(edited by Annor.3128)
Showing Posts For Annor.3128:
Pretty please bring these back to the store once more:
> Aetherblade Armor
>Chain-Whip Sword
P.S. I wish there was an option in wardobe to buy armor/weapon/outfit skins that used to be in the store historically, but for a higher gem price than when they were on sale for example.
Thank you all for your response. This will be a a huge help for anyone struggling with this aspect.
Ok. So I’d like to ask the ‘community’ for a short Sloth guide on how to properly eat mushrooms when killing him ‘mid way’. I dunno how it’s in higher tier groups but from my experience in low/mid Li’s squads this aspect seems to be a real issue. I’ve been searching for a video that explains this shroom by shroom from a slubling’s perspective and I ended up finding nothing worthwile as a guide. If anyone could help me out here it would be a huge help.
(P.S. My regular group has been able to kill Sloth several times but the wall tactic isn’t too reliable/consistent so we’re looking to improve it this way.)
I’m a rather casual WvW player – but I renember Boon and TUP being with us for a long time.
I don’t care about their reasons.
I don’t care about the outcome that is to come.
I care about… just them. Thank you guys for being with us all this time. For leading us. Teaching us. For being part of our community. Just your presence often made us feel encouraged and more willing to make a stand.
Now we’re gonna get back to ‘good’ old days. Where we were more often outnumbered and was forced to fight using unorthodox tactics in order to gain edge. We’ll be back to where quality > quantity and that’s good.\
The best daily solution in my opinion would be not to ‘just complete any 5 events’ but a daily that tells you to go to area “xxx” and do 5 events there. But that would hit our WvW players too hard. Dailies as they are at the moment are very universal. Whenever u play PvE only, WvW only or mix of both – Daily shouldn’t pose any difficulties as long as … u play for a while and that’s how it should work in my opinion. 5 silver, some karma and a laurel that all reward you for spending some time (activelly) in Tyria.
“Dimishing Return on Releasing” is imo the best idea. Definitelly. Though… it should be aplied to the whole party. If one party member dies – he can’t release immiedatelly – but after 1 minute. The next one to go down can get up after 2 minutes and so on. If any1 quotes something about 2 players kiting a boss while the other 3 corpse run he’s being silly himself. If those 2 are capable of doing that for a seriously long period of time then they were capable of soloing the boss from the very beginning.
Penalty for being bad? It was there already – repair bills – good players pay a LOT less. Players removing their armors in dungeons? That was our response to insta death traps that are scattered in some dungeons. They’re fun – but can be expensive as well if you’re ‘having a bad streak’.
Current change as it works doesn’t make dungeons more challenging in my opinion – they stayed/feel the same. The current change only added to the time spent in a dungeon for weaker parties. Ow … and yeah – I’m not gonna raid with low lvl toons myself anymore as well. While earlier they died often but (being helpfull) I couldn’t care less about it since they ‘commited’ to our team succes even if they had to release – now they’re gonna be often … an obstacle. A good player will have to stop taking action in a battle to stop – rez him, while other party members get nearly twice the pressure they had so far (since now the boss focuses not on 5 team party but on 3 of them) just to buy time to get that dude up – and he’s gonna end up dead most likely again now – with the rez sickness in place on top of it.
As a warrior while being downed I have a 3rd skill I can use that gets me up after a second but at the cost of ending up really dead later on. With the patch introduced it’s soooo counterproductive to use in 98% cases.
Last thing for me to add. Guild Wars 2 gaming experience should be fun. For a newbie to enter a dungeon and commit near to nothing to the party succes by lying on the floor most of the time will definitelly be far from fun. He’ll drop the game and look for something else. Not easier – but more fun.
I’m playing the game since the headstart. I was srsly hyped over the new features GW2 was going to introduce. I wasn’t dissapointed back then. I am now. Why? Because the recent changes are shifting this great game towards “as in other MMO’s”. Suddenly “play as you want” looses it’s significance. I run pugs quite a lot. To be honest 10-20x times more often than with guildies at the moment due to Fotm progressing (which suddenly ended today as well due to 1) bad mechanics design in one of the fractals 2) there’s no way to handle Maw anymore at my diff ). How many of us have blessed the existence of gw2lfg.com since it’s release? I didn’t had any issues with corpse rushing myself. If I can choose – I prefer not to die and I do so rarely.
/sigh
I just get the feeling that instead of rewarding the players for playing good, devs decided to punish those that play bad. That will give the new players impression that the best way to get by in this game is to either buy gold from a gold farmer or become one himself. I never thought of dungeons as an end-game content. I always considered there is none in this game – that the game itself is that so called end-game. I always considered dungeons to be fun. Every1 has to agree that story modes are/were waaaay harder than actual explos. Story modes were never entertaining to me however… and that’s not due to the close-to-none rewards in there.
It’s often already hard/time taking to find ppl from across the continet using lfg.com for certain dungeon paths. Now after some players get discouraged it will be even more difficult. Maybe not today/tommorow/this week – but in a month or two.
Let’s just hope I’m wrong.
the funny thing is it’s not even that of a ‘must have’ tbh. Without any bigger issues I got to 40 diff fractals with ‘only’ 25AR and then at lvl 40 I got informed that it doesn’t matter anymore if I have 25 or 30 of it – I’m gonna end up dead at Maw anyway and we’re gonna change our aproach to complete it from now on.
All of this WOULD be solved if killing a Zhaitan was split into I dunno… 10 parts ? That u’re fighting and fighting and… fighting him for so long. That u’ve crippled him at first – then u pushed him even more – suddenly u’re the one being pushed back and things start to look really bad – every of your current companions looses faith but not you – you would push forward despite the odds. each of those encounters would end up in crippling the dragon somewhat – but each time he would prove too resilient to take down (yet). At the same time he would yield to you in the final battle similar more to the Shattered one where u have cannons at your disposal and have to defend those with special shields against dragon’s breath and against waves of undead with your sword/magic.
I know – I’m dreaming – but hey ! Maybe they’ll (not) make the Jormag’s battle this wayin the future?
Robotic race in fantasy game feels to me like a race of faeries in a Science – Fiction genre. Sure – we have robots to some extend already, but they’re simplified. Reduced more to being tools rather than sentient beings. I dunno bro – somehow wouldn’t feel right to see one running around/jumping/dodging and casting fireballs/watery fountains/creating butterflies at the same time
tbh – I’m feeling that too much of the game content atm relies on how good are we at money making and/or how lucky we are at gambling for my standards. Playing since headstart – while saving (nearly) every penny I have 150g. Upgrading my back to get 30AR is therefore spending half of my ‘fortune’. Meaning over 3 months of playing. Kinda a lot considering it’s like socketing a gem in it (in comparission I just checked that buying myself a second full exotic set including armor/rings/trinkets/etc would be less than 20g). Yeah – I’d love to see an alternative way to get your 10AR back than current one. Something like a different ascencion gift that can be bought from the merchant only if u’ve entered fractals 40 diff.
Actually a solution to everything is having at least one person in a group that knows what to do. Once tactic is explained and the team understands everything most stuff goes smoothly. As you complete dungeons you’ll get this ‘proper habits’ when to res a downed party member or when to leave him in hopes of some1 else ressing him. When to dodge right away or when to wiat with it for a second / two even with the aoe red circles under your feet.
Even though I rely on pugs mostly, thanks to my leading personality where I explain the tactics if I’m not sure if EVERY member knows them, I now am getting PM’ed to join ppls already ready groups instead of looking for mine.
This game’s dungeons are mostly about knowing the little tricks and having a proper build (you seriously don’t want to be a glass cannnon unless u’re experienced)
Lackluster PVE content devoid of any sort of challenge or skill requirement- FIX PLS
Posted by: Annor.3128
The banner has 4 min timer by default. The penalty for getting yourselv downed is clearly visible as well – u’re getting weaker and weaker (and easier to kill) each time you get up after being downed. The graveyard zerg is desperation – ppl put their equipment on the line to complete whatever they’re doing at all cost.
“the downed but not dead” mechanic is there cuz devs took into account that there is no combat res skill – nor there propably aint a ‘healer’ in a party nor there should be a need for him. Every player should depend on his own skills in the first place – on his teammates skills later on – not other way around. You found yourself a way to complete the dungeons with ‘ordinary’ tank + healer + aoe dps standing behind them? Cool – but that’s what you came up with in here – not something that should be a ‘must’. Lastly being skilled in GW2 means u can do stuff better/faster/more efficient than the ordinary pug member – not that you’re able to do it and he won’t.
Lackluster PVE content devoid of any sort of challenge or skill requirement- FIX PLS
Posted by: Annor.3128
Believe it or not, not everyone holds your opinion that difficulty doesn’t equal fun. Some people enjoy a challenge, and that’s been the basis of this thread, and many other threads on the forums.
Yet many ppl fail to see that there is a challenge in this game already. It’s just attuned so that everyone can enjoy / complete them. What you’re all saying on the other hand is that you don’t lack the challenge itself – but the shiny badges for completing those. You need someone to set a goal only few can strive for and then reward you in a way everyone else can see it. The dungeons ppl who confuse being good at with simply beating them (as mentioned before) were not designed to be completed under 30 minutes. Instead they confuse speed running that include avoiding any event in there that’s not necessary, any monster that’s not necessary, with lack of challenge. They get to complete paths of different dungeons others don’t even think of getting near yet that’s not enough cuz the same ppl can get the tokens for that particular armor set from a different path. In the end I find it most propable that the same people that want a ‘challenge’ in dungeons won’t feel satisfied when they’ll get it. Not until it’s designed so that only classes “A” “B” and “C” are viable for this path – and only with builds “D” “E” “F” cuz otherwise you simply won’t be able to complete it under “xx” seconds. You want dungeons that will require having multiple weapon sets with different sigils on them for 25 stacks of Attack Power, Condition Damage, Healing and etc cuz without those you won’t be able to complete that particular path.
As I said at the very beginning there already is a challenge in this game – yet most fail to see it – they find ways to go around it. Lastly – they don’t feel special cuz they don’t get something they can show to others that they’re ‘better’ than them in a game where gear doesn’t count at the end game (and shouldn’t here), in a game where u’re not deem as less usefull just because you picked mace and a horn as weapons while axes are the ones dealing most damage, in a game where I usually don’t die unless I screw up myself compared to total wipes when any of the party members screws up, in a game where no build, no class, no weapon is useless (even the one with warrior using only signets and wearing a shield + sword that was mentioned as a ‘bad one’ gives benefits – it’s gets like +25% crit chance compared to someone using Greatsword. Those crits are then on turned into vulnerability, bleeding and kinda any other effect that’s sigiled into his/her weapon)
This game gives me freedom to do any dungeon without ‘that particular build’ ‘that particular gear’ ‘that particular consumables’ which I love about Guild Wars 2.
Lackluster PVE content devoid of any sort of challenge or skill requirement- FIX PLS
Posted by: Annor.3128
now what I think is that u’re trying to crack/beat the game too much. Sure there are synergies. Sure u can force roles in the party… but seriously… do most of us want to see advertisements in LA like “looking for 1 tank 1 healer 2 dps” ? Pleeeease… This game is about freedom – if we want to get with 5 em… ‘tanks’ into that dungeon and still manage to complete it – our choice -it’ll get longer to complete but where do u see a poor play in this? I really… REALLY don’t want to be reduced to a single viable build for my class and this is what u’re getting to. I’ll have to respec my trait points at a trainer each and every time I’ll switch from doing WvW to Dungeon runs. Even more – at some point ppl will start asking me to link my gear to them before I get an invite- they’ll require specific builds cuz otherwise “I’m not usefull enough” if I don’t put the points like I’m expected to. What I think u’re too fixated on the “trinity”. You seem to want to force ppl into various roles you deem right for completing that particular dungeon. In worst case scenario we’ll have to respec for dungeon depending on the path we choose – are those your intentions? Cuz this is where this is heading. Most ppl will switch to ranged like they did in the beginning of PvE in here where barelly no1 knew the way to aproach dungeons. Instead of imporivng state of pve we’ll have more ppl switching to farming in the open zones. You want a challenge? Complete CoE without meleeing the boss? U want a challenge? Fight off your way through infinite waves of grenadiers in SE while u fight the boss as well – seriously – there’s lot of challenge in Guild Wars really, just most ppl just find a roundaway solution that helps them complete easier/faster.
Why are so many ppl confusing dungeon difficulty with fun? I don’t want to get through a hectic experience just to complete a path. I don’t want to be forced to use any other tool for comunication than the game itself already. I don’t want to be forced to wear “set A” with “build B” to bring out 120% efficiency out of my character cuz otherwise I’ll be unable to complete a dungeon.
Now… the game mechanics like when fighting that ghost in AC who first pulls you in and then whirls are nice – just… with all the flashines in this game u can sometimes barelly see him – not to mention see when he’s doing that animations just before he pulls you in. The event I enjoy the most for me is always that console room in CoE path 1. Where u are under constant pressure from little bots and have to deal with big ones. Sure it can be easy when done properly – but that’s the point. As long as you “do it properly” u’re supposed to succed.
Lastly… the speed runs u’ve mentioned usually kill as little trash/bosses as possible – they’re more about exploiting the design weaknesses. U can never complete a dungeon under 30 minutes when doing it ‘as intended’ no matter how good a pve player u are and how elitist equpment / build you chose.
For being better than average u’re rewarder with being able to complete any path of any dungeon at a faster rate. Others either have to do it slower or are unable to do it at all (like Arah for example), also so called poor players are already punished by repair bills – there’s no need to widen the gap between ‘pros’ and a ‘nubs’ more than it already is.
I swap my weapons a lot. I love to take advatantage of my bow whenever I need my Greatsword skill to recharge (or need a breathing room) but latelly my whole bar started to act weird while doing it. Maybe there’s a skill that ‘clears’ your whole skillbar for couple of seconds (can’t use any weapon related skill – the utilities are still usable) but I get that very often in pve as well since this week. Fast hands works … when it wants to – sometimes it does – mostly it doesn’t. Balanced state does nothing (makes having 20 points in Defense trait tree a waste of points) Sure-Footed (that’s supposed to increase your stance duration by 25%) does nothing as well.
I still disagree – it makes stuff more random the way it is now. Does any1 really believe WvW is about skills ? SPvP is about skill – WvW is about quantity – budget – organization – about who has more 80 lvls with proper gear. It isn’t about being fair when u’re meeting some1 on the field. It’s about who’s standing when the dust falls and who is not. As for running away – any character that knows what it’s doing can run away (with thiefs on the lead).
Lastly imagine how dull it will become if the only way to earn currency (gold) you often need to buy siege weapon (or most often for repairs) would be conquering towers/keeps. What if I prefer to play solo instead of being a part of zerg group? I’ll have to ‘farm gold’ in PvE in order to be efficient in WvW? y-y <shakes in deny> bad idea. People need to stop treating WvW like a BG from WoW and think of it as another zone from GW2 but with real enemies to face except for the fauna/flora. Thus the Vistas, Skillpoints, Puzzles, Points of Interest.
I added some of my ideas for this problem here: https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Some-ideas-of-how-to-improve-WvW/first#post304068.
I’d also like to say the amount of point earned per server should depend on the average amount of adversaries they’re facing, thus reducing the scale of so called night capping.
simple – so u can often take advantage of having those – like an eneymy running away from you gets slowed down by those(and/or damaged). If not that then to at least make that part of the world seem ‘alive’ instead of a barren land left for humanoids only. Lastly ppl like those farmers u mentioned are easy prey to whoever finds them. Running between towers/keeps through a deserted lands would feel so wrong… :o
Improve might be a bald statement. This is only a set of some ideas that in my opinion would change WvW to being less pve and more pvp. Also my essay here will be rather long but read it all if possible.
No matter if u’re playing in America, Africa, Europe or Asia what we all have in common are zerg groups. Zergs that feel safe and comfy and the common tactics among all servers is – each form 1-2 zerg groups – then make em chase each other around in circles on the map. This feels so wrong sometimes – and is one of the reasons so called night capping is so popular.
Firstly let’s ask ourselves why is sucha behaviour so popular during the day when most of us is online. Shouldn’t normally defending what u own be easier since u’re behind the walls ? The answer to that is: Yes but… What’s preventing a common defender from doing such a thing then? It’s not encouraging to stay in a tower – spend your money to upgrade it – and later on wait for that very ‘something’ (often nothing) to happen. It’s simply not rewarding to be on a ‘watch duty’. This can be improved significantly by … adding 100% sure reward for staying back and defending your land. Noticed that timer when u enter a tower encouraging you to defend it? Make it 20-30 min long and give 2-4 badges (or 1 badge per 5-10 min) to whoever was in the tower/keep zone when the timer hits 0:00. Badges are the only currency we earn in WvW that shouldn’t affect game economy. This however will give some people a reason to stay behind.
Now moving onto the zerg topic. Don’t we all kinda hate when one servers has just like one army that runs around the map and just caps everything in it’s path? We often dislike it despite which side we’re on. Simplest solutions to that I can imagine are:
1)having the entire army share the profit from conquering a keep/tower. This way the more of us is there the less rewardable per person it gets. Thus it’s encouraging to split and find ourselves our own goals.
2)modify the Boiling Oil / Cannons / Mortar so that it’s as resistant to normal damage as walls / doors are (I suppose that would involve removing on of Bioiling Oils in the outter walls of Castle in Eternal). Right now you can conquer everything without any siege if u’re in a group large enough. And the dudes inside defending feel helpless if outnumbered – even manning a ‘deadly cannon’ gets you nowhere since it then gets destroyed fastly. My idea therefore is to force the sieging army to build balistas so they can take out those cannons, To build a catapult just to take boiling oil down. So that each and every siege involves those (as long as whatever they’re attacking isn’t unupgraded set of wood and stones).
Lastly… this will be most controversial – how about we add a feature similar to exhaustion – something that will affect either your running speed or character stats if you are on a ‘streak’. For example if u conquered more than 4-5 towers/keeps during an hour (Suply camps wouldn’t include in this). Or maybe a feature that will prevent you from getting event reward for conquering another one above those 4-5 per hour. A dimishing return that would e… “encourage” players to stay in their keeps/towers and defend them while waiting for it to pass. (let’s say… force them to pause for 10 min).
All those features would (hopefully) decrease the scale of night capping as a side effect.
P.S. I’m fully aware that the changes I proposed aren’t all possible to implement (at least not at the time) nor all (if any) are a good idea. Still – if you’ve read this all through – write what you think. So far Devs seem to pay a lot of attention to their community (us) and giving them some ideas of our own might help us find a golden solution to prevent WvW from becoming alterac valley 2.0
seriously…
autopick on badges ? well… ok – but the idea is acceptable only when it comes to badges. Seriously I like it this way. As for the rest of loot… are you people serious? Soon enough we’ll start saying it’s a hassle to finish a downed player and that it should be removed as well. Later we’ll ask for more waypoint on the map cuz it’s a hassle to run each time you die. Bags with loot need to stay – the one picking them up is the winner. If you’re in a zerg rush killing anything that moves without taking a pause – I think u’re playing this wrong. It’s already an improvement that the bags spawn under your feet – before that archers had to go and pick em up where they killed their enemies.
the lack of scoreboard will lead most ppl to assume it’s a PvE zone with enemies in it. Seriously – how do you want ppl to compete if the reward isn’t just in front of their noses.
This is what will happen without scoreboards: ppl will get into Borderlands – see that their camps / keeps are taken – assume that their server is getting farmed this week – leave the zone in fear of repair bills for trying to do ‘anything’ outside his safe zone.
This is already in place often – but at least 30% of those ppl look at the scoreboard and ‘try to fight for the second place’. I ‘hear’ it so often it’s weird actually. The problem isn’t with the scoreboard – it’s with the amount of effort u need to put into pushing back the winning side / to find any real ressistance while u’re on the winning side.
As it is now the most common tactic among all servers is: organize a zerg – make it run in circles. We conquer tower – we loose keep – we conquer keep – we loose tower – we conquer supply depot – and so on and so on. Why is it so? Why 95% of time no1 stays behind to defend that feshly taken fort? Why barelly anyone cares for the suplies to reach their destination? (that Dolyak is gonna get to its destination without my help anyway… propably… maybe…?) Mostly cuz of the reward system. When u’re a part of a zerg group u’re bound to come across enemy players which will propalby provide you with exp+karma+badges and gold+karma for completing / failing that siege event. On the other hand staying in the keep / tower is fruitless to you unless there’s actually an attack which u need to repel.
My idea is to for example add wolves/bears/centaurs/whatever randomly attacking your caravans on their route – so that when u’re protecting those you at least get little something for the time you’ve spentdoing this. As it stands now for protecting a caravan you get nothing… nothing unless it’s attacked by a opposing player. It seriously happens so rarelly most ppl find it not worth their time (which is ‘not as intended by devs’ I hope)
Other thing that I’d like to see is you being rewarded for helping to fortify a keep – for example your quartermaster will randomly encourage you to get ‘those suplies’ and go help workers build upgrade that just got bought, encourage you to repair broken wall / door / whatever, or simply order you to go to a specific location on the walls and check if there are any enemies around.
Simple – climatic – something that will make those places something more than empty shells that they are now – a place u don’t go to defend unless it’s already under attack.
These rewards should be tiny in gold – (similar to that for killing a caravan or even lesser) and normal in karma, yet with little to no exp included.
So… is this idea bizarre or do you guys think it would improve the state of war in WvWvW?
This is why I think that each and every puzzle zone (both Eternal Battleground and Borderlands) should have a time limit feature. Hm… when I think about it more it seems extreme – well at least the invisibility buff we can pick up should be designed so that you can complete the puzzle without it wearing off as long as u’re fast and don’t fall
P.S. Your ganking is nothing compared to the one I faced once. At the top of arena were…. 2 carts. Yeah – ’’they’ve’’ built 2 carts – and the opposing realm used those for a half of saturday to prevent any1 completing the puzzle except for them. Things like this make u feel utterly helpless. At this point I’m just trying to complete the eternal battleground puzzle once per week due to the big ammount of ppl that are interested only in hampering others progress.
Agreed to disagree. The current buff of the orb is so important that most worlds handle those very carefully. Each time we/they loose an orb I can see a tremendous effort to retake it. This is very competetive.
As for the outmanned buff… instead of additional karma and gold (which are a laugh to be honest – you loose more gold in WvW than u earn it most of the time).
What should be touched by the outmanned bonus are actually repair bills.
When I go out in the field alone/in a group and being outmanned I’m propably expecting to die in vain. (you have to be true to yourself ) Be it by meeting a larger enemy group or trying to siegie a ‘too heavy upgraded’ keep/tower. Even if we manage to conquer it the opposing faction is propably going to quickly organize a zerg group before we manage to fortify ourselves. The current problem is that when comparing potential gains and loses from venturing into those zones, when u’re outmanned, majority of us there finds it fruitless to even try.
I’m working on 3 shifts.
6-14, 14-22, 22-6. I dislike your idea. WvW at night is less lively – but it affects all sides. If there’s a guild out there taking advantage of it – good for them – means they’re not queing for the pvp during peak hours and therefore taking your spot there. The idea of WvW to be a constant war zone. If your area is taken – retake it – easier said than done? Still… not impossible – also I’ve noticed that the faction that covers less area of the map is often more concetrated in their efforts. More united as to say since they have less objectives to choose from.