Home: Sanctum Of Rall
Profession: Thief
I read many responses over the forums of GW2, and it seems that the general population of GW2 players are against the wall of texts we get from Quests in other MMO’s.
- But the wall of text in the little prelude to The Last Stand with Canach’s story has far more text than any quest I’ve ever had to read.- I had hoped for more Cinematics, like the one that introduces our character and the Orders of Tyria. I had hoped that I’d have to get immersed into the game to get such lore.
- Is it just me, or do we need to get this story INTO the game and not on the web-page?
I pretty much agree with everything you’ve said here. While I definitely don’t mind reading it( I’ve read both GW2 books) and while the written pieces are good and have interesting back-story, it takes away from the immersive game world that Arenanet is trying to create if these living story plots aren’t incorporated in the actual game. I want to be able to experience this type of story in game in order to feel a bit more connected with the characters and the world. Same with the Rox and Brahm back stories.
Without having this type of context appear in game for the players character to experience and become a part of it makes these newly introduced characters/villains seem almost meaningless and less interesting in a lot of aspects. At this point in time, I don’t really care too much about Canach as a character.
While I know there will always be many portions of MMO lore that players have to take the initiative to research or go find themselves, there are many MMOs that have done a pretty good job in incorporating character back-story in to the game itself.
Ice Crown Citadel in WoW:Wrath of the Lich King really stands out to me as being one of my favorite story arcs in the entirety of the franchise. The story that was being told was powerful, you could sympathize with the characters, and a lot of that was told in game. By the time you made it to that final boss battle with Arthas, aka the Lich king, you really had strong feelings towards this encounter. Arthas, once the virtuous defender of the light and justice itself, became corrupted by a cursed blade he thought could save his people from the oncoming darkness. Instead he turned into the very evil he was trying to combat. Going through the journey with him, watching him grow desperate and slowing become corrupt, and even being able to play as Arthas in WC 3 and then having to confront him in a final battle after he became the lich king made this epic.
I think if Anet wants these living story arcs to be a big success long term, then they really need to tell strong stories, bring interesting characters, and have a lot of that be communicated in game. Make players actually want to find out more about the lore on their own time, by making a strong compelling story in the actual game first.
There is a thread on the suggestion forum regarding this. Feel free to add to it.
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post1309322
Just did, thanks!
I’m a big fan of the design teams whole “we don’t want to clutter the screen” mentality. While I do enjoy the dailies themselves, I feel like having a mandatory daily tracker that is always on your screen kind of goes against that whole “not wanting to clutter the screen” mentality. I know that you can minimize the menu, but it would be nice to have the option to make it go away completely, seeing as how I already know where to go in order to check my daily achievement progress. Thanks!
I was wondering if there was any option, or soon to be an option to hide the daily tracker. I’m a big fan of the design teams whole “we don’t want to clutter the screen” mentality. While I do enjoy the dailies themselves, I feel like having a mandatory daily tracker that is always on your screen kind of goes against that whole “not wanting to clutter the screen” mentality. I know that you can minimize the menu, but it would be nice to have the option to make it go away completely, seeing as how I already know where to go in order to check my daily achievement progress. Thanks!
As far as the guild system features go. Are there any more details you can give us on upcoming guild additions/changes either to the UI, or other guild features? Also, thanks for the awesome game!
Hey Timmah, welcome to the community! I just got done reading your post and wanted to point you towards our guild website for information on us. I can give you a brief run down, but you’ll find more detailed information on the site, or you’re always welcome to ask me.
Our guild is called Kaiketsu, meaning resolve and we’re on the <Sanctum of Rall> server. We currently have a little over 100 members in the guild, but that number can fluctuate a bit because we like to keep the guild as active as possible. We do a ton of dungeons and PVE content, however a few of us are really into PVP tournaments as well as WvW. We have a mix of hardcore and more casual players, but we’re all more than willing to help a new player out. Although we joke around from time to time, we are very respectful to our guild members.
As far as time zones go, a lot of our members are in the US, mainly East or West coast. However, we do have other members in EU and Asian time zones. If you’re interested you can check out our site at www.kaiketsu.enjin.com. Or send me a message either in game, or on the forums. I’ll also be happy to answer any questions you might have about the guild, or otherwise. Either way, welcome to the community again and I hope you enjoy the game!
I’d really like to know and I really hope so. I am so, so so tired of everyone skipping every single part of the dungeon except the absolutely necessary bosses. What is the purpose? or me and 3 other players being stuck in a group with an “Lol guardian i can tank all” guy who runs past everything enduring and leaves us all slaughtered. No one is skipping because it is too hard, its just constant skipping because they can. I find it highly annoying.
My only hope is this next update starts making parts of dungeons mandatory. No one tries anymore. Even the mesmer nonsense is annoying though it can’t be fixed. Must have 1 mesmer in each group because no one will try to run past the rocks in CoF. I can do it 8 times in front of their face and they just refuse to try, wait for mesmer. I mean honestly? it is not difficult at all. The laziness of dungeoners is irritating. If you don’t skip you get kicked. And don’t get me started on exploits and areas where you cant be targeted.
Definitely hoping to see some improvements on these aspects of dungeons as well. Hopefully when we start seeing some of the dungeon revamps.
A lot of your points are spot on. There are a few I disagree with, but I won’t point all of them out, because at the end of the day it’s up to the devs to decide what they are going to change. Again though, a nicely done and well thought out post. Just as a side note though. You can actually cut some of the dungeon grinding time in half by doing multiple paths of the dungeons. Assuming you have a decent group, you’ll get 60 tokens per day for each unique path of that dungeon you do.
I can see raiding in gw2 being like the zerg I just left in wv3 totally waste of time, no strat other than run around and dodge every time you get vigor up.
In an instanced PVE situation where boss mechanics are highly controlled, you could avoid those situations completely by just adding difficult mechanics to the fight. In an open world situation yea, it could get zerged but it depends on which way they go about doing them. If at all.
The suggestion of raids is a very uncreative solution to the lack of epic PvE content. Just as criticizing the lack of the trinity in the game. The trinity is a crutch in MMO’s that has been used to death and desperately needs to be retired. This genre in general was growing very stale about 5 years ago.
I like alot of Arenanets idea’s they use in GW2 but simular to GW1 alot of idea’s just are not implemented will.
Just a suggestion off the top of my head. Five man dungeons that involve one epic boss fight with a boss the size of the current dragons or bigger and included checkpoints that save your progress from one phase to another. Remember Chronos in God of War 3. Something like that. Notice the lack of tanks and healers. Shadow of the Colossus is another game thats good to emulate for epic boss fights.
The fight could run for 40 mins with 10 phases that include the boss fight, add fights and just plain navagation around the area but is all focased on this one guy your fighting.
My point of this is an MMORPG should provide the most EPIC PvE content in video games and what get is extremely mundane. The boss fights in GW2 don’t even stack up against WoW and its fights from 5 years ago.
Though I do like Fractals alot and it is a more of what my expectations where when I bought GW2 . The MMO genre however is radically going to have to change its format if its going to survive in the future and raids and the holy trinity is not the answer. Just go check out SWTOR.
You might have read my post wrong, but the suggestion of raids was not meant to criticize them at all to be honest. Just thought it would be interesting to see some form of large group content. Mainly for guilds to tackle in the PVE front. I use the term “Raid” very loosely in this context and am all for Arenanet doing their take on it, or whatever PvE guild focused content they choose to implement.
While I do enjoy the current 5 man dungeons, as a guild leader I’d be nice to be able to bring more than 4 other guild members at a time to do some content that takes a significant amount of group coordination and/or skill.
Raid 8/12 would be cool.
Or, they just got to add elite areas, not linear, awsome armor and 8/12 guys.. awsome new content.
The both of them would be perfect! Yeah i know, i have a dream..
Yeah, I loved Elite Areas, with the massive quest chains, and multiple levels.
They really should bring these back, not to house the biggest, toughest bosses, but just as larger group content.
This would be pretty awesome too.
All game forums are full of negativity, because the people having fun are playing. Also you only ever get about 10% of a game’s population ever going near the forums, so that also skews it.
Basically this. Most of the forum community makes up a very small portion of the overall community. Check any other MMORPG forum and you’ll encounter the same thing. The forum posters are pretty much the vocal minority. Your average player barely goes to the forums, generally speaking anyway.
As far as the games lifespan, I think GW2 is doing pretty well for an MMO in this current market to be honest. It won game of the year, and also nominated and/or won several other awards. Websites like gamebreaker.tv actually had their community vote on who should take different categories and GW2 won every single category it was nominated for. We see them continuing to push out content updates, as well as improve on current aspects of the game. Maybe not as fast as we’d all like, but they are happening. All in all I think they are going to be pretty successful in the long run.
(edited by Crimzen.6531)
Heh. Might as well. We have WoW’s instanced gear grind, we are going to get WoW’s increasing level cap with each xpac, I really see no reason on holding back from adopting WoW’s raids as well.
No reason to do a job half way, I suppose! If Anet is going to slap the Guild Wars 1 crowd in the face and say “cry some more”, might as well slap ’em HARD!
If we’re comparing the gear system in WoW to that of GW2. They are completely different.(so far at least). In WoW most of the content is gated in the form of gear progression. Meaning that unless you have kept up to date with all of the new tiers of gear you are basically restricted from being able to participate effectively in “end game” content. In order to get the necessary gear to advance, it usually takes months of grinding dailies, farming dungeons and raids or pvp arenas/battlegrounds. All in order to progress and experience the rest of the content.
In Guild Wars 2, yes there are different tiers of gear, but they do not serve as a barrier to entry for any part of the game and they are relatively easy to obtain.
Also in WoW there are usually massive stat differences between each tier, giving players huge advantages in PVP, and also putting pressure on PVE players to keep up with the gear treadmill in order to be picked for raids. In GW2 if we look at the differences between ascended gear and exotics. I believe it’s stated that it’s no more than an 8% increase or so. Seeing as how in PvE the only reason you need ascended gear currently is for fractals, and in PVP all gear is normalized, the only place this actually might matter is WvW in a 1v1 or a small group situation. This small percentage difference though between exotics and ascended gear, is still small enough to allow the more skilled player to win. Not to mention that WvW is about large group and server tactics, rather than individual fights.
Getting back on track, it’s quite possible for Arenanet to do their version of raiding without making it a copy of the traditional gear treadmill environment you see in other games such as World of Warcraft. We’ve seen them do their take on them in GW1 already and they were fine.
(edited by Crimzen.6531)
If they created raid content, I’d personally quit at the first mention of it. No offense.
Your loss.
Honestly with how the lack of the holy trinity has permanently crippled this game’s PVE adding five more players could at least overcome some of the drawbacks. Imagine if the Zhaitan fight had ten players instead of five? They might have actually been able to put something in the last phase other than the spam cannons and make it at best an acceptable encounter, not the bullcrap we got. As a general rule of thumb more players in an encounter equals more advanced tactics.
I think that’s just a matter of opinion to be honest as far as the trinity system goes. I for one am actually enjoying the lack of a traditional holy trinity system and I know a ton of other players who enjoy it as well. As far as the Zhaitain fight goes, I think most of us agree it could have been a lot more epic, but as far as boss mechanics go, Giganticus lupicus from Arah explorable strikes my mind as having raid boss potential. Also with some of the more team based mechanics you see in fractals, such as holding the hammer, pouring oil on the boss, or having someone be in control of the giant fan. I think they could create some interesting ways to make mechanics for 5 more people.
Idk. we’ve seen in GW1 they did have some 8-12 man dungeons, so I don’t think it would be that far of a stretch.
As long as they do it sensibly and within the horizontal progression style of GW2, a 10 man instanced(or so) raid for guilds could be pretty fun.
If they kept with the horizontal progression style of the game, then you wouldn’t have to worry about the whole gear treadmill thing and gearing up for raids in the same way you would other games. Also with the current loot system, you wouldn’t be fighting over loot.
So just make them like dungeons with 5 more people and cool armor/weapon skins as rewards or awesome guild rewards. Make it Something for guilds, but something that is completely optional and people would enjoy that I think.
My guild and I every few days, have taken 8-10 people to go kill the champion Karka boss guarding the rich orichalcum node and it’s pretty enjoyable. So as long as they implemented it right and did the “GW2 version of raiding”, I don’t see an issue with this. But Alas, some people are just afraid of the mention of the word “Raid”. Even though all of the open world events are pretty much exactly that, just with less coordination required. Any one else have thoughts on this?
Here’s my list:
-Fixes to parts of the guild system/UI: I made a longer post here (https://forum-en.gw2archive.eu/forum/game/suggestions/Issues-with-the-guild-system ) basically laying out some of the issues I had with the current guild system. So I’m hoping we at least start to see some of the minor improvements made to guilds.
-Heavy story driven content: Hoping to see some content that pushes the main storyline of GW2 along. Possibly the rise of another major threat or something of that nature.
-Guild Halls: Highly customizable guild halls that allow you to work towards and unlock upgrades for them would be awesome.Arena net pretty much confirmed that Guild halls would make it into GW2 at some point during one of their earlier interviews or blog posts before the games launch I believe. The Guild Halls in GW1 were awesome, so I can only imagine what they would be like in GW2.
-10-man dungeons: Something that guilds can do and progress towards. Yes, it’s basically raiding, but I think many players would agree with me when I say I don’t want that gear treadmill raiding you see in other games. I want the GW2 take on it, with fun bosses that your guild can take on and maybe cool looking cosmetic rewards or rare items.
-New story mode/explorable dungeon: A new dungeon with a story mode/explorable mode would be nice. Again, to help move the main GW2 story further.
-Spectator mode: I feel like this might come later, but I can always hope we’ll get it with one of these two updates. A spectator mode that allowed you to view PvE content would be awesome as well as PVP
-More gem store items: Currently the only issue I have with the Gem store is that there aren’t a ton of selections in the way of cosmetic items. So it would be nice to get some more options, especially in the way of town clothes.
Or just ask a friend(or a few) to help
Quick question. If I were to purchase a digital copy of the game in the US, for a friend who lives over sea’s. Would he be able to use the game code on his account to play? I know they have some credit card/IP restrictions but I haven’t looked into what those restrictions are as of yet. Was hoping someone with knowledge on this could fill me in. Thanks in advance!
The downstate is pretty much needed in this game because of the fact that there are no “main healing” classes. If there was no downstate then people would just outright die all the time instead of having a chance to get back up, and that would be even more frustrating for most players I think. I personally love the downstate with this game because of the dynamic combat and team mechanics it adds to gameplay. There have been plenty of times in both pve and pvp where me or a teammate have gone down and because we knocked back the enemies away and played skillfully we were able to rally. On the other hand it balances it out because your enemies can do the same thing.
In short, just learn how to play or play a different game. The downstate is a core game mechanic and they simply can’t just “take it out”. They’d pretty much have to rebalanced the whole game at that point because the current system is balanced around having it in. Most players like or don’t mind it anyway.
Tl;DR-Learn to play.
I love the fast paced playstyle of the thief with the combination of stealth and acrobatics. I haven’t enjoyed a class as much as I have with Thief in any other game. The only issues I have currently are with some of their weapon choices mostly. It seems that Thieves don’t get as much versatility in terms of weapons as some other classes do. In my eyes it would seem to make sense if they could at least use more melee weps seeing as how they are a “grab anything and use it as a weapon” type class. As far as the current weapon sets are concerned, sword/pistol and sword/dagger are two sets i feel could use a re work. Sword/pistol seems pretty boring, yes it offers pretty good utility, but the fact that pretty much all of it’s damage comes from “pistol whip” seems a bit boring and if you miss with that ability you can’t do much to make up for it, making it almost mandatory to have “haste” as a utility skill when using it. The other set I feel could be looked at is sword dagger. The only issues I really have with that set are it’s third ability, which seems to not always spin you around close enough to actually hit your target. I feel as though sword on a thief could have some type of block to it. Also in comparison to the other weapon sets it doesn’t appear to do nearly as much damage. Not sure if this was intentional or not, but I feel like the damage output could be increased a bit due to the swords slow attack speed. Other than those things however, I love the class, especially the steal mechanic and the other things I mentioned above.
continued….
A fix for this I think would be some sort of instanced guild content, targeted at having 10 or more members involved. The first thought that comes to mind are raids. Typically this sort of thing in GW2 is looked down upon every time it get’s brought up in chat or on forums etc. However, I feel the reason for that is that people associate raiding with a hard gear grind as well. This doesn’t have to be the case. If you make the content something fun, that offers meaningful rewards(maybe awesome looking gear, rare crafting mats, titles, possibly even leader boards etc) and not something that gives you a huge stat bonus, then people would flock to it. Just from playing this game it’s obvious that it’s not the large scale battles or huge bosses people are afraid of.It’s the fact that in most games those large scale events are usually associated with a gear grind. Take that out and make it something fun and challenging for guilds to do and I feel like it would give PvE guilds something meaningful to actually progress and work on together. On the social side of things, guild halls are the first things that come to mind. It would be nice to see highly customizable guild halls that take a coordinated effort between a lot of the guild members to actually build and set up. Not just generic guild house#14566 which we saved X amount of influence towards so our guild leader just now needs to press this button and it’s ours. Have it include customizable elements that make it feel like it’s actually MY guilds home and something we can improve upon as time goes on. If raid bosses end up being a thing, maybe let us mount his head on the wall, or maybe a picture of a fort we captured in WvW, or guild specific crafters. Something a little more interactive and more involved than the current “guild upgrades” system.
This brings me to my final issue with the guild system, which is the guild menu itself. In my most humble opinion, it seems like it’s not finished. There are a lot of little features that almost seem mandatory for a good guild UI that aren’t in there.
-The first one being, not having the ability to actually see when members have last logged in. This is causing some issues trying to keep guilds active. It makes it pretty difficult to weed out inactive members, without removing someone else on accident, unless you know the account names of the people who haven’t been online.
-The rank authorizations are a little unorganized. Having the ability to invite/promote attached to the same authorization or not having withdraw amounts or withdraw specifics that comes with being allowed to withdraw items from the guild bank does not seem very well thought out to me.
-Having the page with all of your current guilds be the first one to open, rather than the roster/message of the day for the guild you are currently representing seems a little odd for those who usually only represent one guild. Not to mention that the message of the day generally gets ignored by people who don’t remember to go check it specifically.
-Lastly, the guild menu in general seems a little lack luster. GW2 has some of the best artists and graphic/environmental designers I’ve seen in a lot of current games and is easily one of the best looking MMO’s out there right now. The guild menu as it stands right now however, does not reflect that at all.
Going back to the guild upgrades however. They seem to serve their purpose, but with no other system in place to really compliment that or give a bigger sense of progression(besides some of the WvW implementations), they just seem like things that every guild is going to have at some point anyway and in turn, aren’t super meaningful when you unlock them.
I hope these concerns are addressed or at least talked about, as I feel like that would be a huge step in the right direction for some of the more social elements in the game. It would be awesome to hear the dev team & other players constructive feed back on the matters I discussed and on this post in general. I realize some people may have a different opinion than me and I’m interested to see if players are finding the same or similar issues, or have other ideas in relation to this topic, that they would like to be addressed. Thank you for taking the time to read this and comment or consider some of these changes. As always to any of the devs who may read this, thank you for this awesome game. Keep up the great work.
For anyone who was Tl;DR -Guild/social systems need a bit of improvement.
(edited by Crimzen.6531)
The purpose of this thread is to discuss my issues with the current guild system, as well as include some possible ways to make it better. I am in no way trying to flame Arenanet or Guild Wars 2. I’ve been a fan of Anet and the Guild Wars series for a while and plan on continuing to be a part of the community for a long time to come. With that being said I do want to talk about some issues I have about some of the social elements in game currently. MMORPG’s are social games at their core. Yes, one could argue that there are plenty of players and game types that do well with solo playstyles in the online rpg field. However, when it comes down to it, the point of playing a massively multiplayer online rpg is to play with other people and hopefully feel some connection and forge meaningful friendships with the people you are playing with. In most cases, regardless if the game is outstanding or horrible, those connections forged are what keep players playing the game and logging back in every night. I feel that in Guild Wars 2 there is a bit of a disconnect there on some levels, and at its core, is the current guild system.
The first major issue I have with it is the lack of “stickyness” currently. What I mean by that is unless you’re a WvW guild, there isn’t that feeling of “we as a guild are working towards something.” or “my guild has accomplished this.” In WvW you are working together with multiple guild members(even multiple guilds in some cases) to make a difference to your server. Resulting in a sense of importance and meaning being present with that style of gameplay. Outside of that however, there aren’t that many meaningful guild specific goals to set that actually make you feel accomplished for doing them. There is no sense of guild progression basically. Which is generally what makes people feel good about being a part of and contributing to a guild. That lack of guild importance, and the ability to belong to multiple guilds, leads to members just hopping casually between guilds and making it difficult for some to form stable and cohesive communities. PvP tournaments do often require a coordinated guild effort to do. And assuming leader boards are still something that you plan to implement in the future, this gives guilds a sense of progression. And while even though PvP tournaments are limited to 5 players, most pvp guilds hop in WvW if they want that large guild coordinated effort.
In PvE currently, there is absolutely no reason that you need a guild. Sure you can get certain things done faster or easier, such as legendaries in some cases, but even those are solo-able. I understand that dungeons, specifically explorable modes, were supposed to be “guild specific” content, but currently just about every explorable can be done with a PuG group. Especially as the community as a whole starts to get better at the game. There are dyanmic events, jumping puzzles etc, but nothing on the PvE side of things that makes having a guild feel important or give you that sense of “hey my guild and I accomplished something great and here’s what we have to show for it.” Thus, PvE guilds don’t have that cohesiveness that is necessary for it’s members to remain active and to keep a guild alive. As a guild leader with guildies who enjoy PvE content primarily, It’s increasingly hard to actually give guild members a reason to log on every night and and feel like we have something to work towards. Yes it’s about having fun as well as the social elements that come into place, but aside from that there is nothing that gives a sense of guild progression that we can work towards as a big group.
continued…
(edited by Crimzen.6531)
Thief support is definitely viable in PvE, as well as PVP. It all depends on how you go about it though. There are actually a few different support builds, but thief support in general isn’t focused so much around healing as it is around buffing and providing stealth to allies. Sword/dagger is a pretty good melee support set. It gives you the ability to put weakness on a target reducing dmg to allies, has condition removal, an immobilize, cripple, vulnerability, and the ability to remove enemy boons. More offensive support, but still great support in most situations.
As far as utility skills,shadow refuge obviously is awesome support for performing stealth revives/saves etc. Signet of agility removes conditions from allies. Smoke screen blocks projectiles, and Blinding powder blinds enemies and stealth’s nearby allies. Shadowstep is good for traversing the battlefield if you need to rez a downed ally. When using it to teleport back it also removes 2 conditions from you.
As far as trait trees, Acrobatics can be a good self support tree due to it’s traits, but going down these trait line also increases the duration of boons that you place on yourself and allies. Shadow arts is good for it’s trait “Shadow Protector” which gives regen to allies that you stealth. This works well with some of the skills I listed above, especially if you’re stacking healing power. If you’re using your basilisk venom elite then “Venomous Aura” Is a great one, because this elite will also be shared with allies as well. Potentially giving your party a ton of CC . All other thieves you summon, as well as pets from your other party members will benefit from this trait as well. Giving your party the ability to turn things to stone every 45 secs is extremely useful. In the trickery trait line you have traits such as “Thrill of the crime” which gives nearby allies fury, swiftness, and might which is great for increasing damage output for a few seconds. Also “Bountiful Theft” has a chance to steal boons from enemies giving them to a few allies, as well as granting them vigor. Combined with the boon duration from Acrobatics, these will last longer.Having a support Thief in Arah for giganticus lupicus comes in handy a ton. These are just a few examples though of some traits I’ve been using, or have used at some point. Thief support plays different and is less obvious to play compared to guardian or elementalist support, but is still viable non the less assuming you know how to play it. Hope this helps!
<Kaiketsu> is a community focused guild that does PvE,PvP, & WvW content. We are stationed on the “Sanctum of Rall” server and currently have about 79 members and are actively recruiting. Since we’re still a fairly small guild, we are looking to recruit players who are active, social, and willing to help bolster our community by representing majority of the time, so that we may continue to improve the guild. Officer positions are available, but must be attained through ranking up.
Our current members include both hardcore and casual players. We don’t force anyone to do content they don’t enjoy, however we do have a solid group of guildies who enjoy doing the harder content(explorable dungeons, tournament/structured pvp, WvW, going for legendary items etc.) We are willing to help new members who may be interested in diving into the harder content with us as well.
If you’re interested in applying, or just want to know more about the guild and its members, head over to our site at www.kaiketsu.enjin.com.If you have any specific questions or need a guild invite feel free to whisper or send me a message in game. Character name is Crimzen. Thank you for your time!
My Thief with my ghastly dagger
While over all I think the currently guild system is ok. I feel as though some of the guild UI options and settings could use a few quality of life additions, which I’ll list and explain my reasoning for each. Being a guild leader, it would be awesome if you could add some of these changes. Thank you in advance if this post is reviewed and if any of these suggestions are implemented Arenanet.
*Add time stamps to show inactive members- Wanting to keep a guild as active as possible should be on any guild leaders to do list. However with the current guild roster not showing log in activity for members, it makes it pretty difficult to discern who has been actively logging in and who hasn’t. After a while you start recognizing names yes, but there’s a chance that you may recognize a character name, but not an account name that shows up when the person is offline. Having a time indication showing when their last log in was, would be extremely helpful in this matter.
*Guild bank withdraw options- It would be nice if some of the guild bank withdraw options were a bit more specific in terms of how many items can be withdrawn and/or gold withdrawn from the bank. The current system pretty much allows members to take out however much they want in terms of items or gold. So far in my guild all of our members are pretty respectful in terms of guild bank usage. However in any guild there are always new members who may not be so respectful once they have access to the bank. This can also not be a great scenario if someone who has unlimited access to the guild bank gets hacked, thus granting access to the hacker to take out as much as he would like. The ability to set more specific withdraw limitations based on guild rank would be a really awesome feature for guild security in my opinion.
*Guild invite options- Although this isn’t a huge deal. The current option to allow guild invites bundled up with the same option that allows players to grant someone else a rank is a little strange to me. For example you might want one of the lower ranks to be able to invite friends to the guild etc. Giving them access to invite however, also gives them access to bump their friends rank or whoever they invite as well. Potentially giving them access to things such as the guild bank or making upgrades without the rest of the guilds consent. Which in turn may cause some potential issues with some guilds depending on things they allow access to based on the rank of an individual.
These are all the suggestions I have currently. Thank you for reading this post and if anyone agrees with these suggestions please write a reply stating so below. I’m sure the more people we get asking for these changes, the better chance we’ll have of them being implemented into the game.
Otherwise great work on Guild Wars 2 Anet. Loving the game and plan on being part of the game and community for years to come.
This boss does not need to be fixed in my opinion. I went there with a PuG group for the first time the other day and we downed him on the 2nd try no problem. Just watch his attacks and you can see a pattern. his auto-attacks are projectiles which are pretty standard and easy to dodge of course.When he does his AoE flame attack he always does it twice in a row(this was the case when I did it at least), so be prepared to either reflect both of them or dodge twice. Also where ever that AoE flame attack lands on the ground is where the ground aoe will form, so try not to stand still when hes doing this or you’ll end up standing in fire. I was able to gather all this just from the first time i fought him. If you just focus on paying attention to boss patterns and mechanics the first time you do an encounter it’ll make downing bosses a lot easier on the 2nd attempt or often time the first attempt if you’re able to adjust quickly enough during the fight.
While I do realize that it may seem a little unfair to have to change your build around for certain encounters, it is sometimes necessary if you don’t have any counters to what the enemy is doing or if your team doesn’t work together as well as they should when coordinating abilities and covering each other(including getting teammates back on their feet quickly if they go down). A good build can have pretty good flexibility, but if a single build could counter everything then it would be overpowered from a game design standpoint.
Just a quick question about the last boss encounter in Twilight Arbor story mode. I ran it with a group last night and we got stuck on the last boss either because we didn’t understand the mechanics or it was glitching. I understand that you have to fight the “nightmare” versions of the members of Destiny’s Edge and they give you a tracking counter (0/4 defeated, or something along those lines.) When we killed a member however, the tracker would update to 1/4 defeated, but then shortly after the mob would reappear and the counter would reset back to 0. I was wondering if there was a mechanic where you have to interrupt the boss from rezzing them or if this was just a bug of some sort. Thanks in advance!
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