Acid Bath Babies Go Plop Plop [FizZ]
Mesmers in Obsidian Sanctum Entrance
Acid Bath Babies Go Plop Plop [FizZ]
Ain’t no fun – it was my good way how to get them God forsaken badges per day for the Legendary (along with some running with commanders), now I cannot do that anymore.
The Gift of Battle is the easiest ingredient to acquire when trying to attain a legendary weapon. The puzzle doesn’t need to be altered to make that even easier.
That’s subjective. I’ve finished all gifts and even have the precursor, just the Gift of Mastery left, namely badges.
no it really is beyound easy to get 500 badges. its as simple as leveling a necro to 20 get increased marks and tagging enemy zergs ( just like you did for the t6 mats). can do it on a staff ele or even a gernade engi.
easily get 60-80 badges on a short wvw night
I bought the vast majority of T6, the rest were from clover gambling. I learned to play minor market in TP just for that, as I hate farming. I guess that kinda explains the badges. But thanks, my necro is 43 or so, didn’t occur to me to go wvw with low level just to tag…
Aurora Glade ~ Army of Forgotten Souls miniguild [AoFS]
http://umabbas.net/
That there is a jumping puzzle in a PvP area is not a problem. The problem, as usual, is with the players who abuse the mechanics of the game to obtain easy rewards. I find this lazy, particularly since the OSJP campers try to defend their position—ad hominem, by the way—by telling other players that somehow the issue lies in their own attitude(s). Not at all. If those WvW players were sincere in their comments about PvP (i.e. that 500 honor badges are just as easy, if not easier, to get in non-JP WvW, that players who complain about the PvP aspect of the JP should be forcibly encouraged to play WvW in order to get their badges, that somehow players getting caught in the door camp are “doing it wrong,” and so on) they would not be taking advantage of game mechanics in order to obtain easy loot in the JP, but rather they would be seeking out the more difficult and rewarding fights elsewhere (10 on 1 is obviously not difficult). In other words, the hypocrisy is running thick in this thread.
Like I’ve said before, you can’t keep crying to Anet every time a part of the game doesn’t fit your play style. Whenever you play you have to adapt to what everyone else is doing. You can’t complain because that isn’t your “style” if you don’t like it then go do something you like.
Officer/Commander
Borlis Pass
Like I’ve said before, you can’t keep crying to Anet every time a part of the game doesn’t fit your play style. Whenever you play you have to adapt to what everyone else is doing. You can’t complain because that isn’t your “style” if you don’t like it then go do something you like.
So how are you supposed to adapt to players that kill you when you are still in the loading screen?
Tell me that!
So, if you die in the loading screen and they fix that, then what? You die the moment you step out of invuln. So, people come on and demand that the invuln region isn’t large enough, or that people shouldn’t be allowed to kill you in the JP, etc. It’s really the SAME thread, with a slightly different twist. People will always complain about the JP’s in WvW, I’d actually be fairly happy if they just rid of it.
Mesmer – FURY
Rank 55 – Bunker Engi, Top 300
if you guys havent caught on yet, you get 5 seconds of invuln after you respawn at the waypoint.
is this not enough? if you didnt want to be pulled by mesmers, stick tot he back wall, and you are out of range of pulls.
Spoken like a true mesmer that doesn’t want to lose their easy kills.
Kaschen, Engi, Nerfed Spec
Devona’s Refugee, recently arrived to F.Aspenwood
Spoken like a true mesmer that doesn’t want to lose their easy kills.
Just so you know, doing the pulls gives mesmer no tags So if you die upon impact, the mesmer gets nothing. And my guess is there are other people on the bottom with the mesmer. But, as stated before, there is a way around it and not die.
Mesmer – FURY
Rank 55 – Bunker Engi, Top 300
Well, to counter the player camping and such ANet could implement a so called ‘dungeon timer’. I.e. after 20 minutes of being in the dungeon you get booted from the dungeon (assuming that a normal ‘run’ takes 15 minutes). If you die during these 20 minutes, the timer will be reset (note: death needs to be done by player’s hand, not by a falling death). After being booted, your character cannot enter the instance for the next four hours or so. Otherwise people may just re-enter after they’re booted.
Regarding the mesmer issues at the start of the puzzle: would be cool to implement an invulnerability buff (as you have in the entrance WvW areas) that lasts up to 1 minute. This one minute should give you plenty of time to head for the parts of the puzzle that makes your toon invisible as well as discourages people to camp in front of the entrances. How you would make it to the end would then be your call!
Alternatively: more invisibility sources could be added, so a non-thief can do the dungoen in a stealthy way.