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Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Juicebox.3047

Juicebox.3047

So not only is there going to be stronger gear that makes the stuff we worked for become outdated but you have to do dungeons to get it as well? Well looks like the 15th will be the end of this game for me, just when I thought I had found the MMO for me.

Can’t believe people are happy about this.

I’m at the point where I think the GW2 community is more sensationalist than the WoW community. Please stop pulling your hair out until we have factual information. Complaining and threatening to quit over something you know nothing about is such a toxic attitude, and you’re giving a really bad impression to possible new comers to the game.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Juicebox.3047

Juicebox.3047

I’m at the point where I think the GW2 community is more sensationalist than the WoW community. Please stop pulling your hair out until we have factual information. Complaining and threatening to quit over something you know nothing about is such a toxic attitude, and you’re giving a really bad impression to possible new comers to the game.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Juicebox.3047

Juicebox.3047

We know nothing about this armor yet and nearly all of you are lamenting the end of the world. Please, stop crying and threatening to quit until you have actual information. Your instinctual bias to fear change and revere anything unknown is clouding your rationality. Let ArenaNet give more information before you come in here with such a sorry attitude and spread your uninformed fears to others.

Easy fix for end-game/dungeon rewards

in Suggestions

Posted by: Juicebox.3047

Juicebox.3047

Create a separate tear of rewards based on how many times you have died in a dungeon. The less deaths you have, the better your rewards (beyond the standard token/gold/exp). This creates the incentive for players to really analyze their class and their team synergy.

I suggest two separate rewards tiers – one based on over-all deaths in the group, and one based on individual deaths. That way the tank/puller is not too penalized by dying more often, and players have a reason to hold each other accountable.

I wouldn’t make the no-death or low-death reward too desirable, as the community may get lousy in regards to pick up groups (LoL mentality is what I’m worried about).

What do you guys think?