Showing Posts For Allusir.5630:

BW3 Difficulty Nerf [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Allusir.5630

Allusir.5630

I liked the difficulty of BWE2 as well. I started playing like I play everything else in the game and found myself almost dead very quickly. I couldn’t just spam one and hide behind NPCs in full zerker gear while messing around on my iPad. I had to pay attention. Once I paid attention, I could keep up, so it wasn’t stressfully hard. It was a very nice balance.

As far as casual players, they can still participate in harder content, they just need to travel with more friends (aka guilds will actually have to do things together in open world areas… right now there is no reason to do anything open world with your guild. You can solo anywhere).

Or, we have this wonderful new squad UI. Having content that is more difficult and needs a group for casual players to survive will actually give people with commander tags something to do…

Legendary Armor and (multiple?) Runes

in Guild Wars 2: Heart of Thorns

Posted by: Allusir.5630

Allusir.5630

The problem I have with using upgrade extractors (other than the price being higher than that of any rune, even if it is like transmutation charges, having to switch them two or three times a week for raids alone would drain that fund fast) is that it is not quick at all. If you need to change builds on the fly, you can’t do it by extracting runes and putting new ones in. There are already a lot of people begging for the ability to save their builds so they can swap faster, especially the people who play the higher end content, why would we want this legendary armor (which is supposed to be stat swappable) to take us more time.

I like the idea of unlocking runes for the armor and checking a box like in PvP, or the idea of a gem store unlock that allows you to store multiple sets of runes in legendary armor.

Either way, legendary equipment has the capacity to change it’s stats, why would they put that feature if they didn’t want us to be able to use it?

A concern with Legendary Armor

in Guild Wars 2: Heart of Thorns

Posted by: Allusir.5630

Allusir.5630

I think it’s great that through raids we will be able to work on crafting legendary armor, if for no other reason than it is hopfully very shinny. However, the ability to change the stats of the armor has very limited use, specifically because the armor still has runes in it.

With the heavy emphasis on new build diversity, and the huge update they did to runes a while back, it seems that being able to change builds will be nessessary. Espeically for the new teirs of fractals and raids. It would be nice to be able to change stats on armor that has the super expensive infusions for fractals… but without being able to change the runes attached to the armor, you are still limited from being excellent at a role in the party.

If someone needs to switch from DPS to support in the middle of a raid, they won’t just be able to switch the stats of their armor, they will need to completely change their armor so they can gain the benefits of runes, ex. +175 to a stat, boon durations vs. damage modifiers, and all the other various effects that runes can offer. Or switching from a condi necro to a chill focused reaper. So many possiblilities, and you still need to carry extra armor on your character.

I suppose that being able to switch armor stats on the fly would be good for open world content, maybe a little twike here or there, but for the challenging group content that is to come… content which has been said to be scaled for people wearing full ascended gear instead of exotic, the few stat points that runes offer seem to be more important than ever…

It’s a great idea for showing off the shinny. But the ability to change the stats on the fly seems almost pointless. My suggestion would be to add maybe 3 slots in each piece for changing between three runes you have set in the armor. After that you would need to remove or replace upgrades.

I’d like to know if anyone else shares in this concern / has any other ideas to address this possible issue. Otherwise, in my opinion at least, legendary armor will be just another skin, rather than the variable stat armor to change to your needs for the new high end PvE content that we are told will require more build diversity than a full team of zerkers.

Rethinking Guilds

in Guild Wars 2: Heart of Thorns

Posted by: Allusir.5630

Allusir.5630

I searched for a similar topic, but was unable to find one. If there is one, feel free to link it. For those that missed the news post you can find it here: https://www.guildwars2.com/en/news/rethinking-guilds/

The main point I would like to discuss is in the final section of that post on rethinking guild structure. Speicifically the idea of being able to use all five of your guild slots because there will no longer be a need to 100% rep guilds.

On one hand, influence won’t be a thing anymore. On the other, participation in frequent guild events (WvW raids, Dungeon Nights, Holiday Parties, what have you) might be threatened.

It would be great to hear from some guild leaders out there on what they think of these new systems and ideas. Do you think you will allow members to participate in more than one guild? Or will the 100% rep rule still be required? Are you still thinking about it?

And I would like to hear from some guild members as well. Are you excited by the idea of joining multiple guilds? Will you be looking to have your WvW guild, PvE guild, and PvP guild? Or are you worried that it will ruin things?

Mastery System & Slayer Achievements

in Guild Wars 2: Heart of Thorns

Posted by: Allusir.5630

Allusir.5630

We got potions for slaying Scarlet’s minions. We have them for open world enemies that don’t have any difficult content like centaurs and ogres.

Where are the Potions of Mordrem Slaying? There are now entire zones filled with Mordrem (and more zones on the way). I know they aren’t all that important (yet), but also Potions of Branded or Destroyer Slaying?

Maybe we will still get those someday/ (it would be really… really nice)

But it looks like we are getting something in the Mastery lines instead. A mastery that reduces condi damage from Mordrem, and lets us break the armor on certain kinds. Why not make a core game mastery line (or lines) that give some kinds of buffs for all the other enemies out there? At least the ones that don’t have potions yet…

Or tie something into the slayer titles. Kill 5,000 and get a small passive buff?

Revenant weapon and Ventari feedback

in Revenant

Posted by: Allusir.5630

Allusir.5630

I would like to add in some feedback about the weapons in general, and a little feedback on the Legendary Demon Stance:

Hammer (and general… I’m not great at organizing thoughts)

The Rev has the problem that the ranged weapon’s damage is mostly at range. Focusing on positioning so that enemies are in a line instead of a pile, and the damage scales up on the #2 being farther away, if they are close, it’s not much on the damage. This is where I have a problem with not being able to swap weapons. Not that it locks me in a role, but that it locks me in a position on the battle field. If I’m using melee and things are smashing me from range, I’m in a bad spot. If I’m ranged and things come into melee, I’m in a bad spot. At least the other classes can be effective with a weapon swap, or at least do the same DPS regardless of position (even though it’s very dangerous for Ele up close, they can still manage).

I also find the hammer skills to be a little too slow. Especially the number three skill. I used it in SW and things were all over me. I couldn’t move during the animation and they could still hit me. Died pretty fast, since I rooted myself in place for that skill. I will also agree that the after cast times are hard to judge and a little clunky.

Demon Stance:

I also am having problems with the energy management in terms of the utility skills with the Demon Stance. There’s a skill that does a nice AoE torment… but it cost 1/3 of my energy just to apply a little torment. I could also toss on just a little confusion for high amounts of energy. All of these skills benefit if you have conditions on you, but if you aren’t getting hit with conditions, your attacks are not very effective, and I can’t spam my own Demon Stance skills enough to give myself enough conditions. So… I can only put out good condition damage if I am being targeted with them? It seems more like an anti-condi ability rather than it’s own condi.

On a necro or a mesmer I can just give people conditions…. lots of them. Even on a ranger or theif condi build, you can just give conditions for days. For the Rev, sure you can get a few stacks of burning, a stack or two of poison… but that’s it. You can give a stack or two of something. I don’t like needing to have a ton of conditions on me first before I can do better than a stack or two… PvP and WvW, there are condis hitting you everywhere. But PvE… very few places that have real codi spikes that would be worth turning back to your enemy.

Again, I fully admit I might still just be doing something wrong since it’s new, but that’s my observation so far.

HoT and Support Roles

in Guild Wars 2: Heart of Thorns

Posted by: Allusir.5630

Allusir.5630

Support roles actually started to become more interesting with the release of Silverwastes. Now there were NPCs (bulls, fort lords, carriers) to keep alive… and it was important to do so. I could hop on my guardian, toss on cleric gear, use some of the healing based sigils/runes, and watch green numbers pour out in the thousands. With some well placed lines of warding, I could hold things off all day.

The best part was, I actually got rewarded for it… with a little chest in the corner of my screen. In a map where loot wasn’t based of tagging as many things as possible and getting loot form their bodies, you can play any role you want and still be rewarded for the difference you make.

Especially with the Salvation line for the new class (and some of the new builds you can make with the new specialization system in general), support builds have a much higher potential.

So overall, I’m very pleased with the direction things are going. I really hope the new maps will function like Silverwastes, in that I will be rewarded for my hard work, rather than how much AoE DPS I can do.

I also wish this kind of system could be introduced to the rest of the world… Not a change to the events or anything, but more reward from the completion of the event itself rather than having to pull out the guardian loot stick and spam 1. Focusing on keeping all those breserkers running around alive longer so they can focus on pouring out more damage can be a lot of fun.

Burning Condition Issue

in Guild Wars 2 Discussion

Posted by: Allusir.5630

Allusir.5630

So, I just recently started playing a condition build on my Guardian. Burning is one of the most powerful conditions as far as damage is concerned, and just looking at some of the numbers and how it scales, this should have done a fair amount of DPS.

What I found is that there is almost no DPS. Since burning stacks in duration, if someone else burns a target, the damage is replaced with their condition damage stat. Especially for the guardian, who has a profession mechanic devoted to sharing burning conditions, this makes a condition build useless.

I can apply all the burning I want, but if one other person on my team puts it on, my condition damage stat means nothing and my build becomes almost invalid. Unless I want to play only by myself, but this is a community game. I should feel happy to see other people (and often do).

Thieves with “Venom Share” builds are not bothered by stacking conditions, as the venom now applies the thief’s condition damage stat, or the other players, whichever is ‘higher’.

It would be nice to see something like this in the burning condition. Somehow applying the highest condition damage and letting other people add to the duration. Otherwise guardian builds that focus on burning become very difficult to play in parties with. I would imagine an elementalist with a focus on burning and fire attainments would suffer form similar issues.

I believe poison also suffers from the same problem, but I find it’s value in the healing power reduction, so it’s never been an issue to me when I play necro.

Has anyone else noticed this? Or noticed similar issues with other professions and duration stacking conditions?

New Collection System (Treasure Hunter)

in Guild Wars 2 Discussion

Posted by: Allusir.5630

Allusir.5630

this has nothing to do with making things easier. Right now they are as easy as it gets, you can just hit “o” run a search, and buy them. How could they possibly make it easier? This is about making them if anything harder, because you’d actually have to go out into the world and find them yourself. The challenge should be in actually accomplishing the task, not in accomplishing a relatively easy task dozens and dozens of times until you’re lucky enough for the desired reward to pop.

Everything that’s wrong with the reward system in this game in one sentence.

I don’t think that is entirely fair. The Mawdrey was an excellent example of how the scavenger system could work. You had to earn the Geodes, you had to run around and collect everything, you had to craft. The only thing that was even a little painful was the foxfire clusters, but in the end it is an Ascended back item which puts the cost of the foxfire reasonable if you have to buy some of it. The rest was not hard to get on my own.

They are doing something new with these collections, they aren’t going to get them all 100% correct the first round. The best thing I think we can all do is give our feedback on the ones that don’t work and encourage change.

This is the only game I’ve found where you can get the best equipment in the game by doing high end dungeons (fractals), world bosses (got an ascended staff from Teq once), crafting, or any combination of them. Exotics have even more ways to get the level 80 pieces, and the stat difference isn’t huge. They have made improvements to the reward system for world bosses that you always get a rare, and the dungeon bonus chests.

The reward system as a whole isn’t that bad. Most of the super grind stuff is all looks. I’m perfectly fine with the other rare collections being gold sinks. I was only disappointed in this system because making it so high end killed the new content (Enchanted Key, rune hunt, etc).

I really liked the idea of being able to somehow upgrade the lesser versions. That would give the lucky or the rich the fast track to the achievement and items, where having to take more steps to upgrade will just add to the scavenger hunt.

New Collection System (Treasure Hunter)

in Guild Wars 2 Discussion

Posted by: Allusir.5630

Allusir.5630

I agree that the reward isn’t worth 2000+ gold. It would be worth a scavenger hunt that takes say… two months to complete from collecting things that you can only get once a day or something.

New Collection System (Treasure Hunter)

in Guild Wars 2 Discussion

Posted by: Allusir.5630

Allusir.5630

If that’s the case then maybe after the bugs are fixed, the prices for those will go down and they won’t be too bad to get. Aside from the bugs though, now that you mention those two items, I notice that those are also the only two events not on a timer of some kind like the rest of the world bosses. That could also play a part in the prices / ability to get it yourself since it’s hard to get people to do that event when they don’t know when it is.

I don’t know how realistic it is to suggest changing meta events (to put them on a time schedule of some kind) for the purpose of an achievement though.

Maybe just one of those two items could stay in the collection, get rid of the Pendant of Arah, and at least you could spend 300 gold (the cost of a commander tag) to do the achievement. That might be doable. Lots of dungeon runs, but at least possible again for the average player.

Increasing the drop rate of some of these items so that players could find it themselves… brilliant. Way more simple than my ideas. I like ideas that promote playing the game better than ones that promote just farming gold (even if the idea is ‘farm less gold’).

New Collection System (Treasure Hunter)

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Posted by: Allusir.5630

Allusir.5630

New Collections System
I searched for threads talking about the new collections system and didn’t seem to find any, so I will start this one. Overall my impressions of the system are positive. It rewards players who do a small scavenger hunt, do a lot of crafting, dungeons, etc. It also encourages people to go out into the world and explore things they might have never done before. There is one of these collection tracks in particular though that I feel is very unbalanced, and disappointing.

For General Reference:
http://wiki.guildwars2.com/wiki/Treasure_Hunter

Perception of Purpose:
It is my perception that the purpose of this achievement is to get players to experience new content by sending them on a scavenger hunt around the world. There are aspects that require getting skill points, jumping puzzles, world merchants, mini-dungeons, world bosses, meta events, fractals, and even a dungeon.

My Initial Response:
Awesome! I get to go on a scavenger hunt. I went out and found a few of the items. I was very excited to have something to do, especially since it gave me a little treasure chest in my home instance. This excitement was short lived however when I got to the list of items that require items gained from world bosses.

These items are not just rare, they are extremely rare. Examples:
- Pendant of Arah
On of the other members of my guild farms Arah, multiple paths a day, every day. He even practices doing the dungeon with a 2 person group because he finds that fun. It is overly conservative and safe to say that he has completed Arah Explorable at least 400 times. I’m sure the number is higher, but that’s a big enough number to make my point. He has never once received this item from the final chest

If that number is not enough proof in itself the rarity of this drop (and therefor the futility of trying) the current price on the market is 1850 gold. That is more expensive than any Precursor weapon, and we all know how rare and wonderful those are.

The Result:
This item is no longer something I could realistically get by actually doing the events, even in a year. I have been playing since beta and have only seen one of these world boss items (and it wasn’t even the correct rarity version for the achievement).

The motivation and excitement I had turned into disappointment. This has now become an achievement for the rich, not the player. While most of these items are obtainable through buying them, there are 3 items in particular that break the cost. The math:
Pendant of Arah – 1850g
Ulgoth’s Tail – 23g
Symbol of the Inquest – 6g
Sam – 225g
All Seeing – 75g
Eternal Ice – 3g
Breath of Kralkatorrik – 15g
Rhendak’s Signet – 79g
Commissar’s Manifesto – 203g

  • Prices rounded down to the nearest gold. Taken from the wiki “Trading Post” description unit, recorded on 29 September, 11:35PM/EST

Total: 2,479g

Suggestion:
Idea 1: Make it into Basic Collection
Part 1: Similar to how the “Dungeoneer” Achievement works. You complete this Rare Collection by doing several basic collections. Have the basic one include all the “Collection items”, “Crafting”, “From Vendors” and even some of the “World Boss Chests”. All the items under 25g is fine. Because their prices are low, it seems like I could possibly get them as a drop by doing the events if do the events.

I understand that this is a “Rare” collection currently for a reason. It gives players who have the gold, something to spend it on. Make the reward for the Basic Collection be the home instance treasure chest and a new item which is a collection item for the Rare Treasure Hunter collection which includes the higher end world boss items.

Idea 2: Make the items you get from the charging the runes, and finding the map pieces do something else. Give average players a reason to play this content.

Reasons why I make these suggestions:
I will be the first to admit, a lot of this is wanting a little treasure chest in my home instance. Who doesn’t?

I also say this because I really enjoyed the idea of collecting map pieces (only found 2 so far), following the map and finding treasure. I liked going out to the different skill points with a rune to charge. I like going down into mini dungeons (I had never been to “Don’t Touch the Shinny” before). I really like scavenger hunts like that. I got the Mad King book in the first Halloween events, I am almost done getting the Mawdrey back piece (Tons of fun finding that stuff from around the world).

You guys at Anet work hard to make this content… but right now I have no reason as an average player to experience finding the rest of my map, getting the last rune of scavenging charged, and going to find all the vendors. Only the super rich who can afford to spend over 2,000 gold on 3 items for an achievement have a reason to play this content.

Tequatl- good for a WoW 40man raid not GW2

in Dynamic Events

Posted by: Allusir.5630

Allusir.5630

My two cents, I’m fine with everything about Teq except for the timer. Maybe have it so there is a 10min timer to get the laser shot off, then reset the 10min timer. Then if the people on the turrets aren’t as amazing as they need to be, a coordinated group can still complete it and it doesn’t really change the difficulty of the fight itself.

Seeking WvW and Guild Missions [Borlis Pass]

in Guilds

Posted by: Allusir.5630

Allusir.5630

I’ll start with a little about me
[edit] Time Zone: EST, play in the evenings
Home Server: Borlis Pass
Most Played Character: Tyr Allusir, Lv80 Silvari Elementalist
I have characters of every profession ranging from level 7 to level 53.

I’ve been playing since open beta, I love almost every aspect of the game. Mostly I play open world PvE, but I greatly enjoy every aspect of Guild Wars 2 (with the exception of structured PvP, I’m not against it, I just haven’t gotten into yet). I do also really enjoy WvW. If I had to break my time spent down I would say:

Open World 50%
WvW 40%
Dungeons 10%

I play for a few hours several days a week, and spend about half my weekend online. I like to accomplish the daily achievements when I do play, the rewards are very nice. I do hope to someday get a Legendary Weapon, but I’m not farming for one and I’m holding out till I can have a little more choice in what I get.

Phantasy Degree [PhD]
Currently I am in the guild Phantasy Degree [PhD] with my good friends. While I love our small guild, most of them are not big on video games and log on once every week or so. Most of the time I am by myself.

While you can find a good PuG buddy to hang out with for a few hours out in the world, these are rare. I find myself playing less and less simply because I don’t have regular people to play with.

I’m going to be honest. I’m not leaving PhD. When my friends are on those rare times, I will be representing the guild we created with them. Like I said, this is for a few hours a week at best.

I am more than happy to represent another guild when I am playing with them, which hopefully is the rest of the time that I’m online.

What I’m not looking for
I’m not looking for handouts. I’m not rolling in loot by any means, but I keep my characters outfitted with gear for their level through crafting. I understand guilds with a big shared bank work hard to earn that for the guild just like we did. PhD has a little guild bank, and that’s more than enough for me.

I’m not looking for a guild full of people that think it’s funny to type things about body parts in all caps for no reason. I’m not a stick in the mud, but there’s a line.

What I am looking for
I want to participate more in WvW, and while I can do that by myself and just follow the zerg, I would much rather play with the same people. There are a few great people I used to run into a lot in WvW, but I haven’t seen them on recently.

I want to see what the new guild missions are all about, and the way it is now, that just isn’t going to happen in a small guild.

If I can find one guild that does both, great. If there is a WvW guild that will take me, and one that does more PvE but is getting into the guild missions, that’s fine with me too. Just thought I would throw this out there and see what I find.

Thanks for reading,
~Allusir

(edited by Allusir.5630)

Guild Missions [merged]

in Guild Wars 2 Discussion

Posted by: Allusir.5630

Allusir.5630

I know there have been some concerns about Guild Bounties being in the Art of War line. Our goal with this system is to give guilds activities and long-term progression that they can accomplish by working together as a guild. These missions are meant to be difficult and challenging to not only unlock, but to accomplish.

We would also like to make every guild upgrade line valuable to every guild. Currently, Art of War is very focused on PvP and WvW, but our plan is to continue to add more guild upgrades in the Art of War line to accomplish this. These Guild Missions are the first step. Along with this system, we also added a number of new guild upgrades that guilds can earn.

In the end, our goal for all of this content is to give guilds new goals and challenges to accomplished once they have researched deeply into each line, as well as require guilds to have researched multiple lines to unlock some upgrades. We expect guild members to have to work together as a guild to earn the influence needed to unlock these new missions, as well as overcome the challenge of the missions themselves.

In the future, we plan to continue to add more guild upgrades, as well as continue to add challenging guild missions, as we don’t want guilds to run out of goals and accomplishments they can achieve.

~Izzy @-’—-

Thank you for explaining the goals. I really like where this seems to be headed.

I’ll admit I was pretty bummed when I read how much these missions cost, my guild will never be able to afford the upgrades, or really do the missions. Like many people in a small guild I don’t want to leave my guild, and enjoy the time I spend with my guildies.

I’m not sure if this has been pointed out yet or not, I’ve only skimmed through the forum looking for the key arguments and the responses. But, one suggestion is to join multiple guilds. I know a lot of guilds frown on this, but maybe this will help open that up a bit more. When my close friends are online we will play representing our guild.

I’ve already been thinking of finding a WvW oriented guild to join up with and represent when I’m doing WvW, as none of my other friends like WvW. Now I can add to my search a guild that needs people for the missions.

This update will more than likely push me to expand into a larger community. So overall I’m really happy with the update, I just have to step outside my box a little first.

Change in loot parameters or a bug? [Merged]

in Guild Wars 2 Discussion

Posted by: Allusir.5630

Allusir.5630

I really don’t think this is some plot to get us to buy more gold through the gem store. With the huge inflation of items in the trade post the gold that I would get from gems isn’t worth nearly as much and I feel like there’s just not enough bang for the buck right now. I doubt I’m the only one thinking this.

There’s a lot on the plate right now. Adding that new island and FotM between halloween and wintersday was maybe a bit ambitious. I would say I’d rather other things be fixed first before new permanent content is added, but what’s done is done. I would rather they not skip holiday events (and I doubt they will just for this). There’s also a lot of bugs they are fixing with the events, NPC’s getting stuck and whatnot.

There’s just a lot to do, and fixing an economy isn’t something that can be done over night. I’m sure there is a lot of brainstorming going into it. Too far into increasing the drop rate in open world and there would be no point in dungeons, too little and we get what we have now.

Give it some time, it’s a game. You can still play it without having a legendary weapon and full exotic armor (heaven knows I have). It was still fun to kill a giant icy dragon even if I didn’t even get so much as a green from the chest. It’s still fun to find a dwarf tombstone in a remote corner of the shiverpeaks. Don’t get me wrong, I love loot and would love to craft using just drops again. If I didn’t care at all I wouldn’t have taken the time to add my feedback and what I’ve noticed.

As for no response from ArenaNet, I’m not surprised after the rage the moderator got for saying to please keep the conversation going, this is helping the team make the game better in time. Even if they got on and said “we’re aware of the problem, sorry for the grief it’s causing you, we are working on it” there would be a flood of QQ that it’s not fast enough. They take their time on everything to try to make the game the best they can. How long did the game release get pushed back because they wanted underwater content?

Change in loot parameters or a bug? [Merged]

in Guild Wars 2 Discussion

Posted by: Allusir.5630

Allusir.5630

Without jumping on the rage wagon, I have noticed a huge difference in the PvE open world drops. I have noticed a huge rise of prices in the trading post. Ectos have gone from 8-11 silver to over 30. Unidentified dye has gone from 2-3 silver to over 10. Fine crafting materials (claw, blood, etc.) have increased in price, especially the T6 stuff.

The only thing I’ve noticed staying about the same are materials that can be gathered. If you can mine it, there’s plenty of supply to go around. The cost of iron ingots hasn’t really moved too much since the first month.

I used to have to find a merchant every 15-25% of a map complete, depending on how many events I came across. I scrambled to get bigger bags for my character, and spent a some gems to get a few extra bag slots. Now, I can finish off 50% of a zone and the only bag that fills up is my crafting bag (from gathering). I have a whole 20 slot bag that hasn’t gotten an item in it for the last 2 zone completions (both of them level 70+ areas). I also used to burn through salvage kits, having to carry 2 or 3 on me at a time because by the time I got to a merchant I would be out. Now I can have the same salvage kit for most of a zone.

During an event there would be a swarm of enemies. I’d hit the whole batch with a few well timed snares and AoE blasts and take a third of their health. Then finish them off with the NPC’s or other players and I could expect to get at least something from most of the downed monsters. Now, even when I fall into the wrong spot and have an epic showdown with 7+ enemies, and I do 100% of the damage because I’m the only one around, I maybe have 1 or 2 that drop loot, mostly junk.

I used to craft all the time. I got up to where I could craft level 25-30 gear with every crafting profession. Now I struggle to keep up with just tailoring. I’ve had a level 80 character for about a month now, but I have yet to get enough T6 materials to craft exotic armor.

I used to have a bunch of magic find in my armor. So when I stopped getting as much loot I thought that was the problem, so I pooled my resources on equipment to get me back up to 30% + food and booster bonuses. Still not seeing loot.

I finally got to fight one of the dragon champions, the ice one, for the first time. I thought, at least with the large chest I’m supposed to get at the end of this long and awesomely epic event I will get something. I didn’t even get a green item.

Now, I’ve been doing a lot of WvW because taking 1 supply camp gets me 3-4 events, and about 5 silver in base rewards. Get a good farming group going that just captures supply camps (if my server is losing) or recapturing supply camps (if we are winning and the other guys are farming supply camps). It’s not the greatest, but I’ve found it’s the fastest way to fund my character so he can have equipment to match his level in open world.

I still love to do open world. It’s fun. But, I’m not a fan of having to farm WvW events half the time just to be able to afford to craft rare armor made with T5 mats. I’m a casual player, I only have an hour here, two hours there. I don’t have time to farm dungeons for the end chests.

There is definitely a problem with the loot right now. I don’t have exact numbers, but even just looking at the prices of the trade post over the last month should show plenty of numbers for this problem.

Dynamic Events of Orr

in Dynamic Events

Posted by: Allusir.5630

Allusir.5630

I love the idea behind the 3 areas in Orr. There are no renown hearts, it’s just a constant event. It really seems to be where the base ideas behind dynamic events over quests can shine.

There are two main problems that I’m running into with these areas though, and they are big enough that they kill my excitement for the epic chain events.

The first is that you NEED a zerg to complete some of the events. I can somewhat understand this for the final events of a zone. Taking over the temples is a great finale to the work you’ve put in to get there. But, some of the events in the chain that lead to that are difficult to do with a small group (2-4) people.

Example:
Straights of Devastation, North Invasion. When the Pact subs invade and make landfall. I failed the first time with just two people. After that we were pushed back and had to defend an area while new subs came. Then the invasion again, with three people this time, and again a fail. After the forth time with four people and never getting even to half of the meter we all gave up.

It’s one thing for group events or the epic finale, but the chains just to move across the map? Seems a bit steep. I also see many complaints about the vast numbers you need for the epic ending event. The three dragon champions are cool and defiantly not to be done alone. But I’ve seen it done with 10-15 people. Perhaps the complaints on the forum are exaggerated, but the average I see that is required is 20-30. I don’t know from experience because of the second problem.

Second Problem: There are a ton of bugs. Because these events are long chains, it’s very disappointing to get through a dozen or so and then come to a halt. Not just a temporary one, or a setback that can be solved by finding more people. Bugs that last for hours. I have only been to the Straights of Devastation a handful of times, but I have never seen the south path working. I started in the Straights this morning around 10:00am, finally left at 4:00pm after getting map completion, and the NPC’s in the south path hadn’t moved an inch.

I don’t know if this is possible, but it would make sense to put a timer on all events as a fail condition. Certainly a long timer, but a timer on all of them would insure that if it does bug, at least after an hour it would fail, reset, and hopefully not bug. At least then we have a chance to move on.

Again, I think these areas are epic. It’s one thing to go back and forth with centaurs in the same little area. It’s a whole new game when you have events that span and move through the whole zone. But there isn’t always a zerg available (especially for people who work 3rd shift most of the week), and the rare times there is progression is blocked.

I love the new island that just got released. But, I would much rather have the game that exists now working than new stuff.

Halloween Tonics shouldn't be account bound.

in Halloween Event

Posted by: Allusir.5630

Allusir.5630

I don’t understand why any of the tonics are account bound, but especially the holiday ones that let you costume brawl. I got the mad king and witch costumes so I had no need for tonics to enjoy the brawl. Two friends of mine who are very casual players, only once a week or so, didn’t have any tonics. We wanted to costume brawl together but I had no way to give them tonics so they could…

I know it was possible to do a jumping puzzle to get a costume, but all of us (myself included) are terrible at jumping puzzles. It may sound pathetic, but I could only get get to the top of that 1/4 times. I’m not saying it’s too hard of a jumping puzzle. I know it’s actually very easy for most people, but it would have been nice to be able to give my friends tonics and enjoy a fun fight.

Beating the zerg... with a post-it note.

in Halloween Event

Posted by: Allusir.5630

Allusir.5630

Great idea. It still won’t fix how awful I am at jumping puzzles :P, but I think it will help me not lose track of myself.

Last Stage

in Halloween Event

Posted by: Allusir.5630

Allusir.5630

I would also like to know when the final event is. I’m really excited for it and want to attend, but I would also like to be able to make real life plans for Halloween, so knowing what time things are happening would be great.

Mad King Armor - where do all the piece drop from?

in Halloween Event

Posted by: Allusir.5630

Allusir.5630

So, does anyone know how to craft it?

Clock Tower- LEAVE IT AS IS

in Halloween Event

Posted by: Allusir.5630

Allusir.5630

I agree to not change it. It’s insane, I am terrible at jumping puzzles, it took me a half hour just to get to the first stopping point, and I have pretty much given up. But, I don’t need it to get the Emissary of the Mad King title (at least according to the wiki) so there is plenty of other things for me to do and enjoy. Leave it hard for the people who like jumping puzzles.

22 Chests opened, nothing unique

in Halloween Event

Posted by: Allusir.5630

Allusir.5630

Thank you all very much for your feedback about this issue. We’ve already informed the team about all the concerns expressed in this thread, and they’ll look into it. Thanks again.

Thank you Tommo.1294 for putting this up. I was sure I looked through every page before I posted. I think more of us could stand to bring some of these quotes back into the mix when tempers are heated. After you commented on this quote I looked again and found it on page 7.

@ Regina
I do still think the original response could use some work. I will however admit I was wrong that you or Anet haven’t responded past that. I will do better to look more carefully, even in 20+ page threads, before I jump and apologize for doing so.

I know a lot of tempers are high right now. Let’s all try to keep in mind that it takes time to respond to issues properly. We have been informed that they are working on it (as well as other problems of players using the costumes to grief the festivities). Let’s try to leave it at that for now.

22 Chests opened, nothing unique

in Halloween Event

Posted by: Allusir.5630

Allusir.5630

In the risk that I get called a bootlicker or a fanboi, maybe they are experimenting with new ways or similar ways of sales and events to see the reactions and commentaries of the users involved in this ordeal. Wether it’s an error or an attempt from anet by only showing the word : ’’chance’’ which could be low or high, it could still be an experimentation and seeing how it’ll go. Of course it worked the way they did it in GW1 in some way but surely companies eventually need to try new ways to see if it will give better advantages wether its for them, us or both.
Seeing how this game is only two months and just got this halloween event, it’s a bit too soon for some people to launch messages of high betrayal and corruption from Anet not that you said anything like that.

I do understand that Anet could have been a bit more transparent about the weapon skin details from black lion chests since we did paid for a game after all.

I agree that this is not an exact science, and that this is their first holiday after launch, and the first time doing something like this. I’m not enraged about the $35 I spent. Heaven knows I’ve spent more on far more silly things.

I think ArenaNet’s big problem is the lack of response (or at least a lack of sympathetic response). As someone just pointed out (sorry, not sure how to put two quotes in one post) this thread is over 1000 relies and over 32,000 views. I don’t think well thought out response would solve the problem completely, but it would go a long way in getting there.

It is that problem I think is what’s causing people to lose trust and hang up their fan badges. When the Gem Shop first came out, people were up in arms that the random mini and random dye packs were out of line. I don’t recall the responses, but as of game launch I was still willing to use the shop, and support the company financially.

I really don’t think it’s realistic to believe that the upset players will be compensated for their loss. That would cause a whole new problem. I do however think they need to take steps to earn our trust back. Something along the lines of “we understand there are upset players, we are sorry for the miss communication, we are looking at this new system and will make improvements on it for the next round of holidays, when that time comes we will show you what those changes are”…

22 Chests opened, nothing unique

in Halloween Event

Posted by: Allusir.5630

Allusir.5630

You are not guaranteed to receive a rare item after opening a Black Lion Chest. You have a chance to get a unique/rare item. Some people are luckier than others. The Halloween skins are tradeable, so if you aren’t able to get them in a Black Lion Chest, you can obtain them on the Trading Post.

I agree with many of the people who have posted here. I’m going to try to repeat as little as I can in this post of what’s already been said. There is a serious problem here indeed.

Because I like how ArenaNet has done things in the past, I have been choosing to pay $10-20 per month on fun items. Not because I really needed them (most of them are sitting in my bank still) but because I wanted to support the game and the company that makes it. I spent $50 today in excitement of the holiday events, something I always enjoyed in Guild Wars 1. I am beginning to feel my support is a mistake. Not only because of what has happened, but especially because of the response given.

I look through 20 pages of responses with an overwhelming number of people saying close to the same thing, as well as people linking and quoting from other forum sites also saying the same thing and I’m shocked at the one response.

Your response, Regina, was cold. It showed no remorse or tone of apology for the fact that there was at the very least a miss communication.

~ There is now a chance to get new Halloween-themed weapon skins by opening Black Lion Chests. All weapon skins are tradable. ~

No where in there does it say the word rare. It says Halloween-themed. There is nothing that implies super rare. So if you are going to use the word rare in your response, and stress the word chance as if quoting your advertisement, then the word rare had better be in that copy as well.

As for your comment that the items can be traded, that’s also quite heartless. The prices that these items are already at is an unreachable price for the average player, let alone casual players. This cost will go up, as a few have already pointed out, to legendary costs. Your casual comment about using the trade post has a tone that seems to imply it’s no big deal.

The tone of your comment has belittled your customers. People you call a community, something far closer than mere business transactions. It has made it seem like they should have known better, and that they do not have a legitimate problem. 20 pages and growing is a legitimate problem. It should have been addressed with far more care than it was, even at the point of page 5. As a fellow person in the public / community relations industry I am appalled.

I doubt this event will stop people from playing the game. It is amazing work, some of the best in the industry. But, if you want your company’s ethics, which are so highly marketed, to match the level of the art you have made then there is some work to be done. If you want to keep the loyalty of of players and community that ArenaNet has worked so hard for over the last number of years, there is a lot of work to be done.

(edited by Allusir.5630)

Idea for all you fanfic writers out there:

in Community Creations

Posted by: Allusir.5630

Allusir.5630

Since the Hall of Monuments isn’t working for some people yet, let’s make something cool out of it! Write something into your character stories about finding an ancient ruin, going in and finding it had been looted and going off on a grand adventure to find the ancient relics (via one long epic story, or maybe just a bunch of short stories)

Unfortunately, that’s as far as my creativity goes. Hopefully someone can take this and make something cool. Then it will be a good thing that there have been a few bugs in the launch. They’ve been working really hard to fix everything, let’s give them something epic that never would have happened without the bug. A silver lining that everyone can see.

Maybe it would be too much to post whole stories in this thread (maybe not, I’ve never tried), perhaps links to the written works could work?

Micka Thickblood Skill Challenge glitched.

in Bugs: Game, Forum, Website

Posted by: Allusir.5630

Allusir.5630

I tried a few key words in the search to see if this thread already existed, didn’t find one. Sorry if this is already up.

That said, the Micka Thickblood challenge in the charr starting area is currently glitched for the Borlis Pass server (not overflow).

How do I kill mesmers?

in Players Helping Players

Posted by: Allusir.5630

Allusir.5630

The Mesmer that is doing more than the basic spam attack motions and moves around is the real Mesmer.

Stop the Butter and Chocolate

in Players Helping Players

Posted by: Allusir.5630

Allusir.5630

No, don’t just raise the karma cost.

I fully agree that there is a lot of butter, and that should be adjusted down. But currently cooks are the only ones who have to spend karma to craft things. It’s already a drain, and is going to make it so cooks wont be able to buy as many things with karma (like cultural weapons, and other cool but really expensive things).

I was really happy when they made it so I could get materials for cooking without just having to buy them all using both gold and karma. I can find them now like any other profession… well most of them. Some of them I still have to spend my money and karma on, which isn’t as big a deal anymore.

Yes, there should be less butter. No it should not go back to the way it was and be more expensive.