Showing Posts For Auturgist.8256:

Let's see some thief pics

in Thief

Posted by: Auturgist.8256

Auturgist.8256

I haven’t played in a couple years, but I’m thinking about getting back into it. Here’s my thief, Amarin, who has been my main since launch. She’s wearing Council Watch armor, with the Falconer’s Mask. Dyes used are Abyss, Black, and Shiver Ice:

http://i220.photobucket.com/albums/dd285/Auturgist/Amarin_zpssppi3n2e.jpg

Questions about sigils...

in Guild Wars 2 Discussion

Posted by: Auturgist.8256

Auturgist.8256

1) Do sigils that offer static bonuses (such as Force’s +5% damage and Accuracy’s +5% critical chance) apply those bonuses to all attacks from both hands?

2) Do sigils with effects that proc on critical hits (such as Rage’s 10% chance on critical to proc 2 seconds of Quickness) work regardless of whether the critical hit was made with the MH or OH weapon?

Practical relevance: I’m trying to figure out whether it would be better to use Rage on both my daggers, or Rage/Accuracy (assuming the +5% critical chance on my OH improves my chance to proc quickness on my MH).

Some thoughts regarding current dungeon design:

in Fractals, Dungeons & Raids

Posted by: Auturgist.8256

Auturgist.8256

I dont think you really understood the point of my post.
Perhaps some reading comprehension might help?
Im saying the dungeons are easily doable, even with PuGs. Whether you find it fun with PuGs is mostly subjective. And there are still a lot of issues with dungeons. But right now difficulty is really not a concern. (with the exception of maybe 1-2 things)

No, I understood the point of your post. But this thread is about dungeon design overall, not just difficulty. And since the point of the game is to have fun, when that goal is missed, for ANY reason, it might be worth considering that something needs to be fixed. And both of us had admitted so far in this thread that we’ve gone into dungeons and not had fun.

Some thoughts regarding current dungeon design:

in Fractals, Dungeons & Raids

Posted by: Auturgist.8256

Auturgist.8256

I have pugged every explorable path in all the other dungeons.

We got through them.

Usually in under 2 hours.

Now, most of that really wasnt fun, and there are a horde of problems with dungeons. But the difficulty right now really isnt one of them.

Yeah, I’m right there with you, now that I think about it. It’s perfectly fine to spend 1-2 hours doing something in game THAT ISN’T FUN over and over again. I also like hammering my own hand to my desk and watching Jersey Shore…

(Just kidding! I’m not really masochistic.)

1-handed Mystic weapons should require 15 Mystic Coins...

in Suggestions

Posted by: Auturgist.8256

Auturgist.8256

It seems obvious to me that if you balance weapon damage and skills around whether or not they are 1-handed or 2-handed, the cost of crafting them should be balanced similarly. Why should it cost a Thief who uses Daggers twice as many Mystic Coins as a Warrior who uses a Greatsword to make Mystic versions of his weapons?

(edited by Auturgist.8256)

"Currencies" get a collection tab

in Suggestions

Posted by: Auturgist.8256

Auturgist.8256

This seems so obvious to me. WoW does it and it’s much better than having to stick all your tokens into the bank, or have them take up space in your bags — both of which can cause players not to want to run more than one specific dungeon at a time, so they don’t fill up on tokens that take up space in their bags/storage.

Some thoughts regarding current dungeon design:

in Fractals, Dungeons & Raids

Posted by: Auturgist.8256

Auturgist.8256

More thoughts:

1) The current system doesn’t incentivize running dungeons; it only really incentivizes running SPECIFIC dungeons, because people want SPECIFIC armor sets. The experience, karma, and gold can all be gotten doing plenty of other things. Personally speaking, it took less than two weeks for me to see a huge drop in interest among my friends for running most dungeons. One possible solution is to allow people to trade tokens from any other dungeon for those they want at an exchange rate that is acceptable. Or, perhaps similar to the way WoW has daily heroics, GW2 could have daily dungeons, and tokens from the daily can be exchanged at a 1:1 ratio. Something, anything, to give people reason to care about dungeons that don’t award the specific gear they want.

2) One of the major guiding principles behind GW1 that I love that has carried over to GW2 in part is that gear is a non-factor. I say "in part" because it’s still that way in PvP, but in PvE, my experience so far is that gear matters a whole lot more than I’d like it to. Between Magic Find sets and sets for maxing damage and survivability, I feel like GW2’s PvE has taken a step towards WoW in the wrong direction. In GW1, the only classes I played who had different armor sets were those who had very specific gimmick builds that needed very specific armor sets to work (such as my 55-health farming Monk).

Some thoughts regarding current dungeon design:

in Fractals, Dungeons & Raids

Posted by: Auturgist.8256

Auturgist.8256

The thing about speed runs is that they almost always happen for one of two reasons:

Either A) players are looking for the fastest way to achieve something that they think takes too long to achieve via normal methods or B) they want to challenge themselves with doing something the fastest way possible simply because they can.

If A, that might indicate something (the speed at which people are able to attain certain rewards) to consider changing or tweaking about your game.

If B, know that this is just how this type of player enjoys gaming. That said, you shouldn’t take it away from them… if the result of their speed runs has a detrimental or degenerate effect on something like the in-game economy, you can certainly try to fix that. I would argue that you should consider finding some other way to reward these players, though. Give some kind of achievement or reward for clearing a dungeon in a certain time period, or in record time, even. You want people to play your game? Give them reasons to do so, however they want, instead of punishing everything that doesn’t conform to how you think people should want to play it.

Tier 3 Cultural Armor absolutely must be Exotic...

in Suggestions

Posted by: Auturgist.8256

Auturgist.8256

At its current total price of 119g, Tier 3 Cultural Armor is, from any practical perspective, impossible to justify buying considering how difficult it is to get that much gold. Knowing that current dungeon design nearly requires that players have different sets of armor for maxing damage, survivability, etc., it would be great to have our Tier 3 cultural sets as a viable option for one of those sets, only that will NEVER happen as long as they are only Rare quality! And the first idiot to suggest that Tier 3 be my Magic Find set should punch himself right in the face…

Some thoughts regarding current dungeon design:

in Fractals, Dungeons & Raids

Posted by: Auturgist.8256

Auturgist.8256

1) In their current state, dungeons reward absolutely nothing for partial completion. This means that if you kill a boss or two, and then have to leave for real-life reasons, or because you cannot successfully kill the last boss, you get NOTHING. I understand that this was implemented to combat farming easier bosses over and over rather than full clearing, but it has the terrible effect of punishing people who have spent time and effort killing some bosses and cannot complete the dungeon for ANY reason. This is not cool. Prior to the patch, I did speed runs to kill the first two bosses in Arah Explorable Mode quickly, and got 8 tokens per run. Since this patch, I have attempted to full clear that dungeon several times and gotten absolutely nothing for it because the group disbanded before killing Giganticus Lupinus. We’re talking hours of time and effort, playing with other people (this is something I’ll address in my next point), in an attempt to work towards a goal that should be attainable, and all in vain. This just makes players bitter.

2) GW2’s entire design philosophy seems to be about bringing people together, creating a sense of community through gameplay. I’d like to compare GW2 to WoW for a bit, and dungeons in GW2 to dungeons and raids in WoW. Consider: dungeons in WoW are 5-person instances that are VERY PUG-friendly. Raids are 10/25-person instances that are NOT PUG-friendly (unless you count the Raid Finder versions, which are super easy and serve only to help casual players gear up on the chance that they might start real raiding). If you are trying to design a game that brings people together more kindly and organically than WoW, how can you possibly justify the current dungeon design philosophy? Are GW2 dungeons supposed to be more like WoW dungeons or WoW raids? If they are not supposed to be PUG-friendly, they start to become much more like raids, and in that case, a huge problem you run into is this: raiding in WoW is a lot like a part-time job, and is consequently terribly exclusive. GW2 isn’t WoW, and I don’t want to have to schedule nightly/weekly dungeons with the other great players that I know just to get my shiny armor and weapons!

3) If you want to make “Heroic”/“Nightmare”/etc. (whatever you want to call it) versions of the explorable dungeons that require players to be amazingly skilled, perfectly coordinated, precisely specced, and very specificially geared… awesome! I’m 110% fine with this. But in that case, make the rewards AWESOME. And don’t make us run them over and over to get them. Elite players shouldn’t have to prove they are elite multiple times day-in and day-out to get those rewards. Make that mode so difficult that clearing it even once yields some really impressive stuff! But the NORMAL version of even Explorable Mode dungeons should be fairly PUG-friendly, and not have such specific gear requirements that players can’t jump into a group wearing whatever set of Exotic-quality armor they have already. I’m not saying players shouldn’t need to pay attention to the boss animations, know their class mechanics, and dodge/attack/revive etc. accordingly… but players who have killed the first couple bosses shouldn’t get to the end boss and not be able to figure it out or execute properly in a couple attempts. If a dungeon isn’t meant to be cleared by the group entering it, the very first boss should give them hell and be the gatekeeper, not the last boss.

ITT: Share things you've said about GW2 with ANet...

in Guild Wars 2 Discussion

Posted by: Auturgist.8256

Auturgist.8256

The following is transcribed directly from an online discussion I had with a friend about GW2, because afterwards, I felt that this is the kind of thing I wish people at ArenaNet would overhear and consider as they decide what direction to take this game.


It’s too bad that someone at ArenaNet seems to think that making acquiring armor sets even more obnoxiously grindy than it was initially, among other things, makes it even harder for me to defend GW2 to friends who aren’t believers. It’s incredibly frustrating that there’s so much to love about this game, and yet still so much that is annoying or broken about it that I often feel totally ambivalent about it already.

Crafting: awesome. = )
Dungeons: grindy.
Dungeon grinding: obnoxious.
It’s like, remember when WoW dungeons didn’t award badges, and everyone used to say, “If I could just run the dungeons X times and know that I was guaranteed to get my dungeon set, that’d be perfect!”? Well, GW2 dungeons are like that, only someone at ArenaNet decided that X was going to be some obnoxiously high number that nobody actually WANTS to have to run.

And worse, with the DR [ed. note: diminished returns] system implemented to limit speed runs, you can’t even grind them efficiently.

And worse, because all the dungeons have different tokens, you are so sick of having to grind the very specific dungeon you need for YOUR armor sets that when friends ask you to run one of their dungeons, your initial response is way closer to “F*** that s***.” than “Sure, I’ll help!”

The game has been out exactly one month and already I’d rather watch movies and TV series I’ve seen already than grind the same dungeons night after night.

Giganticus Lupicus needs to be nerfed...

in Fractals, Dungeons & Raids

Posted by: Auturgist.8256

Auturgist.8256

I completely disagree. You’re not supposed to be getting hit with any of those. From what I’ve seen the fight is very controlled and balanced, with a few notable exceptions.

Sure, I agree: you’re not supposed to be getting hit by any of those attacks. But there’s a difference between being PUNISHED for failing to dodge something (it’s entirely possible to dodge out of one circle into another because of how clustered/overlapping the AoE sometimes is) and being KILLED for it. And again, I bring up the point that it’s nearly impossible to recover once someone is down because it’s nearly impossible to res them before another hit of AoE damage kills them — and you, if you’re standing near them to res.

Giganticus Lupicus needs to be nerfed...

in Fractals, Dungeons & Raids

Posted by: Auturgist.8256

Auturgist.8256

The mechanics in this fight are great, but the damage is stupidly high for almost every attack. Not every attack a boss does should be a one-shot kill, and right now his auto-attack, AoE attacks, and shadowstep can all kill most characters. And with the time it takes to res, even if someone helps you, that phase simply becomes a near-impossible uphill battle once someone is defeated — it’s nearly impossible to bring them back up, out of AoE, away from the boss, without getting hit by SOMETHING that kills them right away again.

Oh, and this might be a bug, but he seems to reset on occasion without reason… that’s pretty stupid too.

Game is super laggy...

in Bugs: Game, Forum, Website

Posted by: Auturgist.8256

Auturgist.8256

The game went from just fine to basically unplayable after the patch. Thanks. I’m so glad I spent 2 hours clearing Arah explorable to not get anything because I can’t finish or expect my party to carry me through unplayable conditions.

Game is super laggy...

in Bugs: Game, Forum, Website

Posted by: Auturgist.8256

Auturgist.8256

Since this morning’s patch, there have been moments of such ridiculous lag in explorable Arah that I’ve spent 20 seconds with a speargun on my back and no skills after getting out of the water. I can’t attack anything, chat takes forever… it’s dumb. It was fine before the patch.

Timberlane Falls Bugs (A lot)

in Bugs: Game, Forum, Website

Posted by: Auturgist.8256

Auturgist.8256

The chest that spawns at the end of Defeat Giant Destroyer Troll at the end of the jumping puzzle is bugged. Lamesauce.

Major traits disappear whenever I enter sPvP...

in Bugs: Game, Forum, Website

Posted by: Auturgist.8256

Auturgist.8256

This is still happening, and it’s the most annoying thing ever. I’m not even sure how I’m posting about this without using ridiculous amounts of profanity, because it’s completely obnoxious. Seriously, fix this now.

Issues with the trading post: please post here [MERGED]

in Black Lion Trading Co

Posted by: Auturgist.8256

Auturgist.8256

Any time I search for “Glob of Ectoplasm” to buy them, the little circle icon that tells me the process is not done yet just keeps going and I can never actually BUY them. It’s like the trading post times out every single time I want to buy that item. It’s super annoying.

Looting and Interacting should not be the same button!

in Bugs: Game, Forum, Website

Posted by: Auturgist.8256

Auturgist.8256

This is less a game bug and more a super annoyance when you’re in any kind of dungeon with NPCs with whom you can interact and you want to loot quickly in battle. Seriously, just make looting its own function, so I can loot quickly instead of opening dialogue menus in the middle of combat.

Major traits disappear whenever I enter sPvP...

in Bugs: Game, Forum, Website

Posted by: Auturgist.8256

Auturgist.8256

I don’t know if it’s a visual bug, or the traits become deselected, but whenever I enter Heart of the Mists to enter tournaments, and check my sheet, all my Major Traits are blank. This is super annoying!

[Jeweling] Lost all items when I used one to make a discovery...

in Bugs: Game, Forum, Website

Posted by: Auturgist.8256

Auturgist.8256

<pkitten>

[Jeweling] Lost all items when I used one to make a discovery...

in Bugs: Game, Forum, Website

Posted by: Auturgist.8256

Auturgist.8256

I crafted THREE Embellished Brilliant Opal Jewels. I then crafted THREE Mithril Settings, a Mithril Band, a Mithril Chain, and a Mithril Hook. My intention was to discover the ring, amulet, and earring for this jewel, but when I discovered the ring, all three of my Embellished Brilliant Opal Jewels were no longer in my inventory. I’ve checked my bank to make sure I didn’t accidentally deposit them… they just simply are not there anymore!

Issues with the trading post: please post here [MERGED]

in Black Lion Trading Co

Posted by: Auturgist.8256

Auturgist.8256

Whenever I search for items in the Trading Company, the filter never seems to work right. Even when I attempt to filter by level, everything still shows up.

Additionally, though this is more of a suggestion, you should be able to narrow searches in the armor section by armor class — light, medium, or heavy. I remember in the beta there was a check box to show only results you can equip; this would be a fine alternative, as I hate having to sift through light and heavy armor for my Thief.