(edited by Goliath.7382)
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Many people have already forged at least one or two legendary weapons. I myself have a Kudzu that I recently finished. Am I getting the new Leaf of Kudzu skins unlocked when HOT comes out, or do I have to do the collection?
Yes, difficulty of the task depends on the task itself. But it also depends on the environment and the person doing it.
Do you realize how flawed that CR is as a number? It doesn’t mean anything on its own. There is no guarantee that a fight with 90 CR is harder than a fight with 50 CR. Everyone (hopefully) understand that soloing Lupicus is harder than doing it with a party.
Reminder of what my actual arguments are:
1) It’s possible to play challenging PvE content
2) Self imposed rules make challenges harder
Fair enough. I knew that unless you were familiar with games like D&D 3.5, the concept of a challenge rating might go over your head. To address the arguments that you’ve stated:
1) There are exactly two challenging forms of PvE content at the moment. Teq and Triple Trouble. Even those have to be taken with a grain of salt, because while they do require coordination, any shmuck who show’s up to the map early enough can simply join in with the actual organized players and ride their coattails to the reward while putting in minimal to no effort. This is not the case with PvP, where if even one person doesn’t pull their wait, the whole team will suffer for it.
2) Self-imposed rules do not make the challenge harder. The challenge stays the same regardless, all you’ve done is purposely lower your chances of succeeding at said challenge. If you go to the local fair and decide to play that game where you have to knock over those three bottles with a softball to win a bear, all you have to do is knock over those three bottles. It’s not like you’re going to win a better prize or anything for managing to do it with your eyes closed.
Yes, if it affects the task.
No, self imposed is not the definition of arbitrary. For example restriction to solo Lupicus is self imposed but it’s not arbitrary. It’s well thought and makes sense for the encounter. However, a restriction to solo it without Banner of Defense would be arbitrary because it makes no sense.
According to you self imposed rules don’t increase challenge. So soloing Lupicus has same difficulty as when doing it on a group.
If I may, I think I have a way of explaining this in a way that should properly convey the other point here.
Say that we assign every dungeon fight a Challenge Rating, a numerical value that indicates how hard the content is designed to be for a party of five players with a certain gear expectation.
Let’s say Lupicus has a CR of 90. (That’s just an arbitrary number I pulled out of my head for the sake of the example, don’t think about it too much.) Now let’s say that a CR 90 fight, by design, is meant to be a challenging if not difficult encounter for a party of 5 level 80 characters with full exotic gear.
Regardless of how you choose to engage Lupicus, it’s CR does not change. For instance, if everyone in the party has full ascended gear instead of exotic, Lupicus’s CR does not drop down to 85. It remains at 90. Your party will have an easier time of the fight not because the fight itself has become easier – Lupicus’s attack routine won’t very at all – but because the party is at a power level beyond what the encounter originally assumed.
Likewise, if you choose to solo Lupicus, his CR does not jump up to 100. Again, Lupicus’s attack routine is still the same. His CR is still 90, however you are entering the fight with an overall power level significantly lower then what a the encounter was designed for.
Does that make sense?
You enjoying those wardrobe items that you’ll never obtain? :P
Which ones? You mean the ones that were only obtainable as PvP items prior to the introduction of the wardrobe system that still haven’t been re-added to the game? Or do you mean those skins that I’ll never obtain because the only way to get them is either through an RNG rewards system that’s weighted almost completely against player success or by using real-world money to buy off the TP? Or do you mean the ones from previous Living Story content that is no longer accessible? Unobtainable wardrobe pieces are nothing new.
Reasons Against Mounts
-We have waypoints
-We are already going 25 MPH with Swiftness
-Unnecessary for Proper Gameplay
-People will complain if some mounts cost Gems
-Exploitable if not balanced
-Will make exploring TOO easy.
-“we dunt want WoW stuffz” (people comlaining that this game is turning into WoW)Please fuel the fire, but do be professional and nice to others.
- Skyrim has both mounts and fast travel. Why does one have to choose one or the other?
- It depends on how ANet balance the speed. 25% speedboost is reasonable as players can just equip speedboost traits, signet, or runes. 25% is less than 33%.
- What is proper gameplay?
- People will complain if there is anything in the gemshop.
- Then it better be balanced.
- Not really, if 25% become standard for mounts, then it is no different than equipping a signet.
- Then Skyrim is a WoW clone.
Some counterpoints:
- Skyrim is actually a very poor example in this case, for a couple of reasons. First of all, Skyrim is a sandbox style game, and it can take a substantial amount of time to get from one end of the map to the other. This is not helped by the fact that at any given point, you can get jumped by enemies such as sabercats, bears, and giants which can very easily wreck your face during the early levels of the game. On the other hand GW2 is a zone-based game, where all of the zones have an appropriate level range, and so long as you’re within that range, you can make it from one end of a zone to the other without any real threat in a very short amount of time. Also, because Skyrim has a fast travel system, and worse, because there are just SO MANY points that you can fast travel to, it makes horse travel completely unnecessary after a certain point. The only people who prefer to use a horse in late-game Skyrim are people who have placed a self-imposed rule on themselves to not fast travel. It’s also worth mentioning that fast travel in Skyrim is only “fast” from the perspective of the player. To the Dovahkin, fast travel is just as slow as regular travel, which is why if you fast travel from Solitude in the middle of the day, you’ll arrive in Riften after nightfall. This is the opposite of GW2, where the fast travel systems are implemented into the game’s lore, and are basically instantaneous.
- Even if mounts only offered a 25% bonus to movement speed, making them equal to signets, you’d still be opening up a bunch of balance issues. For one, Guardians and Warriors with a mount would now be able to move at a speed equal to the classes that actually have access to those signets, with the added benefit of not having to give up a skill slot to do it. In addition, the Active effects of most movement signets are pretty subpar in comparison to other skills, so the classes that actually have access to them would just use the mount and swap out those signets for better skills, pretty much removing the need for those signet skills entirely. If we consider the possible ramifications of this in WvW, it would mean that players with mounts have a notable advantage over those that don’t of the same class.
- In regards to adding it to the gem store, if it functioned identically to the Enchanted Broom and offered no bonus to movement speed or other special abilities, and was lore friendly, I don’t imagine anyone would have a real problem with it, other than the fact that the time and resources spent working on those mounts could have been spent working on truly worthwhile improvements to the game. If however the mounts did offer some kind of significant benefit to their owners, people will get upset, and rightly so. The only items on the gem store that offer any kind of gameplay advantage have always only offered a minimal benefit at best and were always obtainable quite easily via regular play. Making a cash shop exclusive item like that is how a game becomes “Play2Win,” and no one wants that.
I remind you that Guild Wars 2 is mostly a PVE game, so pleasing those players should be a priority.
Are you kidding me with this? I’m almost exclusively a PvE player and even I find this statement completely asinine. We get new content on a biweekly basis. I’ve lost count how many LS exclusive gear pieces we’ve basically been spoonfed over the last 2 years. Half of Kessex Hills is completely different from what it was at launch. The main hub of the game was literally destroyed and turned into a dynamic battlefield for a month. Before the April 15 feature patch, PVE players were able to gain the few pieces of PVP exclusive armor that were actually in the game via achievement reward chest, which was a boon for them once the Wardrobe system was implemented.
But because they’ve decided to give that small handful of players that have actually dedicated themselves to the stagnation that is sPVP enough to have the skill needed to win tournaments a diservedly unique armor skin, you have the gall to imply that PVE isn’t the priority of the developers?
(edited by Goliath.7382)
I was hoping we wouldn’t have to deal with these now that Scarlet’s dead, but they’re still here.
No one bothers doing them anymore, and the only thing they’re good for is making portions of the map untraversable because it’s swarming with too many vets and elites to get through.
EDIT: I will admit that this was worded poorly. Obviously, no, they don’t actually make the area untraversable. However, if you’re on a low level character, trying to get map completion, you often have to take a very wide berth around the area, which just makes things very annoying.
I get that a lot of hard work probably went in to creating these events, and I’m sure I speak for everyone when I say that we appreciate it. But it’s time has passed.
(edited by Goliath.7382)
As someone who relies on skins from the Hall of Monuments to give my characters a unique appearance until they hit level 80, I’d also like an answer to this. Will I now be forced to use Transmutation Charges for these skins now?
I honestly came onto the forums just to make a thread about this topic. Glad to see I’m not the only one who has a problem with the current set up.
Here’s the real problem with the current set-up. Exp Mode requires that at least one person in the group has completed Story Mode. Seeing as how no one wants to do Story Mode, running Exp Mode means that you are dependent on the veteran players to even enter the dungeon. The game isn’t even a year old, so that’s really not too bad of an issue now.
However, as the game gets older, a good portion of these veteran players are eventually going to stop playing. That’s simply the nature of MMOs. As much as the publisher would like to believe that their players are always going to stay, people WILL eventually stop playing. New games will eventually come out, and people will want to try those games out, and many simply won’t come back.
As time goes on, the amount of “veteran” players with access to Exp Mode dungeons is going to start going way down, to the point where finding a group who’s both willing and actually able to do them is going to be just as bad as finding groups for Story Mode now.