Showing Posts For Dswell.1345:

People with mult 80s kittened by Laurel limit

in Guild Wars 2 Discussion

Posted by: Dswell.1345

Dswell.1345

Completely agree with the OP. This new system is garbage with the costs the way they are currently. People who like to play multiple characters are punished unfairly. At the very least to buy an ascended ring all you need to do is run FotM 10 daily ten times. At which point you can buy whichever one you choose. If you don’t like FotM you have to wait 25 days (25 daily quests completed plus monthly) to get to the same point. I thought they wanted to encourage us to visit more of the game world instead of funneling us right back into FotM. Sigh……

And I get that ANet wants us to grind for legendaries and other cool skins but last time I checked ascended gear is more powerful than exotic gear and thus wasn’t supposed to require a large grind to acquire according to their manifesto “We’re not in the business of making grindy games”. I guess their idea of grind vs. the majority of players is very different. Almost a month for one piece, lol. Seems like grinding to me.

Also, this system doesn’t take into account people who want to try different builds. How many months will it take to acquire different sets of gear? So what happened to play how you want to play? Don’t worry….it takes no time to farm the 250 t6 mats for each ascended backpiece. Good thing there isn’t any sort of DR on farming those items….lol

Rez changes and boss fights

in Guild Wars 2 Discussion

Posted by: Dswell.1345

Dswell.1345

I don’t really have a problem with the changes that they are making to the rez mechanic in dungeons. But I am a little concerned about some issues that could be greatly impacted by those changes. The recent podcast stated that you’re going to be adjusting difficulties of certain boss encounters to account for this new change to prevent some encounters from becoming too difficult. I actually love this change. I enjoy fighting to protect Magg rather than kiting.

The problem I have with it is that if you’re going to make this change, you also need to refine the audio and visual clues for punishing boss mechanics that result in insta death. I’m not asking for ezmode but some of the boss mechanics are hard to see with all the particle effects from the different classes and with the camera angles always changing in tight quarters. Especially if your character is of small stature. Hard to see some swings when you can’t zoom camera out far enough to actually see what the boss is doing. Not unless you intended to give us our indicators at knee level. Pretty sure my Asuran thief doesn’t even know what some boss characters look like above the waist. Also, red circles are often lost due to multiple AoE and/or symbols, etc. All those beautiful effects can make melee life a bit rough from time to time.

I just hope you’re working on some of those issues as well. Because this change will effect those issues even more. You’re basically removing the margin of error that the WP rez and run back gave us. Again which is a point I’m actually in favor of. I get a lot of enjoyment out of developing the skill to overcome challenging boss mechanics. But you’ve also got to do your part and give us the appropriate tools to deal with it.

Maybe I’m a little too worried but I can see a lot of rage quits in CoE during Alpha fights. Timing your dodge and then having the dodge land you in three new red circles that instantly hit you sucks and forget about trying to rez people during combat in some of those fights. Some group make-ups are fine but most often those fights are punishing and always have at least one or two deaths at some point during the encounter. Or trying to watch for specific indicator to dodge a ranged attack….oops, too close to wall…camera shifts so you can no longer observe target….readjust camera back…*#@!……got hit during disruption. Also fix melee in CoF eternal flame……hard to dodge things or stay out of them when I have to run around the eternal flame looking for the one small spot where my attacks actually hit it. If you want that to be a ranged attack only….then make it so no melee attacks can hit it rather than a tiny, hard to find hit box. Those red circles don’t bother my guardian much but make life miserable for my thief trying to maximize damage on the eternal flame.

If you have any other concerns or ideas please post it here. I believe it’ll be better to get it out now rather than wait til its released and then everyone start complaining about what needs to be fixed. And before any trolls get started….I like to play glass cannon builds on some of my characters for the challenge. And I don’t die very often because I do try to learn the mechanics of each dungeon, do use defensive cooldowns, and know exactly where my dodge button is. But no matter how much skill you develop…there are some fights or certain points in fights that could use some improvement when you’re about to remove a significant part of your margin for error. So please just post the encounters where you think this change will have the greatest impact.