Remember, remember, 15th of November
I really dont care about Raids...
Remember, remember, 15th of November
Frankly I don’t care whether or not people believe my estimate, I provided a lower limit which I always surpass unless 2 more maps fail (happened once) and an upper limit if I get a great group/good luck. It’s actually better for me if more people don’t try it tbh.
Besides this, the whole point was to show that you only need 14g/hr to make it a more efficient way of making money. I also provided two other farming methods, both of which easily surpass this required rate, one of which can be accessed fully by someone who can only press 1 and move.
Another point is that if you can’t make 14g/hr you clearly are not going to cap out shards in 3 hours, so again the comparison still holds true.
If people still choose to dig their head in the sand so be it, glad Anet will ignore their cries.
(edited by The Zealous Templar.3861)
You missed the part where I said or more IF you get a good drop. The baseline is 40-50g already if you’re efficiently utilizing the materials you get from AB farm.
80 AB chests = 80 rares = ~70 ectos which is already 39g at current TP prices. Add in the elder wood and stuff you get from salvage it’s easily another couple of gold. Then you add in the orbs/maguuma burls you get and that’s another chunk. Finally, the bloodstone dust can be converted into gold through Ley Line Mining tools or Toxic Crystals which is even more gold.
I haven’t exaggerated at all, with multiple characters, executioner’s axe and enough motivation you can make that much gold / hour without relying on a big lucky drop.
Like Zealous said above me, if you choose to dig your head in the sand so be it, I’m plenty rich and get richer easily because I know how to efficiently farm but people that doubt me can stay poor I don’t care lmao.
(edited by fishball.7204)
Yeah, I’m not so much disagreeing with you guys as pointing out that the AB multifarm isn’t as simple as ‘do AB a bunch of times and get 50g in an hour’. It requires a level of knowledge and dedication, as well as a little luck, which will likely make the average player’s gold income significantly lower.
Why sould HARDER content give you the same reward as easier content?
By this logic the best rewards should be exclusive to PvP, is that what you want?
It already is. 100 000$ for a first place in pro league.
Best reward in guild wars 2 – check
Exclusive to pvp – check
My guild of 90 people has steadily evaporated over the last few months, which is a sad thing. We’re a PVE heavy RP guild that gets a lot of mileage out of the game thanks to making up the stories that we share between us, on top of the slow Living World™ updates.
Rather than me just chiming in with my voice, I can say we don’t care about raids. To our perceptions (and people are welcome to challenge them) far too much effort is being put into this content and other areas of the game are being massively neglected.
The worst part about the raids is that many of us were looking forward to them, however the unforgiving difficulty curve means that we simply can’t get the people in there to do it. I have my ‘A team’ for fractals who are all good people. I have several others who are good players, but to get the raid done you ideally need ten people with:-
• Ascended gear.
• Impeccable ability.
• A reliable connection
It means our guild efforts were hindered. Sometimes one person’s timing was off. One of our people had internet issues. Tempers started to fray after months of banging our heads against a wall with Vale Guardian and people just weren’t having fun any more.
There needs to be a difficulty slider for the thing. Vale Guardian is such an enormous DPS check that I’d argue it’s terrible to design to have it as the first boss. It is effectively blocking anyone but the hardcore out of sections of the game’s story. When that story has previously been provided through Living World updates, I think people have every right to be unhappy.
Personally I do enjoy a good challenge but even I find Vale Guardian to be an extremely unforgiving fight. Even during the times I’ve done it with PUGs, I’ve had to ask myself if I’m really enjoying it. Plus, I shouldn’t have to PUG, I don’t know those people. The whole point of Guildwars is that I should be able to play it with my Guild.
(edited by ox DigitalShaman xo.2816)
My guild of 90 people has steadily evaporated over the last few months, which is a sad thing. We’re a PVE heavy RP guild that gets a lot of mileage out of the game thanks to making up the stories that we share between us, on top of the slow Living World™ updates.
Rather than me just chiming in with my voice, I can say we don’t care about raids. To our perceptions (and people are welcome to challenge them) far too much effort is being put into this content and other areas of the game are being massively neglected.
The worst part about the raids is that many of us were looking forward to them, however the unforgiving difficulty curve means that we simply can’t get the people in there to do it. I have my ‘A team’ for fractals who are all good people. I have several others who are good players, but to get the raid done you ideally need ten people with:-
• Ascended gear.
• Impeccable ability.
• A reliable connectionIt means our guild efforts were hindered. Sometimes one person’s timing was off. One of our people had internet issues. Tempers started to fray after months of banging our heads against a wall with Vale Guardian and people just weren’t having fun any more.
There needs to be a difficulty slider for the thing. Vale Guardian is such an enormous DPS check that I’d argue it’s terrible to design to have it as the first boss. It is effectively blocking anyone but the hardcore out of sections of the game’s story. When that story has previously been provided through Living World updates, I think people have every right to be unhappy.
Personally I do enjoy a good challenge but even I find Vale Guardian to be an extremely unforgiving fight. Even during the times I’ve done it with PUGs, I’ve had to ask myself if I’m really enjoying it. Plus, I shouldn’t have to PUG, I don’t know those people. The whole point of Guildwars is that I should be able to play it with my Guild.
You are complaining about the content drought, not raids. The devs explicitly stated that raids do not impact development in other areas.
As to raid difficulty, some people like difficult content. Should they be ignored too? HOT came with easy, medium, and hard content. Raids are the hard. It’s ok not to like them. I don’t like wvw, but I know others enjoy it.
As to VG, dps is not your problem. It’s mechanics. Groups have beat it in green gear, six man, you name it. Heck, yesterday I led a pug group, and got impatient when the Rev was taking forever. So I decided to nine man while we waited. We beat it.
I’m sorry your guild doesn’t like raiding. But a lot of people do. And it’s not raids fault if you can’t find fun things to do in game.
My guild of 90 people has steadily evaporated over the last few months, which is a sad thing. We’re a PVE heavy RP guild that gets a lot of mileage out of the game thanks to making up the stories that we share between us, on top of the slow Living World™ updates.
Rather than me just chiming in with my voice, I can say we don’t care about raids. To our perceptions (and people are welcome to challenge them) far too much effort is being put into this content and other areas of the game are being massively neglected.
The worst part about the raids is that many of us were looking forward to them, however the unforgiving difficulty curve means that we simply can’t get the people in there to do it. I have my ‘A team’ for fractals who are all good people. I have several others who are good players, but to get the raid done you ideally need ten people with:-
• Ascended gear.
• Impeccable ability.
• A reliable connectionIt means our guild efforts were hindered. Sometimes one person’s timing was off. One of our people had internet issues. Tempers started to fray after months of banging our heads against a wall with Vale Guardian and people just weren’t having fun any more.
There needs to be a difficulty slider for the thing. Vale Guardian is such an enormous DPS check that I’d argue it’s terrible to design to have it as the first boss. It is effectively blocking anyone but the hardcore out of sections of the game’s story. When that story has previously been provided through Living World updates, I think people have every right to be unhappy.
Personally I do enjoy a good challenge but even I find Vale Guardian to be an extremely unforgiving fight. Even during the times I’ve done it with PUGs, I’ve had to ask myself if I’m really enjoying it. Plus, I shouldn’t have to PUG, I don’t know those people. The whole point of Guildwars is that I should be able to play it with my Guild.
The team working on Raids is pretty small there’s between 5-10 Devs working on it, most others are working on Open world, Next expansion, WvW and Pvp, there are different teams for different content just because 1 team is more efficient doesn’t mean they are the reason the rest of the game feels neglected.
You say that VG is a huge dps check players have shown time and again that it can be done in all exotics, in all rares, with only 5 players, stacking 10 nomads Elementalists….. And so on Ascended gear is not required, impeccable skill is required if trying to do it with self imposed limitations as stated in examples I gave, the only thing that is needed is understanding of your class mechanics/ optimal build and knowing fight mechanics if people don’t know the fight mechanics then you will fail for times than not. Also the players unreliable internet connection is not Anets fault that is solely on the player.
You are under the assumption that raids were designed for everyone, they were actually designed for people wanting harder content, how they achieved this was making an instance that requires coordination, and optimization.
You are under the assumption that raids were designed for everyone, they were actually designed for people wanting harder content, how they achieved this was making an instance that requires coordination, and optimization.
On the contrary I understand perfectly that it’s intentionally harder content, but I’ve taken teams of solid people into the raid, after studying the fight and we’ve had no luck. We’ve come very close, but we haven’t managed to crack it. Now while I am quite happy to keep trying, many people just gave up due to its unforgiving nature. We had solid builds, using metabattle and the opinions of experienced players alike but people lost interest before we could crack it.
Sadly with nothing else happening in the game, this does give the whole ‘nothing to do’ feeling, and you can argue against my points all you like but it doesn’t change the reality I’m facing of players departing.
I can’t comment on the spread of their efforts, all I’m saying is that their efforts aren’t manifesting in ways that I, nor my guild find enjoyable. I hope that changes soon because I do very much like this game and want to keep playing.
Okay.
/15 charc
\o/
RIP City of Heroes
I will put this out concerning raids (I did them a lot back in WoW, haven’t done much in GW2 since not able to get into a consistent group) but I’m very disappointed with Anet sticking with the same stupid way of doing them (stacking mechanics behind a time-gate in order to make them tough). It’s time for a change in Raids to expand them beyond elitist type game-play by the following suggestions:
1) Change the loot system to be tiered based. You can base it upon the speed the group defeats the boss. This would allow impromptu groups a chance at success for less loot than the hardcore who can squash the boss super fast and get superb loot as a reward. No more stupid time-gate. Problem solved allowing a much larger player base participate , why this hasn’t been implemented for not only raids, but world bosses escapes me. ANET DO THIS!
Next two are wish lists:
1) Make bosses more strategic in nature. Have the boss change their abilities, boon structure, defensive abilities, etc. based upon the class structure of the group of PCs fighting them. This would make raids, world bosses so much more unique for each gameplay for the player base and solve the one big issue of people learning the boss too fast and making it a simple zero-fest thing (like Tequatl now). At first you can do this upfront by noting the class balance of the group going against the boss. This approach can easily be tested through monte-carlo simulations.
2) Make bosses adaptable during the actual fight. Instead of always going through the same phases, have them change their capabilities, attacks, defenses depending on the success of the group going against them. This would introduce new things like for instance, mood of the boss, etc. impacting the fight.
It’s been 20years and why developers haven’t advance beyond linear stack mechanics behind time-gates is extremely disappointing.
The team working on Raids is pretty small there’s between 5-10 Devs working on it, most others are working on Open world, Next expansion, WvW and Pvp, there are different teams for different content just because 1 team is more efficient doesn’t mean they are the reason the rest of the game feels neglected.
I get what you’re saying, but want to add, “I don’t think the raid team is more efficient!”
Raids were announced in January, 2015. It’s June, 2016. That’s a 17 month period, assuming they started at announcement (and not before). They’ve produced 1 wing, a total of 9 boss encounters and some trash. That’s efficient? All of the rest of HoT was produced by October, 2015.
If we assert that they didn’t start right at the announcement, what evidence is there?
The first wing popped in November, the second in March, third in June. For wings 2 and 3, that’s an average of 3.5 months per wing. Extrapolate that backwards, and the three wings took 9.5 months to produce instead of 17. That’s not all that efficient either.
But are they efficient by comparison with the other teams? I think the question to ask is just how many dev hours were spent revamping HoT? Just how long did that delay Season 3? We may never know. Me, though? I think we have the HoT revamp, not to mention ANet’s history of revamp after revamp, with the company reinventing major aspects of the game to blame for the slower release cadence. Not raids.
Why sould HARDER content give you the same reward as easier content?
By this logic the best rewards should be exclusive to PvP, is that what you want?
It already is. 100 000$ for a first place in pro league.
Best reward in guild wars 2 – check
Exclusive to pvp – check
I’m quite sure that no, 100 000$ is in no way exclusive to pvp, or even gw2 in general.
Remember, remember, 15th of November
Why sould HARDER content give you the same reward as easier content?
By this logic the best rewards should be exclusive to PvP, is that what you want?
It already is. 100 000$ for a first place in pro league.
Best reward in guild wars 2 – check
Exclusive to pvp – checkI’m quite sure that no, 100 000$ is in no way exclusive to pvp, or even gw2 in general.
It’s a reward for accomplishing a gw2 pro league tournament paid for by Anet they won’t give LOL pro league that 100,00 so there for it is exclusive to this game mode for this game and you won’t get it in any other game mode in gw2 since we are only talking about rewards for gw2 content only……