Showing Posts For Essence Snow.3194:

I need a Luck Essence eater. We all do.

in Guild Wars 2 Discussion

Posted by: Essence Snow.3194

Essence Snow.3194

No ty. To have maxed luck one would need to go out of their way to get it. In doing so they have benfitted from it, either from salvage profits and/or increased drop rarity. There is no reason to incentivise a race to max playstlye, specially when the race is long to begin with. Those who ploughed through to the end knew what they were doing and as such should not be rewarded for doing such. I being close to max do not derserve extra on top of what playing more than most already gives me.

I would like to see dev input on those who have maxed out luck that say they didn’t do it intenionally.

Serenity now~Insanity later

Economy with PoF now JS is gone?

in Guild Wars 2 Discussion

Posted by: Essence Snow.3194

Essence Snow.3194

Since reading the reddit thread https://www.reddit.com/r/Guildwars2/comments/6w9z49/according_to_his_linkedin_profile_john_smith_the I’ve been wondering what is to become of the economy of the game in the the new expansion. We all know that it will bring maybe new factors into the economy of the game. I hope Anet has brought onboard a new economist, or maybe continues to employ JS as a consultant to address what will be a big influence on the economy.

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Absolutely dislike the new fractal.

in Fractals, Dungeons & Raids

Posted by: Essence Snow.3194

Essence Snow.3194

The fact that fractals has tiered difficulty with progressive rewards and people don’t use them but rather QQ about the top tier being too hard says a lot about what easy mode raids would look like.

The issue is that Tier 4 of fractals used to be much easier. Players invested in ascended gear and infusions with reasonable expectations to be able to continue playing the content at that level of difficulty.

I believe the bottom line for most of issues low and middling skilled players have with instanced PvE group content is risk vs reward.

We got too used to low risk (risk being defined as chance of raging teammates, party wipes and absolute failure to complete the instance) and high reward (gold, tokens and drops) activity. Now that the overall design seems to be shifting towards high risk and low-moderate rewards, some people are displeased. This is natural.

If you took a bit more of an objective view of these matters, I’m certain you can understand that although you’ve gained the sort of instanced content you enjoy others have not.

If you were more objective you’d see thefe is a simple solution: go down a tier and practice until you’re ready for tier 4.

Saying you got used to easy mode tier 4 and now it’s not face roll and you deserve face roll is just entitlement. Also level 100 non cm is pretty easy you just have to have some pracTice with the mechanics. Instead of complaining on forums try to use your time to productively increase your play experience.

I’m going to have to disagree with you here. The “entitlement” you speak of was conditioned via the game. Since is was so, it no longer puts the condition on the subject and as such can not be used as an invalid basis of motivation.

Example: You have ppl run a mile and you give then $10, 2 miles $20, 3-$30 etc… You then have them run 10 miles but give them $5. They will most like speak out about being short changed if you will. *note “you” is not intended to mean you personally

This is a conditioned response which is totally normal of the human psyche Ofc they are entitled, b/c you’ve made them that way. Seeing such, using “entitlement” as a negative descriptive in these type of cases seems odd.

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Thoughts on decreasing waypoints

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Posted by: Essence Snow.3194

Essence Snow.3194

I wish they would go further, and go back into old maps once the mounts are in and find a story explanation for why half of the waypoints in the world have now malfunctioned. The whole waypoint system I always felt a little immersion breaking from the beginning.
I’m sorry, OP, but I REALLY hope that now there are mounts in the game that they slowly start to phase out fast travel.

How would you feel about a toggle option that turns off waypoints? Think of options we have to turn off commander tags or turn off sounds kinda deal? That way those who don’t like them don’t have them but those that do….do…<pun unintended but still made me chuckle.

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Thoughts on decreasing waypoints

in Guild Wars 2 Discussion

Posted by: Essence Snow.3194

Essence Snow.3194

Whatever you happen to save on WP costs will be offset by the fact that you have to spend money to collect your loot.

Could you elaborate on this please? How would we need to spend money to collect loot?

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Thoughts on decreasing waypoints

in Guild Wars 2 Discussion

Posted by: Essence Snow.3194

Essence Snow.3194

The argument that you can just not use waypoints is about as adequate as telling someone who wants more challenging gameplay to just not wear gear.

Don’t players do this? Naked runs, limited player runs, all one profession runs, etc…etc…

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Thoughts on decreasing waypoints

in Guild Wars 2 Discussion

Posted by: Essence Snow.3194

Essence Snow.3194

if that does not grab you then look at this way the money you be saving from less wp,s and more mount use will be great

That’s valid and not something I really ever considered.

Personnaly I’d be more than willing to part with the gold for thier use.

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Thoughts on decreasing waypoints

in Guild Wars 2 Discussion

Posted by: Essence Snow.3194

Essence Snow.3194

Idk if anyone else really gives two hoots, but the current trend of less and less waypoints has me avoiding maps more and more. I understand that for some the requirement to travel somehow increases thier immersion, but they always had the option to simply not use them. Not having waypoints removes the option for playstryles that enjoy using them, thus my fast fading interest in the newer maps.

I know with the expansion we will have mounts, but then again we have removed one option and replaced it with another rather than increasing options. That might not apeal to some players, like myself who perfers more options rather than less. Leaving waypoint dotted maps only increases options as they….again….are not a requirement that must be used.

I’d be interested on hearing your thoughts. Do you like the trend and why? or Do your dislike the trend and why?

PS…..I expect the usual suspects to come blast this…..please don’t…. just move along if you’re not interested in a discussion and only want to inject negativity

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GWAMM Title revoked?

in Account & Technical Support

Posted by: Essence Snow.3194

Essence Snow.3194

So, no work around that doesn’t involve reinstalling gw1?

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God Walking Among Mere Mortal

in Bugs: Game, Forum, Website

Posted by: Essence Snow.3194

Essence Snow.3194

Just got the issue as well. Lost the title and 500ish ap. This is the 1st time this has happened to my account. I suspect as the day progresses and more ppl log on, we will hear more cases.

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GWAMM Title revoked?

in Account & Technical Support

Posted by: Essence Snow.3194

Essence Snow.3194

I got the mail today as well. It took away the title and the AP. I definitely had GWAMM in GW1 and would like to get my AP back as it dropped me below 30k AP. I’m submitting a ticket. Will update as I hear anything.

edit: unless I’m remembering wrong gwamm was only supposed to be 50ap? This took around 500 ap from me today.

Serenity now~Insanity later

(edited by Essence Snow.3194)

Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Essence Snow.3194

Essence Snow.3194

No more like, don’t expect to jump into raiding instantly because that’s sane. Play the game, learn the game, find a group of players (guild) then raid. You see that’s the selling point. Playing the content, if you choose not to, that ceases to be an Anet problem.

And nor should they, but once they’ve played the game and gotten to a point that raids may be the next logical step, they won’t benefit like a lot of us vets did by having the population spike at the launch of raids. That was a time when it didn’t really matter if a few players left the group as there were plenty to fill the spots. I know I spent countless hours during that time and never really had the issues that players face now of finding groups that even stay together while learning. Granted when we learned there weren’t guides, but we had plenty of willing players to rough it out with. Now we either have dedicated groups or join exp only groups. Have you tried semi recently pugging with a new/ no exp needed group? I feel pity for them, spending hours to form a group only to have rage q’ers leave then have to spend hours more to only have the same thing happen again. It simply isn’t the same process now as it was when we learned.

I’ve joined plenty of pug groups, never had this issue. Lead my fair share of training runs too. You know what the real problem is as much as the next person and it’s not population. It’s people wanting to be carried through content for the rewards with minimal input.

You’re stuck in your bias. “They must want to be carried.” That has become evident of quite a few posters here. The reward deal has been addressed multiple times as well as the fallacy of everyone wanting to be carried. I can see I’m wasting my time with you…gday.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Essence Snow.3194

Essence Snow.3194

No more like, don’t expect to jump into raiding instantly because that’s sane. Play the game, learn the game, find a group of players (guild) then raid. You see that’s the selling point. Playing the content, if you choose not to, that ceases to be an Anet problem.

And nor should they, but once they’ve played the game and gotten to a point that raids may be the next logical step, they won’t benefit like a lot of us vets did by having the population spike at the launch of raids. That was a time when it didn’t really matter if a few players left the group as there were plenty to fill the spots. I know I spent countless hours during that time and never really had the issues that players face now of finding groups that even stay together while learning. Granted when we learned there weren’t guides, but we had plenty of willing players to rough it out with. Now we either have dedicated groups or join exp only groups. Have you tried semi recently pugging with a new/ no exp needed group? I feel pity for them, spending hours to form a group only to have rage q’ers leave then have to spend hours more to only have the same thing happen again. It simply isn’t the same process now as it was when we learned.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Essence Snow.3194

Essence Snow.3194

You’d think by those responses that I didn’t mention “new players” multiple times.

As for that entitlement rant…….you can keep that.

New Player – Raid
Raid – New Player

I think i see where your misunderstanding is.

Raids aren’t meant for NEW PLAYERS. That’s what the first 99% of the game is for.

By new I mean new to raids in this game…ie those who either chose not to join while it had it’s population spike or a newer player to the game that’s just getting to raids who also didn’t benefit from the population spike.

Somehow I don’t think that’d be a good selling point for Anet, “Buy our game, but don’t expect to raid b/c you’ll be new to it.”

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Difficulty Level of raids

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Posted by: Essence Snow.3194

Essence Snow.3194

You’d think by those responses that I didn’t mention “new players” multiple times.

As for that entitlement rant…….you can keep that.

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Difficulty Level of raids

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Posted by: Essence Snow.3194

Essence Snow.3194

That I agree with. We’d want it to partially be a stepping stone to get those players into regular raids to help keep that population healthy. That imo would be the ultimate goal…to get more players into raiding.

Trust me, people that really want to get into raid either have already found their way into them or don’t need a tuned down version. The (pug) meta has so much room for errors/mistakes from 1-4 players that you can easily carry or introduce new raiders to the existent content on the fly with short explanations – sometimes during the fight.
We killed 6 bosses 15 minutes ago with 1 player new to 5 of them and 2 more which were new to 3 of those bosses. Our group is far from being a speedrun or above average group + our main chronotank and 3 other starters weren’t with us in this run.

All you have to do to get into raiding is open your mouth and look out for opportunities.

And that is actually an issue upon itself. The population of raids like any content is heavily weighted to the front end…ie lots of players joining when content is released…then as time goes on the population dwindles, especially new players. New players (at this point) basically need to join groups that are willing to take them. There really isn’t a healthy influx of players. So instead of 10 new players joining up together, we get 10 new players joining 5-10 different groups. With only a certain amount of available groups the latter becomes restrictive in a sense.

This isn’t about individuals. It’s about the population of raids in general.

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Wardrobe Unlocker oversight

in Bugs: Game, Forum, Website

Posted by: Essence Snow.3194

Essence Snow.3194

Considering the radiant/hellfire are some of the most long term rewards in the game I would hope it’s a bug. If not might as well put legendary weaps and armor in there.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Essence Snow.3194

Essence Snow.3194

That might work. Not sure how much they should give though. If they give too much, they run the risk of making the encounter too trivial. Too little and there would be no difference than normal mode.

That I agree with. We’d want it to partially be a stepping stone to get those players into regular raids to help keep that population healthy. That imo would be the ultimate goal…to get more players into raiding.

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Difficulty Level of raids

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Posted by: Essence Snow.3194

Essence Snow.3194

While that is true, I don’t believe that would translate well to fights like escort, sab, or trio where it’s the npcs that are taking damage. Or on sacrifice mechanics like sam and mat, where the group’s lack of cc or missing the timing of ccs is what causes failures. It would help on some, but not all and considering these mechanics are present in all raid wings in one way or the other, anet would have to do more than put a damage reduction on players for easy/story mode.

Ty for the decent response. For some reason some of the other posters are not interested in discussion.

I agree and to that extent the mote could also offer other boons/buffs/debuffs that would address cc concerns. Each mote could have a specific aspect to it for the corresponding raid.

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Difficulty Level of raids

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Posted by: Essence Snow.3194

Essence Snow.3194

Missing the point.

Outgoing player damage, is not the cause for failure.
Not performing mechanics is, and you should be punished for not doing them. We get that you guys don’t like insta-gibs, or wipes but sorry that’s how you learn. If you can cheese your way through mechanics and not suffer than the mechanics may as well not exist as they are not reinforcing proper play habbits.

Uhm…I didn’t say outgoing dmg was, ya’ll keep saying I did. I said dmg reduction, which is a counter measure to the insta-gibs and wipes of the mechanics. For example: instead of being one shot downed you’d be hit to 5-10%. This still makes it punishing and encourages not being hit by it, but allows leeway.

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Doric leather farm - really?

in Guild Wars 2: Heart of Thorns

Posted by: Essence Snow.3194

Essence Snow.3194

With the next release, we will be making a change to the Watchtower Cliffs (aka: the centaur stronghold) area of Lake Doric. The Harathi centaurs noticed that while those who shout “I can outrun a centaur” were not much of a threat, those who could build turrets and other weaponry were. They reached back to their command in the Harathi Hinterlands and requested support, which has come in the form of trebuchet fire aimed at enemies in their Lake Doric stronghold.

This change is intended to discourage players from AFKing in the centaur stronghold. The strikes come swiftly and carry a powerful punch – especially towards summons – while not becoming overly punishing to those who are playing through the entire area. Keep an eye out and be ready to evade the bombardments!

We will continue to monitor the centaur’s stronghold area and will investigate potential changes to incentivize intended gameplay in the area.

While this does something about the afk farming, it also is another reason not to farm there for non afk players. Without rebalancing incentive to actively farm the area, this change only serve to detour all players. I hope it won’t take them too long /s to realize that.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Essence Snow.3194

Essence Snow.3194

Sort of, yes, as I see them linked. When you say mechanics, which ones are you referring to?

The ones that make you fail. You know, like not CC-ing the wargs at Escort, going through the whole squad with poison on Matthias, failing to go to VG greens, missing a bomb throw on Sabetha… need I give more examples?

Nope you’re good. A dmg modifier would give leeway for a lot of mechanics, but ofc not all. Since the ones that wouldn’t be effected aren’t the only ones, it still has the same effect for the most part. Unless ofc you are saying that those and only those mechanics (context of ones that wouldn’t be effected) are the reasons for all failure in all of raids?

Damage is almost never the reason for failure.

On VG, it’s failing to mind the green and blue circles.
On Sabetha, it’s failing the cannons.
On sloth, it’s failing the poison, mushroom, or shake mechanics.
On trio, it’s failing to mind the cage
On matt, it’s failing the many mechanics
On escort, it’s running into mines
On KC, it’s failing to kill the ghosts
On Xera, it’s failing to dodge and kill shards
On Deimos, it’s failing to manage the agony mechanic
On MO, it’s failing to avoid the spikes
On Sam, it’s failing to dodge or cc
On Deimos, it’s a failure from tank, hand kiter, oil, or tears

Gorseval is the only real boss with a dps check. Otherwise, groups of 10 would hit the enrage timer all the time.

Your easy mode would solve nothing. Several raids don’t have dps checks, and groups still fail. Any easy mode would need to be much more involved.

Everyone of those mechanic failures results in dmg to the player, so reducing that dmg does give leeway. You have mistaken dmg reduction or modifier for only a dps check.

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Difficulty Level of raids

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Posted by: Essence Snow.3194

Essence Snow.3194

Sort of, yes, as I see them linked. When you say mechanics, which ones are you referring to?

The ones that make you fail. You know, like not CC-ing the wargs at Escort, going through the whole squad with poison on Matthias, failing to go to VG greens, missing a bomb throw on Sabetha… need I give more examples?

Nope you’re good. A dmg modifier would give leeway for a lot of mechanics, but ofc not all. Since the ones that wouldn’t be effected aren’t the only ones, it still has the same effect for the most part. Unless ofc you are saying that those and only those mechanics (context of ones that wouldn’t be effected) are the reasons for all failure in all of raids?

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Difficulty Level of raids

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Posted by: Essence Snow.3194

Essence Snow.3194

I still find it funny that some think that making a story (easier) mode would somehow be detrimental to the game. It could literally be a mote that gives non-standard boons (think outnumbered in wvw)…no substantial development time needed. A small amount of dev time would open up raids to a lot of players that otherwise wouldn’t participate in the content.

In a prior thread on this very topic, Gayle Gray cautioned posters about basing arguments around assumptions as to just how much work would be involved in developing different modes for raid content.

I fully understand that about full fledged modes, but that’s not what I’m suggesting. I’m simply suggesting a buff which would essentially accomplish the same thing, but with much less dev time needed. Again all of the mechanics are already in the game. They could just add an option to a mote that gives players 10% reduction in dmg taken or something.

I will concede that idk how that would work with limiting loot.

Do you really think groups fail fights like escort or MO because of damage? It’s always mechanics.

Sort of, yes, as I see them linked. When you say mechanics, which ones are you referring to?

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Difficulty Level of raids

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Posted by: Essence Snow.3194

Essence Snow.3194

I still find it funny that some think that making a story (easier) mode would somehow be detrimental to the game. It could literally be a mote that gives non-standard boons (think outnumbered in wvw)…no substantial development time needed. A small amount of dev time would open up raids to a lot of players that otherwise wouldn’t participate in the content.

In a prior thread on this very topic, Gayle Gray cautioned posters about basing arguments around assumptions as to just how much work would be involved in developing different modes for raid content.

I fully understand that about full fledged modes, but that’s not what I’m suggesting. I’m simply suggesting a buff which would essentially accomplish the same thing, but with much less dev time needed. Again all of the mechanics are already in the game. They could just add an option to a mote that gives players 10% reduction in dmg taken or something.

I will concede that idk how that would work with limiting loot.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Essence Snow.3194

Essence Snow.3194

And that changes nothing about stating our opinions.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Essence Snow.3194

Essence Snow.3194

I don’t think you read the post b4 responding.

Who say raiders want a nightmare mode? Raider dont want difficulty slider.
Dont want easy mode, dont want nightmare mode. So no it wont benefit the two end of the spectrum.

Who says they don’t? All of the mechanics are already in the game. It’s a solution that doesn’t require a lot of effort and addresses the issue brought up. It’s almost win/win.

Using the “wasting dev time” argument we could say that raids in general are doing just that seeing that those devs could be working on more populated aspects of the game. It doesn’t really hold water.

Minimal input for maximum output should always be considered and I think something like this does that nicely.

More bodies on a project doesn’t mean increased productivity sorry that’s been proven, raids are able to push out consistent quality products with a very small team with a small scope, Open world PvE has more Devs and have less consistency funny isn’t it.

And adding single run through content is a waste of dev time, since no one will run it more than once for the lore since that’s all they want the easy mode for is lore.

What? I never said anything about adding people. Even if I were to, where the heck did you get that bit about adding people != increased productivity? If that were true there’d never be more than one person per job.

Also, since when would it be limited to a single run? There are a lot of people that play this game and they don’t all think alike. While one person might only want it for the story another might like it for another reason. You make it sound like the option to run it again wouldn’t exist. Think about story modes in dungeons. They still get run/rerun by vets and new players.

Hmm so you didn’t say, “those devs could be working on more populated aspects of the game.” which would mean putting the Devs from Raids working on projects that already have dev teams working on them… which means adding bodies…

And I dont know anyone that reruns Story mode dungeons since they are only used to unlock explorable and have zero function outside of that.

The People wanting easymode say they only want it for the Lore so that’s what should get if it’s ever implemented, the lore and they will only run it once since there would be zero reason to run it again.

Yes I did say that, but not in the context you are trying to imply.

Every project has a level of DR. In terms of bodies that DR needs to be evaluated given a set of variables that make up the parameters. If you change those parameters then the DR needs to be reevaluated. In this case; adding modes (if you will) changes the parameters, DR would need to be considered on that basis.

The whole things boils down to the the result an amount of effort going into the modification would garner. If it would increase raid population by an amount that warrants the effort, there’s no reason not to.

Unfortunately none of us here have the information needed to see if it would be a warranted option. So what our discussion here entails is a difference of opinion. I just hope those who have the ability to weigh the option (not you or me)make it a consideration.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Essence Snow.3194

Essence Snow.3194

I don’t think you read the post b4 responding.

Who say raiders want a nightmare mode? Raider dont want difficulty slider.
Dont want easy mode, dont want nightmare mode. So no it wont benefit the two end of the spectrum.

Who says they don’t? All of the mechanics are already in the game. It’s a solution that doesn’t require a lot of effort and addresses the issue brought up. It’s almost win/win.

Using the “wasting dev time” argument we could say that raids in general are doing just that seeing that those devs could be working on more populated aspects of the game. It doesn’t really hold water.

Minimal input for maximum output should always be considered and I think something like this does that nicely.

More bodies on a project doesn’t mean increased productivity sorry that’s been proven, raids are able to push out consistent quality products with a very small team with a small scope, Open world PvE has more Devs and have less consistency funny isn’t it.

And adding single run through content is a waste of dev time, since no one will run it more than once for the lore since that’s all they want the easy mode for is lore.

What? I never said anything about adding people. Even if I were to, where the heck did you get that bit about adding people != increased productivity? If that were true there’d never be more than one person per job.

Also, since when would it be limited to a single run? There are a lot of people that play this game and they don’t all think alike. While one person might only want it for the story another might like it for another reason. You make it sound like the option to run it again wouldn’t exist. Think about story modes in dungeons. They still get run/rerun by vets and new players.

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Difficulty Level of raids

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Posted by: Essence Snow.3194

Essence Snow.3194

I don’t think you read the post b4 responding.

Who say raiders want a nightmare mode? Raider dont want difficulty slider.
Dont want easy mode, dont want nightmare mode. So no it wont benefit the two end of the spectrum.

Who says they don’t? There are definitely players that intentionally do it already by limiting their number of players, gear, and/or builds. All of the mechanics are already in the game. It’s a solution that doesn’t require a lot of effort and addresses the issue brought up. It’s almost win/win.

Using the “wasting dev time” argument we could say that raids in general are doing just that seeing that those devs could be working on more populated aspects of the game. It doesn’t really hold water.

Minimal input for maximum output should always be considered and I think something like this does that nicely.

Serenity now~Insanity later

(edited by Essence Snow.3194)

Why are there so many useless items in game?

in Guild Wars 2 Discussion

Posted by: Essence Snow.3194

Essence Snow.3194

ExtraCreditz do a pretty decent job on explaining it.
https://www.youtube.com/user/ExtraCreditz
It’s in there somewhere…lol..

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Essence Snow.3194

Essence Snow.3194

I don’t think you read the post b4 responding.

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Difficulty Level of raids

in Fractals, Dungeons & Raids

Posted by: Essence Snow.3194

Essence Snow.3194

I still find it funny that some think that making a story (easier) mode would somehow be detrimental to the game. It could literally be a mote that gives non-standard boons (think outnumbered in wvw)…no substantial development time needed. A small amount of dev time would open up raids to a lot of players that otherwise wouldn’t participate in the content.

There’s really no downside except the possibility of some egos being infringed upon, and tbh who gives a kitten about them?!

And wasted development time on content that will only be ran through once, slower development time on Raid releases(which would impact actual Raiders enjoyment).

Actual raiders eh? I can see where your position is and it’s the type I mentioned earlier. Seeing that the very same mechanic could be used for increased difficulty your point becomes moot as it would benefit both ends of the spectrum.

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Difficulty Level of raids

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Posted by: Essence Snow.3194

Essence Snow.3194

I still find it funny that some think that making a story (easier) mode would somehow be detrimental to the game. It could literally be a mote that gives non-standard boons (think outnumbered in wvw)…no substantial development time needed. A small amount of dev time would open up raids to a lot of players that otherwise wouldn’t participate in the content.

There’s really no downside except the possibility of some egos being infringed upon, and tbh who gives a kitten about them?!

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Leather Farm

in Guild Wars 2 Discussion

Posted by: Essence Snow.3194

Essence Snow.3194

What is the best class tor farm does gardian whith staff is the most efficient ?

Guardian with a loot stick with a party in a zerg.

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Leather Farm

in Guild Wars 2 Discussion

Posted by: Essence Snow.3194

Essence Snow.3194

No it doesn’t mean that. I’ve explained why. It means that to you, because you have preconceived notions from other MMO’s. GW2 obviously don’t follow that trend and has never do what other MMO’s do.

That’s delusional. The preconceived notion came from the devs of this game about the centaur area of the new zone when they called the area a leather farm, nowhere else.

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Leather Farm

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Posted by: Essence Snow.3194

Essence Snow.3194

Yup, but that’s not really the point. I mean, if you kitten things based on what’s necessary, 99% of this game isn’t necessary. Fun has lots to do if content is good or bad in this game. I can’t believe you would actually say such a thing. Maybe an MMO is a job to you, but if I need leather and can have fun teaming with my guild doing it in this zone, that makes a big impact on me as a player … if that’s the kind of player I am. I know it seems easy for you to ignore this because obviously, that’s not the kind of player you are, but it’s real.

I mean, if you just want to maximize your leather input, regardless of how it’s done, this zone isn’t for you and I’ve already covered why no farm in this game would accomplish that because of the fundamental game design and how it relates to how the TP functions; I won’t repeat it if you choose to ignore that. If you can’t recognize that this zone brings value to some of the players in this game, then I have to question your objectivity when looking at the game design and content assessment in the first place.

Really??? The devs put it in as a LEATHER FARM. That means if you want to maximise your leather input, this SHOULD be the place to do it.

It would be like having a candy store and having less candy then any corner store that mainly sells gas.

The very crux of the matter is they shouldn’t have called it a leather farming area if it wasn’t a better leather farming area than any other option in the game. It’s very simple. Had they not called it such there would be no issue. Since they did, they created the issue, hence the thread and most of the posts.

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Changes to Ascended Vending

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Posted by: Essence Snow.3194

Essence Snow.3194

Healthy in terms of pvp in general or just during the season? What defines a healthy reward system?

I think I already said it but maybe it requires repeating multiple times.
If you can get an “end game” reward faster than a non-“end game” reward then there is a serious flaw with a reward system.
If players of one game type (PVE players in this case) go to another game type (PVP) not to play the game type but to earn a similar reward faster than is available in their own game type then it causes a myriad of other problems. For example, degrading the quality of game in the affected game mode and also devaluing other acquisition methods of the other game modes.
I’m sure the devs have metrics for both match quality and showing how many people went to pvp to earn that shinny and then leave/stop caring. I don’t think they take action without reading their data, the type of action is debatable, but not the need for action.

There ya go. That’s better

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Changes to Ascended Vending

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Posted by: Essence Snow.3194

Essence Snow.3194

Healthy in terms of pvp in general or just during the season? What defines a healthy reward system?

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Changes to Ascended Vending

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Posted by: Essence Snow.3194

Essence Snow.3194

Are you reading what you are writing? You seem to be contradicting yourself and applying opinion as fact.

The system was garbage and had to go, that’s not an opinion.

I’m afraid that’s exactly what that is.

Care to explain this then:

As a bonus: it’s faster to get that nearly full ascended set, than getting an exotic set from the dungeon pvp tracks. That’s how pathetic that reward system was and I don’t understand how people can defend it.

This/then would imply debating the point of your prior comment being an opinion, so it’s not supported by another opinion of conjecture.

That aside dungeon tracks are always available once unlocked, season rewards are time limited.

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Changes to Ascended Vending

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Posted by: Essence Snow.3194

Essence Snow.3194

Are you reading what you are writing? You seem to be contradicting yourself and applying opinion as fact.

The system was garbage and had to go, that’s not an opinion.

I’m afraid that’s exactly what that is.

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Changes to Ascended Vending

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Posted by: Essence Snow.3194

Essence Snow.3194

That makes no sense. In one sentence you say players didn’t mainly do it, but in the next you say that’s what most were doing. So if your point was there, it wasn’t valid.

The incentive to win was speeding up the process. 10 ticks for a win + 1 for stats.

Didn’t mainly afk in a corner to get the free items. That doesn’t mean they didn’t hurt their team in other ways and in any way never actually participated in player versus player activity.

And “speeding up” is no incentive at all. You have more than enough time during a pvp season to get a nearly full set without winning a single game.

As a bonus: it’s faster to get that nearly full ascended set, than getting an exotic set from the dungeon pvp tracks. That’s how pathetic that reward system was and I don’t understand how people can defend it.

Are you reading what you are writing? You seem to be contradicting yourself and applying opinion as fact.

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Changes to Ascended Vending

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Posted by: Essence Snow.3194

Essence Snow.3194

The actuality of ppl doing that was very slim. Most by far played. You can’t use the slim minority as representative of a whole to prove a point.

Great way of missing the point. Yes, not many people actually akitten in a corner to get their ascended items, but that doesn’t make the system good. Once you get rewarded for losing, then there is little incentive to win and actually do some pvp. That’s why most of my S5 games were garbage, full of afkers or players who didn’t want to play pvp, just roam around the map doing nothing to help the team.

If the purpose behind the ascended rewards was to bring pve players to pvp, to actually play pvp, then it failed miserably. S5 had the worst games by far.

That makes no sense. In one sentence you say players didn’t mainly do it, but in the next you say that’s what most were doing. So if your point was there, it wasn’t valid.

The incentive to win was speeding up the process. 10 ticks for a win + 1 for stats.

Remember your experience is anecdotal in terms of proof.

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Changes to Ascended Vending

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Posted by: Essence Snow.3194

Essence Snow.3194

No it didn’t, since you got ascended shards by afking in a corner and not actually playing pvp. The first 4 seasons didn’t award ascended shards, only S5 did. It was as good at bringing people to pvp as the pvp reward tracks being available in custom arenas. I wouldn’t call those players farming pvp reward tracks as “interested in pvp”, in the same way I wouldn’t call players afking in a corner to get their ascended armor as “interested in pvp” either. Not to mention the effect on other acquisition methods.

The actuality of ppl doing that was very slim. Most by far played. You can’t use the slim minority as representative of a whole to prove a point.

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Leather Farm

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Posted by: Essence Snow.3194

Essence Snow.3194

Yes, you do need to repeat it every time because you don’t define what you mean by ‘better’. Just saying it’s better doesn’t give me anything to discuss. It could mean many things. To someone playing the game that wants to farm leather, a dedicated area might be what makes that area better than what you suggest. Who am I to debate what makes something better for an individual? If you think farming elsewhere is ‘better’ for you, fill your boots; that’s simply an subjective measure.

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Why just cats?

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Posted by: Essence Snow.3194

Essence Snow.3194

I don’t know if this has been said before, or not, but why just have cats that you can add to your home instance? That only really feeds into one group of people, cat people. I personally wouldn’t spend even 1 copper to get these cats in my home instance, but if I were given the opportunity to add puppies, or full grown dogs to my home instance I would blow through whatever gold it took! Please?!

But would dogs make you a pot of soup?

By far and away cats make the best soup. Sweet and sour kitten, kitten noodle, Szechuan-style hot and sour kitten, etc… etc… The list goes on and on and with a constant supply of strays…..we’ll never run out!

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Elite specs vs core specs

in Guild Wars 2: Heart of Thorns

Posted by: Essence Snow.3194

Essence Snow.3194

Gonna have to comment on op thief stance. DD is a must imo. The mobility alone is so much better than anything core can offer.

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Sorry Pro Leaguers, ELO hell still exists.

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Posted by: Essence Snow.3194

Essence Snow.3194

1st things 1st. Ya’ll need to agree on what “elo hell” is, given the context of GW2 s5.

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Essence of Luck

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Posted by: Essence Snow.3194

Essence Snow.3194

I didn’t chose to max my mf, I salvage my blue and green’s because they are not worth selling. That’s how my mf maxed out.

Really doubt that salvaging drops alone is sufficient to max mf at this point in time.

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Essence of Luck

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Posted by: Essence Snow.3194

Essence Snow.3194

My thoughts on this are that it takes a very direct effort to max out magic find. It is such that it is the only means to which mf is maxed. So point of the matter is a decision was made to condense something that would normally take a very long time. So in essence a trade-off has been made to exchange max mf for using eol. I don’t think any concession should be made for those who chose to max their mf as they chose to do it.

Wow….just read what I wrote….lol that was very poorly conveyed. I blame jet lag. Basically it boils down to “You made your bed, now lay in it”.

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(edited by Essence Snow.3194)

The things people do to be #1

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Posted by: Essence Snow.3194

Essence Snow.3194

HEY WHO HERE LOVES TRAINS???????

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