Showing Posts For JGar.4103:
Recruitment closed for all the classes. Thank you guys.
Still recruiting a few hardcore people:
- 1 mesmer.
- 2 guardians.
- 1 necro.
Requirements:
- Perfect knowledge of the class.
- 20k + kills on WvW.
- Rank 250+
- Be able to attend 90% of the raids.
- Respect our guild rules.
- Having a microphone and using TS is obligatory.
- Be mature and a funny person!
[AC] Antani Curse is a new guild on Far Shiverpeaks. We are aiming to become one of the top GvG and Squad guilds in the game. We are recruiting extremely experienced players of every single proffesion. We run 20-25 man raids 5-6 days a week, and there will be GvG Matches in the future.
We are a group of experienced players, and we are aiming very high in GW2. join our ranks, Apply@ antani.shivtr.com
Video: http://www.youtube.com/watch?v=AHWZZ_Oudj8
Akkinqeyh, leader of [AC]
Take a look at my guild: http://antani.shivtr.com/ We’re on Far Shiverpeaks.
Video: http://www.youtube.com/watch?v=AHWZZ_Oudj8
Akkinqeyh, Leader of [AC]
Take a look at my guild: http://antani.shivtr.com/ We’re on Far Shiverpeaks.
Akkinqeyh, Leader of [AC]
Recruitment updated. Check the website.
antani.shivtr.com
[AC] Antani Curse is a new guild on Far Shiverpeaks. We are aiming to become one of the top GvG and Squad guilds in the game. We are recruiting extremely experienced players of every single proffesion. We run 20-25 man raids 5-6 days a week, and there will be GvG Matches in the future.
We are a group of experienced players, and we are aiming very high in GW2. join our ranks, Apply@ antani.shivtr.com
Akkinqeyh, leader of [AC]
(edited by JGar.4103)
1. Skill Lagg.
2. Skill vs Blob spamm #1. (More importance on little organized groups)
3. WvW attraction:
- Remake the existing map making that every camp/tower/keep is different and have their own unique upgrades.
- Remake and add more mercenaries and make them be more useful.
- Add more hidding spots and other ways to get score on WvW instead of just capture points.
EXAMPLE: Make the BLOODLUST, instead of gaining stats, make it to increase your score.
So people will start playing for points and strategize better and that also includes better rewards.
EXAMPLE: 1st World best score recieves a Heavy Chest. (Instead of 3 random chests) Also make it harder to get it, for example, you have to increase 5 ranks during the matchup.
(edited by JGar.4103)
NECROMANCER IMPROVEMENT
- Make the skill Dark Path from Death Shroud a target AoE skill while improving also its damage. So it can works as a shadowstep without targeting a single enemy and increasing its popularity in more builds.
- Make the Reanimator trait summon more minions, up to 5, like it was at the start of the game, with internal cooldown of 5 seconds. To balance this, decrease their health points by 25%.
You really did a great job! I’m really proud of the area, and so far impressed me (I thought it would be much shorter). It gives us fresh air, you really need to add these new areas with new content to do, for example the new skills called “Aspects” and events that randomly pop-up at the bazaar. It would be a great idea to pop-up few events at main towns also, to feel that the world is alive.
Thank you, again. Greetings.
Dragons are very easy to kill, and there’s no challenge. You just need to spam skill 1 and get the gold medal.
Dragons need to be skilled, mobile and hard to fight, just like any temple guard.
What’s the point to spawn 12 Jormags a day? It gets really boring, dragons should be the hardest creature on GW2 and it’s already a farm spot.
THOUGHTS
The idea of paths is to start the scavenger hunt as soon as possible. Let’s say you have a human warrior level 35 and you want to keep leveling and get a legendary weapon when it reaches to level 80.
You enter to the first path of Ascalonian Catacombs (Level 35) and you complete it with your friends. For the completion of the first path it gives you many exp, which is nice to keep leveling, some silver, and a weapon that will help you in the second path, which will be harder.
It’s like a rewarding challenge, which will take some time, but you will always be ready for the next dungeon, because the last dungeon gave you a full exotic gear with the stats you wanted, and the next dungeon will give you another set too.
(edited by JGar.4103)
no no no, please no. Being forced to run every path but in order is such a bad bad idea. okay so i got to TA today and i’m looking for Dungeon master, OH no! it reset and i have to start at AC p1 again . ..
You only need to run paths if you want to get the precursor and its title. You can do the explorable mode if you want, which gives you more rewards and gives you the title Dungeon Master.
Is a bad idea? ANet said that scavenger hunt is a really long adventure and it’s hard, so I though that could be a way of completing one.
EDIT: The progress on paths done doesn’t reset.
(edited by JGar.4103)
Check my latest post: https://forum-en.gw2archive.eu/forum/game/suggestions/Revamping-Dungeons/first#post1739327
We are talking about the same. Maybe I could get some support, please?
INTRODUCTION TO THE POST
Hello everyone, I’m bothered about the dungeon system we have. People actually do dungeons to farm some money or get cool stuff we can purchase with tokens. That way, we skip cinematics and skip some content to speed up the process to get the money or the tokens. I don’t think ANet wanted this, and we know sometimes it gets really boring to play the same dungeon over and over again. We need a really new dungeon system.
Back in time, when I completed my first story mode dungeon, which was AC, I was really excited because the story was interesting, I had an unique experience, and the final reward was my first rare I got and I was like: OH MY GOD, this piece of armor is the best I can gear right now!
What happened next? I did the explorable mode, and my party wanted to skip cinematics to speed up the run. That was okay, but then suddenly they started to skip some content and I didn’t enjoy it. The last thing that dissapointed me was the reward. Just money and tokens! I wanted a cool piece of armor like the one I got in the story.
We are doing this over and over again and it gets boring, as I said before. We also want cool stuff from completing a dungeon, not to farm tokens.
A SYSTEM THAT COULD WORK
There will be three points I want to discuss here and are the following:
- Rebalance.
- Dungeon modes.
- Rewards.
Let’s start:
ANet wanted “to rebalance them, awarding more tokens, and making them more fun to play.” That is alright.
1- Rebalance:
- Creatures in general:
- Creatures from PvE:
- Add them more skills,
- more mobility (some creatures are really static),
- a little more health points.
- Creatures from dungeons:
- Add them many more skills,
- more mobility and interesting,
- less damage and more health points
- higher drop chance of rares and unique stuff
2- Dungeon modes:
That one is really interesting. That may be like a scavenger hunt to get the precursor, and might be a cool and hard way to get it.
There could be three ways to complete a dungeon:
- Story.
- (LV80) Explorable: You can only join to the explorable mode once you have done the story (as always). It’s a mix of all paths, and it’s never the same, it changes everytime you enter again. They are larger, and the enemies are harder to beat. You can only do it once a day per dungeon. You can only enter if you are lv80.
- Paths: You can only choose the first path of the first dungeon you can enter: Ascalonian Catacombs. The second path is locked until the first path is completed. The same happens to the third one. When you are done with all the paths, the following dungeon is Caucecus’s Manor and so on. This is where the scavenger hunt starts. Any path can’t be repeated. The progress is saved and doesn’t reset.
The difficulty of each path and dungeon should go increasing, as well as increasing the chance to get really rare items.
3- Dungeon Rewards:
- Chests:
There is only one chest at the end of the dungeon, it could be more like a dragon or temple chest. It awards rare stuff and a random number of tokens, from 20 to 60.
It appears in all the dungeon modes, fitting the level of the dungeon done.
- Final reward:
- Story: Remains the same.
- Explorable: Random exotic item that fits with your profession, plus 120 tokens and 50 silver. Why so many rewards? Well, as said before, it’s actually more harder, larger and can be once a day.
- Paths:
Let’s say we are doing Ascalonian Catacombs.
- First path: Ticket to get an exotic lv35 type of weapon you want, with the stats you want. That weapon also include another stat which is 5% damage to ghosts, and a unused sigil slot. You also gain 60 tokens and 10 silver and some exp.
- Second path: Ticket to get an exotic lv35 type of weapon you want, with the stats you want. That weapon also include another stat which is 5% damage to ghosts, and a unused sigil slot. You also gain 60 tokens and 15 silver and some exp.
- Third path: Ticket to get full exotic armor lv35, with the stats you want.
Unused rune slot. You also gain 60 tokens and 20 silver and some exp.
Those rewards fit the dungeon level you are doing. Also the silver keep increasing as the difficulty of the path you’re doing.
The last path from arah, which has four paths, gives you the precursor weapon you want, and you also get the title “Precursor”
- Tokens:
The pieces of armor and weapons have no longer stats and are skins. You can only purchase armor and weapon skins, runes, potions and the gift with dungeon tokens. All prices remain the same.
And that is all. Thanks for reading this post and hopefully you support me with this idea,
JGar.
(edited by JGar.4103)
There are queues even in patch notes! Nice!
Having the same problem
Indeed.
Add new chain events: the flood destroyed the croops from the farmer and some water elementals appeared.
Also visual effects like rain, sun, night, new illumination, more active events…
Could you link the patch notes, please?
Thanks.
Skills:
-Locust Swarm (5th skill Warhorn) steals life when you touch a foe.
-Wells have a longer duration, maybe 7s.
-Dagger have multiple target. (3 max)
-Improved stealing life from Life Siphon.
Traits:
-Vampiric (Minor trait from Blood Magic) has improved stealing life.
-Transfusion (VI Blood Magic) works with Life Siphon, Signet of the Locust and Life transfer.
-Reanimator (Minor trait from Death Magic) summons a jagged horrow everytime you kill a foe. They don’t degenerate and you can summon up to 5.
Will all the event items such Candy Corn expire? I hope not.