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Changes to SA to make /d viable

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Posted by: Grumwulf.9602

Grumwulf.9602

What I would really like is if there were a rune set or GM trait that made steal reset when you have killed something. This might be OP, I don’t know. But it would improve every single weapon. I think it would help D/D the most giving it a gap closer on demand almost. It would help the best in WvW and in open world pve. In PVE I see myself stealing, stealthing with the trait or pre cast dagger 5, back stab and then repeat on next mob. Against multiple mobs it would be a powerful heal via mug and have some of that gameplay Guardians get when justice is reset on kill. It would be powerful against trash in dungeons but I think it would not be too OP in Spvp or against dungeon bosses. Having a gap closer that stealths you when traited more available would help staff too.

Staff needs a LOT of work.

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Grumwulf.9602

I wish staff had been more like this: an improved animation for the autoattack, the number 2 ability made into the leap that 5 is but with a lot less damage and less initiative. No. 3 made into a block, hold the staff up and do a reactive counter attack against next 3 melee attacks. No.4 a wide ground sweep rising dust to blind up to 5 enemies. No.5 a wide sweeping attack doing damage to 5 enemies, quick, high damage, high cost.

This would actually feel like you are using a staff.

I think the problem was that the theme was dodging and so they made the staff this mobile weapon to fit the dodge theme but this resulted in a staff that does not feel like a staff.

[Daredevil] - Feedback

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Grumwulf.9602

I found the staff disappointing. Most of the abilities do not really seem like staff abilities. I didn’t get a feeling that I was a martial artist with a staff. When I use daggers it really feels like I am using daggers, same with short bow and pistols. But staff…It has no identity. What I would have liked is a staff that did things like block, a wide arc knock back, a great circular sweep that did damage to 5 targets, or a circular sweep that blinded 5 targets, a quick hit with the end of the staff to interupt or daze. It just seems they asked what should it do rather then how should it feel. It doesn’t feel good, imo.

The niche it could have filled was as a brawling weapon. Get in, stay in, using blocks and blinds and do good melee aoe. But it is built as an in and out sort of weapon but the sword does that already, and some stealth builds too such as pistol dagger. I see dodgy builds using sword not staff.

(edited by Grumwulf.9602)

Hopefully gear inspect and dps meter with HOT

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Grumwulf.9602

The thing with dps meters is that they might actually lead to more diversity. The way it is now the only thing people can judge is your profession and your weapon/utilities. People have already calculated which professions and builds do the max dps. So in the absence of dps meters they will simply ask for just those builds. Games with dps meters tend to be more open. As long as you do the dps required with your kooky build then the raid leader is fine. I always liked to top the meters with unpopular builds. Here in GW2 I wouldn’t even get in a raid.

An Idea for Raid Inclusion

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Posted by: Grumwulf.9602

Grumwulf.9602

I appreciate the sentiment, but the idea is bad. One of my guilds is a very large guild. Everyone is very excited about raiding, but the way things are I highly doubt we’ll be able to get everyone into raids as is. Now this type of bonus would be beneficial at the very start. People would rotate in and out. But what happens when the whole guild does the raid? Then they start bringing in strangers and benching our own guildies. That’s not right.

Good point. I think if the rewards are too good this sort of thing might happen. Benching is always a problem with fixed raid sizes and this would just rub salt in the wound. I had an idea later though about using mastery track where you always got some xp towards it by raiding but you got more if you raided with people with less experience. That might work as I doubt guilds would bench guildies just to speed up the mastery track but everyone would be rewarded for taking the new guildie through the content.

But the more I think about it the more complicated it seems. Glad I am not a game designer. :P

(edited by Grumwulf.9602)

An Idea for Raid Inclusion

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Posted by: Grumwulf.9602

Grumwulf.9602

I agree, though I am still concerned for the consistency of the experience. It would be amazing to finally beat hard content (with all new players your first time) and receive tonnes and tonnes of loot for this accomplishment. But I’m concerned that the following runs producing much less reward (whether everyone has already done it once, or there are simply fewer new people in your group than last time) would degrade the experience.

It would be like winning a massively on your first try while gambling then making next to no progress (comparatively) for the rest of the night. It would hurt the over-all longevity of the content type and create a point of friction between players.

I do want some form of incentive for new players to experience difficult content (whether its raids or higher lvl fractals or anything else) but it doesn’t make sense to me to have rewards decrease over time. I think the key is to not make the bonus as extravagant as your original post described. Yes, that many chests would convey a sense of accomplishment and reward, but those elitists would not care about instructing new players or ensuring they have a positive experience, they only care about the end result; ie, the rewards they get for putting up with the inexperienced.

I would suggest a series of achievements that produce a loot-able chest for the group whenever a person unlocks it (much like your suggestion) BUT this bonus chest is limited in number, and perhaps only one extra chest can be redeemed per run. This would make it a boost to rewards without being exceedingly over rewarding. Any extra ‘unlocks’ would be tracked and kept for future runs.

Perhaps it could work with items. Whenever a player unlocks one of the raid-specific achievements, all group members receive a key item that will allow the player to unlock a bonus chest at the end of the raid (that may or may not have unique rewards) but this chest can only be opened ONCE per player per run and only ONE key can be received per run (progress to other achievements is blocked once an achievement is earned). This would incentivise players to help others with achievements, and a player who as done nothing in the raid so far would be a source of many keys — and thus valuable to the raiding community. As the keys are limited to being rewarded once per run and can only be cashed ONCE per run, it would encourage players to repeat the content with the same player — this would allow the inexperienced to gain experience in the content while being valued by the group.

I really like the key idea. It reminds me of the key chest mechanic in silverwastes.

I had the same thought later about the loot getting worse over time. I had another idea based on your suggestion of using reward tracks or masteries. If there was a Raid Mentor mastery this mastery could be earned only when you complete a boss with someone in the raid with less raid experience than yourself. They could give each player a raid score based on previous successes and give them xp for their mastery track based on the difference between that score and the score of others in the raid. The lower the score of others the more xp. I suppose there will be a point as others have also mentioned when you just can’t find other people with a lower score or might be forced to go outside the guild to find them. I think though that this mentor track could always increase a small amount as standard but increase a larger amount when with less experienced players.

(edited by Grumwulf.9602)

An Idea for Raid Inclusion

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Posted by: Grumwulf.9602

Grumwulf.9602

Thanks for the replies. It’s a good point that you could have this reward work in all different sorts of ways.

I see what you mean Oberon with the only first time problem. My thinking was that it would at least get people through the door, learning the fights, getting their feet wet. They would be less kitteno try raiding if they were encouraged to do so and told their lack of experience wasn’t a problem. But another way to go about it – more complicated though – would to give every player Raid Points. The more times you beat a boss, the more bosses you kill the more your points. This can help get experienced players into groups and to show off a bit. But the raids could give more loot depending on how low the overall raid point total of the group was. So if you take a few lesser experience players your overall score is lower and there will be 10% or 20% more crafting mat in the chest at the end. This will solve the only once problem. If you have 9 players who have done the boss 10 times and there is a new player who has done it once he is still lowering your score and improving your loot. Groups will want the big scores for easy runs and won’t mind taking one or two low scores due to the extra loot. The low scores get to improve their scores which will help them get in groups as big scores down the road.

When I said rewarding sub optimal play I did not mean that it ought to be encouraged. I meant that it will reward people for the extra effort it takes to train or take up the slack for new players. Normally groups are very efficiency focused. I think this is especially true of GW2 due to the farming nature of the game when it comes to things like legendaries. So these groups I think usually shy away from the new player not because they are against new players they just don’t want to be slowed down. Impatience is something I think that slowly infests the population of mmos. This is just because they are so goal orientated and time consuming. Yet what raids need is patience and patience with new players. Most of the friction you get in raids is due to that impatience IMO. By rewarding players for taking a slower route by inviting new players to see the content you are actually only encouraging players to play the way most of them would want to play if they were not so rushed (IMO).

(edited by Grumwulf.9602)

An Idea for Raid Inclusion

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Posted by: Grumwulf.9602

Grumwulf.9602

This is something I wished WOW had done instead of going the route of easy raiding with LFR.

Have it so that whenever you defeat a boss the first time you spawn a chest that everyone can loot that contains something that everyone needs.

So lets say you kill a boss that first time. You get the normal loot from the boss that might give you 5 precursor crafting mats. But you also get another chest that has 2 of the same crafting mats multiplied by the number of people who have killed that boss for the first time.

What this will do is make getting bosses down that first time extra rewarding.

It will also do something else.

It will encourage guilds to try to get people on the team who have yet to do that boss for future runs. Depending on how difficult the boss is or how good the raid team is they will be able to incorporate 1, 2 or more new players into their attempt. Imagine that! Groups in group finder actually asking for noobs to come play with them. The rewards just have to be enough to be better than farming with a fully experienced group would bring.

The new players will have learned the mechanics and will be able to easier find groups for farming if they wish or will be happy to have simply seen the content and got the achievement.

Doing this simple thing will ensure that the difficultly of raids can be maintained while ensuring that everyone will get to do them. People won’t be able to complain that they are being excluded from legendary armours because they are not good enough at raids. And the dedicated raider will get extra rewards, feel good about himself (probably) and be more confident that arenanet won’t start bringing in nerfs down the road to appease the players who feel left out.

My idea is to encourage the community itself to make raiding more inclusive by rewarding suboptimal play with greater rewards.

It was always satisfying to me as a raid leader in WOW to take those guild members who were poorer players through raids once we had defeated them that first time. I believe our natural inclination to do this is often discouraged because raids are tough to organise and run and strangers unpredictable. It is especially discouraged in a game like GW2 that has a high focus on time efficient play due to large grinds for legendaries etc. A reward that makes doing the cool sociable thing the time efficient best choice is win win for everybody.

(edited by Grumwulf.9602)

Suggestion: Pact Commander Swiftness Toggle

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Posted by: Grumwulf.9602

Grumwulf.9602

It would be a solution if you could click it off and only have it reapply if you rezone.

Gliding unfun (exhaustion bar, immersion)

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Posted by: Grumwulf.9602

Grumwulf.9602

I had the same thought that wasn’t much connection between getting mastery experience and what you are doing.

I thought that there should be a little paragraph of text that you could see if you moused over the mastery you were working on. It could be a little story that immerses you in the zone.

Such as:

Your first night in Verdant Brink you discover a crumpled device in the wreckage. It appears to be a glider of some sort. Its frame is bent, the leather is torn and the harness broken at the straps. At first it seems too damaged to be used but on second glance you see that it might be repaired. Around the jungle you begin to find pieces of other gliding devices even more damaged than the first but you realise you can salvage them for the spare pieces you need for repairs. Each morning in the quiet hours after the Mordrem have ceased their attacks you work on your glider. It should be useful, you think, in this place of high perches and deep hollows. Soon it will be ready!

On the second bar you can mouse over and find the next chapter in the story. Something like: You have been flying your glider now for days…. etc etc.

I think something like this could really immerse the player in the mastery process and at the same time is super cheap to add to the game. It’s just text after all. But text can be pretty powerful all the same.

(edited by Grumwulf.9602)

BETA: What we are enjoying

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Grumwulf.9602

Very impressed with the beta so far.

At first the map was confusing but once I had spent some time exploring it was a real joy zipping around with the glider, knowing the short cuts etc.

I really loved the mob design. Each one has its own mechanic with a pretty easy counter but you always have to stay alert and react correctly. Frustrating sometimes at the start but after a couple of days really satisfying.

I didn’t like the addition of spoken dialogue to my character, it felt you were putting words in his mouth. I think this works in a game like swtor because that games also gives you choices what to say. But I just turned the dialogue slider down to zero and it didn’t bother me as much. Really wish the dialogue sections of personal stories could be space barred through though. First time it is okay to listen/read the dialogue but on replays it is really tedious.

One thing that I noticed was that events seemed to take a lot longer if there was a big group than a small group. Some were really exhaustingly long such as the plant the explosives one in the old ruins where you snipe the husks that keep coming.

P/P is garbage

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Grumwulf.9602

I like these ideas. I think no.1 should be reworked to something like quick shot, quick shot, head shot and the whole sequence do a lot more damage, especially the head shot. Its a bit boring the way it is right now. With 1 made more interesting it opens the option to change 3 to a more tactical option like OP suggested. Spamming 3 is worse thing about P/P imo. It feels good for a while then it gets boring.

Thief Profession Specialization

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Grumwulf.9602

I think we will see a staff. They want to add things that will give the profession a new play style and I think staff could offer this if it was a defensive weapon. It could have a block ability which is something thieves have not had access to. It would allow thieves to play a more up front melee style. Blocks, area weakness, aoe knock backs, that kind of thing. A defensive style that fits into a the martial arts theme. A bunker thief, a tank thief. Who knows maybe even the ability to apply aegis. After all guardians are getting traps.

Endgame PvE: Difficulty comes down to dodging

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Grumwulf.9602

Brilliant post. I’ve been thinking the same sort of thing recently. Such as the quick hits idea or introducing a undispellable DOT that would make healing power more useful. But I don’t think ANet will do anything about it. This might sound cynical but GW2 is a game made on the cheap. It’s a content factory rather than a craftsman’s shop. That’s why all their group stuff is always going to focus on dodge because it’s the cheapest way to ensure class balance while they pump that content out. But I hope they read this post and act on it.

Isn't it rather sad....

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Grumwulf.9602

I think GW2 is a really innovative MMO but I don’t think it is a very good fanstasy RPG. The fantasy RPG is very light, not at all as epic as it seemed it would be and no where near as immersive. The MMO aspect however is right there in your face and getting stronger with each update, dailies, farming, legendaries with no stories, mini games galore, new tiers of gear, new tokens to collect, new minis….it’s an MMO fans dream. I think there are loads of people who have come to love the trappings of MMOs. I think a lot of these don’t really care about fantasy or about RPGs, they just love the virtual values and mouse wheels of an MMO. I think this is fine. But I thought GW2 was going to be a really good fantasy RPG and I am disappointed and I am becoming rather tired of the game.

(edited by Grumwulf.9602)

Zerg Farming: Needs to be stopped.

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Grumwulf.9602

I don’t like this recent farming craziness. It reminds me of that time in WoW during the Catalsysm expansion when everyone was farming the trash in Firelands and not bothering with the bosses. LFM Trash Run was all over map chat. I really hated that. It was like a big hoover sucking out all the epicness. Sometimes I think GW2 pve is just one big Trash Run (with a Scooby-doo storyline).

Watchknight Tonic is soooooooooo awesome :D

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Grumwulf.9602

I love that you can use it while fighting. I would just have shoved it in the bank if it had been like other tonics and never used it. I will probably use this at times and love the idea that there might be more of these. They make really good meta rewards in my opinion as you can’t really have loads of back packs but you can have loads of these.

People who don't rez at gauntlet

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Grumwulf.9602

The NPCs should rez. For those times when you are on your own, for those times it’s you and one other person, for those times no one cares. Real people can still help to keep it ‘social’.

About legendaries and where they went wrong

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Grumwulf.9602

The main problem I have with “legendaries” is that there is no story about them. I wish it was something like a questline where you get the precursor and then you do further quests where you infuse it with X, take it to an alter somewhere and cleanse it with Y. And so on. WoW did something like this with the Rogue legendary. Quests and story plus some grinding. This game’s legendaries could have had so much story and instead it was just basically a big gamey economy driver, a sort of huge dustbin for all the various bits of rubbish the game generates. No romance to it at all. In a fantasy game. Why don’t they care? This is MMO without RPG. But without the illusion that RPG creates it all starts to feel absurdly pointless, like reading a book to count the number of words, or to circle every use of ‘the’ or underline every period. Sometimes I look at Elder Scrolls and I think RPG must be important because really that series had pretty bad gameplay. 12 million copies Skyrim sold. That’s because it was immersive. Anyway I think they probably just ran out of time like they did with zhaitan dungeon. They can do some good writing when they want to.

(edited by Grumwulf.9602)

IMO professions and combat are shallow

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Grumwulf.9602

My problem with the gameplay in PVE is that it so often boils down to DODGE. And every class can dodge. So it often feels like the class system is just sort of aesthetic. I know it does have quite a lot of depth but when you get down to playing sometimes all the classes feel sort of the same. I wish they would extend the no-dodge gambit to dungeons and elsewhere in the game, the other gambits too, it would help differentiate the classes more perhaps. A constant uncleansable dot would make you want to take someone with good regen and water fields, no dodging might mean you’ll want a guardian for blocks…maybe they don’t want to create roles and uses so as not to create dependency, but avoiding that has lead to DPS and DODGE in your class “flavour”.

Support token = $, Representation = 0

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Grumwulf.9602

I was so annoyed yesterday when I realised I had forgotten to vote and all my tokens were wasted. I nearly dumped them in frustration. But today I am whistling a very happy tune.

Would Jenna sanction the Queen's Gauntlet?

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Grumwulf.9602

It’s a pretty brutal sort of bloodsport when you think about it and I’m not sure if the Queen would sanction something like this. It certainly doesn’t fit the image that I have formed of her.

It seems like the designers came up with a really good mechanic and felt it was too good to say no to. But is it okay to just shrug your shoulder at this sort of thing? Lore, immersion, authenticating details, story, etc? I know its an MMO but it’s also an RPG. RPGs are supposed to care about these details, aren’t they?

You fight against robots no real human beings.
watch the stream http://www.twitch.tv/guildwars2/c/2697737 (10:13)
So its no kind of bloodsport ^^

So the players aren’t alive either? So its fine to drop them to their deaths after 2mins?

Yes its the dropping to the death I have a problem with. I think the haywire robot story is really good but this dropping to the death I find hard to believe.

Would Jenna sanction the Queen's Gauntlet?

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Grumwulf.9602

It’s a pretty brutal sort of bloodsport when you think about it and I’m not sure if the Queen would sanction something like this. It certainly doesn’t fit the image that I have formed of her.

It seems like the designers came up with a really good mechanic and felt it was too good to say no to. But is it okay to just shrug your shoulder at this sort of thing? Lore, immersion, authenticating details, story, etc? I know its an MMO but it’s also an RPG. RPGs are supposed to care about these details, aren’t they?

EDIT: I mean the dropping to your death aspect when I say brutal and hard to believe, fighting robots is fine of course. I really loved that story, one of the best instanced stories I’ve done in this game so far. But the fail a time limit and drop to your death just seems like a gamey element to me, one thatshoulder shrugs when it comes to the lore. I forgive it though now having had that nicely written instance.

(edited by Grumwulf.9602)

Guardian; PVT or Zerker?

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Grumwulf.9602

I took a mix of PVT and Berserker. I took the PVT initially as I could get it for karma. I have it with expensive skins so I decided to keep boot, legs and chest PVT and just build around that with either Berserker, for DPS, Cleric or more PVT for WvW or maybe some knights for being more tanky.

Regarding the kicking argument I only really think people might deserve a kick if you advertised for a speed run and got a tank. I mean theres nothing intrinsic about running dungeons that demands efficiency. I personally like to take my time but then again I do dungeons just the once if I can help it. Slowing down speed runners isnt on really but neither is assuming speed running is the norm that all must adhere to.

Create a Skill: Guardian Edition

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Grumwulf.9602

I’m too lazy for a full tidy layout like above.

I’d like though, if they allow for weapon skill swap outs, a couple of new skills for the shield. I love wearing shields but the shield right now is a bit useless for me (don’t PVP much). I’d love 4 to be something like: Raise your shield and blind all foes in a cone in front of you – could call it Mirrored Shield or something. The 5 ability: I’d like something like a block, something similar to the warriors or to how the focus works. Or perhaps a shield slam – slams the target for damage and stuns or knocks them down or dazes. Anyway if there was a shield like that I’d use it all the time in PVE.

Small change to Zephyrite Staff request

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Grumwulf.9602

Off topic but inspired by this post…Wouldn’t it be cool if they introduced weapons that actually changed the animation or spell effects of your abilities? Maybe too much work or will affect WvW or something, but I think they would be popular.

Yet another failed Living 'Story'

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Grumwulf.9602

I just want them to hire a writer or two from SWTOR. Just one or two. Might be expensive but I really think that the only place the game is falling behind the competition, where they are not excelling, is the writing.

These stories are not fantasy at all

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Grumwulf.9602

Too many replies here taking the OP too literally. He obviously is simply stating that he wishes the stories were more epic, more adventuresome. He’s not actually arguing that fantasy as a genre does not have these sorts of stories.

I agree with the OP too. The stories are not quite as epic as I would like, but I think that’s because you-know-who is already dead and they haven’t got round to the next you-know-who yet. So in the meantime its filler and fluff. Another problem I have with the stories is that they have been a bit shoddy in the writing so far, the characters have been dull, the dialogue simply functional, but I think that’s just the rush to get this content out. One character I hated in particular was Marjory Delaqua. It just seemed really lazy writing, despite the obvious rush. They might have used a fierce no-nonsense, even brutal, Charr detective, or an inept yet over confident Asura detective or a drunk Norn… so many ways to make it come alive and at the same time feel part of Tyria. All my ideas are clichés I suppose but they are clichés of Tyria which is better than a cliché drafted in from another genre, another planet even.

(edited by Grumwulf.9602)

Achievements - done nicely

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Grumwulf.9602

My favorite achievements are those such as Jumping Puzzle achievements or from exploration, especially the ones where you have to do some mini-dungeon. The boss achievements were also good. I love these as they are basically a to-do list, they get you out into the world doing fun stuff while feeling like you are progressing. I also love the holiday achievements. The ones I don’t like are those such as weapon master achievements as they are achieved either passively or are a boring grind. The same goes for slayer achievements though these are not quite as bad as weapon master. There are far too many of this kind of passive/grind achievement. The ones I really hate though in a points system are infinite achievements such as the salvage one as it undermines all the others. Achievements ought to get you out doing a whole variety of things and your reward is this score. Doing one thing continuously shouldnt be by far the most effective way of getting points. Or just get rid of points, they either mean something or they don’t. Creating system of value and then adding a way to cheese that value just makes a broken system.

Community, Help me.

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Grumwulf.9602

I soon as I hit 60 my guardian became a power house. What I did was use the Altruistic Healing trait and used the hammer. This combined with high precision gear and blackberry pie makes you very strong. I also use the signet of judgement. Get the knights gear if you can.

Concerns about new FOTM

in Fractals, Dungeons & Raids

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Grumwulf.9602

There is no reason for a level 1 to join a level 30 group. He will be rewarded as a level 1 even though he has just done a level 30. Why would anyone do that? Does that in any way seem to you like typical MMO behaviour?

New system only causes more elitism

in Fractals, Dungeons & Raids

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Grumwulf.9602

You can’t freeload. You do not get level 30 rewards unless you are level 30. The low level will be rewarded based on his actual level and doing a harder thing for the same reward just doesn’t describe typical human behaviour and is the absolute opposite of what you see in MMOs. Reread the blog post. Carefully.

Upcoming Fractal Changes: Discussion

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Grumwulf.9602

Some posters here need to reread the blog post. Rewards you recieve are based on your actual level. A level 2 cannot farm ascended gear. So there is in fact a disincentive for low level players to go too high as they will have all the difficulty, the higher health pools on bosses etc, but none of the reward. Noobs as you call them will not be sneaking into level 40 fractals because it would make no sense for them to do so. The only reason they might do this is if the only groups on the whole server are running 40 plus. This might happen eventually I suppose but for a long time new players will be grouping with players in the 1-10 category because that doesnt require agony resist. Players will generally go for the group that is the lowest possible number that can raise them a level.

S/T High Crit Build Advice

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Grumwulf.9602

The mixed berry is the same kind of pie as the omnom just 50% instead of 66% and cheaper too. I actually use the blackberry version most of the time and save the omnom for when I really need it. Scepter is great for this, as it hits 15 times with a 6 sec cooldown, thats not to mention its very fast autoattack. Compare that with sword’s 8 hits on a 15 sec cooldown. I agree that 5% more crit is probably better than the sigil of blood.

Guardian Bugs compilation.

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Grumwulf.9602

When using Leap of Faith combined with the trait Blind Exposure into a group of mobs so that all are blinded you will get vulnerability stacks equal to 3 * the number of mobs blinded on each mob. This means that blinding a group of 4 mobs will get you 12 stacks of vuln on each one. This doesn’t work with the blind from VoJ. I haven’t tested it with the sword.

Solo drop rate V Group Drop kinda unfair?

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Grumwulf.9602

No, people group because it creates more monsters as the game scales events depending on the number of people in an area. Lots of people mean lots of monsters. You get loot from each one as long as you do a minimum damage to it. So you get more loot if you AOE a big pack. If it’s just one monster you will get the same loot no matter how many people there are.

No one will do Story Mode!

in Fractals, Dungeons & Raids

Posted by: Grumwulf.9602

Grumwulf.9602

My idea is to reward people who have already done the storymode with X multiplied by the number of people in the group who haven’t done it. X could be gold, karma, chance of yellows, whatever. The point is that the reward increases depending on the number of new players in the group and decreases to nothing when its just a level 80 farm.

Rethink your Achievmentpoint Philosophy

in Guild Wars 2 Discussion

Posted by: Grumwulf.9602

Grumwulf.9602

I agree. Not because I think achievements are a big deal but they just don’t mean anything at all if you can inflate them via salvaging or transmuting. I mean if it’s just a list of things to do or complete then no point having a score, but if you have a score don’t make it completely meaningless.

Legendary, why is it legendary ?

in Guild Wars 2 Discussion

Posted by: Grumwulf.9602

Grumwulf.9602

Legendaries bore me. While some of them have very nice skins all they really amount to is a long grind. Where is the lore, where is the story behind them? They’re just too gamey, they don’t fit into a fantasy world at all. I would much prefer something where I piece together the shattered blade, unearth the rustly hilt, fight giants for the corrupted sheath, travel the world to find the ancient smith, fight legions to find the holy well….Really wish there was more actual fantasy in this MMO.

Ascended gear is something new to aim for

in Guild Wars 2 Discussion

Posted by: Grumwulf.9602

Grumwulf.9602

This seems like just a new way to stick your bottom lip out.

Two Character slots for the price of one

in Account & Technical Support

Posted by: Grumwulf.9602

Grumwulf.9602

A while ago I bought the character slot upgrade for 800 gems. When I applied it to my account it gave me two slots. I’m not sure what to do now. Will you correct this issue and delete the slot or shall I use it and count myself lucky?

A way to stop FoTM splitting the community?

in Fractals, Dungeons & Raids

Posted by: Grumwulf.9602

Grumwulf.9602

I think people like doing the highest level they can so that they are always adding to that number. If you can join with people lower than you but still get to improve your score then there would be no reason you would not do so apart from gear checks such as ascended gear for the infusion. A level 9 could run with a 6, a 3, a 2 and a 1 and at the end they would be 10, 7, 4, 3 and 2. The now level 10 player might then want to join others in the plus 10 club if he had infused gear but that didn’t stop him levelling with a whole range of levels for 10 dungeon runs. I like your suggestions, Thereon, but I think incentives would not be necessary as long as everyone could increase their score by 1. The level 1 might even be proud that he levelled to 2 in a level 9 dungeon.

A way to stop FoTM splitting the community?

in Fractals, Dungeons & Raids

Posted by: Grumwulf.9602

Grumwulf.9602

Forgive me if this has already been suggested.

1) Allow players to join the highest attained level in the group. So if there is a level 10 everyone can do a level 10 fractal if they want even if they are only level 1.
2) Reward them for their “true” level. If they were level 1 and beat a level 10 they will now be level 2. They will also recieve only level 1 loot.

Obviously past level 10 it will be harder due to Agony but it will still be much better than it is now. Community will be split in this way instead, LFM and LFM (Infused only).

In order to maintain the significance of the player’s personal number or score have it attached to a title track instead, with actual titles. Or, if this isn’t strong enough for progression purposes, have categories 1-10 etc. where a player can go up or down in level depending on the highest score in the group. That way there will still be incentive to get to 11 or 21 etc.

(edited by Grumwulf.9602)

Liking / Disliking [Constructive Feedback]

in The Lost Shores

Posted by: Grumwulf.9602

Grumwulf.9602

I loved the dungeon but did not like the scavenger hunt. It felt messy and confusing. I don’t like the use of ingame mail for information. What you are lacking for these kinds of things is a quest log. I don’t want quests like in WoW, but WoW does handle this kind of scavenger thing better with quests and a quest log. You know where you are going and why and if you forget you can go to the quest and reread it and once you have done it you know because it has a little tick. Problem with this event was that it wasn’t vague enough to be a fun treasure hunt and not clear enough to be a standard questline.

(edited by Grumwulf.9602)

All die to come back

in The Lost Shores

Posted by: Grumwulf.9602

Grumwulf.9602

At easy levels you might have people just being left dead for 10 minutes or more while the others 3 or 4 man a boss. But this won’t be possible in later levels. If someone dies then you will all have to die to start over. This is not particularly pug friendly. But I like that, the game really needs an incentive to guild up in my opinion.

Fractals [Merged]

in The Lost Shores

Posted by: Grumwulf.9602

Grumwulf.9602

Love the new dungeons. But as I was going round – perhaps I missed it – I kept looking for the story. I know we were killing things and the fights were fun but I didn’t know why most of the time. I was expecting to see some mysterious lore from Tyria’s past and perhaps I did, who knows…I did the snow one, the jellyfish one and the asura jumping one. No idea what any of them were about.

The changes we have been waiting for?

in Engineer

Posted by: Grumwulf.9602

Grumwulf.9602

I’m enjoying my engineer and the game immensely. Some stuff won’t ever get fixed because they’ll never agree it’s broken. And hey they are the designers. Other stuff will get fixed next time or the time after. Don’t let your impatience get you angry with these hard working people. Take a breath or two.

Quick observation re: hip shot v. aimed shot

in Engineer

Posted by: Grumwulf.9602

Grumwulf.9602

They are not rifles, rifles don’t fire nets or shoot you off the ground. They are not shotguns either. They are a two handed engineered weapon that has never existed in any shape or form in reality which has been labelled, for want of a better name, rifle. It shares a model with the warrior because that’s what happens in MMOs. All these arguments are absurd. Just say you don’t like the animation, don’t justify it, it won’t work. I do like it, I think it fits with the overall feel of the profession. I don’t care if it’s not realistic. Neither is firing nets or using a rifle to fire you across the room. And I’m no expert on animation but I think the animation from shoulder firing to leaping will look stupid or will slow down the ability.

I agree that most these arguments are absurd, they are just opinions, some like, some don’t. Realism shouldn’t hold much weight in an argument concerning a fantasy game but when a lot of people think something just looks plain stupid – it should be looked at in the very least.

What isn’t an absurd argument is the legendary rifle was clearly designed to be used by warriors.

I agree about the legendary and I hope the recent news of new legendaries fixes this for us.

Should Level Cap Increase in Xpacs?

in Guild Wars 2 Discussion

Posted by: Grumwulf.9602

Grumwulf.9602

Increasing the level cap has a lot of advantages. Its a reset. We will get our exotics and then have to get our ascended again. More progression but pretty mild in my opinion and fun. I hope the level goes up. I think it will too or else why did ANet make 80 levels in the first place? Because they like levelling thats why and they know the audience they are after does too. I know there are some people that can’t stand the idea of obsolescence but if skins are really enough then there isn’t obsolescence anyway, just fun things to do to get more stats. Skins are your permanence, stats progress.

Fractals of the Mists Scaling

in Fractals, Dungeons & Raids

Posted by: Grumwulf.9602

Grumwulf.9602

Ah thanks Strifey I was wondering what common attained level meant. It’s simply the level that everyone is at or above. Wouldn’t it be easier to say the lowest level in the group?