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Borlis Pass "old school" MMO Players

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Posted by: Hawkeye.2903

Hawkeye.2903

Looking for some like minded old school MMO players (Vanilla EQ1, Vanilla EQ2, Vanilla WoW) on the Borlis Pass server, who are of the ilk where playing a MMO not just to get to max level as fast as possible, and consequences of death was something that mattered. We play Guild Wars 2 as mature gamers who play as a group and always look out for each other, enjoying all aspects of the game. If interested come join the Tempters of Fate, if interested send me a message in-game or on here.

Self Healing Opinion

in Guild Wars 2 Discussion

Posted by: Hawkeye.2903

Hawkeye.2903

I apologize if I was not clear, I am not asking for any dedicated Healer (though someone could trait as such if wanted) I just was looking at an easy way to give other stat groupings a bit of a boost in utility, and also give the “passive” defense skills / boons / traits better usage as well. It would give a better challenge overall without taking any part of the game away.

Self Healing Opinion

in Guild Wars 2 Discussion

Posted by: Hawkeye.2903

Hawkeye.2903

In all the complaints I have read on these forums very few people offer any actual discussion on what causes the issue or what can fix the issue. People are hot right now in complaining about stats configurations and gear numbers.

Well the reason (in my opinion) why is because the game gives players access to base number self-heals at too high of a rate. I am not saying remove them completely but cut the base number down by about 50% in number or even allow a player to not HAVE to use a healing skill in the Utility slot. Then scale those heal numbers much stronger with Healing Power that way if a player wanted to run stat sets that included Healing Power there is a real use/benefit for it. Also if a player wants to really fully spec to full DPS, then that is totally fine but there is very little to no access to self-healing and your skill will have to shine through to stay upright. Or inversely if a player wants to spec a SUPPORT build then their options will be more utility for the group in giving access to Healing Power for a group heal.

Just my 2 copper,

Close the equipment gap

in Guild Wars 2 Discussion

Posted by: Hawkeye.2903

Hawkeye.2903

Good topic btw, and valid points throughout. My issue is this, I LIKE having something to work for in the game, I want to feel rewarded for doing something that requires higher skill level or trying to find the advantages where I can.

Where things went off the rails was that Exotic is too easily accessible and it diminished all value of “top tier accomplishment” and by 6 months after launch it was the new common for any character level 80. The leveling is so quick that I am not even sure the Rare tier gets much play at all which is sad. Ascended at least made me feel like I could get something better, yeah I had to work hard to get it, but it wasn’t going to be just handed to me. And if that work gives me a greater reward for stats then I am in on that.

As its been said ad nauseum Ascended is not required (except high fractal) and it should not be, but man is it a great sense of accomplishment once you have it. I get everyone saying they don’t want gear grind but gear will always matter in MMO’s whether from min/max to fashion divas. But all gamers want accomplishment goals, and gear is the easiest way to give that.

tl/dr: Ascended is fine, reward for work about right, something to accomplish worth it.

Top questionable decision Anet have made.

in Guild Wars 2 Discussion

Posted by: Hawkeye.2903

Hawkeye.2903

Not in any specific order of priority… just my Top 10.

1) Traits – lack of reworking useless traits for better synergy of builds
2) Skills – lack of new skills added or new weapon skills or new weapons since launch
3) Dungeons – content removed rather than added, no new dungeons or paths
4) Wallet does not hold all currencies
5) MegaServer – trivialized all of the World Bosses / Temples (Champs in general) no longer epic or require build / strategy to complete
6) Daily – Need more variation for PvE options, system is good just add more than 4.
7) Not enough use for non-DPS builds, not asking for Trinity, just build variation and usage, make each class feel needed because they bring unique utility, feel special.
8)Remove all Event chains that benefit from failure – failure should never be a benefit or an option bad mindset for players.
9) Make World Bosses harder, can roam the zones, and remove the schedules, the game needs some randomized danger to it, have difficult events that will trigger them (player controlled timing, rather than server controlled timing)
10) And FINALLY – Reward / Loot system, need some love in rewarding for the higher difficulty / time commitments, make all of your content worth playing, the player should decide what they are willing to do for reward, willing to put in the skill/time then give them something that is fair.

Bonus: Armor stats/skins – need a lot more variation such as Chain v. Plate, Leather v. Cloth, with bonuses and penalties, and then make appropriate skins/sets for that, variation in MMO is NEVER a bad thing. Players want to tinker and look good, plus will satisfy the hardcore min/max player and the fluff/fashion player as well.

Just my 2 copper…

Guardian and Necro

in Guild Wars 2 Discussion

Posted by: Hawkeye.2903

Hawkeye.2903

I have to defend Necro here, been a main Necro player for all MMO’s I have played since EQ1 in the late 90’s. And I understand each games ideology of necro is different. But the most important aspect of a typical MMO dungeon/fractal/raid group is not how fast or an exact DPS number, the most important thing is not dying on your teammates and expecting them to rez you, and ultimately failing. And a good necro player will sustain their life as long as any other class and still put out a healthy average DPS and be able to contribute to the overall goal which is downing the mobs. I understand there are speed runs and zerk groups out there but those are the outliers and the simple player groups are a mix of all types of players with different skill sets, who just want to get to the same goal of finishing the dungeon and getting gold and loot.

Trust me I know there are issues with the class, and they are not the best, I am not trying to change reality here. I just am trying to show that the strength of the class is that it really doesn’t go down in a hurry, and has some solid mechanics that help achieve the PvE group goals. And trashing it just because it doesn’t fit into a particular player mindset or playstyle seems a bit unwarranted.

Just my 2 copper…

Racial skills

in Guild Wars 2 Discussion

Posted by: Hawkeye.2903

Hawkeye.2903

I LOVE this idea… and agree it has to implemented properly to even remotely work. I agree with mtpelion.4562 that it should be its own skill area separate from the rest. Reason I like this idea is that it would add build diversity which to me is always a good thing, as well as character pride, allows you to be proud of your characters heritage (not in a demeaning to the others way) and possibly unlock through lore questlines and (new) masteries.

And why shouldn’t they be awesome and viable? As long as each race had a comparable skill to use that has equal value to a battle, but it also would create some interesting strategies on both PvE / WvW side (I would restrict them in sPvP). I think this could be a great move for the game.

Just my 2 copper…

Waypoint alternatives: Discussion

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Posted by: Hawkeye.2903

Hawkeye.2903

I actually like this topic, because I come from the (old)school of MMO hard knocks of endless travels (hour at times) to grab your dead corpse, and now playing modern MMO’s where I am wherever I want to be in just a few silver. Both have their advantages, one a challenge aspect, the other a convenience, and with MMO’s those things typically don’t mesh, one or the other.

My proposal: keep the existing WP because honestly they are a convenience, but they should be treated as a privilege and not a right, it would be more immersive if the events that “contest” them happened with greater frequency and even if a system was developed where it can spread to other adjacent WP’s, getting stronger as they took them. What this would create is zone-wide events to clear the WP’s and create a new type of dynamic event where there are rewards based on your level of support to those events. I would have some WP’s that remain always unlocked so fast travel is never completely eliminated (Dungeons & entrances at zone transfer points). It could be a fun constant “tug-of-war” between the zone inhabitants and the players on control of the waypoints. Zones that are ignored would obviously lose the convenience of active WP’s but it also would spawn a high level event to clear them for greater rewards.

Just my 2 copper…

Poll: What type of MMO Player are you?

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Posted by: Hawkeye.2903

Hawkeye.2903

Thank you all for your input, this has been quite an interesting read. I really think this type of polling can be helpful because it is no secret ANet has to appeal to a large variance of playerbase, and obviously there is a business side of that. But seeing what “matters” to people on a majority level and is it possible for the game to achieve what we want. Please try to keep this discussion alive in hopes to get a more complete representation of people who can answer and give their 2 copper.

Poll: What type of MMO Player are you?

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Posted by: Hawkeye.2903

Hawkeye.2903

I forgot to add my own… I am A + B with the exclusion I do not rush/skip through content, I try to play the entire game. But if I had to choose what I think I most go for, it is B – I want to try to experience all the game can offer. May not always be the best or fastest, but I want to try to accomplish it.

Poll: What type of MMO Player are you?

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Posted by: Hawkeye.2903

Hawkeye.2903

So I am curious what type of MMO player makes up majority of the Guild Wars 2 Playerbase. I know the game is designed to cater to many types and everyone is going to play how they want, this isn’t that type of discussion. My question is just to Poll the community and see who IS playing this game.

So I tried to take a selection of the type of MMO Player you are (based on games past and present) which do you most identify with? I know many of you will be a mix and this is not meant if you are one you are not the other – just what floats your boat the most?

A. You seek out the Best Gear / Stat Combination (Min-Max) get to max level as quick as possible and try to get optimal setup until you reach the gear limit. You always are looking for something stronger to make your time in the game most efficient.

B. You seek out Achievements and 100% Exploration (Completionist) you take your time exploring every area doing all you can possibly accomplish until you reach the limit of content created. You thrive on new content until looking for adventure no matter the time cost.

C. You seek out the Unique Items/Cosmetic Look and LARP (Social-Cosmetic) you play with groups of fellow minded people in a more social environment and tailor your character on cosmetic achievement over other methods. Being more in tune with Lore and being a part of the game rather than seeking profit or efficiency.

D. Pure PvP Competitive – Leaderboard driven and almost exclusively play PvP modes and base success on scores and levels within that context. Dominance above all else based upon player skill and positioning as well as skill based builds.

E. (Your own custom type) Please be descriptive on what you look for to make you fulfilled as you play GW2.

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: Hawkeye.2903

Hawkeye.2903

1. Necromancer (Conditions Viable/Better traits for build variance)
2. Ranger (turn off forced pet/make truly best ranged DPS class)
3. All Classes (Better Support Build Meta and Healing/DPS/Armor/Vitality Scaling to differentiate each professions true value in group dynamic)

CDI- Character Progression-Horizontal

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Posted by: Hawkeye.2903

Hawkeye.2903

My number one “2014 First To Do/Fix” would definitely be Profession Definitions, and by that I mean Role Diversification (as discussed here) and what I believe more importantly Role Viability.

Every Profession should not only be viable in every type of gameplay but should be able to do the 3 tenets of the Guild Wars 2 Build Structure of Damage, Control, Support. Plus the inclusion of more skill variety to better define which of the 3 types you want to play. For example in my skill bar I could select 5 Damages, 5 Supports or 5 Controls, or obviously hybrid mix and be relevant. I wouldn’t force every profession to use a heal spot and I would allow some professions to be able to use multiple heals. Class diversity is far better than class generalization (Frankly, I DON’T like I can do everything, waters down my profession, jack of all, master of none).

Yes, I know mobs have to be altered as well to make builds viable (separate discussion) but removing caps on conditions as well as better mitigating DPS builds would be a great start.

(edited by Hawkeye.2903)

We need more gear tiers

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Posted by: Hawkeye.2903

Hawkeye.2903

I think this is a good topic, and yes I think a gear treadmill or grind is bad (from old MMO’s), but it is only bad when the gear contains no value or incentive. And that is the problem currently with the gear system, it holds no value, and certainly no incentive.

I am willing to go through hell and then some if I can obtain something that is a reward for my work, Ascended surely isn’t, Exotic isn’t either, because Exotic isn’t even exotic or rare to find. Why call it Rare or Exotic if it isn’t, why did they make it “easy mode” on that stuff? High gear should be hard as hell to obtain, and it should have a respectable reward in statistics for doing so, make the player want to work hard for something. Yes forcing crafting or making things take months to accomplish is quite ridiculous, but having hard content to achieve it is not, in fact that is fun.

Yes I UNDERSTAND that the Anet/Guild Wars ideology was to not have gear be a central aspect to completing content, but if you have 5 tiers of gear with all of them so close in stats, and I don’t need it for content, then why should I do extra work to get the better stuff? I care a little about what I look like, but it isn’t the end all be all. If that is the case make all gear just one tier and just add stats to them. The problem is not that there are too many tiers or not enough, it is the stats / tier difference and the low value of gear at any level which is hurting the game. (my opinion of course)

Players always want more to do, players will work hard for a reward, grinding mindlessly or forced crafting for useless gear does not accomplish that, working towards an achievable goal for a respectable reward with incentive for being able to do more content, I think would go a long way to having players satisfied with their progress.

CDI- Character Progression-Horizontal

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Posted by: Hawkeye.2903

Hawkeye.2903

I hinted at the multiple armor idea in my post back on page 18, but since it is at topic right now, let me expound on my idea.

I agree all 3 classifications of armor on all professions is far too overboard. Taking the class identity away is not a good idea. Casters should look like casters, Tanks look like tanks. But I would like to see variance within the armor and how your play-style would have to adapt…e.g.

Heavy = Plate / Scale – etc..
Medium = Leather / Chain – etc…
Light = Cloth / Padded – etc…

And each of those types can give stat mods, and you can have a warrior that could wear everything plate down to leather, and a Necro that can go cloth up to leather. But not only would this offer greater build diversification, but also from a vanity standpoint would have lots of new looks and potential skins. I think its fine as well that you have to level up “armor abilities” just to have a greater variance option.

The ONLY thing I ask, is to not allow stats /skins to go transmute to different armor types, because it is stupid to have leather armor with heavy stats (in my opinion) have to keep some sort of “use it or lose it” consequence or the value becomes worthless on the pieces of armor.

CDI- Character Progression-Horizontal

in CDI

Posted by: Hawkeye.2903

Hawkeye.2903

First, I want to say how much I enjoy the reading of the posts, there are so many really smart and insightful opinions on this game, and I think it proves how much people care to see the game succeed. I may not agree with everything (as I am sure the devs feel the same) but at least the passion people have for the game and the genre is great to see. Now my 3…

1. Character – I think more customization/expansion to builds is the biggest key here: such as all classes can wear multiple types of armor classifications with certain stat penalties/enhancements, more skills for more weapons. I agree with an earlier post that better skills / traits should never just be given, but should be earned whether via a quest or some training mechanism. The more we can do to diversify ourselves the greater variety of accomplishment can be obtained.

2. World – All zones/cities need to matter to encourage the playerbase to explore and be part of them. Lions Arch and too many waypoints I think is a crutch, and hurts the overall travel and immersion that the home cities / wilderness were supposed to give us. Also events in all zones need to somehow have a greater pull to them rather than just zones that have World Bosses.

3. Things to do – quest expansion is my biggest thing with Orders or Race or Guilds or Factions. But there should be a strong reward / consequence to them. Maybe you can have Non-Race / Non-faction NPC’s become hostile to you as you progress but unlock new armors / weapons specific and giving you now a new source of loot.

Just ideas… look forward to reading others’ suggestions.

The Traditional Necromancer player

in Necromancer

Posted by: Hawkeye.2903

Hawkeye.2903

I like this subject a lot (and Lily is right on this one) and have been wanting to write on it myself. I never played GW1 so I can’t compare to that. But I have played plenty of other MMO’s / RPG’s over the last 20 years.

My opinion, Necro should not be converted (as forums seem to suggest) to a Melee class, by definition it is a Caster / Summoner / DoT specialist, which in my world is wearing robes and being as far from the enemy as possible. The idea to change class to a Death Knight or Shadow Knight just seems off to me. I see a ton of posts: Add Greatsword, Add ….weapons… and my answer is “oh please no”. If you are going to ADD anything give us a greater access to spells / minions.

I’d rather have punishing / disabling DoT’s and self-sacrificial buffs to our allies, or let us raise and keep raising the dead we just killed. Sure let us be completely be terrible at burst damage, too many other classes already excel in that. But give us a needed utility, the ability to overwhelm the opponent.

Giving a weapon to minions (such as skeletons for example) would be awesome, example giving a long bow for ranged minion or sword and shield for defensive minions, it would add great spice to the class and also have a real use to the greens/blues/whites looted.

Giving the necromancer weapons just is encouraging the player-base to run up to any mob and slash. It takes the strategy of the caster classes out of the game. Let other non-caster classes do that, I am sorry, wearing robes with a sword or axe bigger than our body standing toe-to-toe with an ogre just makes us look ridiculous.

Collaborative Development- Request for Topics

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Posted by: Hawkeye.2903

Hawkeye.2903

As a veteran gamer from MMO’s of the past I’d like these 3 things implemented…

1. HIGHER NUMBER OF WEAPON SKILLS, should be able to make choices on several different skill options, some skills available only as high level, feel like you are working towards something in “training” on your weapons as you lvl up. **Keep same number of active slots just increase number of “choosable” skills per weapon (similar to traits).

2. HAVE DYNAMIC EVENTS THAT FAIL HAVE ZONE/SERVER-WIDE CONSEQUENCES, if events aren’t done, have “takeovers” by the enemy of the zone, create a viable reason to go to zone/city that have low populations, and if “cleansed” have great rewards.

3. PROFESSION/RACE STRUCTURE SHOULD HAVE GREATER VARIANCE of usage, I am not asking for the Trinity, but please each class should have something that they stand out as wayyy better than other classes, and some weakness/limit that makes them more vulnerable more than any other class. e.g. Warriors – Weakness: Melee weapons only, moderate damage mitigation / Strength: Highest DPS, can equip all melee weapons.

Just my opinions…love the game.