Showing Posts For Jimbo.4870:
If you want to grab and hold onto another section of the gaming population:
Dungeon Queue, cross server, intra region
Make instanced versions of the dragons that a whole squad can enter, bonus reward chest once a week, like guild missions (if implemented as a guild mission make sure ANYONE in the guild can trigger it not just officers)
I know it’s not the traditional guild wars approach, but why not add this and make more money?
I have 30 GB free on my macbook, yet when I run the installer, it prompts me that I don’t have the required space (18 GB).
Has anyone encountered this issue or know how to solve it?
Thank you for your help!
Endgame does not mean hard but a way to make progress after you’ve hit max level, and it is ok for that to be challenging.
To that end, you should have the endgame content i.e. fractals, be tough and not allow one to res back in — oh wait, it already was that way.
But there are people who got this game in September and are only level 35 now, just trying out an explorable dungeon because people were calling for more. They were excited they could join… don’t spoil that excitement and feeling of adventuring with others and being a contributor!!!!!
Arenanet, don’t you want all these casuals who jumped on your game to also buy the first expansion, if not all of them? Keep them playing, put challenges for the hardcore minded elsewhere, or ESO is just gonna take the wind from your sails…
Easy end game to implement – another difficulty of dungeons. Each explorable mode dungeon now has a “hard” setting, where you cannot revive. If you complete all paths, you get access to a very difficult boss, which, upon killing, has a chest with 20% chance of an ascended ring, and 10% chance in the future to drop a component to craft ascended armor. Bingo, easy as that! That and fractals will keep people busy for a long time.
I think this change affects gear choices as well. No longer will you want people to use dps oriented gear. The dps lost while a player is downed now directly affects others’ dps, so you’ll want everyone to have max mitigation.
Additionally, weaker hp and less utility oriented classes may not be favored when pugs are making groups. Why take a thief with only 12k hp when you could just as easily take a warrior, when even dps spec’d has 22k?
You may very well turn your anyone can play anything and accomplish goals game into a tank and support focused dungeon game very quickly
As an experienced mmo player, this change really doesn’t affect me much. I expect such treatment in dungeons, and I’m able to not die and communicate / prioritize reviving with my group.
However, one of the best things for me has been that so many RL friends, who are casual to extreme novices when it comes to MMOs, have purchased and play this game.
They are not used to these types of mechanics nor are they willing to endure them. They enjoyed playing dungeons before, because they knew even if they died they weren’t a burden on other players. Now, they feel bad and are hesitant to go in. They were never going to try fractals precisely because of that mechanic. Imho, it was a nice thing to have fractal only, since that dungeon was meant to be the endgame dungeon for character progression.
The points people make about not having a trinity are also valid. In other games, if someone died it was due to an AE that was always meant to hit all players, or the tank lost aggro, or the tank went down. A ranger pew pewing was not likely to get the brunt of the attacks. The main thing this change will accomplish is people implementing a trinity when going to do dungeons. They will want a guardian or warrior + elementalist / necro / another guardian / maybe support ranger / mesmer then 3 dps types. Please do not make this change to the game!
You basically killed DD for use in PVE. When facing two NPC’s close together, two DD plus a Death Blossom was enough to take them down, if not close to death. Now what’s the point of using it? You couldn’t just nerf the PVP aspect of it and not ruin it in PVE?
Honestly, 50% nerf was too extreme without ANY initiative decrease
And please, whatever pvp whining that affects gameplay decisions, make it affect PVP ONLY! Do not destroy a skill that many people rely upon for dungeons.. it was a viable option when you pull aggro, now it just flushes your initiative down the toilet.
Fix this to only affect pvp whatever you do, but even there you need to readjust cost or some compensation
Why is it that devs never bother to do their own theorycrafting when the game is made or tests through beta to balance classes, then instead just nerf thief every single patch when people chose to play it and have time invested? Make other classes better, if need be; but never make a class worse.
Revert some of these changes or lose faith from the playerbase