course. Frankly, the majority of your content in the past year or so has been negative towards GW2, and I think it'd be best if you moved onto a game you enjoy honestly.
Yeah, I agree that Open World in MMOs should be easy...
but I actually think GW2 uniquely has the foundation to make hard Open World contents viable. It's just being held back from the fact that Equipment/Build Templates are locked behind MTX. Like wtf? XD
If everyone can easily save and switch between builds, and embrace the alt-required nature of the game, I think there'll be less complaining about end-game Open World content being too hard. I think it'll alleviate a lot of GW2's problems but tis just a pipe dream T.T
Just FYI on build saving, you can just right click and copy and paste it in a text file to save and use that build later without buying build template.
I don't play any new MMO so I don't know how many of them having a on the fly equipment swap template like in gw2. I'm personally ok with them selling Equipment/Build template rather than having a sub free tho.
Oh yeah, there's that build bank column on the left side too huh
but I think those features, and things like legendaries, just aren't convenient enough without templates. That's probably why you see things like raid groups looking for DPS, or Mechs joining WvW squads, or solo players on solo builds joining DE.
I could be totally wrong though, and making templates free will only encourage people to equip the same gear in every template, just with varying shades of bikinis XD
Hard open world will never work in Gw2 simply because you can't consistently control who are the people in the map with you. You might get newbies, people that are there just for exploration, story, fishing, collections or simply people that don't organize in squads and subgroups ecc... It is just frustrating both for the hardcore and the casuals. Having easier access to equipment/build templates doesn't solve this problem.
Those people exist in Tangled Depths but Chak still gets done so I don't think it's a rallying problem. I'm agreeing that Open World in MMOs need to be easy for the reasons that you and Reburox point out. It makes logical sense to me. Though on top of that, in the case with something like Soo-Won, I thought that Open World content that can't be beaten with players in the Open World using Open World builds is an incomplete product. People beat it and some said Soo-Won made player skill go up because DPS went up. I think player skill didn't go up, people just switched to raid or semi-raid builds.
I still think GW2 Open World needs to be easy and short to keep it alive, but it seems to me that, with the next xpac, ANet wants to CLEARLY distinguish the difference between Open World and Endgame Open World. So the least they can do is give us the tools to tackle hard Open World contents, especially for commanders.
I can't predict player behavior so I might be totally wrong. But I'm totally right when I say ANet will never make templates free, hence tis just a pipe dream XD
@@nicojii_ Soo-won only need like 7k dps per person in 50 mans squad. It have nothing to do with raid build and frankly that raid build might just be the same as what open world player wear. Soo-won (after nerf) fail because people ignore mechanic (Not dodging AOE, Ignore Tail, Not CC) unless your talking about people wearing green gear at level 80 for some reason
GW2 OW IS EASY
MMOs and Players need to go away from DPS tunning, in many games that is seen as linear and boring, yet in MMOS that is seen as complex, but its just boring and too simple.
If you look at reality even CM raids / Mthic are not hard, the only things that are truely hard in any MMO is the first top PvP / Arena that don't sell their titles, which is somewhat comparable to the first world raid bosses kill, so the meter is speed. However that has another isssue, not repeatable. Because against if it was repeatable it would be boring, as it is. Yet people do it for fun, that is fine, but not competitive. You can't even both in PvE, only both PvP.
Better leave GW2 as it is, which good, Less Raids, More Fun.
So I guess you play pvp. So there is something going on in my mind I cant find an answer to.
Basically, I think making pvp competitive with arenas or 5vs5 modes is a mistake. I remember doing PvP always during downtime in PvE. Every since PvP has become its own game I don't even bother to touch it because I get the feeling that pvp is not fun for casuals anymore.
In mmos, pvp should only exist on big battlefields where you have big fights and occasionally 1v1 everywhere. I can't really put a finger on it but I think Arena is a mistake.
You should talk about what you want to talk about
he did, got destroyed, learnt nothing, repeats the mistake. I guess hes to stupid to understand hes simply wrong.
ff14 sucks
Wrong, wrong wrong. theee correct design is to have a variety of dificulty with more diificult bosses rewarding more loot than easier ones.