Showing Posts For Druj Rosenkloitz.3729:

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Druj Rosenkloitz.3729

Druj Rosenkloitz.3729

What I want to see is the later maps on HoT being actually difficult, say you have the night cycle on the last explorable map of HoT and you have to stay put until sunrise because if you leave the outpost (even in numbers) it will be near impossible to reach another outpost before getting killed. Say you make all waypoints contested during the night, so if you die you need your fellow players to res you or you will stay dead and miss the rewards. Add a few mobs that require serious coordination/maxed masteries to beat and you will have meaningful and engaging open world content.

this right here must be one of the worst ideas i’ve heard in a long long time for this game. night in guild wars 2 lasts for approximately 40 minutes. you want people to stay in a camp for 40 minutes because the mob difficulty and density is such that even with a group of players you won’t make it. you want them to stop whatever it is they’re doing and just hang in there for 40 minutes fighting off mobs that require coordinated effort and max masteries just to stay alive. oh my god, the fun. and if they don’t make it in time for that amazing content they’ll die, and stay dead unless they res in another map (points in this one would be contested) or some other person comes to res them and then die right next to them so they can socialise in a meaningful manner those 40 minutes. brilliant, just brilliant.

you sir, should apply for a developer position. you’ve got this.

i suggest they also develop a system where they can send small charges of electricity through your mouse and keyboard. and when you die or get hit, you take a small electric shock, you know to help you improve.

also, reverse leaderboards. scrap the best, record the worst and then publish their names in the website each month so as the rest of the community can mock and ridicule the worst players.

Hey!, Now I remember why I don’t post in the forums.

Anyhow, for the sake of the argument: I believe that Gw2 has been in a position where most (if not all) of its content is still pretty casual, and it has been like this for almost 3 years. If there is people who find the current state of the game acceptable and entertaining that’s fine, but most of the community wants content that is engaging (at the very least)

Engaging and challenging content should not be exclusive to the instances we might get, open world content should also be challenging. If someone finds HoT to be so difficult and frustrating because it makes him/her use half a neuron more than usual to hit the dodge key or use reflects/blocks/evades to stay alive maybe GW2 HoT is not the content that person should be playing. We’ve had 3 years to get used to the mechanics in such a way a lot of the content seems trivial, something new and engaging is way better than to dump 20 more maps of the same stuff we’ve been doing for years.

I’ve been a constant player of this franchise for the past 9 years, with over 4k hours played on each game. If someone still thinks that his/her opinion is equally important to the vast majority of people who have invested thousands of hours in this game because he/she paid the same well then I have bought 2 regular accounts and a collectors edition, plus the definitive version of HoT and a lot of gems. (plus all the GW1 games) so uhm yeah, my opinion is “importanter” or whatever.

But more on the serious note, GW2 is an easy game to play, people who are new to MMOs find it fun, people with a little more experience find it lacking content that makes them care for the mechanics of the game, since HoT is targeted for players with lvl 80 characters it’s only natural to bump its difficulty in a way those players find it engaging, new and “casual” players have all the vanilla content to help them understand and learn the mechanics they’ll need to face HoT’s content.

As to the argument of who to cater, “casual” or “veteran” players, I think that if casual means “if its too difficult I’ll leave the game until they nerf it” then Arena Net should not be catering to those players, and instead should focus on the players who care about leveling their masteries if that means they can now beat some content they previously couldn’t, who will stay trying to beat certain challenging world boss and collaborate with the map for it, the people who will make videos, guides, builds and walkthroughs for dungeons or raids or whatever and the people who will consume such media to help them achieve such goals, the players that want to see GW2 grow and evolve and not stagger in the same underwhelming difficulty for years. If those are the “veteran” players, then yes, I think Arena Net should be listening to them.

:D Peace

BETA: What we are enjoying

in Guild Wars 2: Heart of Thorns

Posted by: Druj Rosenkloitz.3729

Druj Rosenkloitz.3729

First of all, I enjoyed playing Reaper a lot, its attacks feel powerful and with the right build you can get big hits.

Tempest feels a little weak but I think is because we are used to big numbers I had fun playing it though.

Revenant was great compared to the last time we got to use it, Shiro is awesome but I think sword off-hand is not super useful, I trade it with an axe and it was way better. Shiro’s heal skill could be improved a little, most of the time I ended up changing to Jalis to heal up and have a little more breathing space.

Verdant Brink’s mobs are engaging to fight, no more zombie tactics, it was refreshing to get killed a bunch of times for not paying attention. I hope this gets better and better the more we explore the jungle (by better I mean engaging and difficult)
Gliding was awesome, only got the first one and half the second mastery on that track so I feel that leveling the masteries is a little too fast, considering I didn’t play a lot of time on VB.

The story instance was fun, I got killed a couple of times which was good. The fact that our character has VA is great and I loved the fact that we could hear our team’s opinion on the matter before deciding, I hope that according to our decisions we can get some of our gang complain and nag or even openly opposing what we choose.
The Rytlock animation…. WOW!. It was beautiful, seriously the peeps who made that should get a raise, the graphics and the way the cinematic played out was amazing. I would LOVE to see more of that on HoT’s story.

The map is a little confusing at first but that meant we had more to explore, the Itzel underground temple was a jaw-droping moment for me (and I know there will be more) because I wasn’t expecting that when I entered the cave. It was like that moment in the HoT trailer when we see the huge temple-like structure, I can’t wait to explore all the maps and finding stuff I wasn’t expecting/ready for.

Overall, I think HoT is looking really good, and if Arena Net keeps polishing the experience, the expansion will change the way we play GW2 for years to come.

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Druj Rosenkloitz.3729

Druj Rosenkloitz.3729

Here is my take on this whole thing, HoT’s mobs rekt my face a few times, but that made me care more of what was I doing, where was I doing it and against what I was doing it. It made the game engaging, not difficult.

What I am afraid of now is that when HoT releases we will have a lot of people on these maps and the numbers will make these engaging fights trivial. Sure, when you are fighting veteran dinos you have to be careful and smart with your cooldowns (for example, using both legends on Revenant instead of mindlessly staying with Shiro the whole time); but if you have 15-20 people around you that veteran dino is going to go down fast.

For me Verdant Brink is good as it is, people coming from vanilla GW2 with zombie tactics will have a bad time at first but they will learn little by little by working with other people to down the mobs.

What I want to see is the later maps on HoT being actually difficult, say you have the night cycle on the last explorable map of HoT and you have to stay put until sunrise because if you leave the outpost (even in numbers) it will be near impossible to reach another outpost before getting killed. Say you make all waypoints contested during the night, so if you die you need your fellow players to res you or you will stay dead and miss the rewards. Add a few mobs that require serious coordination/maxed masteries to beat and you will have meaningful and engaging open world content.

In conclusion, I strongly believe that we don’t need to nerf the mobs, or having a bootcamp on how not to play GW2 HoT (i.e use your dodge bootcamp). Verdant Brink can be a huge bootcamp to learn how to dodge, the next map will make you switch your gear, utilities and weapons to beat certain mobs, and the rest of the maps can be when we really get our faces eaten unless we worked on our masteries and gaming/teamwork skills on the previous maps.

Keep it up Anet

Central Tyria Map Rewards

in Guild Wars 2: Heart of Thorns

Posted by: Druj Rosenkloitz.3729

Druj Rosenkloitz.3729

I agree, the World Map UI could be improved a little bit, seeing the possible rewards to the side of the map name doesnt look pretty for me, and we know Anet can do better.

A little progress bar mimicking the one we have for the masteries above (or below) the mini map would be great, showing how many events you have to complete for the next reward and a little box appearing when you hover over the bar showing the next two or three rewards would help a lot.

Getting extra rewards for completing every single event might be good, but then you would have to tune down the rewards I guess. I think I would rather have really good rewards that take two or three events to get.

I believe we do need the bouncy chest to notify us when we do get the reward, and include some new stuff in the rewards rotation, loot bags, salvage items, bags of gear, and even currency like gold and dungeon tokens (this might motivate new players to try the dungeons for the first time)

As always this is my opinion and you are free to disagree with me.

Your favourite thing about Dragon Bash?

in Dragon Bash

Posted by: Druj Rosenkloitz.3729

Druj Rosenkloitz.3729

I think what I like the most of this event is the fact that it brings memories of the old Guild Wars events, such as The Mad King and Wintersday (which we have seen already and they were awesome). This little details, the candies, the treat bags, the riduculusly low chance of a rare drop which make you even more fond of that rare piece.

I know most people complain that the chance of drop is too low, but it is only because you can actually buy the coffers and even then the chance is low, if you don’t want to buy coffers then farm the even lower chance green coffers, if you don’t want to pay nor grind then you shouldn’t be playing MMOs.

I think Arenanet has done an awesome job with this event and the fact that we even got a storyline will make it more memorable. Just now I realized that this year we will have the very first Guild Wars 2 Anniversary, I hope that Arenanet prepares a kitten event for this date. Hopefully with the return of the Super Adventure Box 2.0 ;-)

Things to improve

in Super Adventure Box

Posted by: Druj Rosenkloitz.3729

Druj Rosenkloitz.3729

My suggestion would be: give a couple of extra Bauble Bubbles for getting all the Baubles for one Zone, or for vanquishing all mobs in the zone, to give more options. You could go and do speed runs or stay a little while and get more BBs for the effort.

Also, Optional/Secret Bosses that are difficult to reach would be awesome too. Maybe with a higher chance of dropping rare skins.

Some gratitude is in order

in Super Adventure Box

Posted by: Druj Rosenkloitz.3729

Druj Rosenkloitz.3729

I wanted to come out and say thanks to the peeps at ArenaNet that show this much commitment to the game, developing awesome content for free that not only is fun to play but amazes you when you first see it. I laughed so hard when I first saw the sprites in the open world, and much more when I entered the Super Adventure Box for the first time. That is months and months of working and iterating to get the content done and ready for the players to experience.
Lots of people spend their time in the forums complaining over and over of every tiny detail they don’t like about the game, but I think ArenaNet has done a great job with this game, and I know that they will continue to do so in the future.
Thank you ArenaNet for your hard work and commitment on delivering awesome content for the players. Keep up the good work!