-Vivi
-Vivi
Well as soon as they debunk the rumor of higher tiers with their tiny, well-placed, buzz-inducing statement, everyone crying will stop crying.
I wouldn’t be surprised if you logged in one day and found a slot for bracelets or slots like elbow pads (add spikes that glow golden when you swing) or something.
People still forget backpieces have no exotic, jewelry has a barrier to entry involving crafting, and exotics are mainly obtained through crafting and dungeon tokens.
I love how 21 pages of grief occurred over a small statement that has people question ANet, as if they don’t know what they’re doing or what they said. Density level of people: over 9000. Density level of me: 8999.
Every person thinks they know what’s best or “breaking a promise” is the worst thing ever. If ANet promised there would be no jumping and then one day implemented it, if that’s enough to make you leave a game you aren’t playing for fun…
All the “if they do it, I’m out” posts are ridiculous as you don’t know how it will be presented or effect your fun status; all you have to go on is past games. Shut the front door and wait a few hours.
-Vivi
Why does any of this matter? It’s as if you think there’s some statistical advantage in getting this new “slightly better than exotic” item when you’re downleveled to 35 doing AC.
It’s all speculation as to what’s being added anyway. It may just be a new jewel, or a backpiece that’s exotic (since there are none).
If they introduce an item that’s “slightly better than exotic” that no one has the equivalent of an exotic for, then it’s fine. Exotic Jewelry hasn’t even been an accessible item in dungeons or drops, so look out for those maybe? I’d bet on that or gems going along with infusion slots.
“Slightly better” IMO resonates to mean gems that are slightly better, as they talk about infusion slots.
If it turns into some type of mini gear upgrade, I’m okay with that honestly.
I like how they knew this would create buzz and said it specifically like that to generate it. Ragetastic.
-Vivi
(edited by Daboris.6730)
Or just make certain jewelry give fun effects. Like a swirling vortex of black ethereal beauty where the earring or necklace is. Yeah…
-Vivi
This can’t really be done right now. You still have people complaining dungeons are buggy, too hard, too easy, not working, etc. This essentially turns into a raid-type scenario where you have to commit x hours or you can’t do it; which means it will cater to people who have that kind of time. Once you throw in something that says “if you don’t commit at least 1.5 hours”, you have a new divide whereas people who can’t commit that time feel cheated and then misquote more of ANet’s promises.
Why does it have to be in one run? Why wouldn’t you just make it cost x badges from that dungeon, or throw some RNG in the picture (have a boss drop something, for once..).
Or something like this:
“We currently added a secret item drop in each explorable path; both regular mobs and bosses have chances to drop this item. Although the chance may be slim, collect each one from each explorable path to open up a secret fourth explorable path. Do this for every dungeon, collecting the prize at the end of each 4th path, and you’ll be immensely rewarded.”
Granted RNG is never anyone’s friend, but we just need something putting people into every dungeon more often, not taking them and putting them into a more elitist category.
-Vivi
I just recently spent 2g on 4×15 slot bags. I feel like a king with a castle that has 100 rooms. With the deposit collectables tab, I don’t see how anyone can fill up 80 slots in 1-2 dungeon runs. Personally my first 20 slots are always full and I still don’t fill up 60. I crafted from like…200-400 artificer yesterday and still had about 15 slots handy.
I’d say for 2g, it’s worth it. The others…well, to each their own. Rich kiddies or those who used the server transfers to gather Ori and such before the 24 hour cooldown probably bought that stuff easily..
-Vivi
No, you level endlessly.
-Vivi
So…Pokemon/WoW companion battles? I’m fine with it. Just make sure it’s as intricate so it’s worth it and the art style is beautifully presented in battles. AKA, make a mini game that’s a new game in itself.
-Vivi
How long does it last and what does it do?
-Vivi
If you’re going for the other parts, just have friends/guildies save swords for you and promise them equal exchange or something…not to mention you’ll find some in your travels. Unless you’re really close and only need the precursor xD. I haven’t even begun to think about what I’d want ultimately as a Legendary, or if it’s worth it, or if it’s worth using on my main (Asura – things are too small!).
Choices choices. Save rare swords, or get Globs? Dungeons, DEs, or otherwise? Crafting to 400 on all disciplines? Explore to 100% first? What do I do?! xD
-Vivi
Personally, The Bifrost might be my favorite Legendary. I wants one soooo bad. The model itself, the rainbow footsteps, rainbow trail and the swoosh rainbow that appears over your character when you stand still… super rad and imo totally worth it. Sometimes I go on our Dev client just so I can run around with one, but of course it will never be the same, I just have to have it on Live. I’m sure it will take me much longer to get, though.
*psst, Incinerator is also a favorite.
I think it’s really cool as Linsey said, I just hope they’ll improve it over time. Because of the time investment, I’d hope for some kind of integration with attacks or something. Or maybe a toggled effect. Like…the Legendary adds an F5 skill that toggles some type of cool transformation or effect. I mean they seem to look great now, but I feel like they’re just not at that Legendary status. It should really make up for lack of better stats through some impressive displays of art. We all know ANet has amazing artists and designers, so I’m just hoping that in the future they’ll add some amazing stuff.
Very cool nonetheless!
-Vivi
Actually nevermind I found the video. That’s pretty awesome. You get rainbow footsteps and a rainbow ethereal glow, not to mention the weapon itself looks like a unicorn horn and rainbow had a lovechild. Very nice.
Link to video: http://www.twitch.tv/xalkyriez/b/334164286?t=200m
(I set it to a time he’s walking with it)
-Vivi
Can you post a video of it in action? The Twilight and Sunrise videos were really cool, as they have lingering effects as they swing and seem to add some type of dark-step (Twilight) to their user, or something.
-Vivi
Hey. Since I started playing, I’ve just been taking screenshots in my 1920×1080 mode. I’ve taken screenshots of a lot of the vistas and many other moments I just thought were worth capturing. As my graphics are maxed, I thought if anyone wanted to use them as a desktop background or just sift through to see how pretty the game can be, I’d not be one to withhold what I’ve seen. I took out ones where the UI was showing, so it cut my amount to 195. I’ll keep adding more as I find/take screenshots.
A majority are vistas, and then some random other stuff. There may be some spoiler content, so you’ve been warned. Anyway, enjoy if you wish, otherwise, I’ll enjoy it myself
Note: These were taken at the very latest point in the Vista right before it faded to white, as best I could; wish I could record them all.
Samples:
1. http://i.imgur.com/RSJgk.jpg
2. http://i.imgur.com/RSJgk.jpg
3. http://i.imgur.com/yRHaE.jpg
4. http://i.imgur.com/0iMBl.jpg
-Vivi
(edited by Daboris.6730)
The idea is to learn the fights, and change up your builds. If you’re a guardian, add more blocks. You can block that blinding blade-esque move that boss does, as well as dodge it. You can’t blame your latency issues for the game being hard. Every game is like that; if you lag and are in a spot that you can die, you most likely will.
If your philosophy is “I can’t take these hits so its cheap”, your outlook is wrong. The idea with this game, and the dodge mechanic, is to try to avoid them completely. Dodging “at the last second” has always proven incorrect in my experience. I’ve always dodged the second before the last second, as I’ve noticed it lasts longer than you think it does. This was easily seen by my Major trait slot of “Heal allies at the end of your dodge roll” and the “delay” of when it ends and I see the healing effect.
I don’t quite get the “got some builds together” idea. If it’s your first time doing it, you go in knowing you’ll have to adapt. A build is fight specific, which is why people change builds on the fly between trash mobs and every boss.
The dungeons aren’t cheap, they’re just less forgiving than other games and the explorable world. Outside a dungeon, you can take on 4-5 guys sometimes and a bunch of hits. In a dungeon, if you stand there for 3 seconds as a boss charges an attack, get hit, then complain it’s cheap when you die from that one hit, you need to try again. Even if its a 1-second queue, you need to develop that reaction timing and find a way to dodge, block, make him miss, etc.
Was weakness up a lot on the boss? Protection on you and allies? How often was he blinded? Was aegis on to block attacks enough? Were you pulling the boss away from a downed ally and letting another res them and repeat if need be? I remember doing that fight at 35; he chases slow enough and one person can hold his attention long enough for others to help.
It’s hard, you have to be paying attention a lot. As a guardian myself, I’ve developed things I like and know are useful. Have to res someone but are afraid of getting hit? Use a focus, throw up #5 skill as you res; use the major trait that forms a protective shield as you res if its a ranged guy.
There’s a lot you can do, it’s just noticing what to do and when to do it; trial and error.
-Vivi
(edited by Daboris.6730)
There are enough topics regarding this subject already. There’s plenty of advice, and a multitude of these types of thread being pointed out as common fallacies in party as well as player. Try the dungeons again, again, and again, and eventually you’ll be doing them in no time.
-Vivi
Maybe it was 4 guildies and you? Maybe not. But, I remember queuing for dungeons in WoW with 3 friends and then finding a random and we decimated dungeons. Comments of “Wow that was so much easier than my last run” always rang true when they rang.
Also, with time comes more strategies and greater build diversity. At some point, people may (or have already) realize that there are great ways to mitigate and prevent damage, as well as be very helpful.
I’m waiting for people to realize how not-hard dungeons are save for bugs and such, so that more constructive and innovative ideas regarding the game can come about.
-Vivi
This reminds me of Office Space. Michael Bolton misplaced a decimal somewhere in the coding. 2.6→26 and 17.7k→177k. Simple fix; find the misplaced decimal!
-Vivi
The suggestion doesn’t solve any problems. The fact is, no matter what, people want to see every bit of content. You’re trying to turn these dungeons into a carbon copy of raids with varying difficulty. All it does is create a bigger treadmill.
-Vivi
I haven’t played in 3 days. Sometimes I log in for 30 minutes. Sometimes I log in for a few hours. Sometimes I log in then out right away because I’m tired. I’m good at games, but I play casually and am in a casual guild of friends. I think the model that it currently has should not be trumped with the OP’s suggestions. It makes absolutely zero sense to offer Dungeon Token Gear as something that you can buy with Karma, or Legendary components as something you can buy with solely tokens. The point of this setup is the separation. At some point, if you keep catering to a strictly casual gameplay, you lose the interest of another crowd. The idea of it being able to be created in a number of different ways is fine with me, as long as the time invested is the same amount despite the recipe.
And to be honest, I don’t deserve a legendary or awesome looking gear if I can’t commit more than 30 minutes at a time to a game. That’s the reality of it, and I like that. At some point, you have to just realize that you don’t have time for games, and if that’s the case, either make time or stop pushing minority ideas and find a new hobby.
I just wish the Legendary weapons had more of…a Legend to them I could read…haha.
-Vivi
You mean outside of dungeons? Outside of dungeons, bosses can’t be overtuned else it will turn players off. Plenty of champions and such are hard for a group of players – once it becomes a zerg, it’s less hard, obviously. The dragons are okay – Claw of Jormag being one where you can easily die. I agree some things can change and some events/bosses can be tweaked, but overall the difficulty can’t be too high or else we’ll have a lot of people complaining about how dragons are only for elitists.
My one suggestion for Teqatl: Make it so the dragon cannot die until the lasts of its HP is taken by the Asura Laser. Adds the bone-wall and defending mechanic as priority, or at least last-ditch effort.
-Vivi
This has been discussed – I agree. I would rather them add more trash mobs/interesting pulls/mechanics than the bosses having so much HP. I understand the premise behind the HP, as in it allows more time for a group to make mistakes, so there has to be consistency in the dungeon group to survive. Though, I’d argue if you look at a lot of raid bosses (naming WoW since that’s all I know really), it’s the same idea. They cycle through abilities and you have to anticipate their attacks and such long enough so that you earn the kill. While I would love to see phases and different mechanics on every boss, that doesn’t seem as fun as more and interesting ideas within. Plus, trash mobs are the ones I usually snag rares and higher off of, hehe.
-Vivi
I love/hate reading something and thinking, “Man, as a Guardian, I could drop 3 consecrations and if everyone stood in them we’d be immune to CC and a lot of damage for awhile.” And I’m 1 person. Add 4 more people who can do things, and I feel like we should never die.
Pounces that knock you down? – Hallowed Ground (Probably use “Stand Your Ground!” moreso though, hehe)
10s fear? – Purging Flames
Ranged snipers and projectiles? – Wall of Reflection
I’m actually traited for Shouts and Consecrations because of how awesome they are.
/flex
Oh – And a passive that gets rid of a condition once every 10s is always nice. Also a trait that does that too…but those 2 are just for me :P
-Vivi
(edited by Daboris.6730)
The easier way would be not die and not zerg rush. Can’t help you with no information. The best advice is usually bring more utility, and then someone says something stupid like “Yo, get a Guardian bro.”
By that level, unless you wasted skill points or pumped power traits, you should have enough options to be able to find other builds that work. Hint: You do more damage if you’re still alive, so gearing, traits, and skills from weapons/utility can be more effective if they’re used to stay alive.
Note: No idea on your composition or playstyle, nor do I have any idea on your builds or diversity – just going off the usual “We’re getting blown up, this is ridiculous” posts that mostly decide to either go all power/damage builds or don’t try to change up skills/ideas.
I’m playing a guardian with power, toughness and vit build. I have a couple accessories that gives healing too. As for my traits im running symbols build, which allows me to have larger and healing symbols. Not sure what traits/build my friends are running but even I get wiped in 2 hits by those knights.
Well it’s more about trying to avoid damage completely. I assume you use staff, hammer, greatsword, or the like – do you use scepter/focus? Personally I find a Scepter/Focus useful for those situations where melee is less viable. The block and blind from Focus help so much, and the scepter has a CC. I’ve also found Hold the Line! as one of the more useful utilities with it’s shortish CD.
I’ve never tried a symbol build because I don’t have a good hammer or staff, which are the weapons I’d want to try it with. I looked at it though and found it hard to be as viable, because of those fights where symbols are just hard to place correctly and you’re on the move a lot. In a fight where you can’t stand still that often, symbols are hard to utilize effectively =/..
-Vivi
The easier way would be not die and not zerg rush. Can’t help you with no information. The best advice is usually bring more utility, and then someone says something stupid like “Yo, get a Guardian bro.”
By that level, unless you wasted skill points or pumped power traits, you should have enough options to be able to find other builds that work. Hint: You do more damage if you’re still alive, so gearing, traits, and skills from weapons/utility can be more effective if they’re used to stay alive.
Note: No idea on your composition or playstyle, nor do I have any idea on your builds or diversity – just going off the usual “We’re getting blown up, this is ridiculous” posts that mostly decide to either go all power/damage builds or don’t try to change up skills/ideas.
-Vivi
For every paying player who gives their feedback that the current design of all 8 dungeons is either “too hard” and/or “mechanics are bad in some way”, there seems to be a dedicated cadre of elitists who regularly post something to the effect of: “I’m sick of you stupid bads who can’t L2P and will cause Anet to ruin my perfect dungeons.”
Or, they are players who are going at a moderate pace and find it just as easy as “elitists”. I JUST started doing explorables and story modes, nowhere near exotic or even rare gear, and find them fine.
Well, for all those kind, helpful, patient elitists who continue to prove the stereotype of an “elitist jerk”, here’s something I think you’d be well-served to consider:
No modern MMO can survive or thrive if it locks casual players out of entire sections of content. It’s that simple.
The only one locking someone out of an instance is you.
Want a current example? Look carefully at the financial woes of The Secret World, where casual players are completely brick-walled from participating in the end-game progression for purple (epic) crafted gear, in a game where gear stats are everything. The elite players there have some amazingly well-designed dungeons with a super-challenging “Nightmare” mode. Even the casual players can get a small taste of that in the “Elite” modes. And below those two tiers we have the “Normal” modes. But the problem is that many casuals want to play the NM modes, and CAN do it in terms of skill, but there are many other factors that effectively prevent all but the hardcore players who have 6+ hours per day to spend on the game from actually doing NM mode dungeon runs with any regularity. And this is a big part of why TSW is struggling: the casuals hit a brick wall and just leave.
There will always be people who give up. If you’re really a casual player, there should be no reason to give up on a game if you’re always progressing and doing new things. If by casual you mean plays at leisure and at a moderate-slow pace and takes it little by little. However, if by casual you mean isn’t willing to put in effort over time, that is not casual, that is just lazy.
Now, before you say “But this game is different—there’s no brick wall for the casuals here”, consider the fact that dungeon tokens, many many many of them, are needed in this game not only for dungeon prestige armor skins, but also for legendary weapon crafting components. So if the casuals cannot do dungeons here to farm ungodly amounts of tokens, then they are effectively locked out of both of these types of “end game” goals/content. And there isn’t much end-game other than farming for your prestige/legendary stuff.
Tokens are being upped in the future. Then it comes down to what separates the “two groups” (let’s face it, there are a lot more) of players. I’d say if a person doesn’t want to commit the time to doing dungeons, despite how long it takes, then they shouldn’t be complaining. How is this any different from any other game? Raiding is the same, you commit a day or more to doing something, than do it a week later. It’s progression, and it can be the exact same with dungeons. The difference here is…you don’t need to do AC to do CM to do TA to do SE, etc…you can do whatever you want and get whatever gear you want. I’d say the choice there is much more appealing than a streamline Normal dungeons→Heroic Dungeons→Specific bosses per dungeon per loot→Raid 1→Raid 2→Raid 3→Heroic Raid 1, etc. etc.
So like it or not, if Anet wants to keep the majority of the player base around, happy, and thereby being tempted to spend cash on the cash shop, then Anet must make the dungeons more approachable/doable by casuals.
Already addressed, conclusion paragraphs to restate should also end your thoughts.
The problem here isn’t the casual players who are screwing up your game; it’s the Anet dungeon designers who haven’t yet figured out how to give you a good challenge while also enabling the casuals to get the job done too.
I tried to answer you. It’s a non-issue, honestly. There’s the casual/hardcore conundrum that makes no sense since everyone has their own pace, or group of friends at their own pace and skill level. You can’t say it doesn’t cater to casuals when I’m sitting here, a month later, at 80, with almost no good equipment, just starting dungeons – and telling you they’re not as hard as people keep claiming them to be…unless I’m above a casual, IDK. I play to have fun and progress – I go on to craft, explore, whatever – I only come on here during work to pass time.
-Vivi
You have the guardian in the group composition again.
The utility guardians bring to a group is amazing. I know my Mesmer class inside and out, and while I was farming for my armor set, I learned which skills to swap in and out for each and every encounter.
I tried to make it as easy on PUGs as possible by controlling fights, but you could instantly FEEL when there was a guardian present.
Again, I’m not saying that it’s impossible for people to complete current content with whatever group. I’m simply stating that your experience might be more unique than you might think.
Also, I’m making a guardian for this reason.
I’ve only been a Guardian, so I can’t say honestly. But, people may need to develop their profession or look into trait/skill combinations more. I’m traited for a certain style of Guardian at the moment, trying the build I made up.
-Vivi
To be fair, they had two guardians. While I’m not saying this to excuse the people who are unwilling to persevere, the OPs group composition isn’t normal.
I am not exactly positive, but I’m quite certain a group without any guardians would have a much different time.
This is more of a self-fulfilling prophecy, to be honest. In the idea of people who go in playing Guardians with some kind of knowledge of the profession knows they’re good for support, so tries to play as such. Most other professions go in with power compositions and play that way. If you want to say that heavy armor classes are best for soaking damage, it might be plausible, but definitely not the only class that can take damage and support.
Note: I’m a Guardian and have always tried to play support (utilities+traits) over power/damage because I KNOW there will almost always be enough damage being dished out (even from me in my trait/skill direction!).
-Vivi
I’ve heard people say AC Story is the hardest story dungeon. I would like to hear from a dev his reasons for why that makes sense.
It’s not. Only relatively, perhaps.
Here’s why, simply: People go in at 30 with minimal skills, gear, and knowledge, making it seem harder than it actually is. Not only that, almost ever single person who is level 30-35 trying it is in a DPS mindset, making it far worse to do. Suggested level, or minimum required level, doesn’t mean good or best level – also means people are most likely set for world PvE content, aka damage and that’s it.
You might as well, also, go to WvW at level 1 and state it was the worst experience you ever had and that you are completely outmatched.
There is no “easing” into dungeons because that’s why story modes are for. That’s why there’s cool looking gear for each dungeon, because each one stays rather difficult. Was SM a pain when I did it at 30? Sure, but I didn’t run to the forums and cry endlessly until they changed it. I sucked it up, leveled, got more skills and game experience, and now do much better.
-Vivi
I’m not an elitist, I truly madly deeply believe that if I can finish all the dungeons that I have finished, so can you…if you try.
This is not helping. Of course I can when I try. I am usually pretty good at those things, but I don’t want to try.
Then you shouldn’t be complaining really, right? Do events with your friends. Do jumping puzzles (Spent 3-4 hours on one in Orr). Do each others’ personal stories together. You can’t ask for dungeons to be dumbed down to a point of not trying. SM is pretty close at some points where it’s got no real difficulties and requires zero party cohesion.
It’s understandable you want to do what you want with your friends and such, but to say something like you just want a relaxed experience is clearly stating dungeons in any fashion are not your style, nor should they be catered to that mentality.
-Vivi
d(^_^d) Thumbs up!
Never give up, never surrender.
Feels good, eh?
-Vivi
They’re also increasing tokens gained per dungeon.
Can you source this infor? I can’t seem to find where that was stated by Anet in the forums.
Source
No specific date when.
Here’s a nice reddit post (also on these forums) of their plans/source statements via user Rytlock.
-Vivi
(edited by Daboris.6730)
Check suggestion forums. Already suggested. Also, they’re increasing drop quantity of tokens, supposedly soon, and possibly today. As for the universal currency, dislike. I liked it at first, but then realized it’s just encouraging more of “Find the easiest/fastest dungeon and farm it” other than making people want to do different ones.
Also, people still doing CoF Magg are exploiting a bug in most cases. Anyone who values the other sets’ appearances will do them, as I’ve seen. Not to mention, those dungeons you mentioned are fun. I particularly liked CoE Story Mode.
-Vivi
Dungeons aren’t hard. They’re also increasing tokens gained per dungeon.
There’s a difference between “learning to play” and actually trying. Most people don’t want to try unless someone says they should, if they’re not good enough and ignorant of their own profession/skills.
I still don’t get this sense of entitlement or casual/elitist differential so young in the game’s life. I just (as in, yesterday) did my first explorable dungeons (HotW too) and they were pretty easy and fun. Minimal deaths, people not going glass cannon, and ressing each other whenever possible.
If people spent less time coming up with game comparisons or saying why dungeons are hard/not-for-casuals and more time, I don’t know, playing or reading the wiki…..
And..your “dungeon tokens are needed for looks/legendaries” comment doesn’t apply to your post at all. If you’re trying to get at casual players should have access to legendaries and all the looks too as quickly as more hardcore players, your sense of entitlement is skewed beyond fixing.
And in before “All exotic gear” comments:
I did Zealot/Plunderer HotW Explorable in almost all greens and no gems in most of my gear, AND it was explorer’s gear. Rest of my party was new to the dungeon as well save for one person farming it. So…anyone who claims “blah blah ALL EXOTIC blah blah SO HARD” is really pushing it nowadays.
-Vivi
(edited by Daboris.6730)
What dungeon? Did your party mix it up too? Mixing up utilities and weapons per fights? You realize just because you personally mix it up, doesn’t mean that matters at all as there are 4 others who need to adjust too.
The biggest problem I see is people either going all damage…or…not using the right skills or weapons per fight.
If I went into every dungeon with a bad group of players and ended up zerging every fight, I’d say the same thing too out of spite. I did a HotW Explorable mode (Zealot/Plunderer) with minimal deaths and it was smooth. That’s a level 80 dungeon.
I know some dungeons are easier than others, but all this complaining about how dungeons are too hard needs to stop. Explorables are meant for coordinated groups of flexible players, yet even a pug with a knowledgeable leader and mediocre gear can do most paths.
Also note, fun is directly related to deaths. As in, inversely correlated. Less deaths=more fun (so I’ve come to realize, haha).
Some bosses may have too much HP and the rewards may be needing tweaking, but that is being addressed. We all agree the game needs fixing and fine tuning, but dungeon difficulty isn’t really that high, honestly. I understand it’s your opinion, but I can’t really understand or gauge the gap in opinions. I feel like people still need time to adjust, and are surprised that random pulls can wipe a party. It was the same in many games until people stopped complaining and started trying a little harder, than it became easy. No differences here. Try harder, get better gear, learn to gear properly, learn fights and utilities for said fights, etc.
I don’t understand why people expect to one-shot things so easily. If you’re on your FIRST dungeon run of a dungeon you’ve never been before with people who have never done it, expect death as you learn. If it’s your 10th run and you’re all familiar and know fights…yeah, if you still die 15 times, come back and let me know.
Note: Probably going to get locked, we don’t need another one of these topics of QQ.
-Vivi
(edited by Daboris.6730)
Yep. If you can’t complete a story mode, you’re gonna have a bad time! Sad panda is sad
-Vivi
Designers. I will share with you my infinite gaming wisdom on the subject of MMOs
Posted by: Daboris.6730
Right. When it comes down to it, players will find and do the most efficient things, whether it’s ‘less fun’ or not. The problem lies with the approach of dungeons in general, and how to separate the players who invest a lot of time and the players who invest less than a lot of time. The best way MMO developers have concocted is the idea of doing them over and over.
There hasn’t been a dungeon patch, more like a dungeon hotfix. That’s how I saw it. Something needed to be fixed in their eyes to match the rest of the game, so it was. Calling it a patch is a huge overstatement IMO, despite it being an active way for them to “patch” the dungeon.
I’m still waiting for D3 dungeon-styles for MMOs. I’m sure it’s possible. Not only having set dungeon styles such as what exists, but semi-randomly made dungeons with bosses that exhibit random moves from a large pool, enemies that spawn in semi-random fashion, levels and terrain created in a semi-random array of possibilities within a certain environment.
GW2 took a stab at dungeons and gameplay, and I think they’re heading in the right direction. As time progresses and parses are gathered, I think the fine-tuning and mechanics, as well as overall experience, will definitely improve.
I’m looking forward to new dungeons they introduce; hoping for things like puzzles that actually involve 5 players. Imagine having a dungeon that has 6 paths in 1 explorable mode, where you have each player going down 1 and having to get something at the end and carry it back. Each path is also different; one may be a jumping puzzle; another, enemies to kill; another, an intricate set of traps; another, a sequence such as the Asura puzzle with the warp gate and numbers. Their idea of puzzles and intelligence is a HUGE factor I’d love to see implemented more in dungeons.
Also, although it may not be true, asking them to put aside their ego while still maintaining one yourself (comes across as such, lol) is pretty funny. :P
-Vivi
(edited by Daboris.6730)
While a fun and interesting concept.. Randomly generated maps are mostly delegated to the realm of isometric games.
I know; hence why I don’t even know if it’s possible or how much work would be involved programming wise. I’m pretty sure it is possible, but the amount of time to do and variety involved comes into question. I’m looking for someone who knows about this type of stuff and might have answers regarding the time or possibilities. The hardest part is indeed the map itself, as semi-randomly placing mobs or bosses with a possibility of abilities seems the easier of the ideas. Dungeons are usually less level-oriented involving random terrain, and is predominantly flat though stairs, ramps, and the like are there.
-Vivi
The idea of randomly generated dungeons is something that makes dungeon crawler games appealing. We all know that variety and mixing it up is something that keeps people coming back; a dungeon or anything is usually only fun for so long until we get sick of it.
With games like D3 and other dungeon crawlers, the somewhat ‘randomly’ generated dungeons are perfect to whet the appetite. They have the same feel, but mix it up enough to feel fresh, as we don’t know what’s around the corner or what ridiculous or cool name the boss will have.
My questgestion revolves around: How hard do you think it would be to implement a system like this in GW2, or any MMO for that fact (or if any has tried)? The idea of ‘randomly’ generated traps, paths, bosses (with mechanics that revolve around a pool of them), mini-bosses, “trash” mobs, etc. really doesn’t sound like it’s impossible.
Yes, yes, I know the idea is very far off with the idea of how beautifully designed set dungeons are, and how each one feels unique and irreplaceable. It’s a huge amount to expect or ask for, but I feel like the idea will really give “end-game” a new feel for PvE and to MMOs in general.
Am I asking or suggesting this as something to happen soon? No. Ever? Probably not. Lots of things need to be done.
Idealist. Sigh.
-Vivi
Mine copper with Orichalcum pick, have chance for Orichalcum, etc...
in Suggestions
Posted by: Daboris.6730
Or just…the disparity results in more ore, depending on type. As in, using an Ori Pick on copper can result in an extra 2-3 per swing because it has a power level of over 9,000 relative to copper veins.
-Vivi
I would say limit butter/chocolate to cooler temperature zones, or zones with a colder climate. I mean…if I find butter or chocolate in a bag dropped by a charr or fire elemental in the middle of Fireheart Rise, I might be inclined to wonder why it’s not melting all over my beautiful armor
.
As per suggestions, I’d say involve them in some type of mini-game or turn-in quest in a major city.
Example: A wealthy man from Divnity’s Reach is really hoping to impress his daughter with a giant cake or party where there’s going to be a “special surprise”; however, he can’t possibly muster up enough butter and chocolate in time to create the masterpiece involved.
“Please, kind hero; I know throughout your travels you come across a wide variety of trinkets, treasures, and sweet loot; however, I ask that you bring back what you can in terms of sweet and savory, that delicious chocolate and butter all creatures of Tyria enjoy. With such a donation by you, I will be able to throw my daughter the party of her dreams, and you will be making a father’s dream come true. She’s all I have left, and I want to show her how much I love her, even if it’s only through how fast I can give the entirety of Divinity’s Reach a stomach ache! Do this for me, and you will be generously rewarded with one of a few trinkets I’ve come across upon my journeys.”
Just a week-long event personal to you, maybe even set up in your personal home instance.
-Vivi
How about I just make up a story for you per the Legendary you want, telling you why each part is necessary and what it contributes to the Legendary? It’d take awhile and some creativity, but I’d be up for it if it makes your experience enjoyable and makes the weapon seem more Legendary.
While crafting it may not be the most epic of experiences, it still separates those who care from those who don’t. It’s less skill, and more patience/farming. In the future, there may be different ways of getting such things, but as of now this is the only way.
Maybe you just need a Legend to go with each Legendary so that you actually know why it is named as such….it’d start something like this:
“The Juggernaut, originally and currently thought to be crafted by Balthazar himself, has been passed down through tale and story from generation to generation, child to cub, and back again through to the recently-acclaimed Sylvari. Said to be stolen and magically infused by his brother Menzies with dark and powerful energy, this legendary hammer continues to come up in conversation in the darkest of nights, when all those who fear power have taken slumber. The original hammer’s current whereabouts are a mystery; however, through continuous and difficult trials, Balthazar was eventually able to recreate this hammer at will, seeing that his brother’s infused powers were a vast improvement on his design. Feeling generous, he hinted at bits and pieces to his beloved Humans hoping to grant them such power to eradicate all others. However, against his will, the news of this legend spread throughout Tyria and beyond, and has once again been revealed. The hammer, while incredibly powerful, also gives its bearer the appearance of liquid metal, noting the powers of war, fire, and challenge, reflective of it’s original creator. Anyone who is able to create and master this Legendary Hammer, it is said, will have the power of Balthazar in their hands, and coursing throughout their entire body.”
-Vivi
(edited by Daboris.6730)
Asura Guardian here @80.
WvW: I’ve found Radiation Field to be really fun for placing on top of keeps when trying to siege – it makes defenders move. Really fun, and lasts a good while. I’ve also used Radiation Field for good AoE damage in PvE. I’ve never used Pain Inverter, but have it, as well as all of my other skills.
As per dungeons, PvE, and the like, I’ve found the D-Golem to be really useful. He actually holds aggro for a good amount of time if he’s alive, from what I’ve seen, and acts as a Shield of the Avenger; helps with the blocking ranged rotation very well. The attacking golem is good too, but he seems to die faster and doesn’t have the shield. Makes me sad. The Power Suit is really hard to use effectively in a dungeon and is more of a novelty, honestly. It can put out a high number, but takes awhile to get there channeling. You can’t use utilities in it either…
-Vivi
I wish it did more damage. 267 + x/13.4 power is not the best. You’re looking at a max of like 400 per hit, which is generous per your power. It’s really hard to build a good retaliation traitline and have it be effective as it relies on power – stacking power and surviving are 2 opposing ideals, xD!
I’m sure once the meta develops for PvP and people find gear more easily in PvE there will be stronger builds, hopefully involving a more situational retaliation build.
-Vivi
Retreat! can prevent 50k damage per pull from your team.
Less useful huh?
From what I’ve seen, it’s been less useful. Take the last boss of CoE Storymode – you can block his 3 flame waves (3+3+8ish) AND reflect them back. So you do lots of damage, take none, and have it back up fairly quickly.
Retreat! is good if you’re zerg-rushing from far away, but in a fight, from my experience, it’s been less useful than other utilities.
An extra Aegis is nice, especially when there’s a speed boost involved and it’s team-wide, but it’s been shown to prove less useful from what I’ve seen. Just my 2 cents.
-Vivi
Dungeons are hard as melee in any respect, honestly. With bosses, at least. I find myself constantly on the move on the off-chance some of them ranged guys hurt, which they usually do. You also have to understand, dungeon-wise at least, that your utility choices and group helpfulness are both huge factors on your survival; ie., you can take Retreat! for open-world use, but in a dungeon it’s much less useful. To be honest, the most amazing utility I think is Wall of Reflection when it’s viable, as well as Shield of the Avenger – can’t imagine how amazing it would be traited into!
Personally my gear is statted toward power/precision/magic find as I try to gather a different set. I’m sitting at a 0/30/20/20/0 build. Dungeon survival really does depend on keeping up stuff like protection and weakness, knowing abilities of your enemies, when to block/repel ranged, and the like.
I’d advise some toughness or healing in builds, just because it makes things easier. The block heal can really be much more useful than the signet and it’s 10s condition removal if you’re traited for the removal already, as well as just be better overall.
I’d say play around with builds you think may work. I have like 5 set up, depending on weapon choice (like if I build symbols, Hammer may be more viable).
As per your mace/shield question – the mace’s third hit is a heal, so if you want to build healing it’s good – mace is alright for single target, but can’t dish out as much damage otherwise, and is mainly a support build. The shield is good, but hard to use effectively as people see it lacking against the focus.
My biggest dilemma is when/how to use virtues effectively, as I always feel like their passive outweigh the actives – though, using Renewed Focus as an elite may help alleviate that. I see that more for PvP though – D-Golem (Asura) is too awesome imo (it’s a tank and shield of the avenger in one!).
-Vivi
(edited by Daboris.6730)
As I said, though, it is possible for protection to absorb as much (or even more) than the blocks. It really depends on how its used.
And that is why I prefer the shield over the focus. There’s no doubt FOR YOU the focus is superior in reducing incoming damage. The shield is the party tool. My guardian is durable enough as is.
I`m sorry. I am really confused by what you`re saying. But reducing damage by 100% has always been better then 33%. A block will completely negate the damage from an incoming hit. Protection just reduces it by 1/3. No matter how you use it one, one reduces damage and the other blocks damage alltogether. What I am trying to say is that that the protection buff for the shield should be tossed and the 3 block buff be given to the shield with aoe effect. Then your shield as actually a true functional shield.
I use a mace/shield 99% percent of the time I am online. The other 1% is when I need to kite then it`s scepter/focus or staff if I feel like doing support instead of damage.
Because an enemy can hit you a lot, or multiple enemies can hit you a lot. I don’t remember how long the protection boon lasts, but if you get hit many times within a certain time frame, it’s more worth it than 3 blocks. Plus, you may block terrible damage hits if used incorrectly. If all damage was the same, you’d need to get hit ~9-10 times to equal the damage reduction between 3 blocks and the protection boon. Thus, it’s directly related to how many hits you take. Not only that, it grants protection to allies too…so that means as long as 10 hits are taken by anyone who is given the buff, it equals out.
I just wish they’d let me move while casting #5, and have it last a bit longer. Either that, or lower the CD a tad. Maybe make #4 20s and #5 30s.
-Vivi
Our server is dominating WvW atm (Northern Shiverpeaks, best of the worst xD), so to see any enemies in WvW is rare in EB. I was mining, and 2 decided to attack me. I easily vanquished my foes and went on to continue mining and exploring. It feels good to take out a 2v1. Don’t underestimate the little Asura in red and purple!
Also, friendly interaction has been interesting. I saw Dwayna or one of the Orr bosses (the one who teleports to you then throws you with her mind) with no one there. One or two came and proceeded to ask in map chat for help. I told them we could totally 3-man it. We did, even though 3/4 dead 2 more came to help. The events are fun with smaller groups sometimes, as precise timing for skills, ressing, etc. matters more. Good times, good random group to do an event!
-Vivi
SM are not hard, but may require reading. Like…check what some mobs do under their names. I had a friend keep dying to one in CM Expo when he failed to read “Does more damage to moving targets”, then said oh, lol.
There’s also just kill priorities and knowing your limits/abilities. You shouldn’t go into dungeons with a “this will be easy” attitude, but it’s more of a relative factor – aka, dungeons are more challenging than any other things in the game, save for some events that require some coordination or tactics, depending on player numbers.
-Vivi
Party helping? People blocking ranged attacks? Protection up a lot, regen there (when you don’t die in one hit), weakness up, etc.?
I mean, even if you do everything right, if your party isn’t applying enough support all around, you’re gonna have a bad time.
I’m not sure about other Guardians or people, but I almost always have either Wall of Reflection, Shield of the Avenger, or my D-Golem (Asura ftw) out for blocking ranged if I know it’s coming. Sometimes all of them. I’ll also have Hold the Line! (protection+regen) up for when I know people take big damage.
It may be a combination of faults, or one or the other, I don’t know. 33% damage reduction is a lot, as are glancing blows.
And yeah, I think you’ll benefit a lot more in this game from a variety of stat makeups than one straight build for purity. If you’re performing every role, it kind of makes little sense to try and fulfill one with your stats. You can try, but yeah, what happens is usually less helpful overall.
-Vivi