Showing Posts For Darak BG.5396:

Loosing Pips on BYE Matches?

in PvP

Posted by: Darak BG.5396

Darak BG.5396

Yes it still happens and if your matchup is particularly bad you can even lose two pips to something like that.

In solo-Q you cross your fingers before starting a game.

Adventures, do they need changes?

in Guild Wars 2: Heart of Thorns

Posted by: Darak BG.5396

Darak BG.5396

Well the topic states the question. From what I see playing through I believe some of the adventures need changes but what about you?

To list those I believe need some changes:

- fallen masks / shooting gallery (either needs a bit more time or for the masks/targets to not appear at random, I admit I’d prefer a bit more time but that’s just me)
- The floor is lava? (would like 10-15 seconds more as the current time doesn’t leave any margin to error (it might be too much so ANet should definitely playtest it a bit to find the right margin))
- salvage pit (feels slightly too easy at the moment, a few seconds less maybe?)

Those I believe are fine as they are:

- Tendril Torchers
- Bugs in the Branches
- Flying Circus
- On Wings of Gold
- Sanctum Scramble
- A fungus among us

I have yet to play the Tangled Depths one and will thus not post any opinion on those.

There you have it, my opinion, what’s yours?

Guilds of One

in Guild Wars 2 Discussion

Posted by: Darak BG.5396

Darak BG.5396

Because it’s not just about guild halls. It’s about dungeons, it’s about fractals, it’s about the upcoming raids, it’s about having someone to help you out when there’s a champ on a skill point, it’s about sharing information..

Don’t you believe that’s enough of an incentive to get players to play together? After all, all a game is about is having fun, nothing more and nothing less.

Guilds of One

in Guild Wars 2 Discussion

Posted by: Darak BG.5396

Darak BG.5396

Dear ANet,

Prior to HoT I had this project where on the side of my main guild i was growing my guild of one, on reading that HoT was coming I was quite excited, sure it would take time but ultimately my guild of one would have a guild hall, a sort of personal playground if you will which would differ from my main guild so that we could have fun there from time to time.

Then HoT came out and the only way to get to a guild hall and other guild improvements proved to be guild missions which, to be fair, would not be much of a problem if guild missions didn’t request for at least three guild members to participate.

I get that you want even small guilds to play together but don’t you think that if they are that small they’re doing it anyway.

So here’s my question:

Why did you decide that small meant at least three when thinking about your new format of guild?

Regards,

Feedback on the beta

in Guild Wars 2: Heart of Thorns

Posted by: Darak BG.5396

Darak BG.5396

As it seems there isn’t a generalised post in this part of the forum for all feedback on the beta I’ve decided to follow the trend and create a new post for it (feel free to merge or move it if I somehow missed something).

1) The map:

It does present a new and interesting environment but I somehow didn’t find as much volume in it as the blog posts let me think there would be but this is probably due to the beta limiting the scope of what could be explored on the vertical plane (or at least I hope so).

At this point in time nothing was truly a revolution in the approach but at the same time I couldn’t really find faults with what I was seeing.

I do have one gripe though (although its not really specific about this map but more about the game as a whole) and its about the friendly NPCs. The whole world is presented to us with NPCs surviving and sometimes even thriving but every time there is a fight between a normal mob and an NPC the NPC will lose it while barely damaging the ennemy, to me this kind of breaks the immersion and I hope it will one day be addressed (in this new map its particularly flagrant considering that with the strength of friendly NPCs finding survivors should simply not happen at all).

2) The masteries:

In the limited time I couldn’t level them all and so focused on the gliding, it does bring a new way to move around that is quite fun to use.

On the whole I’m quite impressed with what these elements promise to bring to the game and hope it will not be limited to the new maps (gliding can be fun for other maps and considerign the living story it could be envisaged to bring new elements in existing map for those masteries to be enjoyed)

3) The new profession

On that one I’m mixed, I love the design that went into it and know that more time will be needed to evaluate its real potential but some parts like the elites left me less than impressed.

Traits Part 2

in Guild Wars 2 Discussion

Posted by: Darak BG.5396

Darak BG.5396

Just read through the two blog post and my first reaction was that GW2 was basically going against what I expected from it. First with locking our possibilities at early levels as if all players were unable to understand to simplest of mechanism and second by turning traits acquisition into what looks like a grind festival. Frankly speaking I’ve never considered any unlocking of capabilities to be a desirable game feature because gaming has always been about content to me (lore, adventure, loot, …) and not about having to work just so I could use a single skill.

Initially I was excited about the extension but reading those latest two blogs about the specialization system killed all of it making me wonder if I shouldn’t quit the game instead, I have 8 alternates and I like to experiment (was planning on a 9th to get all professions), build flexibility is not something that is only important in PvP.

merchants post patch ...

in Guild Wars 2 Discussion

Posted by: Darak BG.5396

Darak BG.5396

I can understand that showing only the items you can use at the merchant is more practical for a lot of people. However for the ones who collect skins, like I do, it feels like a regression instead of an improvement because now we don’t see every item, that is sold by a given merchant, anymore and are thus forced to visit them several times which can be a hassle if the merchant is, for example, tied to an event.

I admit I’d have largely preferred for this system to be implemented with a toggle allowing us to still see the old inventory of the merchants.

Feedback/Questions: The Megaserver System: Guilds and the Future

in Guild Wars 2 Discussion

Posted by: Darak BG.5396

Darak BG.5396

Much ado about nothing.

The whole announcement, as far as WvW goes, is that there is no announcement. Nothing changes. Really, it would have been a lot easier if they had just put that out there to begin with. Talk about a tease. If nothing else, someone needs to teach a.net how to communicate properly.

It’s fine that they’ve finally formulated a cohesive vision for the format. It’s just too bad that that vision is status quo. In any case, since they’ve now at least made their stance on WvW clear beyond any reasonable doubt (took ’em long enough), we can now begin to make informed decisions.

I disagree, unless WvW format is adapted it is actually going to get worse because mechanisms that are used today (like popping in PvE and saying you need reinforcement in WvW or broadcasting a WvW event in a main town) are not going to work anymore.

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: Darak BG.5396

Darak BG.5396

I am disappointed with a few design choices and really hope they will be reconsidered before they are applied:

- Scheduling of world bosses:

Why didn’t you choose to implement a rotating schedule so that somebody playing 2 hours a day at fixed time for example could get a shot at all of the bosses, the currently presented schedule basically means some players will never have a single shot at some of the bosses.

- Waypoints

I Dislike the idea of having waypoints contested if you’re not in the map as it basically means that you won’t be able to port from one side of the map to the other. You’re basically removing fast travel there and forcing players to run everywhere which outside of the time needed to cross a map also means that you will have all of the cross map load times. Or will we be able to port to contested waypoint when coming from another map (In which case it would make more sense to represent all points as uncontested)?

**Spoilers** Nowhere to hide....

in Battle for Lion’s Arch - Aftermath

Posted by: Darak BG.5396

Darak BG.5396

Guard, Aegis + Divine intervention = ez

Thank you, Judge’s Intervention lets you get there fast enough to make up for that split second before her attack. I completely forgot guards had that.

That does not seem to work, when I use Judge’s Intervention it gets me in range of that attack that isn’t blocked by aegis, result sent away then dumped further by AoE.

Killing Tequatl. Let's organize! (European)

in Tequatl Rising

Posted by: Darak BG.5396

Darak BG.5396

If the second guild is not full yet I’d like to join it (Ranger, Mesmer, Necro, Guardian, Warrior and Engi full exo gear(still building my ele and thief))

Liadri Slayer Club

in Queen's Jubilee

Posted by: Darak BG.5396

Darak BG.5396

Managed it on my necromancer (forgot to count the number of tries but it was rather high I’d say somewhere between 50 and 70)

20/20/10/20/0 (build not optimized for the chosen skills)

Did it by throwing my standard way of fighting aside and using my secondary weapon set (scepter and focus) with Consume Conditions, spectral walk, signet of spite and signet of the locust.

Strangely enough it was a change of arena that made this fight for me (got her on my third try after the change of venue). I picked the northernmost arena after I don’t know how many attempts on the one just right of it. Both arenas follow the same pattern but the northernmost has its second well slightly further from the wall of the arena thereby making it easier to chain throws two and three at Liadri with as a consequence that I got out of phase one in the shortest possible time.

After that it was just a matter of running around the arena while hitting Liadri with the scepter attack which combined with the conditions brought by the Sigil of Spite did her in in relatively short time.

I like Liadri a lot

in Queen's Jubilee

Posted by: Darak BG.5396

Darak BG.5396

Funny enough I have the exact same opinion as the OP, it’s not the fight I’m bored with or the challenge it’s the ticket farming / repairs / teleports / running back to arena that goes with it.

Considering I don’t need that mini as I’m not collecting and all those I have sleep in the bank I’m going to go back to the fun parts of this game till I hear something has changed to make that particular part of it fun again (and I don’t mean nerfing the fight even if I find instakill mechanics cheap)

Rally together and quit this game

in WvW

Posted by: Darak BG.5396

Darak BG.5396

Not sure living world is that much of a success considering the latest part saw 9 million votes for both Kiel and Gnashblade. It might seem like it is a lot but considering the fact I had no issues at all to contribute for 300 votes while not going out of my way to gather the material needed for it and you get a rather drab picture of not that many players being needed to get to that total.

Whiteside Ridge - Fissure of Woe - Vabbi

in Match-ups

Posted by: Darak BG.5396

Darak BG.5396

Well, I’m not sure if anybody from WBC or TEO is going to read this post still but if you do thank you for the good times you gave me in WvW (To WAR and EFL, nothing against you guys but I tended to follow WBC and TEO commanders) .

And if you want to know how WSR is handling your departure well lets just say that at this point in time WvW feels like a disorganized mess on WSR. Not that we don’t have valid players still and even some who could become decent commanders but it is going to take time before we get anywhere.

(edited by Darak BG.5396)

July 23rd patch notes: hidden buffs edition

in Necromancer

Posted by: Darak BG.5396

Darak BG.5396

Greater Marks being moved to Master level kind of disrupts my build, that said with the standard radius of marks moving to 180, the question goes to the radius of the marks when under the trait, if it remains at 240 I might decide to go for Staff Mastery as a replacement.

Smaller marks set more often might be better than getting a 40 toughness for minions I’ll never have just to get the bigger radius on marks and losing 10 points in one of my other lines.

I guess there were too many of us using marks, probably due to the synergy we could get with the rest of the build.

I wonder if this move was done to push people to use other builds or to bring additional possibilities synergy wise because the first reason would be a bad one to perform the switch.

How would you balance WvW?

in WvW

Posted by: Darak BG.5396

Darak BG.5396

I wouldn’t change anything balance wise, ‘cept maybe force all equipment to be of exotic item quality. The population thing isn’t an issue. WvW is great.

Styx, you have an interseting perspective, could you develop on it a bit?

Would you block access to WvW to people who aren’t at a certain level / Equipment or would you treat it as it is done in PvP and make it so that people would automatically get access to top level Equipment?

How would you balance WvW?

in WvW

Posted by: Darak BG.5396

Darak BG.5396

As I am quite often lurking on these forums I’ve seen a lot of topics explaining that WvW has faults (population, coverage, matchups, …) that the matches would be more fun if balanced and sometimes I see topics proposing actions that are seen by the author (at least) as solutions but it seems to me we are missing an open discussion on the subject.

This topic is thus here to start a brainstorm between players with this simple question:

If you could do anything what would you do to balance/address the issues you see in WvW?

And since it wouldn’t do to launch such a topic without proposing a potential solution to a perceived problem here is mine:

The main problem as I see it (feel free to disagree) is that when there is a significant difference in populations in a matchup, whether that difference is achieved at peak times or outside of those, it becomes quite easy for one side to dominate thereby causing a situation in which one or two servers will have to fight a losing battle for the period of the matchup.

While this can be challenging, fighting a losing battle for a long time (depending on inherited matchups) can become frustrating leading to a server with lower population to have less and less players in the field which compounds the issue.

On the other side of the equation a server with higher population in WvW when faced with one of the pre mentionned servers will find himself in a non matchup which past the first few times it can crush opposition is a boring proposition due to the lack of challenge.

To address this problem my solution would be to use NPCs scripted to pop up and take action on the side that has the lower population. These NPCs would pop up in the home camp of the lower population server (like players) and would then in small groups take the same actions players would (attempt at the capture of a tower, camp, …) if they manage to do so they then will try to defend the captured place.

Advantages of using NPCs for this:

- They can be scripted to showcase tactics the developpers would like to bring to the attention of players (e.g. if a single big zerg is used on the side of the players while the NPCs are made of small groups attacking different places at the same time the zerg will have a harder time to defend all position and might be forced to adapt tactics)
- They should still be less effective than real players thereby giving an advantage to the server which can field players
- By reducing the population difference they would provide an environment that still retains a level of challenge for those players fighting against the lower population server while giving a bigger fighting chance to the lower population server.
- This solution doesn’t affect the cap for WvW maps
- A new player entering the field will see an NPC disappear

Disadvantages:

- In some ways it removes the Player versus Player part of WvW

The Blitzers Guild - introduction

in Guilds

Posted by: Darak BG.5396

Darak BG.5396

Guild: Blitzers Guild
Server: Whiteside Ridge

Who we are:

A small guild that existed since before Guildwars 1 even further split by the server system of Guildwars 2 which separated our Australian members from the European ones.

Who we are looking for as members:

Any kind of players really although our focus is more on PvE, WvWvW than PvP but mostly players for whom play time might be limited (real life is an activity that can’t be ignored) but who would still like to belong to a guild whether this is to find a bit of help to do some content or simply to chat while adventuring on their own.

Representation:

Appreciated but not required.

You should not join if:

- You expect a very active guild
- You can’t take a bit of craziness in the chat from time to time
- Your focus in this game is PvP

You should join if:

- You’re a decent guy but are kicked out of guilds due to not being active enough

jumping puzzle behaving strangely ...

in Wintersday

Posted by: Darak BG.5396

Darak BG.5396

Like many I do the jumping puzzle daily to get the chest reward however today it behaved strangely for me.

Behavior is I log in the puzzle get on the platform with the timer running normaly then get ported to the start of the puzzle with the other players and not 5 seconds in get ported back to the timer platform (other players do not seem to be afffected) and this whatever I do.

Has anybody else experienced the same behavior or am I the only one with that strange glitch?

Guide to beating Toypocalypse very easily.

in Wintersday

Posted by: Darak BG.5396

Darak BG.5396

+1

This method is by far the most efficient to use in toypocalipse.

The fun thing about it is that many people don’t bother to check for the most efficient method, I even had a guy calling me “noob” for using it instead of stopping and realizing we had five dolyaks alive at full health with three of us on the map and him doing nothing except running after me and complaining I was using the wrong tactics and the third one doing the same thing I did.

50$ in gems later...

in Wintersday

Posted by: Darak BG.5396

Darak BG.5396

To be fair I find what ANet did with the shop a good thing, the drive people have to farm and offer tons of money for minis comes from wanting to have the full collection something which is now impossible and should cure quite a few people from bad spending habits.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Darak BG.5396

Darak BG.5396

I am against a system where grinding to get the best stats will be required.

Grinding for skins no problem, it is about a personal choice, grinding for stats means the players with the ability to put the most time in get an advantage independently of their ability to master the game, in fact with the gem shop and the ability to get in game gold for gems and thus top level items from the trading post for real money it turns the game from its fundamentals.

I can already see the dungeon groups : “What, … you don’t have that gear, what a noob” where’s the fun in that?

Soloing Group events when no one is around to help.

in Dynamic Events

Posted by: Darak BG.5396

Darak BG.5396

Some group events can be soloed, others can’t. In general I would agree that group events shouldn’t be soloed but then this game needs to be revamped because at the moment areas attracting folks are few and far between.

Changes I’d like to see:
- Rewards scaling with level making all content high level
- Difficulty scaling so that all areas are challenging but also so that all areas can be soloed if just one player is present.
- Meta events either repeating once every few hours or more hints on how to trigger them.
- Allied NPCs that can pull their weight (in fact I’d even go as far as to say that meta events should see the allied NPCs winning from time to time when there is no player around)

Meta event- Taidha Convington(Hydra Queen)

in Dynamic Events

Posted by: Darak BG.5396

Darak BG.5396

One more event with unclear conditions to launch, it seems true that once the undead champion is dead and a sufficient time has gone by since the previous the previous time the queen was confronted that the event will launch however knowing when the event will trigger is almost impossible so finding players to beat the undead champion on the off chance the rest of the chain will have reset is hard.

(edited by Darak BG.5396)

Swamp lies dormant. Anyone seen Shadow Behemoth lately?

in Dynamic Events

Posted by: Darak BG.5396

Darak BG.5396

I admit I would like to know what exactly is needed to get that event running, just so I know if there is a bug on my server (whiteside ridge) or if none of the players have activated the trigger in the last couple of days.