Showing Posts For Hendrixius.6083:

Transmutation Functionality + Ascended Gear

in Guild Wars 2 Discussion

Posted by: Hendrixius.6083

Hendrixius.6083

Yeah – as far as I can tell it functions essentially the same way. The skin is still attached to the item, not your equipment slot.

Transmutation Functionality + Ascended Gear

in Guild Wars 2 Discussion

Posted by: Hendrixius.6083

Hendrixius.6083

Race, profession and armor weight are still exclusive, just as they were before the patch.

In other words, your human cannot use Norn armor, your Mesmer cannot wear your Thief’s hood and your Elementalist cannot use a heavy armor skin.

Will You Be Playing GW2 Less Post Patch ?

in Guild Wars 2 Discussion

Posted by: Hendrixius.6083

Hendrixius.6083

I certainly will be playing less (if at all) – and I never ran a champ train. I spent the last 18 months gearing my main (Guardian) – saving laurels, spent 200g on my dang spinal blades back (tailoring was my only 500 armor skill)…etc., etc.

A huge portion of my gear is Celestial, which took perhaps the biggest hit in this patch – coupled with the absolute war they declared on boon duration I pretty much just got nerfed into the ground. I guess they don’t like support toons in groups…

Coupled with the way the stripped new toons/alts of a huge portion of their character progression, I just don’t have any motivation to play.

8 years since I started the GW journey and this is by far the most disappointed and disenfranchised I have ever felt about this series.

I’m not mad, just very, very bummed…

The reduction of RP aspects of this RPG

in Guild Wars 2 Discussion

Posted by: Hendrixius.6083

Hendrixius.6083

That is a big part of it Ocosh – some of these changes really leave me scratching my head. I feel like we lost plenty of functionality for absolutely no reason.

Don’t get me wrong, we gained some cool tweaks too – but I feel like we lost as much as we gained in this patch, and I feel it puts us on that path towards over-simplification (of builds, traits, etc.) that has driven me away from some other great MMOs.

And what do we gain from this trait overhaul? Build diversity? I see little in this patch to help that tbh…

Take this as an example: the nerf to Zerkers that is supposed to make it less dominant/desirable? Most likely it will instead make Zerker gear requisite in dungeons, as the across the board decrease in DPS means that groups can no longer afford to carry kittens with them (there are already many posts speaking to this – “Zerk or kick”).

To be fair, the Sigil and Rune changes are far too new to judge at this point, but the changes to boon duration was a huge smack across my Guardian’s face. And what do I get in return? A 3g trait that gives me more health? Thanks…

Okay, okay – now I am starting to whine – and I don’t want to spiral down that path…

Back to the cost/benefit discussion:

What is truly astounding is they seemed to have dumbed-down the trait system while simultaneously making it less friendly to newer players (which is typically the argument for simplifying character building – to make it more accessible to new players).

Perhaps all of these changes are a prelude to other upcoming system changes that we are unaware of – and those changes will bring greater clarity to what we saw today, but I am wary of what these future changes might look like after seeing today’s overhaul first-hand.

The reduction of RP aspects of this RPG

in Guild Wars 2 Discussion

Posted by: Hendrixius.6083

Hendrixius.6083

I totally agree that there is no point in spending 2 points in one tree and 3 in another, but there is absolutely value (imo) in incrementally gaining points per level. For one, it is incentive to level – “man I want that next point so I can get X”…

I also feel that when you gradually progress through trait lines while leveling you are much more likely to fully understand them. Its a key part of the leveling experience that I lament seeing “dumbed down” just b/c (allegedly) new players can’t handle spending their trait points.

I just don’t see it…

The reduction of RP aspects of this RPG

in Guild Wars 2 Discussion

Posted by: Hendrixius.6083

Hendrixius.6083

Skylight – I hear you on the preference thing, but here is my rebuttal to other points you raise:

First, would you rather have newer players confused by traits at level 10 when it they are facing easy content and playing mostly solo PVE or at level 30 when content becomes more difficult and it impacts other players?

The level 10 system certainly seemed to work for the past 18 months (not to mention in virtually any other MMO), and the trait change had enough of an impact on the low level, kitteny content that anet scaled down low level mobs to compensate…

The reduction of RP aspects of this RPG

in Guild Wars 2 Discussion

Posted by: Hendrixius.6083

Hendrixius.6083

A lot of the patch changes today have given us many new options in terms of developing a unique and distinct appearance, but along with these welcomed changes come some (for me) unforeseen and fairly negative effects on the role-playing elements of the game.

Plenty of people have already mentioned how the megaserver will split up the RP populations who used to band together on a couple of servers (TC and Piken iirc), but I am not on one of these servers and I do not tend to hang out and RP (in terms of speaking in character, etc.) But I do value many aspects of role-playing in a game like this, especially in terms of immersion and progression. I play mostly with a very small guild of close, real-world friends and we develop little storylines across our characters, etc., much of which is naturally tied to appearance.

The more I log through my toons and play with the new content post-patch, the more I keep encountering these little consequences in today’s changes that have a negative impact on both casual RP (and therefore immersion) and character progression. Some examples:

The decimation of traits for leveling characters (Character Progression)

This one is mind blowing to me – you do not get a single trait point until level 30. You are flat-out removing one of the most interesting parts of leveling from the game until people are nearly halfway done with their characters. If you want build diversity, then please allow people to start working with and understanding builds as early as possible. This, to me, is the worst decision of the patch.

Simple solution: Give people one point every 5 levels starting at level 10 (mirroring the old system) – honestly I would rather go back to the 1 point per level method – it makes so much more sense (you gain a level, you get a little more powerful). I do, however, fully applaud the ability to reset traits whenever you want, and the ability to “+ or -” your way through builds (which mirrors the original Guild Wars system much more), but why that simple change had to come with the plethora of other bad decisions (to both the system design and the system interface imho) is beyond me. It would also be nice to be able to save “builds” like we could in GW1 – but that is a bit tangential.

The loss of town-clothes and the removal of the toy slot in our equipment (RP/immersion):

The biggest advantage of the town-clothes was to have a secondary outfit you could swap to – a way to go from a combat-heavy look to a non-combat style without transmuting. Many characters that looked like Juggernauts on the battlefield looked much more like friends you would enjoy drink and revelry with while safe inside of a keep. Now we all have to choose one look, and it seems that most people will simply keep their “battle armor” look and forgo the casual options.

In conjunction with losing our secondary outfits (and a lot of the customization we had in terms of dye for these outfits), we also now have to use our bag space to carry our toys around – and we can no longer use our toys via keybinds (you could outfit swap/hit 1 before the patch – now you must open your inventory, double click the item to receive a bundle and then hit “1” to use it. Way more clunky and far less appealing without my alternate outfit to accompany my witches broom

Furthermore, I do not want my level 80 exotic/ascended helms to look like the launch weekend baseball cap, etc. – so now many of these these holiday hats that were once fun and silly have become a mostly useless permanent xmute that very few people are going to want to apply to their sweet lvl 80 gear.

Simple solution: Give us back the alt/town outfits – it would have worked so beautifully with this new wardrobe system I am a little shocked that it was completely removed. It would also return our toy slot so we can easily store and access our favorite non-combat items.

I guess this post is already getting long, so I’ll quit my patch-day whining while I am still (not) ahead. I am grateful that the devs are interested in improving the game’s structure, I love that new content gets rolled out, but I feel like some of the aspects of today’s patch were wholly unnecessary and – in many cases – absolutely detrimental to the “RP” part of this RPG.

There are plenty of other aspects of this patch which are great, and plenty of other things I didn’t mention which I feel are horrible (maybe b/c I am a boon-based support Guardian) – but those will be fleshed out in excruciating detail by the theorycrafters.

What I hate to see is the spirit of the RP being watered down, true character progression being sacrificed in order to (I guess?) balance end game play, and all of the little fun items I have collected since early access feeling much more like annoying bank clutter rather than fun-to-share toys.

PvP-only skins unobtainable forever now?

in Guild Wars 2 Discussion

Posted by: Hendrixius.6083

Hendrixius.6083

You have to visit the PVP area to unlock those skins (the first visit will unlock everything you had in your locker, then you must bring each toon who had PVP items equipped to the heart of the mists to unlock those skins).

One Step Closer achievement didn't register

in Bugs: Game, Forum, Website

Posted by: Hendrixius.6083

Hendrixius.6083

Just finished the event for the first time – participated from the very first Knight throughout all holograms, etc.

I was never even put in a down state a single time – did damage to all phases, rezzed, healed, everything…

…I even got the Ultimate Citizen’s Rescue Bag and was able to loot the large chest after defeating her.

The details:

Sorrow’s Furnace server, non-overflow, 10:00 a.m. event start.

My character is Leo Kruger, lvl 80 Guardian.

Let me know if I can provide any further information.

~Hendrixius

LFG Dungeon Progress Loss

in Bugs: Game, Forum, Website

Posted by: Hendrixius.6083

Hendrixius.6083

I would argue that the very point you made is indeed a broken LFG tool. The system should be able to promote a new instance leader and not penalize the remaining party for one person’s issues.

One of the main points of the vote kick system is to give parties a viable option against trolls – and if someone wants to troll a group, they can simply start a party in LFG and then – when vote kicked – know that the rest of the party pays the price?

That sounds pretty broken to me…

(edited by Hendrixius.6083)

LFG Dungeon Progress Loss

in Bugs: Game, Forum, Website

Posted by: Hendrixius.6083

Hendrixius.6083

I gave the LFG tool a go today since the new Living Story is dungeon based, and the match-up went nicely at first.

Got in with a good group of players, friendly, worked together (even through a couple of wipes) and were progressing nicely. One member of our group disconnected a couple of times, and we waited for them to reconnect – we were probably a good 45 minutes to an hour into the dungeon (without spoiling too much, we had beaten the double boss fight) and our DCing member went offline again.

We waited in place for a few minutes – 5 or so – and finally decided he must have given up and was not returning. Someone initiated a vote-kick (I didn’t even vote) which quickly passed and then – boom – we were transported out of the dungeon, losing all of our progress even though 4 of the 5 remained in the group (it did not disband us).

This was – needless to say – a pretty horrible first experience with the LFG tool, and can’t possibly be an acceptable outcome for a vote-kick scenario.

It was very deflating and the group just disbanded as a couple of us did not have time to start over…

Anyway, thought I would file this here as it has left a bad taste in my mouth regarding the whole LFG tool. I broadcasted a warning on the /map channel just in case I might save someone else the pain and spoke with two players on Sorrow’s Furnace and in the same zone who had the exact same experience today while running the LS dungeon, so I would guess that many players experienced this bug.

Cheers,

~Hendrixius

Character Creation/Updates

in Suggestions

Posted by: Hendrixius.6083

Hendrixius.6083

My suggestion is simply to exclude people who are in the character creation process (or perhaps anyone not logged in to the game world) from automatic reboots for the purpose of updates.

I know this is a minor complaint to many, but it is extremely frustrating to spend 20 minutes designing the facial features of a Sylvari – tweaking each slider tediously – only to have the game reboot and do a (very minor) update/patch right in the middle of the character creation process.

Is it really that imperative that I receive this update before being able to save my work…?

Love this game tho – just frustrated…