(edited by JefTheReaper.1075)
Showing Posts For JefTheReaper.1075:
Today I tried to start up GW2 only to get a message telling me I needed to verrify my log in by Email due to logging in from a different IP adress, even tough I have not logged in on GW2 from any other computer or location before.
It strikes me mostly suspicous as the info in the mail given is completely wrong
Address: (my address)
City: Hoboken
Region: 01
Country: BE
I live in Belgium, but the city is saying “Hoboken”
we have no city in Belgium called Hoboken,
Its also just suspicoius that I get this message in the first place even tough I logged into the game yesterday and I’m not in a different location or using a different computer.
Is this a bug or did somebody from Hoboken hack my account?
I’m already running scans and about to change all my passwords, but I rather ask here to just to be sure its not a flaw on this end.
Hi OP:
I actually think the dungeons are quite easy. The real issue is how so far it has been left without a clear direction as to what the developers want players to do. Sure, they have never criticized stacking, but I really dont see how a group of passionate developers agreed to allow for such abuse of terrain, enemy AI and exploits.
If anything, I do agree with a leveling system, that would be extremely cool. I would also add to make it so that the more mobs you kill in a dungeon, the more loot (rare loot chance?) you get at the end. Also, some optional boss fights for the other non-popular dungeons with a real incentive to explore the whole thing.
I thought of something: what if there were no more dungeon tokens, instead mobs had a chance to drop a dungeon box that contained an armor or weapon piece, to which you can pick the stats you want? That would most definitely pick up interest in killing the mobs, which can reward a player with an exotic piece they can salvage for gold ^__^
You basically describe what I meant, tough I did not think about just removing the whole token thing and adding the armor and weapons to the dungeon loot, it would be better, tough only if it was added to the final chest (well personally I would not mind having the armor and weapons drop at any given point at random, but I’m just guessing that this armor has a “rare” feeling about it, so just giving it away as random mob loot would be a tad to good to be true)
tough then it should also become part of items that can be sold and bought on trading post (no real problem there if you ask me, most stuff I put my eyes on even now costs about 500 gold, that’s not quite the amount you just easily gather together in a few days)
I just feel the dungeons need to be able to be easier for less experienced players, and higher for experienced players, along with the reward scaling with it, its beneficial to any type of player ether way.
Quite frankly I would love to have the option to replay both all personal story missions (of course no unique rewards for replay, just regular loot)
and the ability to replay ANY living story event regardless of when it was released or even if you missed it or never finished it.
There is tons of content of living story I never got to finish, and entire chapters I just entirelly missed, I hate it as I am a player who loves the story aspect about this game rather then the grinding, dungeons, bosses, vista’s and so on,
the stupid part is you can do every dungeon endlessly, every world boss endlessly, you can keep reviewing vista’s 24/7 if you want to, but you can’t replay your personal story nor living world, its a real big blank hole in the game if you ask me, if it was possible to replay literally every living world event that has existed over the entire course of the game (obviously lowered in level to a solo campaign as obviously not every player will be going to replay the story’s, and you might end up completely alone on a map)
But IF it was possible to just replay all that and get all my achievements I was never able to get along with seeing the story so I will finally be able to make some more sense of things then I would most likely spend my entire day replaying living story events instead of slaying world bosses XD
Sorry for Bumping, but I really believe in this suggestion, it would really put some life back into the game for players like myself who love the story (a dying breed)
I dislike the new daily, Can’t say if I like the reward as I’m not there yet,
this new daily system forces me to go out of my way for anything,
first using my lvl80 to go slay a world boss, then switch to a lower level to force myself to go to a area I have not discovered yet, Try to survive the mobs that a a few levels higher all to look for a vista, then use another character to do another thing,
with the previous system I was able to at least complete my daily while I was leveling up my lower level characters, now I have to waist time switching characters to do more difficult tasks/time related tasks to get my daily, I’m even considering not trying to do them at all up untill I get ever char up to level 80 as I really don’t feel doing all that junk,
it was a lot easier to just “kill X” amount of enemy’s, recycle, gather and do events every day, it was the motivation to still do events, gather things and recycle as it was double the reward.
Not to mention I only stay in the PvE boat, so if I happen to get at least 2 things I can’t do, my daily is pretty much blown away for that day.
I really have problems using exploits as my standards, Its just something I can’t stand, unless the game specifically makes clear shortcuts that you can use then there is no problem. I mean if for example (as very blunt example) a world boss would get stuck and I would be the only player around and I would kill it (just a example, I know its impossible in various aspects) Then I could reap the reward for doing basically nothing at all, it just feels wrong to cut corners in such a way.
as for my ego, I simply am who I am, most people are quit to change themselves just to go with the group, its not wrong for me to be true to myself unless there are really no options left, due to the other post recently revealing to me that nobody in Arenanet is in charge of renewing dungeons, or making new ones, my choices were exhausted and I simply have to alter myself now yes. Please don’t confuse my strong conviction with my ego, I simply try to measure my possibility’s, considering a mmo world always changes with each update, I did not feel a change like this would be outrageous at all. Up to now nobody still has given me a valid reason why this system would be bad for them.
I date to bet that (if) this system would have been made, the complaints would die out in less then a few weeks after people realized nothing changed for them at all, and rather gave them more possibility’s. more freedom is (usually) better.
I’m sorry, but after 2+ years with no new content (other than Aetherpath), the dungeon community would disagree with you. People want to get dungeons over with as fast as possible. My guild leader made an LFG for no stacking, and you can do the same with no skipping as well, if you consider that an exploit. You can add in a “full clear” option as well. It’ll take time to fill, but you’ll find like minded people.
The freedom is there, you just have to be good enough to enjoy it, just like there is freedom in playing Rachmaninoff’s 2nd piano concerto, but if I can only play “Heart and Soul” on the piano, I can’t take advantage of that freedom.
This goes back to my original point: Learn your class, learn the encounters, figure out how to deal with the encounters with your class. You can solo the dungeons, you just have to learn how. Good luck, and don’t give up. The rewards, personal rewards, not in game, are worth it in my opinion.
Yes I get why people who have been playing this a lot longer are not so fond of clearing a entire dungeon every day.
well I kinda disagree with the last part tough, “personal rewards”, if with that you mean the self satisfaction of clearing the dungeon,
I never had any feeling like that, whatever I build, in real life, achieve, or get in a game, I never really felt that. I don’t see the joy in succeeding in something I tried over and over, if anything I only get the feeling that I’m glad its over with,
I really don’t do a dungeon for any other reason then the gold, tokens and other stuff I loot. Its also why I don’t really care who is a better player or worse player, I’m not striving to the the best player around, I just want to collect the armor and weapon skins and finish the game’s basic story. Perhaps it sounds stupid, but its my way to play, in every game my main goal is finishing the story and collecting every piece of armor and weapon (but due to this being a mmo, I will settle with just my favorite armor and weapon skins instead, as getting them all will pretty much consume my entire life)
Ok I didn’t really read the whole OP (sorry gave me a headache halfway through) but I’m bored at work so I’ll bite. Here are a couple of possible solutions to what I did glean from it -
1) Ask other people who have the time/inclination to help you through to come with you. I would have suggested [NOOB] to you but I believe you may have already shot yourself in the foot on that one so…..
2) Start your own group and specify that you’re a) new b) not wanting to skip etc. all in the LFG description. People join and don’t like it, then boot them and carry on.
3) See if [PASS] is still going and will take you along.No problem, the fact that you are honest about it makes it less of a pain, I do type a lot more then regular people, I love literature after all.
Thing is, I can beat bosses in the open world with whatever build I tried so far, its stupid you can’t do that in a dungeon. Also refrain form calling me a noob, I won’t claim to be a expert in the game, but I’m far from a noob as well, Ive seen players… some that just do the most stupid things, I’m more halfway, not extremely good, but also not horrible.
I wasn’t calling you a noob. I was talking about the dungeon teaching guild [Noob]. It’s stickied at the top of this forum! But as I said you’ve already shot yourself in the foot with that one as most of the teachers are the people you’re arguing with in this thread.
Ah sorry, misread there,
even so, I don’t care wherever people here are teachers or not,
if they want to help and offer advice, sure, I will try to follow it and consider it,
but if they add sarcasm, hate, annoying backhand insults, sorry, I won’t show respect to that, I only show respect for people who can talk to me in a proper way, even if they are pro players, respect is a basic etiquette that goes for everybody.Not to mention I already stated that matters little, this is a post for a suggestion, not a post to ask for tactics. Not to confuse anybody I will add I appreciate the helpful comments, but most of it is stuff I already heard and tried. trying to solo does not work in a dungeon like Arah.
what I AM asking, is why so many people seem to disagree with a change that won’t effect them at all in a bad way, and could even be beneficial, for everybody.
Eh couple of points here -
Firstly the reason you are met with so much sarcasm etc. is because people post the same suggestions over and over again without fully understanding the mechanics behind everything. By your own admission you think that dungeons require gear etc. They don’t. I’ve done Ascalon Catacombs on low level characters kitted out in blues/greens (generally below my level) and can still complete it quite easily. Why? Because I know the mechanics etc (I’ve levelled a lot of characters in that darned dungeon).
Secondly people can solo Arah. Purple Miku (posted earlier about walls of text) is one person I know of in this thread who can. I’m guessing quite a few members of [rT], [DnT], [SC], [iV] etc can do it.
Hell I ain’t even that great a player and even I can solo some of the low level stuff.
well to me gear shows a significant difference, If I enter a dungeon alone without armor or at least a very low set with low weapons, I can’t even scratch a opponent, leave alone I will be one hit ko. while with my current gear is not the best, it will protect me against quite a few blows instead of getting one hit killed. and the damage (tough in my eyes still low) does a lot more then just tickle the opponent.
yes the only option left is to just completely ruin my build, most likely trade in my gear for other more expensive gear and so on to just adjust my char to specific dungeon preferable.
secondly, I suspected as much, most likely almost everybody here on this forum is a great player, that’s how that song goes for every mmo,
I can’t compete to that, I lack the time, I respect people for being able to do that, I just dislike it when some are smug about it, pride is fine, smug is a different case, I’m just unable to believe somebody can learn to run a dungeon solo without going completely pro and dedicating most time to this game.
Ok I didn’t really read the whole OP (sorry gave me a headache halfway through) but I’m bored at work so I’ll bite. Here are a couple of possible solutions to what I did glean from it -
1) Ask other people who have the time/inclination to help you through to come with you. I would have suggested [NOOB] to you but I believe you may have already shot yourself in the foot on that one so…..
2) Start your own group and specify that you’re a) new b) not wanting to skip etc. all in the LFG description. People join and don’t like it, then boot them and carry on.
3) See if [PASS] is still going and will take you along.No problem, the fact that you are honest about it makes it less of a pain, I do type a lot more then regular people, I love literature after all.
Thing is, I can beat bosses in the open world with whatever build I tried so far, its stupid you can’t do that in a dungeon. Also refrain form calling me a noob, I won’t claim to be a expert in the game, but I’m far from a noob as well, Ive seen players… some that just do the most stupid things, I’m more halfway, not extremely good, but also not horrible.
I wasn’t calling you a noob. I was talking about the dungeon teaching guild [Noob]. It’s stickied at the top of this forum! But as I said you’ve already shot yourself in the foot with that one as most of the teachers are the people you’re arguing with in this thread.
Ah sorry, misread there,
even so, I don’t care wherever people here are teachers or not,
if they want to help and offer advice, sure, I will try to follow it and consider it,
but if they add sarcasm, hate, annoying backhand insults, sorry, I won’t show respect to that, I only show respect for people who can talk to me in a proper way, even if they are pro players, respect is a basic etiquette that goes for everybody.Not to mention I already stated that matters little, this is a post for a suggestion, not a post to ask for tactics. Not to confuse anybody I will add I appreciate the helpful comments, but most of it is stuff I already heard and tried. trying to solo does not work in a dungeon like Arah.
what I AM asking, is why so many people seem to disagree with a change that won’t effect them at all in a bad way, and could even be beneficial, for everybody.
Arah is solo’d all the time. By every class. I understand that dungeons are a step up in difficulty from the open world content that you’re used to, but they’re not impossible to solo. It doesn’t take 5 years in MMOs to learn to do this too. This is my first PC game and MMO, and after a few months of practice, I can solo Arah on 3 classes without “glitching” the AI or “exploiting” things. If, on thief, I stealth past mobs, is that considered and “exploit” by your standards?
I’m sorry OP, but if you want to solo a dungeon, learn your class, learn the dungeon encounters, and practice it. Fail, ask yourself why you failed, try again. Keep trying and you’ll get it. There are teachers that can teach how to solo a dungeon, but you have to swallow your ego and ask. Anet’s not going to change how the dungeons work. Sorry.
I really have problems using exploits as my standards, Its just something I can’t stand, unless the game specifically makes clear shortcuts that you can use then there is no problem. I mean if for example (as very blunt example) a world boss would get stuck and I would be the only player around and I would kill it (just a example, I know its impossible in various aspects) Then I could reap the reward for doing basically nothing at all, it just feels wrong to cut corners in such a way.
as for my ego, I simply am who I am, most people are quit to change themselves just to go with the group, its not wrong for me to be true to myself unless there are really no options left, due to the other post recently revealing to me that nobody in Arenanet is in charge of renewing dungeons, or making new ones, my choices were exhausted and I simply have to alter myself now yes. Please don’t confuse my strong conviction with my ego, I simply try to measure my possibility’s, considering a mmo world always changes with each update, I did not feel a change like this would be outrageous at all. Up to now nobody still has given me a valid reason why this system would be bad for them.
I date to bet that (if) this system would have been made, the complaints would die out in less then a few weeks after people realized nothing changed for them at all, and rather gave them more possibility’s. more freedom is (usually) better.
the only thing stopping you from Running Dungeons Solo is yourself.
to answer way back when your original statement concerning a Dungeon Revamp.
The Original Content Development team that created the Dungeons of Guild wars 2 made 8 Dungeon Systems. being a “story” path. and 3 Explorable Paths. Barring Arah of course that has 4 explorable paths.
A few months into the game they Release Fractals of the mists. as well as 2 Single path Dungeon Instances, Being The Molten Weapon Facility and The Aether blade retreat. The two single paths were temporary Content only to persist for 2 weeks. each and then were removed. Fractals of the Mist Still Exist to this day.
Then… Dungeon Content and Design team was disbanded.
Bottom line.
For now and the foreseeable future There will be no changes to Dungeons. There are not going to be any new additions. There will be no Revamp or overhaul.So you have a choice.
Learn and Get better. Instead of asking for a drastic Change to the Entire Game and its system. Why don’t you ask how you beat a specific encounter? Dungeons are not going to change any time soon. The only thing that can change and evolve is you and your own ability.or.
You can go do something Else.
See this is a actual helpful reply in a immeasurable size,
why did nobody else first state the dungeon team does not exist anymore,
if there is no group in the development team to alter dungeons, upgrade them and make more, then obviously my suggestion is pointless.
This is indeed a valid reason why this change would never work, as nobody could make it in the first place.
Its a shame tough, but it explains why the dungeons have been so static for so long.
I guess the only solution is then to try then is to just pick one of my characters to become a dungeon runner when I get it at 80… kinda disappointing but if there is no other choice then its the only sound choice.
Thank you for the reply
Also, it is rather interesting that you state, that the proper way to do dungeons is to kill every mob. Could you please where official post/statement about this can be found?
No, I never stated killing every mod in a dungeon is the correct way, I said it is my way, stop making stuff up, read what I type or don’t answer at all. I typed it out in large detail, its impossible that you don’t get it with this amount of detail, so just quit trolling. You know what I typed and mean.
I wasn’t trolling, I was referring to these:
and every group I went with ether knew how to fool the npc’s, sneak past most enemy’s or just use special techniques to cut corners, that is NOT the way a dungeon is supposed to be played,
when I enter a dungeon I wan to kill EVERYTHING in that dungeon, not slip past walls to evade the enemy and then stand close together while spamming AOE to kill whatever steps up to you. Or going in stealth every corner we pass to slip past a entire mob of enemy’s, thats boring.my means is to kill anything in my path, PROPERLY play the dungeon instead of skipping true everything.
ah, for that I apologize then, I did not formulate it correctly, I will admit this is only my play style tough, but I admit I was neglecting the details here.
I do however suspect that it was not intended to just skip past all enemy’s tough, why would the dev’s place all those enemy’s there other ways? I mean you can also finish the dungeon and then refuse to open the reward chest, personally I just feel that is feels natural to take out all the mobs, they were placed there to fight, just as the final reward chest is placed there to open it.
(edited by JefTheReaper.1075)
Ok I didn’t really read the whole OP (sorry gave me a headache halfway through) but I’m bored at work so I’ll bite. Here are a couple of possible solutions to what I did glean from it -
1) Ask other people who have the time/inclination to help you through to come with you. I would have suggested [NOOB] to you but I believe you may have already shot yourself in the foot on that one so…..
2) Start your own group and specify that you’re a) new b) not wanting to skip etc. all in the LFG description. People join and don’t like it, then boot them and carry on.
3) See if [PASS] is still going and will take you along.No problem, the fact that you are honest about it makes it less of a pain, I do type a lot more then regular people, I love literature after all.
Thing is, I can beat bosses in the open world with whatever build I tried so far, its stupid you can’t do that in a dungeon. Also refrain form calling me a noob, I won’t claim to be a expert in the game, but I’m far from a noob as well, Ive seen players… some that just do the most stupid things, I’m more halfway, not extremely good, but also not horrible.
I wasn’t calling you a noob. I was talking about the dungeon teaching guild [Noob]. It’s stickied at the top of this forum! But as I said you’ve already shot yourself in the foot with that one as most of the teachers are the people you’re arguing with in this thread.
Ah sorry, misread there,
even so, I don’t care wherever people here are teachers or not,
if they want to help and offer advice, sure, I will try to follow it and consider it,
but if they add sarcasm, hate, annoying backhand insults, sorry, I won’t show respect to that, I only show respect for people who can talk to me in a proper way, even if they are pro players, respect is a basic etiquette that goes for everybody.
Not to mention I already stated that matters little, this is a post for a suggestion, not a post to ask for tactics. Not to confuse anybody I will add I appreciate the helpful comments, but most of it is stuff I already heard and tried. trying to solo does not work in a dungeon like Arah.
what I AM asking, is why so many people seem to disagree with a change that won’t effect them at all in a bad way, and could even be beneficial, for everybody.
(yes I know a tank is better, but I have not finished getting him to 80 along with giving him proper gear)
Statements like this one is exactly why you get called out so hard in this thread for being inexperienced or bad.
I also don’t recall to ever call myself a game master or the pro in mmo’s, what’s your point? does everybody in this game “have” to be a pro player with a minimum of 5 years mmo experience? no, no such rule exists, I’m a human, just like you, just like the rest here, I have my right on a opinion, suggestions and other things, insulting me just due to me being less experienced is simply low behavior on your ends.
I’m glad at least some people in this list of comments react in a more proper and respect full way, as I will be respectful in return to them.
Mother of god… so many walls of text.
you know, you don’t have to read or reply if you don’t want to.
Nokaru:
“Why don’t you like the things I like?”
that’s a highly invalid argument, you say you disagree with my idea due to it being different from the things you like, but I am not allowed to have this idea becourse you don’t like it? its the same thing.
I don’t see the problem tough, if a dungeon is adjustable, why is this a problem for you? if you are a experienced player, you can run it in a normal run just the way you like it, or even crank up the level higher to get a bigger challenge to get a bigger reward, just as other players will be able to set it lower for less rewards but at least getting something.
My suggestion is not selfish at all considering I ask for a system that lets every indivisual player choose for themselves what level they want, I’m not saying the dungeons need to become easier for everybody as that would be pretty stupid for the hardcore players who want a challange, but consider this, you say you don’t want a super easy dungeon, as this would be unfair for the hardcore players.
Right now the dungeons are hard, what is unfair for the casual or solo players,
if you are willing to back up one, you have to consider the other as well.
I’m not pleating for a system for one group here,
even if I could solo dungeons I would still have suggested this idea anyways, as I believe in fairness for everybody, not just for one single group.
as for the target audience, Gw2, back when I bought it, was presented as a mmo fair for both solo and group players, who would not unleash hell on solo players for not being in a group, or punish group players who had to fight over equipment,
the soul reason i started playing this game was by the promise that “every” aspect of the game was possible to be played solo, even if you are not a professional mmo player.
That promise has been met everywhere, except for dungeons, Gw2 target audience is not the dungeon audience, its the people who want to play a mmo that does not feel to much like other mmo’s. A game that is fair towards both solo and group players and motivates cooperation, but does not force it down your throat.
as for why I do dungeons, tokens,
the best looking skins for outfits are the dungeon armor’s and weapons. Why else? if there was any other way to get those skins I would not even bother with dungeons as much as I did now.
yes I know the dungeons have been very static for the past years, but it never hurts to add a suggestion anyways.
“Nothing strengthens authority so much as silence.”
OP: what if I want to solo these “tough” dungeons? If dungeons adjusted themselves to the number of players in the group, I couldn’t do that anymore?
Or do you mean that the current dungeons, the ones we have now, should remain as solo dungeons, and we’d get “tough” dungeons for group content?
Also, it is rather interesting that you state, that the proper way to do dungeons is to kill every mob. Could you please where official post/statement about this can be found?
(Also, (demi-god) power-wise, there isn’t equipment above ascended.)
Ones again you are a person that ether reads only what he wants, or you misunderstand,
let me explain in detail then
No, I don’t want a dungeon to become easier for people who run in large groups, nor harder for solo, or any like that mix you are trying to present,
I suggest a system that offers choice,
to have the difficulty of the dungeon adjust itself based on the level of the player’s average, along with the number of players currently present in the dungeon, and if necessary, a additional dialogged option before entering the dungeon to decide the overall difficulty
along with of course lower rewards for easier settings, normal rewards for normal settings and bigger rewards for harder settings
In that way to give casual, solo or less skilled players a easy mode, but less rewarding, normal players the normal challenge and reward, and pro players a tougher dungeon then it is now, with of course better rewards.
No, I never stated killing every mod in a dungeon is the correct way, I said it is my way, stop making stuff up, read what I type or don’t answer at all. I typed it out in large detail, its impossible that you don’t get it with this amount of detail, so just quit trolling. You know what I typed and mean.
when I say demi god, you also know what I mean, a dungeon enemy is a lot stronger then a regular mob enemy, I don’t mind stronger enemy’s, but dungeons just overdo it at some places.
Ok I didn’t really read the whole OP (sorry gave me a headache halfway through) but I’m bored at work so I’ll bite. Here are a couple of possible solutions to what I did glean from it -
1) Ask other people who have the time/inclination to help you through to come with you. I would have suggested [NOOB] to you but I believe you may have already shot yourself in the foot on that one so…..
2) Start your own group and specify that you’re a) new b) not wanting to skip etc. all in the LFG description. People join and don’t like it, then boot them and carry on.
3) See if [PASS] is still going and will take you along.
No problem, the fact that you are honest about it makes it less of a pain, I do type a lot more then regular people, I love literature after all.
1) I already tried just asking people of the guild I am in, but most of them rather resort to sneaking past every enemy too, the ones that did want to kill everything in the dungeon and not use any sneaky tactics usually ended up dying before I did, leaving me to clean up the mess, trying to survive with my pure dps build (yes I know a tank is better, but I have not finished getting him to 80 along with giving him proper gear)
Thing is, I can beat bosses in the open world with whatever build I tried so far, its stupid you can’t do that in a dungeon. Also refrain form calling me a noob, I won’t claim to be a expert in the game, but I’m far from a noob as well, Ive seen players… some that just do the most stupid things, I’m more halfway, not extremely good, but also not horrible.
2) Been there, done that.
Even when I get there, the problem is the people that join in are usually unexperienced people who have no clue what do to, sometimes even entering with a build that can’t do anything at all against the enemy’s nor offer support, while the ones that leave after I don’t skip my vid are the more experienced players, hence the reason why I gave up on that plan and just joined them instead to let them take the lead and rush true the dungeon, hence why I came here with the suggestion as I’m really tired of being forced to play it in a way that just does not feel right to me, I don’t want, under any circumstance to change the play mode for hardcore players, but rather a means to adjust the dungeon to how many players there are, and how they want to play it, (perhaps even a more difficult mode with even more rewards for the more experienced players? considering some here claim they can do it with no gear at all, its only fair to give more rewards to how tougher the challenge is, and less for the easier way)
3) Well I might try but like I said, I already tried my own guild, I tried other guilds and random people, the only people I was actually able to properly run a dungeon with were my friends, tough they left after writing off Gw2 as a bad mmo, while I stayed due to liking the fairness towards solo players (in some places at least)
along with the looting system, by all means in my opinion the best loot system in any mmo I ever played, I hate arguing about who gets what item.
Believe me, I tried many means to get true those dungeons many times, using various tactics, usually having a bad group, or a to pro group, never somewhere inbetween.
the reason I came here to share the suggestion is just the last resort after all to just hope a fair system will come that gives players the option to adjust the dungeon to there own level (of course, the lower you set it the lower reward, fair is fair right?)
I just want the ability to enjoy doing a dungeon run, right now its ether a boring chore.
I ended up finishing a fair share of dungeons to, but I honestly don’t see what people “like” about doing these runs, beside the rewards. I’m not that pro mmo that I can enter a dungeon without emotion and clear the entire thing “just” for the reward.
I seriously wonder if this is a Troll…
its way to perfect.
No I’m not, by any means if you don’t like the suggestion move on, the point of the forum is to give a valid argument, a counter argument, or move on if you don’t like it, don’t waist space with pointless insults like this.
Aaand you’re proving my point.
Nope, you did not prove a thing.
You did not even give a constructive argument, all you did was throw personal offenses,
scolding me does not make my suggestion invalid, rather all you did was insult me becourse you don’t like my idea, but you never stated why it is a bad idea or why it would not work, rather, you can’t, as I suspect there is no proper reason why it would not work.
(edited by JefTheReaper.1075)
I guess I have to go and tell my retired 60 year old casual gamer mother that she is a cheat and hacker…
She solos fractals.
…bummer.
Nice to hear, in real life I can also do things other people can’t, just as I’m better in other game’s that others are not, but you don’t see me barging about it or acting like elitists deserve everything while the normal players just have to deal with it,
Just due to the fact that I’m not as good as you in dungeons does not mean you have the right to dictate what is right or wrong.
And yes, I do consider skipping corners is the same as hackers do, perhaps not by the same means, but the result is the same, somebody who dodges taxes by following the rules or somebody who dodges taxes by illegal means is a criminal ether way to. tough that is of course a extreme example, I’m not trying to dictate this way of playing the game is wrong, I’m implying I don’t like it, and I wish to see a new option that will let me play the way I want to without having to resort to those types of tactics, by any means how will this be your problem? If this system would be in the game, I would be running my dungeons solo and you would be running them the same way you always did, how in the world is this ever going to effect any of you?
What is it that all of you seem to think its so “horrible” that everybody would be able to play the game the way they want it? The entire open world already uses that kind of system after all. When I fight something solo it is significantly weaker then when I fight the same enemy in a group.
(edited by JefTheReaper.1075)
By any means give me a reason why this idea would be so bad,
in case you did not comprehend my request as everybody here apparently does in all theres smugness, Give me a “reason” why this system would not work for you or any other player. Your opinion on myself matters little to me, give me why the change would not work or would work.
Don’t throw random remarks and personal insults,
give me a sound and valid reason why this system would not work, if you can’t even back up your argument on why it does not work, then you don’t even have a point denying the idea.
I did not come here after all to hear some random people throwing idiotic remarks, if you seriously have nothing better do to then insult people who’s ideas that contradict with yours then here is not the place to be, show some respect if somebody has a idea, and give a REASON why the idea is bad, just saying “I don’t like it” is not a valid reason on why my idea would be bad, nether is filling in your stupid Bingo card.
(edited by JefTheReaper.1075)
There you go, somebody else who is just making up nonsense to suit your own beliefs and assumptions. I never stated my way is the One true way, rather, the large amount of hardcore players now are telling me there way is “the only true way” by abusing the system’s flaws “its the only true way to beat a dungeon”
along that I don’t think any of you properly read my suggestion too,
a dungeon that adjusts itself to the player’s amount, meaning if you want your tough dungeon NOTHING changes, you can keep playing your tough dungeon, if you want a easier one, you can to, in other words, a fair dungeon system for everybody,
if nothing will change for you as hardcore players, why are you against it?!
if it won’t change anything for you its not your problem in the first place.
I’m not a scrub, I’m simply not that limited minded to think “the game’s rules are set, lets live by these rules like they are Gods own divine will”
The game changes all the time with every update, that’s why I made this SUGGESTION, please read and understand the world “suggestion”, the very fact that I make a suggestion means I don’t imply my way is the only real way,
If I felt like that I would have said “I demand the change”,
I’m sure you encountered a lot of people who overreact on this forum or think they are “all that” that they can demand whatever the heck they want, but I ask to not suggest I am part of that kind of group, I started playing guild wars 2 as it implied you can play it any way you want, solo or in group, I’m simply here asking for that line to get turned real,
sure you can run a dungeon solo now to, I can bash a brick wall down with my head to, but what would be the point to do something so stupidly hard?
“you gain a bit of knowledge on the topic before you make the kind of statements that you’re making.”
Follow your own suggestion first, you don’t know anything about how I play nor who I am, and by seeing what you are typing, you also completely misunderstood or simply did not even read what I all typed down, your just making wild assumptions and made up a lot of things I never said or did, I could accuse you of hacking, but that does not make it true just due to me saying it ether.
HA! being the leader of the team to not let them skip the cutscene? yes that worked out fine in the past, the cutscene starts, and when it ends everybody has left the group,
then you wait for a next group, what basically waists away half a hour of time I could have spend on something else, and when everybody is there you loose some people halfway as well, forcing you to wait for a new group again, this goes on and after about 1 or 2 hours you finish the dungeon. Every time I run a dungeon I just join whatever party I can find and just skip anything along with them just to finish a dungeon, I’m tired of having to deal with ether chickens who just leave without a remark, or people who skip the entire thing due to them wanting to have the final rewards, I just want to be able to get true a dungeon without having to deal with players who force tactics of skipping on you, and when you are doing fine that everybody leaves and joins around the 5 seconds.
along with that what’s wrong with wanting to solo a easier dungeon with a lower reward, how is this a problem for “you” and “hardcore players”? It won’t even effect you beside of not having a lot of lower leveled or less skilled players joining in your group, by any means it would be better for everybody,
hardcore players will be more likely to get joined in a group, meaning you never have to drag around lower leveled players or less skilled players,
If everybody can do whatever they want to do, how would this possibly be a problem to any of you?
As for the cutscenes again, I don’t care if they are lower quality, the story of Gw2 simply seems more interesting then the generic story of other games,
I could have done dungeons with my friends, but unfortunately they all quit this game about a year ago as they just did not like the dungeon system ether, after hitting 80 they got bored of doing all world bosses over and over and just decided to play something else,
Considering trying to run dungeons with random people always ended in chaos and the leader quitting, and running with pro’s ended with a boring dungeon where everybody just skips everything,
I rather see a system where everybody can play a dungeon the difficulty they want it to be, If I have to rely on other players in the dungeons I won’t ever get anywhere, or I get true the dungeon to fast and end up with nothing but a petty reward, while the rest of the loot is still in the living npc’s we skipped.
Ah so there we have it, you don’t give a proper argument on why the system should not change to befit, but indirectly admit the very reason why.
if the system would become fair where solo players get a easier dungeon while 5 players keep the current dungeon level, then more people would be able to complete dungeons and you would get a scratch on your superiority ego.
when people could easily solo a dungeon you would not be able to bare the idea that people can do dungeons solo to as you will no longer be able to call certain people weak and others strong.
in all honesty you disgust me to, making a line between people who play a game longer and who play a game short, by all means when we talk about playing games everybody is weak, its just data dude,
strength is only measured in real life, in a game its all numbers, a dev could make his character a elder god for crying out loud. as for skill, it matters pretty little in mmo’s, admitting a little more in Gw2, but considering dodging in a dungeon simply means almost nothing unless enemy’s argo themselves on your team mates as most mobs toss around projectiles and AOE attacks like rice on a wedding, the only real noticeable difference here is people who play the game casual, who play normal, and those who basically live in Tyria rather then the real world.
I really hate your asumptions tough, just like most people you don’t even bother to ask but just throw accusations towards me, I don’t just auto attack in dungeons, I do rely on my skills, my build and my tactics, problem is in a dungeon that seems to mean nothing, My AOE build with dps usually protects me in every situation in the open world,
the only way to “learn” how to do a dungeon is to get a speed buff power, and make sure you have some means to become invisible and skip past most enemy’s and then switch to a offensive skill tree to take down whatever boss you encounter, its rubbish, with that kind of strategy its basically the same as just using some kind of hack to just teleport yourself to the next boss in the dungeon, there is no difference as both strategy’s just skip the dungeon, that’s not skill, that’s just abusing the weak-spots in the system.
I’m also not assuming you are better then me if due to your gear, sure skill plays a minor roll and if you have been playing this game from day one and you are a big mmo fan, you most likely can get by by with just a weak piece of gear, but you can’t deny that gear makes up for a lot of stuff,
a level 80 player with basic gear vs a player 80 with the best gear in the game, it makes no difference how good you can dodge of block, the player with the best gear can one shot kill you with just its basic attacks, that’s how large the gasp is.
I’m not insulting the community at all, I’m simply saying how it is, its not my fault the rules of the game work this way.
WoW? please refrain from making references to another game, there is no point in comparing it to Gw2, Especially when you talk about “that” garbage of a game.
You have to be insane to be willing to pay a monthly fee for that kind of game, it would bore the hell out of me in just 3 days time even if it were endgame content.
Its not a fact that I suck, for one, you never saw me play, just due to the fact that I’m complaining about the dungeon system, does not mean I can’t complete them, in some situations I actually had to lead the party as nobody ever does something sensible, that’s just what bores the hell out of me, I want to be able to do a dungeon solo, I don’t even care if the reward is somewhat lower as long as the level’s go down to so I can just finish the dungeon in piece without having to rely on underhand tactics or run the dungeon with ether 4 idiots that run aimlessly around or toss themselves to a boss as sacrificial lamb, or 4 hardcore players that just run off like sonic the hedgehog skipping every enemy they see and input every command like a oiled machine, I’m not a machine, I like being creative. There is no point in doing a dungeon exactly the same way over and over.
you keep stating to “learn” to use these tactics, but in my eyes there is no difference between those low life tactics and just hacking the game, both are a easy loophole with lots of profit, I don’t take part in coward tactics like that.
“Dungeons require no strategy or skill , and I still can’t complete them”
-OPIf only I could give my honest opinion without getting censored.
Pretty sure you can give your opinion in a civil way without getting censored or banned.
dungeons can’t be completed without being horribly overpowered,
in order to be that you need gold,
in order to get gold you need to do dungeons,
you die in second in a dungeon even if you are with veteran players.
see the paradox?
dungeons should not be this overpowered, you won’t hear me complain if a world boss gets tougher, they are world bosses for a reason.
But dungeon’s? thats the same as making a group event’s boss as tough as a world boss so you at least need 20-50 people to even scratch it.
By all means give me a valid reason why dungeon’s should be hard and unforgiving for everybody, and why its such a bad idea that dungeon’s should be fair to anybody and adjust its levels and rewards towards the difficulty of each individual player,
nobody ever complains when something is made harder, but o God if something is made fair for everybody. This is a mmo, even with zero skill, if you have the best armor and weapons in the game with a optimized build and upgrade’s you can take down anything in this game by just bashing your keyboard.
that’s why a dungeon set on a high level is quite unfair for most players, I mean the first dungeon unlocks at a low level, NOBODY at that level can even get past that first dungeon solo or with 5 level 20 people, so why does the dungeon unlock at that moment in the first place?
There was made such a fuss over the level scaling system, so I say it should be added in dungeon’s too at a more reasonable level then its currently at. So that a solo player can go true the dungeon, still needing to put some effort in it, but not like you have to dodge and move around with a generic build that every dungeon user will use but instead stay true to the play-style you chose
I completed my fair share of dungeons already, but its just not worth it, the reward is to small for dealing with so much rubbish, if you should calculate, a champion gives you at least 1-2 special quite expencive items for beating them, every dungeon mob enemy is around the same level as a group event boss,
so for ever mob you slay in a dungeon, you should at LEAST get 1 item between 1-30 silver, for every boss in a dungeon, at least 1 gold,
for the final boss? 2-3 gold, THAT would be there actual value considering there level compared to the actual open world enemy’s. instead the most I get out of a dungeon is between 30 silver to 1 gold and 50 silver. The only reason I do dungeons is to get those annoying tokens to buy weapon and armor skins.
(edited by JefTheReaper.1075)
Almost all dungeons are soloable already, except those with multiplayer mechanics such as coe laser traps or arah p1 tar tar binks.
yeah well if you use a guardian pure tank build perhaps, but ones again that’s cutting conrners,
I can beat group events with ANY of the classes, but a dungeon is barely possible with a pure guardian tank witouth dying every encounter, not to mention I’m pertty sure when you say “solo a dungeon” you also just skip most enemy’s, my means is to kill anything in my path, PROPERLY play the dungeon instead of skipping true everything.
I mean I enter even in group with my necro who has been build purely as a condition dps character with AOE spams, 1 chain of my spams is enough to lay waist to most enemy’s in the open world,
in the dungeon it barely tickles them.
Dungeon’s are only soloable if you have been playing this game for years now and build up one of your char’s to a near demi god, ive only been playing this game for 1 year now, and have 1 char at level 80, and 7 others around 20-40,
I’m sick and tired of waiting for a group of people to go true a dungeon properly instead of cutting every corner, and sick of those overpowered generic boss characters, overpowered bosses should be world bosses, something you can tackle with a huge group, dungeons are now pretty much the equivalent of taking down Shadow behemoth with 5 people max, Sure its possible, but only if you have been playing this game every day for the past 2-3 years and have a gear at least above ascended.
Its not like dungeon’s should be this hard in the first place, the entire game pleads “play the way you want to play” but when you come at a dungeon the only real choice is just using a generic strategy and build along with cutting every corner you can cut.
Where is the fun in skipping all story and enemy’s? Leave alone where is the fun in fighting mobs of enemy’s that have the power of demi gods who can take you, a level 80 character with exotic armor out with one blow of a stupid thrown dagger, while surviving the onslaught of 5 people’s most strongest attacks?
even champions and veteran’s are not as tough as those dungeon npc’s,
Tons of people keep on yapping about “dungeons require strategy” but thats just rubbish, the only thing in this game that requires strategy are the guild runs and Tequatl,
hit a dungeon with 5 tank characters and you will end up fine, the only strategy in a dungeon is tricking the system’s AI, what is pure rubbish, that’s the same as finding a blind spot for a world boss’s attacks (if any would exist) and keep attacking from that position so you never get hit and the boss’s health gets chipped away little by little, it works, but its pure rubbish, if that is all it takes to beat a dungeon or world boss then I could let a AI/NPC play the game for me.
Who out there even enjoys dungeons? to me they feel just as boring as a repetitive job in a factory, you can’t do it the way you want to, you can only do it the way you have to, and you do it over and over for a little reward way less then the actual dungeon’s run is worth.
(edited by JefTheReaper.1075)
yeah yeah I know, a load of people already discussed it,
I’m not here to say dungeons are to hard or to easy or whatever,
I’m here to suggest a new change,
Gw2 is the only mmo I actually enjoy by its function to let you solo the entire game,
even if you are skilled enough you can tackle group events head on alone.
I love that aspect about the game as enemy’s become harder or easier depending on how many people participate, easier said, the game is fair to everyone regardless of there preferred playing style.
That is… up until you go to a dungeon, where as a solo player or group player, you get murdered in the first wave of enemy’s. Who are basically just the same enemy’s you meet in the open world, but pumped full with steroids and wearing some divine aegis that protects them against even the strongest attacks of a full dps build character.
my opinion is simple, add the “leveling system” to dungeons as well, so that if you enter with 5 people the challenge (and reward) is large, but if you decide to enter solo, everything will be possible to be done alone, but of course also a lower (but not over the top low) rewards. its a dungeon but GW2 has been slightly revolutionary compared to other mmo’s, so why not break the stupid prejudge “unwritten rule” that dungeons “have” to be done in group too?
honestly I love this game for letting me solo almost anything, and if I have to do something in group, I can do so without having to actually form a party.
and before anybody is about to give a lecture on “you just have to play the dungeon’s the way they are supposed to be played”
up to now everybody I entered a dungeon with skipped true every scene (I want to know the darn story behind it, I want to know what my char is actually doing there in the first place)
and every group I went with ether knew how to fool the npc’s, sneak past most enemy’s or just use special techniques to cut corners, that is NOT the way a dungeon is supposed to be played,
when I enter a dungeon I wan to kill EVERYTHING in that dungeon, not slip past walls to evade the enemy and then stand close together while spamming AOE to kill whatever steps up to you. Or going in stealth every corner we pass to slip past a entire mob of enemy’s, thats boring.
Arenanet seriously, ether give a bigger reward for dealing with this rubbish or drain some power of those demi gods, its just no fun doing those dungeons and everybody knows it. You can’t lie to my face by saying everybody who plays this game enters a dungeon every day “just for fun”. But it should be for that reason.
A change like this will also not make any difference for group players in the first place as being with 5 should bring the dungeon up to its current level,
but it should be possible for solo or duo (or trio or quatro) players who only have limited amounts of friends, or people who just prefer to solo stuff to do dungeon’s.
Especially considering the end game, last mission of the personal story line, where you are forced to do the Arah dungeon’s story mode with other people even if you did the entire game solo up to now, its rubish to force people to group up, I mean none of the WvW or PvP content forces you to step out of your group and solo a entire area too right?
(edited by JefTheReaper.1075)
so Ive been playing this game for a year and a few months now, and I started out loving it,
only to over the year see EVERYTHING I liked about this game to be stripped away to benefit the pvp community.
so my request is simple, quit removing or altering skills to ONLY benefit the pvp aspect of the game, the new mimic skill copies boons, in other words its nearly utterly pointless in pve, when I try to copy a boon of my enemy/boss, usually they don’t have a boon, or worse, they have a boon, but you can’t even copy it as its a “unique” boon for the boss alone
nearly all skills are slowly but surely becoming "buff copy, buff strip, cure debuff, give my debuff " and so on, that does not work for pve!
why can’t you just compromise?
for example, bring back the old mimic skill for the mesmer,
you get a shield and if a projectile hits it, you absorb it,
when you fire back that projectile the projectile does damage AND copies the boons from whoever you hit with it,
making it a valid skill for both pve and pvp.
do this for all skills, just make every skill able to deal damage or heal, reflect or whatever as basis, and add the boon and debuff aspect on to it as a secondary concern. the buffs and debuffs will serve there purpose in pvp, and the damage/main effects in pve.
Ive let this all go past myself for a year now, but removing Mimic was the last drop, that was my best skill in my mesmer’s reflect build. my last best weapon against projectiles GONE!
Please just stop with those pointless skills that don’t do anything but move buffs and debuffs around the enemy’s and allies like a table tennis match!
I love this game so much but its just so annoying that every time I have something worked out everything shifts to a unlogic new phase making half the moves pointless and all the runes and equipment I bought a complete waist of money as I have to make a new build with other specializations.
Nobody minds balancing changes but its unfair if the changes only benefit the pvp area. I started playing GW2 due to it being the only mmo I knew that had actual action styled combat that you don’t need to play with a calculator to win course your “numbers” are higher then your enemy’s “numbers”, basing a entire battle on how much buffs you have and how many debuff’s your enemy has.
So don’t start turning your game IN one of those generic mmo’s as the fans who are playing this like me came here as we DON’T want to do battle based on buffs and debuffs alone.
(edited by JefTheReaper.1075)
most trap skills like for example the “marks” from the necromancer’s staff don’t work on world bosses, turrets or enemy’s that can’t move. Severely limiting the damage you can do during those encounters as only your class skills will work, while you can’t rely on your weapon skills (unless you use other weapons, but I have a full staff build and my staff is the strongest weapon I took time into upgrading, and I don’t intend on switching to a other weapon build simply course the game promised to be fair no mater how you build your character)
tough I have been unable to test it, most likely other skills from other classes that resort to the enemy triggering the skill will most likely also not work on those type’s of enemy’s.
did anyone of you think of the possibility that you are doing the most damage? i mean compared to the npc’s that’s not really that difficult. as far as i know most mmo’s have the same logic in this section: mobs go on the player that does most damage-if you have party that attacks a mob starting with aggro is fine but eventually the mob will attack the player who poses the largest threat. correct me if i am wrong but i believe that to be the case. also if anyone posted anything like this before sry didn’t see it
well thats a other point, NPC allies should just do more damage too and be able to take more damage, I mean for crying out laud, those legendary heroes from the first guild to take on Zaithan that join you in the final story quest are so weak they are only usefull as meat shields, even tough they are supposedly the strongest of there race and have still been training/fighting all these years,
while you as player are a rooky in this war, but even so you can kick there behind even if you would take them all on at the same time solo.
NPC allies should just get a power boost so they can protect there location and be more useful in story quests if you ask me, right now they only serve as meat shield or annoying distraction for the enemy’s (who usually ignore them anyways)
NPC’s being weak would make sense if every location they are at would be flooded by players 24/7, but unfortunately thats pretty much never the case as every area becomes less apealing as rewards will be a ton lower, after finishing the story line and reaching level 80 nobody bothers going to lower area’s unless they need to kill a champion, world boss, or do a dungeon, meaning every event usually ends in a entire village being slaughtered with 50 enemy’s and a huge boss roaming around while only 1 or 2 under level 80 players will show up (dying trying to beat them) becourse nobody else cares about those events, if the NPC’s would be stronger to fend off most enemy’s (exept veteran’s and champions of course) it would make more sense. aside of that why are there no veteran or champion allies? XD
(edited by JefTheReaper.1075)
oeps, taking back my earlier replies as I just noticed I was thinking about armor form a other mmo,
the title confused me,
GW2 female armors are fine, heavy armor hides the same amount of skin for both male and female,
med armor shows and hides also the same amount of skin when compared to each other, only showing a little more skin for females, however the armor is still made so that all vital area’s are protected and the open spaces serve to move around easier (if the armor would exist in real life)
and the Light armor’s are simply like it should be, female showing a little extra, but its not even near skimpy or anything in that sense.
GW2 clothing is not even near the type of Bikini.
my own fault I guess, I should have checked the armors first before replying course Its not the first time I mix up stuff from different games.
right now I can’t agree on this topic, the game has a fair ballance in clothing, when female armor is showing, then so is the same set doing for the male characters, equality.
you also don’t seem to get my point, I get it that if enemy’s target the player it makes a larger challenge, but guess what? I don’t care!
GW2 is supposed to be so much different form other generic mmo’s, and on a lot of parts it is defenately better then other mmo’s, but something like this always takes away the realism feeling and simply bluntly punches me in the face saying “your still playing a mmo where it does not mater who you are or what you are doing”
For a game to remain interesting it needs to have some sense of realism and identity, if your character is just 1 the same as the billion other players, and none of the enemy’s care about who you are but just attack you indiscriminately, then why is the game still interesting to play?
aside of that it maters little as a challange should be PvP and WvW,
PvE should simply revolve around your personal story, your character’s development, and the world around you being intelligent and alive,
right now PvE suffers form a identity loss after you finish your personal story line, character’s development also means nothing anymore after your story is over and the world around you is a single tracked machine saying “target player, nothing else matters”
standing in the snow and trying to dodge every snowflake is also not a challenge, its just a boring and impossible task :/ just saying.
asside of that your just making up nonesesn right now, the ranger’s pet and any form of summon or player controled being has no connection to NPC soldiers/helpers,
when your pet, summon or anything else argo’s a enemy, of course the enemy should display a form of intelligent IA saying “that guy is controling it, so if I kill him/her first, this thing will stop too”
however it should not be the same for random soldiers/fighters/hunters/whatever allies you can name,
they instead should have there own Argo, letting the enemy AI choose to fight whoever is attacking them, rather then “o hey there is a player, lets just ignore this army of 50 soldiers and rush over to him/her to attack”
the player characters are all heroes.. champions and leaders.. in a war is it not wise to strike down the leaders? that is why the enemy targets you.. rather go for the leader than the footsoldiers in their way.
In GW2 you start off as a grunt and remain a grunt untill you reach Fort Trinity where you become second in command, meaning that everywhere in Ore I would believe enemy’s would target you, but like the person of this Thread mentions, enemy’s will target you regardless of your rank,
in the start of the game you are even lower then a soldier, your just a guy/girl who set your foot out the very first time in your life outside the city,
there are guards above your level and rank all around you, yet everybody still targets you,
when progressing further in the game you are on the same level or higher then soldiers, but still lower in rank, most don’t even care that you are there but enemy’s still take priority in you
on claw island (or whatever its called, where you first meet a dragon)
your still new and low in rank, enemy’s still try to take you down even tough Treher (cant spell his name, but you know who I mean) is a lot stronger then you and the one keeping the ppl together, + leader figures/generals of various factions like durmain priory, vigil and order of whispers,
even tough they decide to target insignificant little old you.
the only time in the game where it would make sense where the enemy would target you first is when you are promoted to second in command of fort Trinity, basically being the right hand of the leader of the resistance against Zaithan.
Most ppl here seem to dodge the main quetion and instead talk about the class and power,
I on the other hand will also confirm that even if you don’t argo all enemy’s, they will still take you as there priority target instead of the other npc fighters around you
most mmo’s seem to do this and I still have not found a good reason on why they program the enemy’s AI like this,
NPC enemy’s should in my own opinion, not take priority to any kind of enemy, wherever its the player or a other npc, they should simply target the one that is currently hitting them or is closest to them,this would not only make npc’s that are on your side handier as meat shields, but also give you some breading space instead of always seeing how 50 npc soldiers are just chasing after a huge group of enemy’s that ignore any npc and just rush over to attack you. (perhaps the player smells better then the soldiers?)
Sure I understand “this is a mmo, realism is lesser then quality hard gameplay”
but GW2 was supposed to be “the mmo that would not be like the others” so a change in the AI would not be bad if you ask me, the only reason I play GW2 is course its so different form other mmo’s and believes in a fair earn/level system as well as put more time in a personal story, character development and more unique traits other mmo’s don’t have.If i am the NPC foe:
“That guy over there is the only enemy able to dodge, looks a lot smarter than everyone, i shall target him, kill it and therefore no OT tonight, go home and have a great dinner.”
I guess that’s every npc foes are in mind.
well then you have a strange strategy, as I always take down the weaker enemy’s so that the strongest enemy will be left out witouth any form of back up, even the strongest enemy’s are weak when alone. This is why it is essential to take down the weaker enemy’s first, as taking down a leader won’t end the battle (ironicly enough this does end most battles in the personal story mode and boss fights, but thats just the game mechanic, in real life its the other way around, as you need to take down the power and supplies of the strongest enemy before taking him/her on in the first place to make a chance of wining)
aside of that in most story events you also have NPC’s with you that exeed you in both rank and strength, even so the NPC enemy’s will still attack you over the leader NPC’s simply course you are the player even if you are on a normal grunt soldiers level.
I say remove the limiters, I’m sick of all the nerfing.
I already made a post about this too, a full page length on how it should function and how it would have to co-operate with legendary weapon effects/special armor effects
well I don’t think the personal story should do that, BUT I do think the personal story line should go on after you finish the last quest by doing stuff in other regions (for example after finishing your entire personal story as human, going on by choosing to go to any of the other 5 race’s regions and start a new personal story line there with better rewards) untill you completed all 6 parts, the story line should of course remain unique (you being a commander of fort Trinity, legendary slayer of Zaithan who now uses his power and skill to help out the other races and clean up the remnemants of Zaithan’s influence)
mainly course the personal story line was actually fun to do, but after it stoped so did everything revolving around my character’s personality and story so far, ones you finish that last personal story quest you basically just become “1 of those billion other players who is exactly the same” the sense of being unique is kind of gone after that.
I would agree on the dredge being able to pierce the effects of stealth,
but like others are saying playable classes should not have any advantages over the other classes, GW2 was designed to give a fair game-play to anybody no mater what class or race you take
Its a good idea, but it would give a lot of problems in WvW and PvP
tough If arenanet would only add these immunity’s to PvE (and not to PvP and WvW) then of course there would be no reason to complain course it would only benefit the players in that way, while keeping the fair balance in player vs player fields.
yes, still hoping Arenanet will finally split up player vs player and player vs NPC, so stats, skills and ratings are different for both sides so pve players will feel stronger, and pvp players will feel equally ballanced.
trying to balance out pve and pvp is just not working.
Most ppl here seem to dodge the main quetion and instead talk about the class and power,
I on the other hand will also confirm that even if you don’t argo all enemy’s, they will still take you as there priority target instead of the other npc fighters around you
most mmo’s seem to do this and I still have not found a good reason on why they program the enemy’s AI like this,
NPC enemy’s should in my own opinion, not take priority to any kind of enemy, wherever its the player or a other npc, they should simply target the one that is currently hitting them or is closest to them,
this would not only make npc’s that are on your side handier as meat shields, but also give you some breading space instead of always seeing how 50 npc soldiers are just chasing after a huge group of enemy’s that ignore any npc and just rush over to attack you. (perhaps the player smells better then the soldiers?)
Sure I understand “this is a mmo, realism is lesser then quality hard gameplay”
but GW2 was supposed to be “the mmo that would not be like the others” so a change in the AI would not be bad if you ask me, the only reason I play GW2 is course its so different form other mmo’s and believes in a fair earn/level system as well as put more time in a personal story, character development and more unique traits other mmo’s don’t have.
giving the ability to the player to summon your other characters you created in personal story line events or dungeons
(not able to summon in PvE open world, WvW or PvP)
Calling for your other player created characters should also not be possible when in a group, thus preventing people from doing a dungeon or story line with players and npc back up, you should have to choose, ether players, or npc’s.
summoning your other created characters should be done by opening the group menu in the left corner of your screen and type the names of your other characters, summoning them as NPC followers,
they should be given a script much like other npc’s from dungeon’s and the personal story lines so they can co-operate with the player to get them true the story/dungeon
the summoned npc should only have and use the weapons and armor that are currently equipped on the character itself,
the skills they can use should also only be the same ones they have equipped (only using the skills the player equipped on the character)
the summoned NPC’s should scale up or down to the player’s current level.
when they die they should remain dead instead of re-spawning, but be able to be revived much like any other NPC but they should also be able to remain fighting while downed first instead of instantly dying when there health is depleted to 0, to simulate the same behavior form other players, as well as giving them a chance to rally.
The summoned player NPC’s should not level, nor gain any progression while summoned, but instead only serve as a NPC back up party
why the idea to summon your own other created characters?
1- tough a lot of people love to play dungeons and personal story events with random people or friends, there are also a lot of players that would love to do so alone with npc back up only
2- It will give the illusion where even after you finish your personal story line with 1 character, he/she can be called to help your lower leveled character, as if your higher leveled character’s story line is still progressing as aiding the weaker in Tyria
Of course I am sure a lot of people will be able to fill this screen with countless comments on why this is not a good idea, but instead try to name reasons why you would like the idea, rather then hating it. More importantly, “why not”?
players who would not like this idea would not be forced to use it, nor would it effect anybody’s gameplay except for the ones making use of the system.
(edited by JefTheReaper.1075)
Just going to shut this short as most likely a lot of people have a different opinion on this one
but to put it simple, “I play as a necromancer” meaning reviving the dead should be my speciality
instead signet of Undeath is the only skill that allowed me to revive dead players,
at least thats what I tought, it turns out this only brings back downed players, meaning the signet becomes pretty much useless in most boss fights as most players only remain downed 1 second before the boss finishes them off completely
considering fully reviving a player with this is too much of the good stuff, I would request that the signet gets a different kind of boost,
still reviving downed players instantly,
and reviving dead players and npc’s in a “vengeance” like state,
for 20 seconds the dead players can come back to fight, after the time is over, or there health reaches 0, they die again,
if they manage to kill a enemy within these 20 seconds, they revive completely
I just think pvp and pve should be split, I play pve all the time and most traits are just plain annoyingly weak, while most pvp players say the traits are too overpowered,
I say split it up so that pve players can enjoy traits with double, if not triple the power from what they have now, and let pvp players enjoy a very strong nerfed trait grid
why?
well most likely as pve has nothing to do with players fighting other players, meaning “ballance” is not needed much there, everybody in pve just wants to be powerfull enough to raid a entire area solo
pvp however requires a delicate balance so that one player is never stronger then the other, unfortunately that means right now it needs to be a fair balance AND not to weak so that pve does not become impossible,
if they would just split it up then all major problems would pretty much be solved.
Ok so no doubt dueling would be fun, whether it be open world or some sort of dueling system implemented into PvP. The closest we have right now is dueling servers which i’ll admit aren’t that bad but it’s nowhere near what it could be. Trying to say you’re genuinely better than someone else you’ve faced in solo queue or team queue is near impossible. You cant have a true 1 vs. 1 when you’re having to think about where to go next, what points are being capped, who’s dead ect… I personally think this could improve alot of zergers from WvW genuine skill without them having to spend hours playing the same maps over & over. Dying is only fun when you’re being beaten by someone truly better than you and it’s pretty hard to tell who’s better/worse in WvW/PvP
before this thread gets merged into the duels mega-thread, i would like to mention that Anet devs have said they would like to add open world dueling at some point, but have also acknowledged that you can do it in a round-about way via custom sPvP.
So whether you like dueling or not— That’s irrelevant. It sounds like open world dueling is just another feature that never made it into the game before the release date.
You act like the way the dev’s will introduce dueling will be the same as your vision. After reading the book worth of arguments for and against in this thread im pretty sure it won’t be implemented the way you really want.
“my vision.” lol.
I have a dream, that one day, friends can fight each other in the vast, open world of Tyria. Not to the death, but to 1HP. And not for gold, but simply for the fun of it.
At this point, all the suggestions i’ve made simply mirror the duel system that every MMO has, with preventive measures for people who would prefer not to duel at all.
I don’t think I quite get what people are all on about on this thread anyways,
the basics of every “respectable” duel for mmo’s is simply
- you are able to request duels to other players
- you get a option in your option menu to auto refuse duels form other players so that you never get a pop up message and the person who send you the request gets a bot reply: “This player has blocked any duel requests”
- starting a duel will make both players hostile to each other with no other players able to interfere, npc mobs will still be hostile.
-the duel will not end until one of both players health reaches 0, when this happens a scripted event triggers where the losing player automatically revives with full health and conditions are removed.
-some area’s do not allow duels due to environment/event/group, possible incompatibility’s
- Doing a duel will not give exp, items, karma or any form of improvement but will just allow 2 players to test each other’s power.
those are the basic foundation rules of every mmo duel, if those basics are not used, then its not a duel system in the first place. then its PvP
If you die after a requested battle? regular pvp
if you don’t get to request a duel at all and just get attacked? regular pvp
a ton of rewards for taking down multiple players? pvp
fighting other players in area’s where you need to do a specific group event? pvp
all of that stuff already exists in the pvp area’s of the game,
thats why duels are requested so much I guess, people just want to fight a other player while getting to request it, then fight untill somebody is defeated, then being able to get back up without negative effects or needing to respawn at a way point and then move on.
(edited by JefTheReaper.1075)
geesh, 26 pages?
I’m quiting while I’m still ahead
I said what I wanted, thats all it needs to be.
the only relevant solution I see is that they should add duels, but also the option to auto refuse duel requests, that way everybody gets (the basics) of what they wanted,
haters get to ignore it, and duel fans get to indulge in it.
(edited by JefTheReaper.1075)
My two concerns are:
- I never want to see a single dueling request. If this is enabled, there needs to be an option for players to disable receiving relevant messages/invites.
- This takes away two sets of resources from other issues: it takes programming resources to implement and maintain and customer service resources to deal with the inevitable complaints (regardless of whether any of them would be reasonable).
I’d really prefer that ANet work on other features instead. Plenty of other games include dueling; I don’t believe that this one has to.
a lot of other games have a auto duel refuse option, for players like you that hate duels, what does it to? you set the option “on” and whenever somebody asks you to duel you won’t be bothered by a duel message but instead get to play on while nothing bothers you wile some player is running around you in circles wondering why you are not responding right before they receive the message “this player has blocked any duel requests”
if they ad a duel option to this game its fine by me with only 2 conditions
1 auto duel refusal option
2 rewards for wining a duel so fighting other players will not be utterly pointless
if you have those 2 options then what is there to complain about?
well I don’t care what others think
the option SHOULD BE THERE, saying you don’t like duels is no reason on why it should not be in the game,
Personally I’m also no fan of duels, but still think it should be added
they should have:
-duel option
-option menu → automatic duel refusal (on/off) (a option that will refuse duels automatically form other players, hear that duel haters? what can you complain about when you have this?! BAM! me owning you here!)
-duel rewards (karma, gold, random items, you know? something to give you a purpose to duel in the first place, nobody likes to do something for nothing)
-group duels
-mini duels (same as before, giving a little purpose to those now useless mini’s)
-duel arena in lions arch and every main city (arena ground there its always pvp free for all)
(edited by JefTheReaper.1075)
I think we’ll just agree to disagree on this. I’ve used the ol flesh sock since betas and never had an issue with how it functions other than it having a useless blast finisher and poison effect (it honestly should be at the start and end teleport spots, not just at the wurm, where it rarely sees any benefits)
well You kind of hit the nail on the head right there,
you have been playing this from the very start, meaning right now your used to everything in the game,
if you get a construction tool that works in a different way from the others, it gets anoying at first but then after a long time you say to yourself “its how it is” and you get used to it,
however try to ignore your experience of the game,
if you were given the choice what would you prefer?
a flesh wurm you don’t have to kill all the time when you move to a new area or a group of enemy’s further ahead?
or a flesh wurm with ALL current ability’s + that he will follow you around when you are not in combat so that you don’t need to kill/summon him again and instead can focus on all the other things you are doing at that moment.
Its pretty obvious the moving wurm would be preferable in ANY situation over the wurm that will be exactly the same, but instead wont follow you around.
in my personal vieuw this is one of the only things that ruins my experiance as a necromancer in the game (that and the fact that lich form’s auto attack is broken and needs to be re activated EVERY freaking time you go into lich form, and that lich form has only 5 attacks instead of 10 (by also using the right skill slots)
Its a elite skill but to me most elite skills feel more like “Adept” level if you ask me, everything is so horribly weak and limited.
I honestly never really have an issue with having to re-summon it and it being immobile. Since it is immobile it’s immune to CC, can be placed up out of reach of enemies, and stays put on the backline where you would want your ranged to properly be as opposed to bone fiend that likes to run to 150 range and then shoot projectiles -_-
No out of all the changes necro needs, I really hope they don’t change flesh wurm.
you don’t seem to get how the game system works, the flesh wurm has a inmovable effect on it that is hidden, it prevents it form being knocked down or basicly being effected from any crowd controle effects,
this hidden effect however has no connection whatsoever with its inability to move around,
I do get why Arenanet did not let it move around freely in combat,
but it remains a mystery to me why the heck they did not give it the ability to follow the player when out of combat to prevent annoying situations, its not a hard situation or horrible, but it is plain annoying, you also don’t eat soup with a fork to make it more annoying.
the largest reason why it bugs me is becourse the necromancer is basically the master of minions in pretty much any game, would they give a immobile golem for azura race skills? I would not care,
if they gave a immobile elemental for the Elementalist? sure, why not?
But a necromancer minion that is unable to move? please, thats like giving a mage staff to a warrior class, it does not fit.
Necromnacer should be specialized in creating a small sized army, It already does right now, but the flesh worm could easily be called the slacker of the troop right now.
aside of that I am also aware of the other flaws the necromancer has right now, but those only extend to those who play Pvp,
in Pve I don’t notice a lot of things wrong exept that every class is horribly underpowered to my taste, I don’t care about pvp so I don’t see why most people are complaining right now about all classes being too powerfull while they can only do 2 second buffs and debuffs in the first place, pvp and pve skills should simply be seperated so that pve players would not always feel horribly underpowered and pvp players whould never feel overpowered,
that way people in pvp could enjoy there 2 second stealth ability’s while in pve we can actually enjoy 8 second stealth ability’s so that they will actually feel useful for a change.
I understand the fact that the flesh wurm for the necromancer was not given the ability to move around, however this makes the flesh wurm mostly annoying as the only way to get it at a new enemy location is to kill it by using its skill, forcing you to teleport to its location, and then wait for it to get past its cooldown and THEN be able to call it again
In a lot of PvE area’s this is mostly annoying as if you have a full minion build you can really use the flesh wurm’s ability too in your team of undead monsters
thats why I would like to suggest the flesh wurm to become mobile IF you and the flesh wurm are out of combat,
meaning that when you are in combat, the flesh wurm will pop up out of the ground and starts using its projectiles,
from the moment combat ends for the player and the flesh wurm, the wurm should go underground and start following you like that,
unlike the enemy mob worms, moving around and popping up from the ground should not damage the enemy’s, however it should have the ability to move around when out of combat none the less
this will make sure you don’t have to kill/re-summon it every time when you go true the large groups of enemy mobs and make the flesh wurm less annoying to call out, knowing in only 5 to 10 seconds you will have to kill it again course it won’t follow you up to the next group of enemy’s.
as we all know dye’s in mmo’s are usually not very well made
Guild wars however does a fantastic job on character armor and character customization, however some parts are still lacking for a perfect experience
thats why I would like to suggest:
Weapon dye use, dye various parts of your weapon so they will fit your armor or class (for example turning the a white “pure” looking staff, into a black/grey/green staff for your necromancer character)
armor and weapon effect dye:
the ability to add a new dye to effects on your armor or weapons (flames on the citadel of flame armor pieces into a different shade, for example green flames, black flames, purple flames, white flames, blue flames)
and the same for weapon effects, especially the legendary weapons, for instance the bifrost, by changing the rainbow color into a single color (lets say pure white)
this should then change all related effects from footprints, staff effects, aura and projectiles into this pure white glow (for example for a guardian player that does not like shooting rainbows half of the time)
weapon effect colors for normal weapons should of course mostly of the time be the sword swing stripes or arrow wind effects
would this change make a difference in game-play? no not much
would it make the depth of your personalized character and unique looks stand out more so you will not feel like you are “yet another person wielding that same weapon”? yes, it would help in the immersion of the game, as well as adding more fun on giving your own character that unique touch
especially for the legendary weapons or unique weapon skins that leave most players with a limited option of choosing to look like a failed painting that has been spilled all over with conflicting colors (but be strong) or be weaker and look like a decent character.
“note”: the effect dye should be limited to the effects of the weapon and personalized projectiles of the weapons only,
all other effects from the weapon itself (elementatist projectiles, mesmer and all other proffecion projectiles) should remain the same as they are,
only unique projectiles (bifrost rainbows) and other projectiles of legendary weapons or other weapons should be effected by the effect dye only.
Aside of that new dye’s should also be “unlocked” when you find a weapon or armor (or earn, or craft) that has special effects,
for example, when you manage to make yourself the legendary sunrise, then the moment you add it to your character a new dye should apear inside your dye list,
it should not be given in the form of a item, but instead instantly added to your list of dyes.
this dye should be the “effect” from sunrise, when adding it to a weapon, it should give it the same “looking in the sky” effect as sunrise itself,
this should not add the footsteps or aura of sunrise itself,
this dye type should also be usable for any armor, weapon part and effect from any other weapon (for example replacing the rainbows form bifrost with windows to the sky instead)
as well as making your entire character look like a window in space/time by adding it to every armor piece and weapon piece.
Ones it is added to your dye list, it should not be able to be removed from it when you loose, store or destroy the weapon you got it from (for whatever reason somebody might think to do such a thing in the first place)
these special dye’s should of course extend to every legendary weapon effect or special armor effects (for example the white glow from the radiant armor set)
(edited by JefTheReaper.1075)
The class elementalist has a Elite skill called: Conjure Fiery Greatsword
this however makes little sense to me as the class itself already has a fire based weapon conjure skill, the flaming axe
considering the Fiery Greathsword is a Elite skill, why not use the foundation of the elementalist’s power by chancing it into a “Conjure Elemental Greatsword” skill,
that will conjure a Greatsword with the power of your current attuned element in it?
Of course just like the storm glymp or buffs, summon from ele, It should only use the element you are attuned to when casting it,
so that if you summon a stone greatsword when attuned to earth, it does not change into a ice greatsword when you switch attunement when you are holding the blade/after summoning it
But in personal view I do think it would be better to have the greatsword in all 4 elemental forms so that it fits better in the elite skill group, as well as giving players the ability to choose a element preferable to the oponent or situation instead of just using a flaming blade and going berserk with it, basically mimicking the warrior class at that point instead of remaining true to a element based class
(edited by JefTheReaper.1075)
I have been playing as necromancer for a while now, and tried various builds over that time, but somehow I could not stop to notice I never included lich form into that list and instead replaced it by the human race reaper of grenth ability,
what is odd as that is only a AOE condition skill,
the reason for not using lich form became clear to me again after using it a few more times, constantly reminding me on how buggy the skill is right now
-Lich form does not respond to traits that add absorbing life force, health or course bleeding (or other conditions) on normal and critical hits with the basic or normal attacks, for this reason the standard attack of the lich form “Deadly claws” is less effective then it could be. Especially for players who have there necromancer build to leech life on every hit they land, suddenly loosing there health regeneration strategy while transformed, no longer being able to heal or build up there death shroud, or loosing the ability to keep stacking there main attack bleeding/poison conditions on foes.
-Fail Auto attack, the Deadly claw standard attack of lich form is not automatically pre set to auto attack, in that note the player needs to manually activate the auto attack after every transformation, waisting precious time of the little 30 seconds you have in that form, most likely being hit a few times becourse you fail to dodge as you are setting to attack to auto, and loosing your surprise element in pvp when your enemy was not expecting you to transform, giving them enough time to adjust to the situation while you are goofing around with the attack system.
-tough I am not sure if its a bug or not In personal taste I think it is strange that Grim specter (condition remover and enemy buff remover) does a good 1,621 damage,
while the offencive Marked for Death mark, only does 409 damage, even tough Marked for Death seems to be more focused on offensive damage, while Grim specter seems more like a support spell that should not be fired for damage, but only for support/weakening enemy’s
-finally, transforming into a lich gives me a small health boost, but does nothing to reduce the damage (for example giving the lich form a aegis effect during the full time the player is transformed, temporarily making the transformed player able to take some more damage to make the whole transformation worth your wile)
as being in lich form only gives you acess to 5 of your 10 skills (not even counting the ones you can use when you switch weapons) and takes away your ability to fight under water, you can see that a damage reducing ability would be VERY handy in that moment,
right now lich form is not useful when your health gets lower or you face a strong enemy as your enemy will be able to kill you just as easily in human form as in lich form, and becourse of the smaller number of attacks in that form it makes it harder as you cannot rely on the strategy’s you usually use during normal fights
right now death shroud is better then transforming into a lich, and sadly reaper of Grent makes a better elite necromancer skill then lich form does for me as it chills and poisons my enemy’s while I can keep using my skills and tactics I usually use
Lich form should be the most offensive elite skill of the necromancer as flesh golem is the defensive skill and swarm the condition/crowd control skill.
Even tough I don’t have high hopes,
still hoping Arenanet will fix the bugs and patch out the weak spots in this skill,
Visually this still is nearly perfect,
but parts of the skill are still lacking
(edited by JefTheReaper.1075)