Showing Posts For Kaiwen.1520:

Megaservers and RP

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

I’m sure it has been stated before, but Megaservers hurt a large portion of the RP community. Those who don’t have the time/desire for regular, organized RP and want to meet up in cities or commons locations AND the organized groups who get trolled when they try to RP.

Outside of those groups, how many RPers are left? I’ve been trolled (luckily not as bad as mentioned in other posts) and I have to party with my guild mates to RP with them. And it seems like every other time I go to a city, I’m in the “non-RP” shard. Unless a guildmate or friend is on, I’m unable to do what what I logged on to do. At that point, I usually just log off and read a book or watch a movie.

It’s getting more and more annoying.

Zerker meta: Possible solutions

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

Some people have already mentioned this. If you want build variety in dungeons, change game mechanics so healing, crowd control, condi damage and perhaps tanking are viable.

Changing power and precision will not change the fact that healing scales poorly (and is not needed), crowd control is worthless against champions, condi goes into one pool, and tanking gives no benefit to the group.

Next question: are you ready for the next meta? In other words, if you change the current “best way to play” you’ll just create another one and it may be more restrictive than the current one. For example, it may be three condi eles and two healing guards ONLY!

Zerker nerf is not enough

in Profession Balance

Posted by: Kaiwen.1520

Kaiwen.1520

If you don’t like the zerker play style, that’s ok. You can start your own group and play however you want.

But here’s the deal folks, no matter what changes A-net makes, there will always be what is considered “the best way to play.” So if you nerf direct damage into the ground, you’ll just be trading it for something else. It might be more varied, but it might also be more restrictive. I.e., only 2 guardians and 3 eles!

Right now I don’t find it hard to find a non-zerker group. And with all the different ways to get or craft zerker gear, it isn’t hard to join the club. And for those who consistently do dungeons, be careful, you might find yourself joining the club because the game punishes all builds besides direct damage.

Megaservers and RP

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

I’m hoping this isn’t all A-Net will give the RP community:

Reminder: if you encounter players using abusive or rude language in chat, please report them by right-clicking their name in the chat window and selecting ‘Report.’
Blocking a player still functions the same way.

RIP Zerker Build

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

Even if the game is changed the meta will simply be something else.
Like full zerker and 1 PVT char with CCs. Or full rampager’s – or something. There will always be a best way to power through the content.

This best way will always be enforced by the people that care about time vs profit.
Let’s stop beating a dead horse already – the zerker meta isn’t about a zerker set – it just appears to be that on the surface.
The “zerker meta” embodies the philosophy of not wanting to waste your time and getting those rewards as fast as possible. No matter how the game changes this kind of thinking will remain in the game – we’ll just call it the " something else meta" and it will still be both loved and hated by different groups of players.

Everything you say is true. But the “something else meta” would hopefully involve something besides five people with almost the exact same build.

I just think that if A-Net wants to see variety, which is their stated purpose, they should encourage it by changing game-mechanics.

RIP Zerker Build

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

I think this is a DESIGN problem, not a gear problem.

First off, we are only talking about dungeon content here. Most agree that any build is fine for open world PvE, WvW is a different beast, and PvP was explicitly left out of this discussion.

So what are our build options?

1. Direct damage (beserker): does what it says.
2. Healing: everyone is/should be self-sufficient healers in dungeons AND healing stats scale poorly.
3. Conditions: all go into one pool so there is a very low ceiling on party condition damage.
4. Crowd-Control: useless on bosses within five seconds of starting the fight.
5. Tank build: not necessary as there is no reliable aggro mechanic 99% of the time, thus no benefit to party 99% of the time. Fine for learners, that’s it.

What builds did I miss? But here’s my point: People are going to tend strongly to direct damage builds because game design actively punishes all other types of builds.

Nerf direct damage all you want, it won’t change a single thing until you change the game design. I say that after experimenting again with some of the above builds in dungeons after the patch. I went straight back to direct damage.

(edited by Kaiwen.1520)

Megaservers and RP

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

I’ve noticed a lot of people very happy with megaservers. Personally, I like having a lot of people around in the world.

However, megaservers in cities needs some work. It’s harder to get together with friends. Also, I no longer feel like I have a home server. I guess that’s the point. But it is an unsettling feeling.

Who is behind Thaumanova?

in Fractured

Posted by: Kaiwen.1520

Kaiwen.1520

Say half a year ago, when we knew nothing about Scarlet, they announced an expansion.

One evil genius is forming alliances with EVERYONE evil and assaulting everything! And you will discover that she is the reason for all evil in the world (forget the dragons, that was a joke.) But don’t worry, no new classes, one new skill, no new areas, and three new instances.

Who would have bought it?

If it isn’t good enough for an expansion, why is it good enough for Living World? Because Living World is free?

Collaborative Development Topic- Living World

in CDI

Posted by: Kaiwen.1520

Kaiwen.1520

What I like about Living World:

1. I like the dynamic events, like the offshoot events going currently.
2. I like big events. Battles that feel epic. That’s what I like about Tequatl or the Scarlet events. Big is good.
3. I like the cut scenes that involve action like the one introducing the Dreamthistle and the ones for Halloween. I like that you are bringing back some of the good protagonists like Roxi and Braham.
4. New skins.

What I don’t like:

1. The dynamic events don’t feel like they mean anything. After the first time through, they just feel like grind.
2. I dislike how difficult content is put in the open world. No matter how much I want to beat the Scarlet/Tequatl event and no matter how much I tell people how they can help beat it in map chat, we lose. Every time.
3. I don’t really care. Why do I care about Kessex hills? I’m a charr. Why do I care about Scarlet Briar? She doesn’t care about me, the player. What she’s doing might hurt some npc somewhere, but doesn’t affect me.
4. The new skins (besides the backpacks) are too hard to get and too limited in time. Also, I only have one of them. So I just never use them and they sit in my bank because I can’t decide which alt to put it on.

What I think should be done:

1. Why not gate the next section of Living World on how many offshoots we stomp or how many story-related activities we fulfill? Even better, give rewards to servers who hit certain benchmarks. Make it a competition with a reward. That would give us a real reason to get involved rather than a backpack skin that can only be used once.
2. Difficult content should be instanced. Period.
3. This is my main point, so I’m going to split it.
A. I want to interact with the bad guy. And having Scarlet Briar talk at me through pre-recorded videos doesn’t count. I’m thinking Jon Irenicus in Baldurs Gate 2 or the Darth Malak from KOTOR. I want to know him and I want him to know me.
B. I want to have reasons to care. The only time in the entire Guild Wars 2 experience where I cared was with Tybalt. But by the time I actually got to fight Zhaitain, Tybalt was a distant memory. I also wish the stories could be linked in with GW1 and the dragons.
4. Make event items easier to get, especially if they are time-limited. I’ve farmed out a dozen sets of Elite armor and weapons, but farming for the Halloween skins (even though I liked a couple of them) was way beyond what I was willing to do. And the backpacks should be more like legacy skins so I can re-use them.

Thank you for reading and asking.

Guild Wars 2 Taught Me Something About Myself

in Fractals, Dungeons & Raids

Posted by: Kaiwen.1520

Kaiwen.1520

Kimeni,

I don’t think Guild Wars is perfect. But I do think the current anti-trinity system is fantastic. And here’s why: all play styles are valuable and useful but none are required.

I don’t think anyone is questioning whether dps is viable in GW2, so I’ll skip that.

Healing and control are all still important. Snaring a boss on my elementalist and then laying down a healing field, for example, makes a huge difference. People may not thank me for it, but I can see the difference when I switch to my warrior.

Tanking is still powerful. I find that with a hammer guardian, good dodging, and altruistic healing, I can face-tank quite a few bosses. (Funny that a hammer is the best tanking weapon, right?) For example, I was playing my elementalist and Lieutenant Kholer crushed our pug group through two wipes. This was mostly because the rest of my group were dying like fruit flies. Anyway, I switched to my guardian and stood toe-to-toe with him while laying out near constant protection for all the melee players on my team. We rolled that overgrown ghost and the rest of the dungeon. I found great satisfaction in being a difference maker, in looking at people’s status bars and seeing protection up on almost the whole team. And in that case, I knew for a fact that my skill as a tank was key.

But these roles are not required. A massive DPS group can win. A more support oriented group can win. A mix can win. It all comes down to the talent of the individual players.

Because the roles are not required, I get to play however I want, tailoring the way I play to what I enjoy. In other words, I find that a dungeon group can win in any way.

Naturally, players will start to tend towards the most efficient option, massive DPS. I’d say that has more to do with player temperment than game design. But the mere fact that all options can be viable is mmo heaven to me. I can play any way I want and, as long as I do it well, my team will prosper.

Are you needed? Not in one role. What you are needed for is your skill. Play whatever role you like and you will benefit your group.

Just my little attempt to keep you playing a bit longer.

(edited by Kaiwen.1520)

I'm missing some wilderness in GW2

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

I agree with Danikat. The more I avoid waypoints and walk places, the more real the world seems to me. Even using asura portals in preference to waypoints.

I have to say that I’ve felt very “lost” in the wilderness many times in this game.

Though I think one problem is the prevalence of humanoid enemies. A camp of bandits is about as civilized as a camp of lionguard.

Bursting

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

I’d say different classes are built different ways for a reason. People already complain that the classes are already too similar. Those complaints shouldn’t automatically rule out your suggestion, but I think those people have a bit of a point.

If we gave all classes in all builds burst, it wouldn’t really be burst anymore, would it? It’d just be normal dps.

Having a D/D ele, a bunker guardian, a burst thief, burst mesmer, etc., I’d say the game is great where it is. You have to build for burst and you have to build for survivability.

I think a D/D ele can be burst if you build for it. You lose a heck of a lot of surviviability, though. I honestly feel sorry for my ele. My guardian can do decent damage with good survivability. D/D ele’s just… can’t.

Best Reputed Server

in WvW

Posted by: Kaiwen.1520

Kaiwen.1520

I’ve really liked playing against Kaineng and SoR. Great players, great fights.

Takes some quality people to throw pixelated punches at each other for a week and be friends afterwards.

No More New Currencies for New Rewards

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

There should be a way to convert 1 type of tokens to another.

Dungeon token to another dungeon token at 3:1 rate.

Laurel for guild commendation (and vice versa) at 2:1 rate.

I’d rather laurels and guild commendations were just merged. Why even have two separate currencies?

No More New Currencies for New Rewards

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

I couldn’t have said it better myself. I was going to post myself on this, but the OP did a great job.

Simplify currencies. Stop stat increases and add more skins instead.

It’s what the people want, A-net.

Are you going for a legendary?

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

I’m just going to play the game and ignore legendaries until they change the precursor system.

Ridiculous chances of a drop or in the mystic toilet just ain’t my thing. Farming CoF for days ain’t my thing either.

So I’ll just enjoy the game and if they change the way to get precursors, I’ll probably go for one.

Tarnished Coast...my god

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

Hahah. Really one of the best RP server’s I’ve been on in my MMO career. If I emote after an event, I almost always get a response from another RPer and all of a sudden it ain’t about whackin’ those monsters anymore.

It’s about ze art of makin’ stuffs up!

Yes sir, I come from a long line of banana-cream pie salesman. I came here to save my bananas.

Best class for a solo player?

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

From my experience in leveling to 80, I’d say:

Guardian is very surviveable at all stages of levelling. DPS is always a bit meh, but you can often pull 3-5 mobs at a time without problem, which speeds things up. People love to have you in groups.

Mesmer is fun, but rather weak from levels 1-39. But if you like trolling people, this is the way to go.

Thief is great for sneaking around Orr and stealth capping skill points and has great dps, but I’d say it is harder to play well than guardian. This is my favorite class to play at 80.

Warrior has more dps than guardian, but less survivability. The main benefit over guardian is that it has more viable ranged weapons.

Elementalist is like mesmer, in my opinion, weak from 1-39. But once you get some traits going with a D/D build you are very hard to kill. Staff is a joke solo, but very powerful in groups.

3/15 Kain - FA - TC

in WvW

Posted by: Kaiwen.1520

Kaiwen.1520

TC Borderlands were awesome tonight. I was there for the amazing double defense of Hills and survived somehow!

The match so far is super close (once again) and I think this week will be a real grind for everybody. Good luck and have fun

I don’t know if we were talking about the same attack, but I have to say FA pulled some great tactics to beat the part of TC’s attack that I was a part of. Like one where we were attacking inner gate, FA jumped off the wall to the south, drawing us south from the gate, then portaled part of the group back to the gate to surround us.

Well played! It’s more fun to execute these strategies than be on the receiving end, but I still have to admire a thing of beauty.

How to get people into unpopulated dungeons.

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

Maybe you give a better reward for gaining the dungeon completion title. That would get people in every path at least once, right?

Precursor: another way to...

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

I think this is a start. Dungeons should definitely be a part of getting your Legendary.

But I feel like you are missing some of the other parts of the game. For example, WvW and PvP. What about Fractals?

Personally, I think the only thing that really needs changing is how you get a precursor. But that might just be me.

Precursor: Gated Story

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

Legendaries serve two main purposes: removing level 80 materials from the market and providing a long term goal for players.

However, I think with the RNG/random luck of getting a precursor at this point, it is less of a long term goal and more of a pie-in the sky/grind CoF for hours and hours type of goal.

I propose that players be able to get a precursor by first finishing a subset of a list of requirements, like the current daily system. Each requirement should require a serious time investment. For example, some of the requirements could be:

1. Gain XX rank in WvW.
2. Gain XX rank in PvP.
3. Craft XX number of top tier Mystic Forge weapons.
4. Finish all dungeon paths.
5. Reach XX level in Fractals.
6. etc.

Then once you finish so many of these requirements, a second story line opens up. This story would be about you getting the precursor for a Legendary weapon and, as part of the story, you would pick which precursor you are going for. At the end, you get a precursor.

For those worried about the “precursor market,” all A-net has to do is announce this system a few months in advance and let people get out of the market before prices drop too much.

You could use this method to get a precursor once per account.

I know the story idea isn’t new, but I think this suggestion meets the original purposes of the Legendary but also allows dedicated, long-term players to have a more navigable path to getting a precursor.

(edited by Kaiwen.1520)

Skipping In Dungeons And Other Improvements

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

all in all, skipping is a fail and needs to fixed.

Actually, trash mobs in dungeons are fail and need to be removed.

Why even have trash mobs in dungeons? If I want to fight normal creatures, I can do it all day in the open world. What do they add to dungeons? Grind. That’s what.

Gimme traps. Gimme interesting, challenging boss fights with unique tactics caused by unique terrain. Gimme puzzles. Gimme anything but more autoattack-worthy trash mobs.

Keep those mundane trash mobs in the open world environment where they belong. They add nothing to dungeons.

(Trash mobs can be good if set up with extra mechanics, like gauntlets or gathering items while running through the trash. But hallway after hallway of trash mobs just to get to the next boss fight? No thanks.)

Lack of trinity makes this game boring I think

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

Sunflowers, I respect that you find it boring. That’s your call, right?

But the funny thing is, everyone is calling for innovation and blasting other MMO’s for sticking to the Holy Trinity. It’s a lose-lose for game developers.

What could GW2 to break out of the rut besides what they have done?

And it is true that it is still possible to win if your “tank” dies. But when I join a PUG group, I cringe when I don’t see a guardian or a few warriors. I know it will be a lot harder to win without someone durable in the front lines. So, yes, less class definition, but still some synergy. Not as much as the defined roles of other games and I think that is a fair trade-off for the freedom offered.

That said, if it bores you, it bores you.

Lack of trinity makes this game boring I think

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

(Note to OP: coming here to complain about GW2 isn’t going to get you a lot of kudos and slaps on the back. I disagree with you, but you are allowed your opinion.)

I played SWTOR, a classic trinity game, before coming to GW2. I feel like I played the same class in LOTRO as I did in SWTOR… just the same thing with a different skin.

Coming to GW2 and rolling an Elementalist was such a breath of fresh air compared to the Runekeeper or Jedi Sage. I love that I don’t have to fit into a certain role every time I play. I love that even in a dps build I can provide cc support and healing if necessary. I love that each person is in charge of their own healing, their own dodging, and their own dps. And specifically, I love that I can make a build that can easily switch between melee or ranged without a respec.

I love that, despite being in charge of yourself as an individual player, groups will still fail utterly unless you coordinate.

Don’t say there is no coordination . Have you played in a serious WvW or PvP guild? Done dungeons that aren’t just farm runs?

The coordination is just different now and, in my opinion, better.

We don't like Trahearne *Spoiler Warning* [merged]

in Personal Story

Posted by: Kaiwen.1520

Kaiwen.1520

I also found Treahearne boring, to the point of skipping his dialogue even the first time through. I normally don’t skip anything the first time through.

I really like most of the initial storylines for all of the races I’ve tried and I liked all the of the Vigil, Orders, and Priory stories. So I’m not just a hater. I think Treahearne was always too serious, his appearance was too sudden, and he did nothing that made you want to invest in him. Nothing. Why should I care about Treahearne? He’s not funny or clever. Nothing about his character stands out. He feels like a plot device.

I agree with a lot of the other posters and think that the player should be the hero. Who cares that all the other players are the hero, too? It isn’t game breaking to me that we all share the same role. I’m an RP’er and most people just assume that the personal storyline is separate from RP. Make it a good story first and fit it into the game’s lore second.

Oh, and I have an idea for someone stealing the spot-light from you, if you insist on doing it again: make them a comedic character first, someone no one would expect. Imagine if Tybalt became the leader of the Pact instead of Treahearne. Then the hero really feels like their support is necessary to keep Tybalt in power while at the same time enjoying supporting him or her because he is a likable character.

I demand a quaggan leader of the Pact.

3/1 - 3/8: TC/DB/Maguuma

in WvW

Posted by: Kaiwen.1520

Kaiwen.1520

Just want to drop by and give a shout out to Maguuma from a TC player. I don’t know why, but this week all my most fun fights have been against you guys. Maybe it is because Maguuma fields a lot of smaller strike teams that tend to fun fights.

Anyway, whether killing or being killed, I’ve had a lot of fun butting heads with ya’ll. My favorites were fighting over dolyaks, heh, but trying to take your keeps, successful or not, is always a riot, too.

Please Reconsider Legendary Weapons

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

Here’s an idea: instead of making crafting legendaries more about gathering materials, make it more about accomplishing in-game achievements.

Instead of farming mats, make it so you have to have certain titles. For example, the title for clearing all dungeons or the title for having a certain rank in PvP. I imagine some new titles would have to be added to make this a flexible but still challenging goal.

Then, once you have the requisite number of titles, you would unlock what I would like to call the “Legendary Story.” A series of quests that are challenging, memorable, and somewhat customized to each legendary weapon.

There. No longer about grind but about realizing goals in game. No RNG, but still a genuinely challenging and memorable undertaking.

2013 - BG-Kain-TC

in WvW

Posted by: Kaiwen.1520

Kaiwen.1520

I’ve really enjoyed playing BG and Kaineng. Great players, plenty of fun. I love it when competition can be about skill and laughter and not anger and accusation.

Props to you all!

How to reach 100% map explo (wvwvw) ?

in WvW

Posted by: Kaiwen.1520

Kaiwen.1520

My server is finally dropping a tier this week (after over a month in the same tier). I shouldn’t be happy about this, but I am. I’ll finally get to complete my mapping!

On the other hand, I don’t feel too guilty because it isn’t the tier that matters for fun, its the good match-ups. So I’m hoping we have good match-ups in the lower tier. And I’m confident we’ll go back up to the higher tier soon.

If A-net planned to have people waiting for weeks or months to finish their mapping, with little to no control over gaining certain POI’s (on higher level servers, it can be nearly impossible to take some keeps from the green team), then this is working as intended. Maybe they really want to force people into WvW for several weeks.

Require an invite to guest.

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

Nels, I have a much more optimistic/niave view of my fellow GW2 players than you do!

Require an invite to guest.

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

Or Anet could just merge some of the less populated servers so they would feel less of a reason to swarm ours.

I’m fine with people coming to TC, to be honest. I haven’t felt oppressed by the visitors. (I don’t do dragons or farm Orr.) But I think merging servers might have more of a shot of fixing the problem at the root.

(edited by Kaiwen.1520)

Precursors – Design the Scavenger Hunt

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

They’re not hard to get as it is. People had their legendary made in a few weeks of release. It doesn’t need to be any easier.

I agree that mapping, 500 badges of honor, etc., are not out of the reach of most people. They take effort, sure, but like you said, a few weeks of solid gaming and you can get it.

The only part of the process that can be frustrating, no matter how much you play, is nabbing that precursor. The RNG can mean a lot of wasted time and gold with no guarantee of reward.

I don’t think the scavenger hunt, alone, is a good idea. Too easy, or in other words, not legendary. Like I said above, more should be involved.

Loot bags, loot bags everywhere!

in WvW

Posted by: Kaiwen.1520

Kaiwen.1520

Hey all,

We made some very intentional changes to the way we calculate loot. One of the effects of this change is that there is more loot dropping in WvW. Yay! Increasing the loot in WvW was one of our goals and we’re glad that it’s making some of you happy. Also, just to be sure that we were comfortable with the impact it had on loot in WvW we had our economist do some analysis of the drop rates in WvW after this patch. After looking at his results we’re still comfortable with the changes. On a personal note, I was very happy to get a much better badge drop rate when I played yesterday

Tl;dr: it’s not a bug, enjoy the loot!

I’d send you a box of chocolate chip cookies if I knew your address. Thank you!

Precursors – Design the Scavenger Hunt

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

I like the idea of a second storyline to get a legendary precursor.

I would like to suggest “unlocking” the legendary story. For example, you must first complete the main story arc. Then you must complete a certain number of the following as well (like the dailies or monthlies):
1. Complete all paths of all dungeons
2. Reach a certain (very high) rank in PvP
3. have a massive WvW kill count
4. Unlock a certain number of high end mystic forge skins
5. have a very high title/point thingy for your account (what’s it called? I’m at around 3,000 now.)
6. reach a certain level in fractals
7. spend X,000,000 karma
8. have a certain number of titles
9. you get the idea

Once you finish a certain number of these requirements, then you start on your “legendary” story.

I think this would allow for people with different playstyles, whether it be PvE, PvP, WvW, or whatever, to work towards a precursor. It would still be a massive undertaking.

Having a legendary story would be so much cooler than a plain old scavenger hunt.

Heck, you could even tie in the legendary story to a “living world” update where a major plotline is developed, perhaps a new zone in the Shiverpeaks where we discover a godly weaponsmith whose forge has been overrun.

(edited by Kaiwen.1520)

Why not give tokens in story mode ?

in Fractals, Dungeons & Raids

Posted by: Kaiwen.1520

Kaiwen.1520

Thanks for responding, Robert. We really appreciate it.

I understand the logic and guessed that that was the reason before, but now I know for sure. That said, I don’t like to do story dungeons more than once because the rewards are so much lower than exp.

I guess there is a cost to every decision. But I do wish there was a little more incentive to do story mode.

Legendary weapons are far too hard to obtain

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

The legendaries aren’t easy to get. That’s kind of the point.

I agree that it might be nice to have more choices in beetween exotic and legendary. I’d say fractal weapons/gear are a good step.

As far as the mystic coins and the crafting professions, I have to disagree. That really isn’t that bad. If you haven’t been selling all your mats as you levelled, you should be able to max crafting easily in a few hours. That’s a seriously minor commitment compared to the hours to get 500 badges of honor, map completion, or to farm the ectos and other high-level materials.

If you have sold all your mats… oops. I hope you still have the gold you earned selling them.

The real hard part is getting a precursor. Frankly, I have the resources to get everything but the precursor. And with minimal skill. But the precursor is just luck of the draw. This is the only part of the legendary process that I find somewhat objectionable.

I would say that you should be able to get a precursor in multiple ways. Perhaps a ginormous number of badges of honor, or by completing all paths of all dungeons, or by reaching a certain level in fractals, or a certain (very high) rank in PvP. Or perhaps two of the four of these goals.

World Map Completion/WvW

in Guild Wars 2 Discussion

Posted by: Kaiwen.1520

Kaiwen.1520

Folks, notice something. Few people (if any) are complaining about the 500 badge of honor requirement for getting a legendary.

And as someone else noticed, this is the 10,000th thread on WvW mapping.

This is only tangentially about legendaries, folks.

What this is really about is people who see a bar that says 98% and they want the last 2%.

For people who complain about getting killed, yeah, it’s frustrating and I feel for you, but I don’t feel too bad for you. If it was just about randomly getting ganked, I think I could understand Anet not changing things.

But what a lot of people have to realize is that for some maps, it is really, truly, impossible to take some of the green keeps on Eternal Battlegrounds. I’ve been waiting about a month and checking the map at least once a day.

Completing an achievement should be fun and it should be challenging. It shouldn’t be nigh-impossible.

I shouldn’t be hoping that my server sucks this week and drops a tier. I really shouldn’t.

(edited by Kaiwen.1520)

Can't get 100% map completion

in WvW

Posted by: Kaiwen.1520

Kaiwen.1520

I don’t get why it should be made easyer for pve’rs to obtain their legendary. If they make it so that legendary’s can be gotten from wvw then I’m all for it.

But right now I need to do pve to get a legendary, monthly’s, etc. Even when I don’t like doing so.

You pve’rs have to make one small sacrifice of either waiting or pay for 2 server transfers. Well tbh that isn’t even close to the sacrifice a wvw’er has to make to get his stuff.

That’s what the 500 tokens are for. But the 500 tokens are more useful to encouraging people to actually pitch in and help. Forcing people to map in WvW doesn’t help the cause.

For example, the game requires WvW’ers to get dungeon tokens for their legendary. But it doesn’t require map completion in all dungeons. What good would that do?

(edited by Kaiwen.1520)

Can't get 100% map completion

in WvW

Posted by: Kaiwen.1520

Kaiwen.1520

Look, this is a no win situation for everyone.

For people who are serious about WvW (and in server that actually has queues) it sucks to have mappers in when you could have people who actually care about WvW.

For people who just want to map (like me) I’ve been waiting for three weeks to get into the green position and check the WvW maps several times a day to see if I can get another PoI. I go in there, take up a space that would be better served by someone who wants to actually WvW, and leave as soon as I can.

For people who say it is easy, I’m glad it was easy for you. Seriously, good on ya. But for me, it’s been weeks of waiting and watching.

Look, WvW is kind of fun, but the rewards suck. I get 200+ tokens an hour, much more gold per hour, and better loot in dungeons. If you consider both WvW and dungeons fun (which I do) and realize that the rewards are astronomically higher in dungeons, why play WvW?

ANet. If you want to encourage people to WvW, improve the rewards. Don’t force this map stuff on us. I’d enjoy WvW more if I was in there because I chose to, not because I felt like I had to.

WvW Badges of Honor: why so stingy?

in Suggestions

Posted by: Kaiwen.1520

Kaiwen.1520

The rewards for dungeons are far higher, per hour, than for WvW.

For example, with a bad pug in Ascalonian Catacombs, I average almost 200 tokens in two hours, or about 100 tokens an hour. I don’t get anything close to that in WvW and the armor costs about the same. I can go on to Citadel of Flame or several other dungeons and get a similar per-hour return.

Maybe I’m just doing WvW wrong and I should be expecting something like 50-75 badges of honor an hour. But in reality, I consider myself quite lucky if I get 10-20 badges an hour.

Why so stingy with the badges of honor?

If it is a matter of not flooding the market with siege weaponry, you could just lower the cost for the armor and keep the badge drop rate the same or raise the cost for siege weapons and increase the badge drop rate.

If WvW armor is supposed to be elite, I got to say it looks pretty unimpressive, its stats are limited, and the stats no better than dungeon armor stats.

I would suggest creating the likelihood for getting multiple badges of honor for kills or least giving one badge per kill. For bosses in dungeons, you get 3 tokens, karma, and silver. Boss fights are shorter, but I’d say pvp takes just as much skill, if not more.

I would also suggest giving badges of honor when you finish any event in WvW. I took this keep and got… one badge of honor—and that’s if I managed to tag the champion in time! Woopee!

Or is there something I’m missing? Is there a reason why dungeon rewards are so much higher than WvW awards?

In the end, despite enjoying both WvW and dungeons, when playing WvW I can’t help asking myself if my time might not be spent better in a dungeon as the rewards are so much better.

(edited by Kaiwen.1520)

Jan 25-Feb 1 | SBI, TC, SoR

in WvW

Posted by: Kaiwen.1520

Kaiwen.1520

Next Match-up: Major jumps.

Aww man. I was hoping we’d move to tier 3 and find a nice cozy home there. I’m afraid we’ll always be outnumbered in tier 2. The top four servers are monsters! (You guys are awesome!) And, as far as I know, TC has no real ambitions of ending up in tier 1. So what does it matter what tier we are in as long as the matches are competitive? (Correct me if I’m wrong. Are the rewards actually different if you are in a higher tier?)

I’m of the philosophy that I enjoy any sport/activity as long as it is competitive, even if I suck at said activity. Sadly, I’m not a good enough of a sportsman to thoroughly enjoy a crushing defeat.

I mean, maybe if we were just competitive in our own borderland! I’ll go play there! Nope. Crushed at home, too. I’ll go RP/dungeoneer.