Let's talk about repairing in fractals
Character select and log back in. Repair, then re-enter the fractal. As long as not everyone leaves at once to repair, you can repair without any loss of progress.
Back when fractals just started if you dc’ed you couldnt rejoin. That was fixed a long time ago. And there is no longer a set host. So as long as someone remains inside the fractal at all times. Everyone else can go to character select, repair and come back in. You can even change class if you want. Everyone can change if they want, just make sure you dont all do it at the same time.
As others have pointed out, you can repair. But I would still like an Anvil so that I don’t have to bother someone else when soloing
I was wondering how people were leaving and coming back, wasn’t to sure but this does clear up everything. Should make things easier now.
Not sure why armor damage is still in the game. Before, it was at least a tiny incentive to not die and was a bit of a money sink. Now all it does is serve to annoy people when they forget to repair every time they walk by a repair NPC.
Not sure why armor damage is still in the game. Before, it was at least a tiny incentive to not die and was a bit of a money sink. Now all it does is serve to annoy people when they forget to repair every time they walk by a repair NPC.
Because you don’t want city hubs to appear dead, and thus must give players some tasks to do there, like vendoring trash and repairing their armor. I agree it’s annoying, but at the same time, there’s at least a decent reason for it: to make parts of the world seem alive, and not abandoned.
Not sure why armor damage is still in the game. Before, it was at least a tiny incentive to not die and was a bit of a money sink. Now all it does is serve to annoy people when they forget to repair every time they walk by a repair NPC.
Because you don’t want city hubs to appear dead, and thus must give players some tasks to do there, like vendoring trash and repairing their armor. I agree it’s annoying, but at the same time, there’s at least a decent reason for it: to make parts of the world seem alive, and not abandoned.
So make an annoying mechanic forcing people to populate the cities instead of making the cities places people actually want to be?
If they wanted a location that made the game seem alive perhaps they shouldn’t have blown up LA (for completely frivolous reasons) because it has never recovered and absolutely makes the game appear dead.
If you read the patch note(blog post?) where they removed repair cost. It actually explains why we still have free repairs.
I actually thought armor repairs were reasonable. Of course I don’t mind them being free now but it harkened back to Death Penalty from GW1 and served as a small incentive not to die.
I agree, at this point they may as well put anvils everywhere, or just scrap repairs altogether if they’re going to be pointless.
You could just repair before you come in if you are really concerned. You shouldn’t die much at all in fractals though so I don’t think it’s an issue
As others have pointed out, you can repair. But I would still like an Anvil so that I don’t have to bother someone else when soloing
This where I’m at, basically. Realistically you should die even less in named dungeons, but there’s still an anvil in every instance. I think originally it was intended that part of the challenge was you couldn’t repair, but it hasn’t played out that way. Over time anet has made changes that make the no-anvil situation easier to circumvent. At this point it just makes repairing slightly more annoying in groups, and is just one more thing that makes trying to solo in fractals a big pain in the butt.
(edited by rfdarko.4639)
This reminds me of a recent revisit of GW1, where I died promptly because I wasn’t paying attention and realized the death penalty was gone automatically after I returned to an outpost. Just at this moment I realized that armor repairs in GW2 are a nuisance that makes no sense.
If your armor needs repairing, you have to interrupt your gameplay and the gameplay of your team of 5 and go to an anvil: “Wait folks, I must repair. Wait 3 minutes until I return, my loading times are not so fast”. From open world, from a dungeon, from fractals via leaving and reparing in LA. It’s a time waster that gets on your nerves, nothing else.
We feel the time penalty to return and repair accomplishes our goal enough to not need a secondary cost that punishes newer and less experienced players the most.
We feel the time penalty to return and repair accomplishes our goal enough to not need a secondary cost that punishes newer and less experienced players the most.
The only thing the repair armor mechanic does now is condition people to repair preemptively.
When you break armor in WvW or in a dungeon/fractal, do you say, “I should get better so as to not break armor again?”
No.
You say, “I’m a fool for not remembering to repair every time I walk out of spawn (WvW) or every time I enter the instance (dungeons/fractal).”
So if their goal was to punish people for forgetting to repair every time they walk by a repair NPC, or forgetting to always repair before they enter a fractal, then they’ve succeeded. Because that’s all it does.
TLDR: all the current repair mechanic does is encourage “rote repairing.”
(edited by Lord Kuru.3685)
Serious question, what would you propose as a motivating factor for people to get better? I agree that repairs and death penalty is just a minor annoyance at most. I’m not sure, especially given the current meta, what can be done to make people improve? I guess this goes for any game. What systems have been implemented in other games?