Showing Posts For BaconSoda.3976:
I’ll preface this by saying I don’t play half the LW content because I find it uninteresting, but I think the pacing is good. Two weeks is ample time to either do the achievements or experience the content (depending on what you care about). It’s not enough time to grind out a randomly dropped weapon skin nor is it enough time to grind out 250 Pristine Spore thingies. If anything, making it easier to get one of those skins might be a step in the right direction (250 is really a lot), but stretching out the content more would make it quite stale.
I feel like the Living Story is like questing in most other MMOs: it’s not really connected to the world. One of the most attractive parts of GW 2 was the idea of semi-permanence with the events I do. The Living World doesn’t have that feeling. Stuff is just kind of happening on top of the world and when it’s over the world more or less returns to normal.
One problem with this is the new enemies. The Molten Alliance was novel. The Toxic Alliance is stale. I don’t think the Krait or Nightmare Court needed to be combined to be compelling enemies. I think the Krait tower would have been a compelling story without the help of the Nightmare Court. The biggest problem I had with Farscape is that D’Argo suddenly gets his own functional ship in season 4 with minimal mention of it in previous seasons. It just appears. It’s the same kind of thing with these new enemy alliances and Scarlet. A degree of mystery is compelling, but eventually we have to get a backstory on these enemies and I feel this is unnecessarily complicating. When Crais comes back with Talon, I know who he is and what his motivations are. I know the current enemies in GW 2.
We have so many compelling storylines in Guild Wars 2 already which can be expanded upon. They don’t even necessarily need to conclude or be particularly threatening. Above, someone referred to the peace treaty negotiations in the Fields of Ruin. A part of the Living Story can be that Queen Salma and Smodur the Unflinching are going to personally meet to speed negotiations. Obviously separatists and renegades are going to try and stop both of them. This is the status quo of the world but it can still be exciting. There doesn’t need to be an extraordinary enemy or plot. There’s a plethora of activities involving all of the enemies native to the Fields of Ruin and Blazeridge Steppes which can take place. At the conclusion of the event, the two simply have to meet. The negotiations don’t have to finish. They can concern something like the territorial rights of the peaceful ogres or ownership of the Searing Crystals as cultural artifacts. However, this is permanently in the lore and is happening in the living world of GW 2.
Look at the Princess in Farscape’s second season had this kind of thing. The cast lands on this planet where mating is done genetically and the princess’s DNA has been poisoned to not have a mate. Jon Crichton, being human and having related but not familiar DNA, is a match. Both the Peacekeepers and Scarans (opposing factions) are attempting to solidify their political hold over the sector by allying with this planet. These are normal things to be happening in the show. The power struggles between the Peacekeepers and Scarans is a theme of the show. It’s the status qou. There is no phenomenal ending for the three-part episode or epic clash. Crighton leaves with the rest of the cast but the episodes fundamentally change the relationship dynamic in the show. It’s not particularly epic but is exciting based on the powerful writing of commonplace events.
If we’re fighting invasions, we can fight the enemies already there. The potential to create very powerful enemies exists in races such as the Jotun, Krait, and Dragons. However, these enemies are deeply embedded in the lore. The Jotun and Krait are both known to have extremely powerful artifacts. The Destroyers, in particular, are supposedly capable of popping up anywhere. If an invasion were to happen anywhere at anytime, then the Destroyers are the most plausible source. Again, this is an antagonist deeply bound in the lore and when we’re done, it’s permanently in the lore. The Destroyers still exist. They’re a permanent part of the world. The Molten Alliance, though, is more or less gone forever and when we’re done with the Krait Tower, the Toxic Alliance will be more or less gone forever.
If something needs to be added to the world to signify permanence, points of interest can be moved or maps can be changed. For instance, for the Destroyers, we can fight a new lieutenant of the Destroyers. Lets call him Cheddar the Mountain Heart and he’s a giant Destroyer Wurm. He dies. Why not leave his corpse in Pinion Pass and add a point of interest? Add “Cheddar’s Fall” in corollary to “Maw’s Rise.” The map could be changed so he could hollow out a cave behind “Maw’s Rise” where Destroyers could live. Although I know that is harder to do than write, it does add a layer of “what I do/did matters in this game.” That stuff happened and there’s big evidence that it happened.
I hope the point I am trying to make is clear. The Living World is alive, yeah, but it doesn’t quite feel like a part of GW 2. Instead of making new things, I feel like evolving the things we have will make a truly Living World.
I have been wondering why I have not been alt crazy as I usually am when I play MMO’s.
It struck me today why I am not with GW2. It is simply the lack of rolls.
The cooking in this game DOES tend to lend itself to a lack of these bread products, I agree. What happened to the cinnamon rolls? The egg rolls? What of them, I ask? What interest can we have in a game where Pies, Burgers and Breads can be crafted, but no ROLLS??
How are we supposed to find any interest in this game without the proper representation of these items? ANet is apparently not interested in their role as a leading MMORPG provider if….
Anyway, I don’t think it has anything to do with the “Trinity” at all. Each of the classes has their own method of play and people can become the best of a facet of that class, even. Personally, I like having an Elementalist that has a focus on healing so when things go “south” a rain fall or healing spring really can make a difference.
There is also the challenge aspect. I mean, have you TRIED playing a Mesmer in GW2? I still can’t get my head around it, but once in a blue moon I’ll bring out my Mesmer and try again.
I am an alt-oholic and have quite a few alts and I’m even considering yet ANOTHER alt just so I can have a Norn Female Warrior (no, I’d rather look at a big female butt, instead of a big male norn butt if I’m going to be playing one a lot, thanks. = )P ).
I always say, play the way you want to, you paid the money for the game, but since you posted you must want opinions, so I’m giving you mine, too.. (and a rag on your incorrect spelling of ‘roles’, while I’m at it. = ) ).
We can craft biscuits! That’s a synonym!
I agree with what you said otherwise as well. I cannot for the life of me play an Elementalist, but a Necromancer is excellent. Variation inside of professions can also be staggering. On my Ranger, I end up being quite tankish and supportey. My friend, meanwhile, goes with full glass. It’s very interesting.
A problem right now, I think, is that a lot of people cannot actually grasp how to play the game outside doing more damage. If those people die, they attribute it to not doing damage quickly enough. That’s really just the simplest way to play the game. Sometimes rolling another profession can really open your eyes to a different kind of build on your “main” as well.
You know, if I were a dev, I wouldn’t even fix the Necromancer. The amount of cynicism is just disgusting.
But then again it is the Necromancer forum.
I dunno it’s it’s weaker than a triggered one rather than it’s just not as obvious. In a metagame whereby most people think the most effective way to stay alive is to use a Warrior shout which heals people, naturally those people will think removing a condition when doing something they normally do is abnormally strong.
If for a moment we can imagine a metagame where people played Necros as the most survivable profession and instead used Plague Signet, Putrid Mark, and Deathly Swarm to remove conditions, Signet of the Dolyak is somewhat comparable.
For now people will gravitate towards others, but a passive 30 health per second is neither something to save your bacon nor something to scoff at.
I am confused. You’re saying there is no end game, but at the end of the post you attempt to legitimize this claim this by refusing to participate in the most end-game activity in Guild Wars 2.
Why would you participate in dungeons? Because you want a to craft a gift that requires those tokens. Why do you want to play WvW? Because you want 500 tokens for your Gift of Mastery. Why would you explore the zone and do lower level events? Because you want a gift of Exploration to make your Gift of Mastery. You can’t buy those things with a credit card, disregarding the fact that it’d take hundreds or thousands of dollars to buy enough gold to get a Legendary Precursor and the materials required to make a gift. This is a long term goal. Inside of that long term goal there are many short term goals. Aside from the Gift of Mastery and those dungeon tokens required for an individual gift, how you get there is up to you.
That last line is the part you’re so angry about. It’s baffling. You can do anything you want to get the goal you want. Set a goal for yourself.
You want Twilight? Lets start.
You first need a Gift of Metal. Lets get 250 of those ingots. That can probably be done pretty easily. But you also need a Gift of Magic, Gift of Might, and a Gift of Fortune. That means you should probably kill those enemies on the way to the nodes. Even in a level 1-15 zone, you still get level 72-80 rares to salvage for ectos!
But it might be easier to buy some of those things off the Trading Post. That’ll take some money. May as well do the Ascalon Catacombs to get your Gift of Ascalon and make some money when the Orichalcum nodes respawn. That’ll also help with your experience, which can’t be bought off the trading post, by the way, for a Bloodstone Shard.
But now I’ve gotten bored of trying to explain how incredibly time-consuming getting a Legendary Weapon can be. It’s even time consuming to talk about how time consuming it is. Tell you what: that sounds like prestige to me. Anybody who puts that many hours into the game is impressive somehow.
Someone said the problem is the community. I agree, but I don’t think it’s the friendliness of openness. It’s a strange misconception that we have to be shoehorned into something we generally hate to do. Arena.Net promised us a game where we can do almost anything to get to our goals. That’s what they delivered.
Do you like big raids? Go to the Straits of Devastation. Do you like organized parties? Do a Dungeon. Do you like open-world PvP? Play WvW. Do you like exploration? Do events. Set a goal for yourself while you’re doing it. That is your endgame. -Do what you want.-
Is that really so infuriating?
I’ve beaten it about five or six times. Took about an hour to do the first time.
Human Necromancer. No speed boosts.
So much fail to let this thread have so many responses without linking the simple and easy to craft precision and condition damage jewelry…
Yeah, and there’s also Rampager’s equipment with similar stats for weapons and armor. It’s a little odd that there’s 15 posts and one of them addresses a simple misconception.
In Malchor’s Leap in the Cathedral of Zephyrs, sometimes the Risen Priestess of Dwayna will spawn or teleport behind the temple near Sculptor’s End instead of inside of the Temple of Dwayna. Attached is a screenshot with her spawn location (apologies for low quality).
She can be pulled back to the temple to the normal event location. When resetting from combat outside the temple, she does not run back to any specific location, but rather just runs back a little bit and stands in place. I also observed her attacking the skill NPC before I engaged her.
Hope that helps. Thanks!
The difference is that Mesmers put a portal at their feet while Necrotic Traversal can be used at range. If it were to simply teleport the Necromancer casting it, then one could skip huge parts of jumping puzzles (think the one in Mount Maelstrom for instance).
Not a big deal, really, but it’s probably better to actually complete the content and, you know, feel good about completing a challenge.
So lets assume what you say is true. Lets assume that the only two skills a Thief uses are Cloak and Dagger and Backstab.
Are we Rock ‘Em Sock ’Em Robots? Obviously not because Backstab wouldn’t work if we were. Both of these skills require melee range. I’m not saying kiting should be perfect, but I find it extremely hard to believe that after taking 5,000 damage instantly, someone doesn’t use a dodge, or a fear, or Grasping Dead, or Plague, or Wail of Doom, or Spectral Walk, or Charge (off the Flesh Golem). Since he used his shadowstep first, there’s probably (definitely) a way to get a little distance so he can’t backstab you. And you know, he can only try to backstab you so many times before he can’t do it twice in a row like before.
But I guess I live in a fairy tale world where a person’s skills are filled with control and movement skills that appears to be the OP’s build.
Seige Blocking in Parts of the Eternal Battlegrounds Dungeon
in Suggestions
Posted by: BaconSoda.3976
Today a couple of friends and I were going through the jumping puzzle in the Eternal Battlegrounds as Eredon Terrace owned the entire map. We were enjoying ourselves thoroughly until we got out of the dark room and saw this:
http://i271.photobucket.com/albums/jj139/Kadinski/Guild%20Wars/gw387_zpsc6d4fb8c.jpg
Needless to say, that was the hardest part of the jumping puzzle. We couldn’t destroy those because they were built by own team and could not see where the ledges we were supposed to jump on resides. We had one member of the party (the Charr) actually map out of the puzzle here as he wasn’t especially skilled at jumping puzzles and thought this development made the puzzle impossible. We saw later that three of the build sites disappeared, but the lowest one persisted. A little silly.
There’s really no reason for anyone to put siege weapons in that pit, so I’d like to suggest a Siege Deployment Blocked boon inside that pit so that no one can block anyone else’s progress this way. Other pillars and small ledges might be good candidates for this as well.
Thanks for reading.
The above posters seem to have gotten it right. You said it yourself: you weren’t expecting a high burst. You messed up and died.
At this point, you should now be familiar with this huge burst. The Thief can realistically only do this two, three, or four times in a short period as Cloak and Dagger has a 6 initiative cost while the utility skills have a pretty long cooldown. Unless he’s a real one-trick pony, then if you survive those couple of seconds, you’ve won the fight.
So do what you can to survive those couple of seconds. Looking at your build, I’m surprised you didn’t survive. It sounds like he really just caught you with your pants down and you’re upset.
Really the worst thing you can ever do is underestimate your enemy. The moment you do that, you lose (point in case, right?). Treat everyone like he can kill you in about 10 seconds and you’ll go far. You only become the best by trying your best each and every time.