Showing Posts For Folsted.8647:
So I’m trying to build up a guild hall with my girlfriend. It’s time consuming and expensive just 2 people, but it’s fun to do, it’s a thing to do while waiting for content.
We do mostly WvW and some PvE for materials and such as everyone is doing. But when the guild missions require at least 3 people to participate, that makes it a bit hard to level up a Guild Hall.
Is there a reasoning for the 3 and 5 people requirement on guild missions, which I’m not aware of, or is it just an arbitrary boundary set?
Is it to avoid small guilds like what we are doing perhaps? If so, then why is there still a few missions we can get without that requirement? (This week we are lucky to have 3 missions available which require 3 people as minimum).
Sorry if it’s posted in a wrong subforum, but I didn’t quite see where else it would fit.
Regards
Folsted
Herald
http://i.imgur.com/XtIakml.png
Berserker
http://i.imgur.com/KUIKueU.png
Tempest
http://i.imgur.com/c9MbFyD.png
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i didnt say no designing. but testing and implementation and maintenance for skins is not the same as all of those things for other aspects of the game. testing: fine try it on, does it clip? do we care? done. implementation: release the skin, done. maintenance: keep the skin out.
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Implementation can be difficult too if they want to implement it through achievements or other means than “just” map currency.
Adding skins to the game is not a short task to shrug off, especially with the races we have available. It does take time even though it sounds easy enough on the outside.
This game is build on the foundation of max level gear being easy to obtain, Thus making us work for the cosmetic look of skins.
So what I want to talk about here is, my opinion on the lack of cosmetic armor skins added to the game.
Now…
We have gotten new weapons in many numbers since the HoT release, such as: Chak weapons, auric weapons, machined weapons, rare quality skins, exotic quality skins, and a few legendaries (with now more coming).
Some or most of these skins require a good amount of work, luck, or money to get. This feels like a good thing to have, so that we have had something to work towards, cosmetic wise.
I do however not feel this is the same for armor…
We have gotten new armor skins since HoT, such as: Bladed armor, Leyline armor, Ornate Guild armor, precursor armor(?), Class specific armor pieces, and Triumphant armor(?)
Do not get me wrong, I understand it takes time to change armors to fit all races, it takes a lot of work from you, and there’s more important content to be focused on. There’s some good armors we have had, most of them taking time and effort to obtain. but I can’t help to think that we get weapons added left and right with the black lion Tickets, while we also get outfits added fairly regularly. Outfits are nice, but there is no customization lying behind them, which makes you either love or hate it. Not to mention, that you might not like certain parts of them.
What I am saying is, that I would love to see some armor sets that would either drop as exotic quality such as weapons, be crafted (perhaps in a similar way to how legendary crafting works) and/or be a set, or pieces to be bought in the gemstore.
I’m not saying these have to be fancy or flashy armors. It could simply be a crusader armor set, Egyptian pharaoh set, Mongolian archer set, or a Roman Legionnaire set.
But for the love of Balthazar stop making it all into Outfits.. I want to mix and match.
This is some thoughts i have had in concerns of armors. I do play nearly daily, but I really want something to work towards. The game is highly founded on cosmetic acquisition rather than gear progression, but I have nothing to really work towards except for weapons, where I personally have those skins that I love already.
Kind Regards
Folsted
Unfortunately people that liked to play with their build are only minority – AN said that most player didn’t change there skillbar or played only cookie-cutter builds. So we will always see simplification in every aspect of GW2 as there no reason to make it otherwise.
This. For everyone refering to GW1 with their pink tinted glasses (and don’t get me wrong, I love GW1 even though I had no one to play with since every one was stuck in WoW).
Only a very small fraction of the player base actually made their own builds. And I’m not talking about that “I created my own leveling build all the way through Prophecies” builds. I’m talking endgame viable or GvG viable builds that were amazing. Most people went with 1 of 2.5 options:
Option 1:
- made a build with skills that seemed fun and threw in a random or somewhat appropriate eliteOption 1.5:
- same as option 1 but with actual synergy between skillsOption 2:
- went on pvx wiki (http://gwpvx.gamepedia.com/PvX_wiki) and copy pasted the latest cookie cutter build for their class which they then kept until it got nerfed or forever
You see, that is where I like to be the 1.5 kind of person.
I like going through the traits over and over again to all of a sudden realize that 2 traits work very well together. Then I try it out a couple of times to see how I like it in play and adjust it once again. I keep doing this until I’m happy with it or I give up on making it work.
That is the fun part for me in the game, to play something I have been thinking up “myself”. Okay fair enough, there’s always someone who have thought of it before, or maybe I even happen to play the meta build, but to me it’s a matter of me making it up myself because I was creative in the process than it is to go onto a site and copy the build.
I have seen some good replies here which makes me think that Anet might actually pull it off, but we have to see. I’m just afraid that they are trying to dummify the whole trait system and make it so simplistic that you feel like every class is just clones of themselves.
I take it you never played GW1. What you described is exactly how GW2 works. If you are trying to play group PvE (aka dungeons), no one takes anyone that doesn’t play meta.
No one. No one? Sorry, that’s wrong. I’ve gone along more than a few times with groups wanting a fifth member, and the only thing they asked is I not use Point Blank Shot irresponsibly, and to keep my ears open if they ask me to do something. (Like run through rather than engage things.)
In GW1? You can play whatever you wanted. Even if you didn’t find a party to play with you (which wasn’t much of an issue, considering how the GW1 dungeon community was far less based on speed runs than the GW2 dungeon community), you could simply play with your heroes and beat whatever content you were against. There’s not a single ounce of truth in saying “Either you played the going meta-build or you basically didn’t play” regarding GW1. Regarding GW2, though…
. . . and again, not the case demonstrably. My monk character was accepted a lot more often than my ranger to doing EOTN dungeons, outside guild play. Nobody wanted my warrior character, at all. (“We already have enough.”)
There is an ounce of truth in “either you played the meta builds for your class or basically didn’t play”. It’s far from being universal, because then you have to add “if you’re doing Heroes’ Ascent”.
And then, of course, there’s the builds more or less specifically for dealing with Slavers’ Exile due to how crazy that place was built.
Honestly I didn’t have the biggest issue ever finding a group. I think I once was asked to change char to a monk, but usually it was no problem unless we kept wiping.
But I think this is going a bit off topic nevertheless ^^
See, I’m a MTG player with what amounts to an astronomical amount of cards from to choose from, and if you talk to any pro player there’s only a minute subset which are considered good enough to play.
(Funnily enough, one of the cards later described as ‘just shy of broken-overpowered’ was originally considered too weak until someone put a deck together for it. I could, naturally, be talking about a dozen or so cards – that’s how big this game is with choices.)
And then there’s the Pokemon games, where if you’re not using a team of a couple dozen non-Legendary critters, you might as well forget about competition. Or so the pros say.
. . . so I’m used to hearing the argument of “can’t make viable things out of anything”. I call dolyak droppings consistently on that.
Guild Wars 2 is incredibly possible to play with nigh anything in your bar (sensibly) and still be entertaining. I think that’s more important – will it be fun. Some people find it the height of entertainment to find a build which can shred anything in under twenty seconds. Some people find it fun to forget about skills and try to dress up like Link or Zelda, or any couple hundred other fictional characters.
Viable builds shouldn’t be a concern of every player, nor should it be a consideration forced on them. On the same token, neither should they be forced to have an incredible wealth of choices and wind up mocked for not knowing better than Frenzy/HealSig in the time of GW1.
At least, these are my thoughts. I’ll note I spent a year trying things out in the days of Prophecies and then Nightfall but after completing Nightfall I rarely changed up my build on my main – because it was fun. Did it work? Ffft, not on everything. (Mostly fleshless things were the pain.)
And love it or hate it, GW1 had too much choice when it came to builds, and unlike GW2 there are definitely ways to build which aren’t really possible to get through places without a major helping hand. I’m not missing that at all.
When I in PvP play guardian I’m mostly playing spirit weapon guardian simply because I have a ton of fun with it. I have destroyed meta builds lots of times simply by the fact that they didn’t know how to handle the build, so learned, so kept dying because they were confused.
I yesterday tried to make a viable condi guardian, which admittedly went horrible and ended up being a hybrid build. And even so, the lack of different conditions on a guardian makes it hard to make viable I have to admit.
As I mentioned in my first post, I love making builds I love to play while having fun, if they can surprise my enemy or confuse them, well then my mission has succeeded.
The new trait system they wanna implement looks like it will threaten this train of thought, but I have already read some comments in here with some thoughts I didn’t have that slightly reassures me that ANet might make this a good thing.
Well I can see the point in that. Although it is still making me really sad that we more or less are gonna look like clones of each other skill wise.
I was looking for a while, but didn’t see any topics of the like, so I apologize if it’s already addressed.
To me I like making builds and I did so very much too in GW1, no I even loved it, with all my heart. I love playing PvP or even PvE knowing that not many people have this build and still it is viable.
That being said. I feel very sad to see the new trait system, so sad that I even go to write it here in hopes some ANet developer would care to take it up at a board meeting or even just have it as a thought.
I personally see the new trait system more like a prefix or simplistic system rather than a way of being creative with your build.
I know the current trait system is not the best either, but at least it feels more creative than what the new system looks like. (there will always be something to complain about no matter what they implement because of personal preferences)
I do see how specializations might go around this, but it does still feel very much like my creativity in builds are being imprisoned within the confinements of the simplistic system ANet are bringing into the game with HoT (Heart of Thorns).
I don’t know why the change is so important to implement, but I’m gonna assume it’s to make it easier for newer players to understand or for the fancy interface with the lightning chain. But even if it’s for new players, I don’t think it will help much in the end since you will learn a new interface very fast once you start playing a new game. it always looks confusing when you start to play a new game until you have figured it out right?
Anyway thanks for reading, hopefully I’m not alone out there.
Best Regards
Folsted
Battle for Lion's Arch Open Issues and Tips
in Battle for Lion’s Arch - Aftermath
Posted by: Folsted.8647
Regarding the dodge on the knights:
I appreciate OP’s tip on when to dodge (during the animation). The problem is that the red on the ground (which telegraphs the hit much more obviously when in the midst of so many players and their particle effects) appears and disappears before that. So I dodge, dodge, the red disappears as the knight jumps and I get pulled.
I’ve adjusted since I realized the timing on the ground telegraph was wrong (or my preconceived notion of when to dodge was). My issue is that it seems like there’s no consistency for ground telegraphs and when I should dodge throughout the game as a whole. Lupi is wait two seconds and dodge (red still on ground at that point) but I have to dodge with these knights after the red is gone. The Marionette attacks were split second telegraphs — it telegraphed almost as the hit was happening, where if you had to wait for a bit more vigor or were just finishing channeling and then dodged, you were SOL. Here, it’s like I could just stand around whistling dixie through most of the telegraph and not be pulled.
I don’t mind timing my dodges, it’s just impossible to intuitively know when. So it’s less a matter of overall skill and more a matter of knowing the game mechanics for one specific fight. I’d prefer a focus on the former.
If you’re talking about the large orange-red aoe circle, I just dodge as soon as it disappears, and it works every time. For the one that appears at melee range, I just find it best to get out of the area as soon as it appears.
It’s the first situation you’re talking about. And yes, as I mentioned, I know when to dodge from both experience and OP’s tip. I’m just voicing a concern about the overall inconsistency of the dodge timing in relation to the aoe telegraph throughout the game.
I’m honestly fine with these kinda things, it makes you become more observant as to when you should dodge rather than just have the exact same motion happen on every AoE. It is after all different enemies with different skills.
Also it’s like when you get into a dungeon for the first time, you go through it learning it, dying a few or more times until you understand how the mechanics work.
I would rather promote more of this stuff to make people learn new ways of playing instead.
Battle for Lion's Arch Open Issues and Tips
in Battle for Lion’s Arch - Aftermath
Posted by: Folsted.8647
Just did a great overflow kill on knight (after patch ofc) which resulted in reward again (in the corner chests). I think we were about 20-30 people at each knight and weren’t late or anything.
We then got to the hologram arena where (for me at the green portal at least) had to wait those 2 min for fight to begin and to see only 8-10 people in our arena.. We almost completed the hologram fight with 8 people, but failed by 2 mins.
I’m not sure if we were in a different arena than the rest of the people (because a party member in the middle of the fight entered the scarlet ending instance (maybe just through the portal on ground)). but 8 people seems like an awfull few people to enter that hologram fight.
Otherwise I’ll say good fix, especially with the thought of zergs.
Battle for Lion's Arch Open Issues and Tips
in Battle for Lion’s Arch - Aftermath
Posted by: Folsted.8647
The Assault knights were intended to be a fight that players had to split up and fight at the same time
I really wish Arenanet would make this clear by making a tutorial video before the patch even goes live. It would save players from SO much hostility in map chat. I do like trying to figure things out for myself but, not in a hostile environment.
And yes, it seemed perfectly clear we were to split into 3 groups. The portals right next to the Knights was a big enough sign
Oh, while I might have your eye’s for a moment, maybe a video covering the importance of food, utility, and stacking buffs please? The majority of players I’ve been in zone with today haven’t had any. With a DPS check like the Knights, I figured players would know to come ready to hit hard but, I don’t think players care enough or simply know enough about the mechanics of foods and utilities beyond magic find. That everyone knows well it seems.
Thank you for working on this. I’m looking forward to an update and fix for the Knights loot. Also, crossing my fingers someone turns up the drop rate on cores to make up for the lost time. wink.. wink.. nudge, nudge
I apologize if this makes me sound kind of mad, but I do not want all these tutorial videos to be a thing… I really don’t want this to be even more baby friendly by telling people exactly what to do and how to do it… there’s already so much baby sitting in the game, so many people spam “where is something” in chat instead of actually trying to figure something out themselves. Also even though I write the Knights tactics in chat almost every time I’m there (such as how to dodge it) I still see people dying to the first pull, second and third even. People are either just afk after the first “1” pressed or they don’t like to listen to tips/tricks unless it gives them loot.
I like the feeling of discovering stuff for myself most of the time, not being spoon-fed with videos and text from the game about how to do everything.
And to be honest, that we were supposed to fight the knights split up were obvious, but near impossible due to some of the above mentioned and people waiting to be rezzed when dead in the middle of a fight.
The whole zerg content need to be reduced, it’s really sad to see people getting rewards from being afk, such as the first part of the LA patch when others do the hard work.
Some punishment for people would be nice, otherwise they’ll keep being lazy and not learning the game, it’s strategies and mechanics.
I am really annoyed by being forced to enter overflow everytime I want to do a dragon or other chest event on my own server… I don’t want to be in the area an hour before the events window open. I’m sure others feel like this aswell.
This is only a suggestion:
Guesting: please remove this function or make it so you need an invite from a person on the server you want to guest. otherwise priotize the people living on the server to have the highest queue value for areas within that server.
There’s absolutely no reason to spend 3s on travel to an area where I can’t kill the boss I went there for because of this guesting problem.
Sincerely Folsted.