Showing Posts For Kite.2510:

[Suggestions] Quality of Life Changes

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

Looks:

  • Allow for hair to be visible upon wearing headgear that only covers half your character’s head. For a game that prioritize looks over tredmills it’s bizarre that it lacks this detail. As a medium I demand at least a proper Cowboy hat with my trenchcoat.

Inventory:

  • Make core Tyria heart gear salvageable or sellable. The price and content from taking said actions don’t have to represent the apparent value of the item. Just don’t make us destroy them.
  • Make items from expired events auto removable upon the event’s completion, expiration, or abandonment due to zoning out. Don’t make us question the origin of every item.
  • Give us ways to get rid specific map items like the potion content of bitterfrost fromtier or the lost merchandise of Lake Doric. Don’t make us destroy them.
  • Allow us to turn stacks of dropped exotic recipes from the HoT maps into ascended ones if we have already unlocked all their all their content.

Fantastic list.
Could hardly find one thing to disagree on. Perhaps with the exception of the “Choose your bag type” suggestion. Variety is good.

…and don’t be toxic!

Unidentified gear - Please No, No, No, Nooooo

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

future <> feature

Also, you did not make any point that hasn’t already been made in the other thread.

Fixed.

Also, the reason I made this one is because even after reading the other thread, it appears that people haven’t realized yet the details and reason for it.
You’ll see that many people whine about it “not fitting into GW2”, or how “whatever money the make selling the mats would be lost in the identification fees”…

That’s why I believe this should had been communicated better before attempting to bring players in. There are existing expectations upon encountering the word “unidentified gear”, especially in a game whose prevews installment was guilty of the same sin and you can easily come to conclusions before even taking a look.

Same thing goes for the new barrier mechanic. The only clue I had was from footage from the youtubers who had previewed it before (and happened to notice it them selfs) , and some interview WP had with A-net at some point.

…and don’t be toxic!

Unidentified gear - Please No, No, No, Nooooo

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

It appears that this feature is getting a lot of flack, and for good reasons.
A-net didn’t communicated most of their new futures like this or the new barrier mechanic. So here are a few bullet points you need to know.

  1. It existed in GW1! There it was just another annoying feature to make you buy and carry an identification kit on top of your salvage kit. Here however it works differently.
  2. You don’t need to identify the gear to salvage it. If you click to salvage all blues and greens you’ll notice that the unidentified gear is included. You identify them only to get the skins and an occasional rare.
  3. The feature exist to solve the “inventory wars” problem, where on large metas your inventory fills super fast by blues and greens, and then you have to deal with their crappy runes they drop after being salvaged. If you noticed, the unidentified gear is stack-able.
  4. Yes, it’s expensive! I’m actually with you on this one! If it costed Karma, they could charge as much as they want. I’ve got tons of it. But given the quantity you get of them, it shouldn’t cost more than a silver unless rares had a higher drop rate.
…and don’t be toxic!

(edited by Kite.2510)

[Feedback]Path of Fire Preview - August 11 - 13

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

Ok. Here are my two words on the mater!

Pros:

  • Love how mounts feel. As an actual mount would…. They take more space, accelerate and turn slower, and generally feel like you are on to another animal. Coming from WoW where mounts are just an exctention of your feet it’s really refreshing.
  • I ADORE the idea of the Barrier mechanic, scaling with Vitality and Healing. My biggest gripe with the whole game, is how unbalanced some attributes are. The problem won’t be alleviated and everyone will still be using glassy characters, as long as there isn’t a way for the rest of the attributes to end events faster, but it certainly is a step on the right direction. Looking forward to see it on my Guardian shield skills!
  • I while I was hopping for a simpler way to solve the Inventory Wars problem, (Drop salvagable-stackable mats instead of blues and greens when overlooting), the unidentified gear is still nice, even if it’s badly communicated.

Cons:

  • I don’t like the huge amounts of crafting mats you get from heart vendors. If there was ONE reason to travel back to Vanila Tyria beyond getting some “current event” reward was to gather low tier mats. When we asked for a way to farm cloths and leathers, I was hoping for some way to get them from their respective maps, NOT lock them behind an expansion vendor. I was hoping for making non-hostile beasts skinnable, or having cave spiders, worms and ambient creatures (sheep?) drop cloths and silk, or even giving every habitable building a cloth-rack! ANYTHING BUT A GENERIC VENDOR!
  • Why is identifying so expensive! If you want a price that badly, just ask for Karma. Since it’s a non Currency ATM, you can ask as much as you want! Ask for 1000 karma per piece and we wouldn’t have a problem! NOT one and a half Silver!
  • I worry about the ease of access of the mounts. It feels like that no players will be using their feet anymore, and the big cities will be cluttered with them. Especially once the inevitable sparkly gem-store skins become available. It’s also bizarre that we get to ride a raptor before a horse.
  • I have a feeling, that while this expansion will include more maps than HoT, in the long-run it’ll feel smaller. One reason is the mounts, another is the lack of verticality.
  • My major criticism for the Masteries returns from HoT! I think they should be character bound rather than account bound. Ideally, new characters should keep whatever mastery points have been acquired and require only 1/3 of the exp needed to unlock them on alts. Currently once a mastery is unlocked, it’ll stay that way, and that would result in underpopulated HoT maps, or any older expansion for that mater.

Nitpicks:

  • I only played for a few hours, but I’m already tired with the raptor’s starting and landing animation of leaning to the side. It’s a fantastic animation that gives life to the mount, but I would prefer if you mix it up with another simpler animation to break the monotony.
  • The area and events behind the casino barely had any players. I don’t know if the population was set on low or something, but I think the map needs a bit of something to lead the players there, like an escort event, or a bounty target.
  • The map feels like it need a bit of a more vibrant color palette. Having Yellow/Gray map feels like a problem that will persist in the Desert, so whatever can add some color there is welcome! (like an more vibrant blue starry sky, or a more hot brown for the rocks).

Worries:

  • Given how A-net would rather put mat vendors on new maps, than re-touch the old ones, I worry that issues on older maps like HoT will never be fixed or improved. How hard would it be to add some actual events (with combat and rewards) at the start of each lane in Dragon’s Stand to draw the players together and get the meta running (or remove that pesky timer of as long at the event is inactive for that mater).
…and don’t be toxic!

100 gold to craft light armor

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

To be honest,
100g is a ridiculus price for an exotic.
Unless you mean Ascended, then it’s about right.

…and don’t be toxic!

April fools patch notes = foreshadowing?

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Posted by: Kite.2510

Kite.2510

Why link to Dulfy when the Patch Notes are on this very forum originally? Seems odd to me, lol.

Oh, and Mawdrey (I or II) isn’t required; I use one of the other feeders for my Bloodstone Dust, that is neither pricey nor especially time-consuming.

Or is that part of the joke? =)

I avoid using the official forums, but I visit dulfy almost daily for the news. It was much easier.
Herta is a HOT item, and it didn’t exist when I began making this thing. It was tedious and for a period I putted it on the side, but I came back and finished it to get rid of all those items sitting at my bank.
I believe that making this a marathon of combining items was wasted potential. It could had worked much better as a Pot in my home instance with a nice picture that changed the more you dumped items into it (rather than adding them in a specific order).

“The team that controls Stonemist may now send invaders into other worlds’ dungeons and raid instances. Invaders will be represented by a red glow.”
Sending red Phantom invaders to Fractals would be fantastic… and by giving an excuse to stay near and defend a WvW base for once no less! The odds will always be stacked against the invader as he’ll have to deal with 5 players, and the system could prioritize sending him to instances where the players clearly have the uper hand and are finishing it with little effort. A seasoned pvper will always find ways to make the most against the unprepared.

??
1. This would lead to the PvE community complaining they keep dying because they’re mostly in zerker and a good thief or roamer would be a big obstacle, probably too big
2. PvE is in a megaserver, so how would they decipher who is in what server, all 5 of the people in the dungeon/fractal could be on different servers

It was a nice joke though

I play Souls games and I have no problem with the occasional PvP invader. From those games I know that the invaders are always at a disadvantage, like limited healing or reduced health, but at the same time they bring so much more tension to the game. Only the most veteran pvpers could ruin a pve teams game. Measures could be taken to avoid giving sneaky thieves to much freedom, like limiting their available space in the instance, or being time gated or notifying players that an invader is lurking around.
Having them prioritize players who are cheesing the instance would make an occasional boring run much more enjoyable.

Don’t see A-net doing anything on it though…. They want to keep PvP and PvE as separated as possible, despite WvW having been demoted into a champion farm.

…and don’t be toxic!

(edited by Kite.2510)

April fools patch notes = foreshadowing?

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Posted by: Kite.2510

Kite.2510

Dulfy link to patch notes
The recent patch notes are obviously a joke since the SAB no longer count as one…. We’ve come a long way since the Comando reveal….
BUT… that doesn’t mean that all ideas there are stupid.

Lets separate here the Aprill fool patch note ideas that have potential (with the right twiking obviously).

“If you plant Caladbolg in the Grove, you will gain a new Mini Trahearne Backpack. With careful feeding and attention, he will grow up to accompany you on your adventures.”
The Mawdrey Vine backpiece comes immediately to mind. It’s an item, almost mandatory to make at some point for any veteran player, due to the Mawdrey II sideproduct that acts as a sink of all that endless amounts of dust you’ve been getting.
Building this was an unbelievable chore, not just for the pricey, often time gatet, materials needed for it’s construction, but also for the large amount of in-between items that take space in your inventory. Having this thing grow somewhere in your home instance and get there once in a while to drop items (and water it) would make it a much more enjoyable side-quest.
Now if we plant Caladbog and let it grow into a Caladbog II updated skin, it would also be cool.

“Additional beard skins can be unlocked after purchasing Wide Rim Glasses and Shoulder Scarf from the Gem Store.”
While a Dr Eggman cosplay would be cool…
I believe male humans need more rough facial features to look less like male models and more like male ugly (power) Fantasy. IMO the human female Meta has gone out of control because while both male and female models look good, both look more like models and less like actual realistic veteran adventurers.

“Morality system added for guardians. Failing to remain virtuous will cause you to lose access to your Virtue skills.”
ANYTHING that would make a generic skill taping class more interesting will do. I’ll dare and mention an example from “the MMO that should not be named”. They had lots of classes that became boring. All they did was taping skills and spending mana. In an expansion (don’t remember which one) they removed mana from all classes but one, and replaced each with mechanics unique for that class. It would do good for the Guardian and many other classes to have some extra mechanic to spice things up.

“Fixed a bug that allowed professions other than necromancer to talk to ghost NPCs”
Any mechanic that would make professions feel unique will do. Add locked chest for Thiefs. Activatable control panels for Engis. All could give minor (irrelevant) support for a potential dungeon party, and make each player love his class more.

“Slothasor is tired of the constant interrupts from his naps and will now enrage, dealing 500% outgoing damage each time he wakes up.”
With the game breaking Zerker meta persisting even in raids, and with me being strongly against it, I wouldn’t say no to the Enrage mechanics kicking it “when the boss is Overdamaged”. Would encourage the players to take a tamer approach rather that trying to set a record time.

“(Raid) Jade knights will instantly stomp any player that is downed.”
Going back to my hatred for the Zerker meta, all defensive attributes are being undermined from the very generus dodge and downed mechanics. It would be good if in the end-game fights being downed is not an option.

“The technician in the Special Forces Training Arena has finished collecting her data and as such does not require adventurers’ aid. She has left the zone and will no longer spawn golems. She was last heard muttering something about DPS meter elitism.”
Nothing to say… make it true!

“The team that controls Stonemist may now send invaders into other worlds’ dungeons and raid instances. Invaders will be represented by a red glow.”
Sending red Phantom invaders to Fractals would be fantastic… and by giving an excuse to stay near and defend a WvW base for once no less! The odds will always be stacked against the invader as he’ll have to deal with 5 players, and the system could prioritize sending him to instances where the players clearly have the uper hand and are finishing it with little effort. A seasoned pvper will always find ways to make the most against the unprepared.

…and don’t be toxic!

(edited by Kite.2510)

How about: Re-balancing HoT Metas.

in Guild Wars 2: Heart of Thorns

Posted by: Kite.2510

Kite.2510

You might be behind the times.

  • People do the other metas all the time.
  • The AB multi-loot mechanic was removed from the game.
  • Not on my watch.
  • I know it, but still because of it people are accustomed to the AB Meta, and I still find more people completing it than any other. Besides, I find that the AB system works better regardless of the exploit.

I’m not about Nerfing them. At least not any other than Chack Gerent. In fact I mention that I find most of the events in the game to easy.
I want to make them more accessible.

…and don’t be toxic!

(edited by Kite.2510)

How about: Re-balancing HoT Metas.

in Guild Wars 2: Heart of Thorns

Posted by: Kite.2510

Kite.2510

Currently the only popular meta is the difference of Tarir, and that mostly because people loved to do it because of an exploit.
However most other event’s like the Chuck Gerent and the Nighttime in VB are mostly ignored by the population.

Verdant Brink:
In the Nighttime event, most bosses are ignored with the exception of the Wyvern Matriarch. For some “reason” all choppers can teleport you to the Pact Encampment, and the Matriarch is the boss that require the least amount of Masteries. So as a result, this boss always packed full of all the map population and overscaled, while the other bosses are pretty much empty. Also there appears to be no particular change or reward for those who beat all 5 of them, unlike Tarir, Silver Wastes or the Chuck Gerent.
What I Suggest:

  1. Hide the Matriach to only come out once the other 4 bosses are defeated. She can and already is taking a large amount of players so it’s perfect to leave it for last. Perhaps introduce some new mechanics to spread the population of players to activities around her.
  2. Upon the Matriarch’s defeat, Rather that spreading Airpods around the map, have a nearby crashed airship (Glory of Tyria?) open it’s cargo doors to allow access to a lot of supply drops, similarly to the Tarir vaults. The boss events won’t give Crowbars for them.
  3. Make the choppers offer a ride to the center of the map, only when the boss of that particular area is defeated.

Tangled Depths:
Chuck Garent Suffers from the opposite problem from the Nighttime event. It’s to kitten hard and the is little reward for partially completing it. The only way to take advantage of that is to organise a Raid through the lfg.
What I suggest:

  1. Make it a tiny bit easier. Not by much, as the open world content is already to easy as it is, but the Difficulty here is a major discouragement for most players. We have raids for hardcore stuff now.
  2. Failing a lain won’t fail the event. The cannon will fire with the power of the remaining lains. It won’t be enough to open a proper path, but it’ll offer access to rewards relative to the lain’s that succeeded.
…and don’t be toxic!

How about: Bosses stomping players.

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

Your solution isn’t a solution.

Your solution is a symptom of a bigger problem.

The problem is not that any given boss is too loving since the odds of getting up from a boss with no adds is about zero if you go down in the first place. The problem is that “damage output” really is the summation of the game. You can almost read the coefficient of a skill and know whether it is worthwhile or not since longer fights with fewer enemies increase danger levels exponentially.

You want more skilled gameplay? You don’t change the stats of the players, don’t demand more dodges and don’t reduce rally mechanics; if you want more skilled gameplay you need to make the opposite rules true:

Battles need to be more “Wars of Attrition” where surviving them is actually a matter of withstanding inevitable strikes rather than racing to deal incredible amounts of damage and enemies should actually hit less hard but hit more frequently reducing emphasis on perfect active defense (blocks, evades) and focusing more on granting passive defense (toughness, healing power/regens) a more active role in survival.

Your solutions would actually only have the opposite effects of your intentions. And for the record your “suggestions” are actually already in the game. That was what HoT was on release basically. And every-casual-one hated it.

I’ve already made tons of suggestions to improve the unbalanced attributes many times now.
I also suggested in the past that trash mobs in large events should be classified as “minions” and have no rally potential.
This is just a new one that focus on a solution to the rally mechanic using existing tech, and it’s intended mostly for group or over-scaled events with many adds

The casual ones are the whole game’s main problem.
Most pro players have already left, and what remains is an empty, unbalanced button masher where the only build is the Dps build, no other mechanic scale with your attributes and no other build is useful. Only raids offer some hardcore pve experience, and even they are designed wrong, with strict timers that encourage yet more dps builds, and most classes being badly balanced (in favor of the pvp) that aren’t effective taking in taking roles they where supposed to be able to take, forging that way strict metas among the community.

The game has a lot of problems that are becoming more obvious the more you play it.
I could rant for hours, but I haven’t give up on it yet.

Instead of pleasing the existing casual community that has been left with, A-net should focus on making the game appeal to new gamers, and they’ve done little for that, besides turning the vanilla game into a free trial. One way to gather new players (among the many obvious ones like remaking the personal story) is making it easier for us to suggest it to them, and that is very hard to do when the attribute system and the class roles are so unbalanced.
Besides, making the game more interesting doesn’t necessary mean making the game harder. For example a new mechanic that makes use of the useless attributes and skills that don’t scale with anything could do the trick. I’ve made such suggestions in the past.

…and don’t be toxic!

Character Selection Revamp

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Posted by: Kite.2510

Kite.2510

How about making the personality selection changing the one-liners your character says during combat, instead of removing it or having it being useless?

…and don’t be toxic!

How about: Bosses stomping players.

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

Current problem:
The main reason nobody invests on defensive attributes in PVE is because the dodge and Rally mechanics are way to generous.

Solution:
If event bosses and generally enemies intended for groups of players in group events started stomping downed players, that would force them to rethink their survivability. The recent Executioner White Mantle boss prove that glassy builds can’t handle them, but those fights where always ending up being a chore and often failed as no player is going to change his gear just for one randomly appearing boss.

Result:
The ultra powerful downed state will loose some of it’s value. The currently useless defensive builds and attributes will increase in value. The solution to the downed state won’t be as drastic as being removed, and the game will become a bit more balanced.

…and don’t be toxic!

(edited by Kite.2510)

LA's background music should be changed

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Posted by: Kite.2510

Kite.2510

I personally didn’t like JS soundtrack. It sounds a bit to same-y. That however could be because the game has a tendency not to change it’s music when you change areas, so very often inappropriate music plays in inappropriate areas.

I would welcome any new type of music in the game, but even I have to agree the superhero theme sounds a bit out of place.
To be honest the whole waterpark look of the new LA is kind of out of place..

…and don’t be toxic!

Stuff you want in the next Expansion :)

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

FOR THE LOVE OF GOD!
THE GAME NEEDS A MASSIVE REBALANCE OF ALL ATTRIBUTES AND THEIR USEFULNESS!

Right now, it’s simply designed wrong!
99% of the important meta events that mater depend on strict timers, thus requiring huge dependency on DPS builds and the rest of the content being just more fun to be finished faster regardless, thus limiting the usefulness of the Defensive Supportive builds for rare and specific Raid and PVP situations.

That would be ok for any other MMO but GW2 isn’t designed that way.

  • For starters, there is no gear treadmill (the acquisition of rarer gear doesn’t require gear of lesser rarity, and the rarity of each gear doesn’t represent it’s numbers) and the gears are designed around you getting different stat combinations instead. So having content that requires high DPS is pointless when nothing stops you from investing on the most aggressive stats from the getgo.
  • Then, the majority of the content is non-instanced, so the situations where you can rely on other ally players having some specific non-dps build to tacle a special situation are very limited.
  • Third, most of your defensive options don’t scale with your attributes, with the Downed and Dodge mechanics being the worse offenders, and the unstackable boons and the CCs come close afterwards.

With the above in mind, I would rather have “Guild Wars 2: Enhanced Edition” as an expansion, as it’s a lot of work that has to be done, far beyond the level of a seasonal future patch.
For the time being, the more I play, the more the above problems become more clear. And I already made suggestions on the issue.

Besides the above, not having story chapters missing or being unfinished would be nice.

The irony is that in the PvP formats, full DPS is the worst way you can possibly build, and even partial DPS is only semi-viable on one or two professions. Tank is much better.

PvE problems stem solely from a mix of bad encounter design and poor/predictable scripted “AI” that allows playing DPS to be easy, paired with a community mentality that everything needs to be killed as fast as possible for getting the most loot per hour.

The even bigger irony is that while PVP is the only place you might see some stat diversity, it’s also the only place where all gear is given you by default, and there is no point on making/finding it.

In PVE, all importand events have strict timers. The daybrake in Verdand Brink (allong with the possibility of catching up on another boss), the limited time there is for the simultaneous boss defeat in Auric Basin, the whole Chak Gerent, the enrage timer in Raids. Other MMOs have Timers on their content as a proving ground for their gear trendmill, as there low tier gear means low damage and one-shot deaths.
The thirst for efficiency is a also a bit factor, as the game doesn’t punish weak differences and death, and with all combinations being available from the get go, the choice is pretty obvious.

That’s what I call a game “being designed wrong, with the best intentions”.

There are two ways to fix the Meta at this point. One is to redesign all new and existing content. The other is to give some way for the other attributes to participate in the killing speed/efficiency.

Both of them will require major changes to most characters skills and math, so the best opportunity/excuse for that is as part of a new expansion.

…and don’t be toxic!

Stuff you want in the next Expansion :)

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

FOR THE LOVE OF GOD!
THE GAME NEEDS A MASSIVE REBALANCE OF ALL ATTRIBUTES AND THEIR USEFULNESS!

Right now, it’s simply designed wrong!
99% of the important meta events that mater depend on strict timers, thus requiring huge dependency on DPS builds and the rest of the content being just more fun to be finished faster regardless, thus limiting the usefulness of the Defensive Supportive builds for rare and specific Raid and PVP situations.

That would be ok for any other MMO but GW2 isn’t designed that way.

  • For starters, there is no gear treadmill (the acquisition of rarer gear doesn’t require gear of lesser rarity, and the rarity of each gear doesn’t represent it’s numbers) and the gears are designed around you getting different stat combinations instead. So having content that requires high DPS is pointless when nothing stops you from investing on the most aggressive stats from the getgo.
  • Then, the majority of the content is non-instanced, so the situations where you can rely on other ally players having some specific non-dps build to tacle a special situation are very limited.
  • Third, most of your defensive options don’t scale with your attributes, with the Downed and Dodge mechanics being the worse offenders, and the unstackable boons and the CCs come close afterwards.

With the above in mind, I would rather have “Guild Wars 2: Enhanced Edition” as an expansion, as it’s a lot of work that has to be done, far beyond the level of a seasonal future patch.
For the time being, the more I play, the more the above problems become more clear. And I already made suggestions on the issue.

Besides the above, not having story chapters missing or being unfinished would be nice.

…and don’t be toxic!

How about: Podium for S-PVP

in PvP

Posted by: Kite.2510

Kite.2510

Current problem:
With the game not having a clear Gear Grind, the next most importand aspect is Fashion Wars. You dress your dol…. “character” with the rarest skins one can find in the game and go for the Arena, and what do other player see? A mass of red or blue that they should ether ignore, remember it’s general location or kill before it kills them.
…yeah! There is little point in Fashion Wars in a PVP match.

You know what would be more fun?!
A podium of the Winning team showing all players striking a pose, or simply /cheering, in their default colors. When the match ends, the camera for all players will shift to Winner’s screen instead of having them roaming in the arena. The top 3 will get to sit on the podium an the rest will stay on the side. This will take place in the time when a match ends until the next stage loads in. Players will not loose access to their inventory when on that screen.

To give an example, look at Overwatch. That game has little character customization compared to GW2, but what little there is, it make sure you’ll look them well! A-net wouldn’t have to waste resources to for any “play of the game” replays or animations. Just show the whole winning team in some pose, and perhaps put the top player in a happier pose.

Attachments:

…and don’t be toxic!

Suggestion: How to make Spears work

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

Personally, I would rather see land weapons like dagger being used underwater, or ANY other weapons for that mater.
Underwater combat is kind of lacking ATM, and instead of fixing it, A-net have pretty much abandoned it.

As for spears on land, you are not suggesting anything new.
It has been asked for a long time, since the polearm/spear is a common medieval melee weapon that the game haven’t made use off. And since there are already tons of assets for spears that remain unused because of the underwater fiasco, people are keep asking for them to go on land.

…and don’t be toxic!

About the Labyrinthine Horror

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

Look…
There are 3 major bosses in the Labyrinth.
Richard the Litch
Colin the Skeleton
and Theodor the King sized Candy corn

However Colin is upset because the Visitors keep calling him Steve.

I don’t inderstand why they keep calling me Steve. Isn’t that the name of some Deep sea beast? I mean look at me! I can’t even Swim!

Colin says…

Richard declare:

These are the rudest visitors we’ve ever encountered. They come to our place, break all our toys, steal all our food, hack faces to our plants, kill us over and over, and now they are trying to change poor Colin’s name. I know the guy since childhood, and I know he has feelings like all of us. They think that just because he is a skeleton they can treat him like dirt?!

Theodor however has a different opinion:

I don’t care how they call Colin. They might want to call him, Steve, Bob or Jack for all I care. The other two don’t realize that these visitors are a blessing to this place. I mean, we spread all our toys and leftover all over the place. The Labyrinth is not gona clean it self. Who do they think is gona clean that mess up?! Not me, I’ll tell you! Letting these “Treasure Hunter” weirdos in can clear this place every season free of charge. Calling Colin names is a small price to pay to make the place livable for another year.

…and don’t be toxic!

What's Missing from Material Storage?

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

Cooking requires TONS of inventory!
Please make everything non-consumable, cooking produced along with the things the trainer sells into depositable materials.

…and don’t be toxic!

What's Missing from Material Storage?

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

I strongly believe that Tonics should have their own section on the Hero panel or something.

Nobody is going to costume brawl, let alone carry them if they take inventory space, and they very rare infinite banks are being kept in banks mostly as mementos.

Also… Black Lion boosters!
Don’t put them on a material section. Just like Tonics, put them on the hero panel.

What ales to put on the Hero panel? Toys! Blizzard’s WoW has a Toybox for all the little fun stuff you might want to take out and play at any moment. If I’m waiting for an event to spawn, at least don’t make me go to the Bank to take my Flute or box of Fun.

BTW: Why are Town clothes considered a tonic and not an outfit?

…and don’t be toxic!

(edited by Kite.2510)

Bring Tower of Nightmares back...

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Posted by: Kite.2510

Kite.2510

Would be a good adition to fractals.

PLEASE! NO MORE FRACTALS.
The molten and etherblade dungeons got butchered into pieces when they turned them into fractals, missing out their best parts. I would had rather had them along with Twilight assault into a second tier of dungeons…. if A-net actually knew how to design dungeons for their own game!

I tough they were good at least at that part of the game o_O …. sorry then.

If they knew how to design for their own game, then the Zerker meta would had been dealt with a long time ago.

When they announced the Fractals they where supposed to involve major event in Tiria’s Past and Future that the PC had no business being there.
Molten and Ether where obviously in the Present directly involving the PC and would have made much more sense to be turned into a Dungeon, but the idea of a “Fractal” came with the nature of Living World Season 1 where everything supposed to exist only in the moment and go away permanently when it’s finished. (Also the dungeons where kind of bad even then)

Since you where supposed to be doing 3-4 fractals at a time, they where supposed to be short, and so they chopped up the dungeons to only a portion of their former self to fit them.

Living world Seasons 2 & 3 where properly immortalized by being turned into proper Story Instances, so turning the LWS1 dungeons into fractals feels kind of Out of place.
When the time inevitably comes and they rework/redo the LWS1 and Dungeons System they’ll come to regret that decision.

…and don’t be toxic!

Why are Town clothes not an outfit?

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Posted by: Kite.2510

Kite.2510

Member the time where GW2 was supposed to have Town Clothes.
Member also when they turned everyone’s town clothes into Tonics when they discontinued them?
I Member…

Member when they introduced outfits into the game? Yet 95% of them where Gem store exclusive stuff?

To get to the point.
Why are townclothes still a tonic. Tonics are annoying to use and take space in your inventory. Outfits are easily switched at any time, and stay with you even in combat.

…and don’t be toxic!

Bring Tower of Nightmares back...

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

Would be a good adition to fractals.

PLEASE! NO MORE FRACTALS.
The molten and etherblade dungeons got butchered into pieces when they turned them into fractals, missing out their best parts. I would had rather had them along with Twilight assault into a second tier of dungeons…. if A-net actually knew how to design dungeons for their own game!

…and don’t be toxic!

Boats & Airships

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Posted by: Kite.2510

Kite.2510

The landing on the Straits of Devastation would have been so much more epic if the other 2 fronts didn’t have to swim there…

From I can understand, the game can’t handle moving platforms very well.
The Ship in the Zaitan “fight” is supposed to be moving, but you’ll notice that it’s glitchy as F.

…and don’t be toxic!

Make game 114% less annoying with one change!

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Posted by: Kite.2510

Kite.2510

Manually unlocking the WP can be half the fun in exploration.

I would rather have them give the option to disable the GPS (without requiring unofficial addons) and instead give us the location of nearby events in compass mode.
You’ll find that the game would be much of immersive that way.

Alternatively, they could have certain heart merchants allowing one of your alts to buy his way into certain way-points similar to the LWS3 maps for a hefty amount of… expensive… something!
Giving a free “unlock everything” button out in the open will ruin the fun for those who intentionally want to explore, even if they don’t intent to use it.
It’ll be a similar feeling as trying to play game normally after having completed it with cheat-codes. Once you do it, and you know in your mind that the cheatcodes are available, you’ll loose all interest of playing it again in the future.

…and don’t be toxic!

Why do Karka still don't have Defiance bars

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Posted by: Kite.2510

Kite.2510

I’m talking about the big ones of course.
These enemies where and still is very annoying to deal with.

  • They can’t be CC’ed.
  • They hit like a truck.
  • They CC you a ton.
  • They have tons of skills that kill you if you get CC.
  • They have retaliation.
  • They evade 1/3 of the time.
  • They are extremely tanky.
  • And the worst of all, they have a second energy bar after you chip away the first.

They look like a vet, but fight like a champ.
Then the defiance bar got announced…
…and the first thing I thought when I’ve heard it was “So that’s why they designed the Karka so weirdly”. I was totally expecting for their defiance bar to drop their armor when depleted.

But then they never got defiance…
After all these years.
I had a glimer of hope when they got reappeared in the recent Ember Bay map, but it turns out they where just copy pasted.
CryInDispair.gif

…and don’t be toxic!

How about: "HoT" marked Gear.

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Posted by: Kite.2510

Kite.2510

So basically you want HoT gear without actually having to do anything in HoT?

If I already own the extansion, then why not?
I can already get full ascended jewels without even playing.
That’s what the tradepost is for.

And besides. If the HoT Gear becomes popular on the TP, more people will jump on HoT areas to farm them!

…and don’t be toxic!

(edited by Kite.2510)

How about: "HoT" marked Gear.

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Posted by: Kite.2510

Kite.2510

It’s baffling that still we can’t sell or Buy HoT gear from the TradePost.
The quad-atribute gear of the Expansion pack has already to many negatives surrounding it.

  • Being more expensive and extra convoluted to make.
  • Requiring materials from the HoT areas.
  • Being build with recipes, thus giving less experience than discoverable items.
  • Doesn’t come with new skins or anything.
  • And finally being excluded from the TP.

One of these above problems could be easily alleviated (unless there is some technical problem we are unaware off), and that is to stop having it being blocked off from the Tradepost.
This could be an assumption that has gone totally wrong, but the only reason I can think of for it not being accessible on the TP is A-net not wanting non-expansion owners to have access to them.

Sooo….
How about marking that gear with a HoT logo.
Non-expansion players will see the gear on the TradePost redded out, wont see it at all, or in the best case scenario, there will be a togglable switch that allows/prevents the showing of gear you don’t have access to.
There are filters on the TP about everything, and each player already has restrictions on about 1/3 of the game’s gear he/she can wear. How hard would it be to put an extra filter beyond the player’s control there, or an extra content restriction that prevents hitting on it or wearing it.

After all, other MMOs have level restrictions for that, so having a content-restriction would be the least of our problems.

…and don’t be toxic!

How about: Gold and Silver for Artificer

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Posted by: Kite.2510

Kite.2510

Is there a reason why Jewelers cannot craft ascended items? Would finally make Gold and Silver actually worth something, plus give players options other than laurels and guild commendation tokens.

I believe that the only reason we can’t is to give people a good laurel sink with ascended trinkets (even though now there are plenty of other ways to get them so its less helpful). Other than that I can’t think of a reason to not give us the ability to get 500 jewelcrafting and make ascended trinkets

Quad-Stat-Trinkets are the new hype for plenty of builds/players, which you can’t get through laurels anyway. At this point its more “making you farm the new maps” I assume.

Most of these Quad stat gear looses lots of it’s value since it’s much more expensive and convoluted to build, usually requiring a recipe thus not giving much in terms of EXP, and generally doing little more that a well choose three stat gear combination couldn’t do, with half the money and effort. Also, since you can’t buy/sell them on the tradepost, they are kind of useless beyond those who need them for a specific build.

That’s a topic for another “How about” thread…

…and don’t be toxic!

How about: Gold and Silver for Artificer

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Posted by: Kite.2510

Kite.2510

Changing the mid-range stuff for Artificer to use Gold and Silver wouldn’t really do anything, as there aren’t enough people who still need to level Artificer to make any significant dent in the surpluses of those materials that already exist.

I’m spending whole gold coins on Linen scraps every day to make my self an ascended. Don’t tell me that the low tier mats are not being used beyond leveling!

Besides, the problem stands, and even if most existing players have passed over, and it’s never to late to fix it.

…and don’t be toxic!

How about: Gold and Silver for Artificer

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Posted by: Kite.2510

Kite.2510

Gold and Silver are only used in jewel-crafting, and the occasional weird recipe on some other profession or the Mystic Toilet.

Since Jewelcrafting is currently mostly useless, with everyone and their mother getting directly their Ascended gizmos with laurels. That leaves Gold and Silver ores mostly useless with a dirt cheap price on the TP, and their tab in most people’s bank maxed out.

However, when it comes to artificer, one would expect that he’ll use the beautiful materials to make the tops of his magic catalysts. It’s not like they are directly hitting anyone with them… most of the time.
Instead we use the the “Jack of all trades” Iron, that’s already being used on 2 other profession, and on 3 tiers of their equipment for each.
So now we are in that weird place where Iron is more expensive than Gold and Silver.

Soooo…..
How about, having the artificer profession use Gold, Silver and platinum in place of Iron, Iron and Iron.
It makes more sense for those items to look fancier, and it makes more sense on how the usefulness of each material is divided.

If A-net wants the dowels to be similar as the other offensive professions, they can leave that part of Iron in their recipe, but the cores and heads of the weapon should be made of Silver, Gold and Platinum.
Alternatively, they can change the infusions to be more similar to Jewelcrafting, as most gem have also reached rock bottom, and would make more sense for them to exist in a magic casting item.

…and don’t be toxic!

How about: Revise Defiance and CC

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Posted by: Kite.2510

Kite.2510

What zerker meta is this exactly?
Fractals: Condi is king currently.
Raiding: variation of gear and builds used.
PvP: condi and bunker is still a thing. Zerker is also vastly inferior to marauders.
WvW: Variation of gear and builds. Full tank gear and defensive traits are required for frontlining. Nomad/Minstrals is often used by commanders (because if they die, the zerg dies with them) and by dedicated zerg healers.

The only place zerker still rules supreme is in dungeons, which are pretty much dead, or in areas of the game that are so trivial, you can pretty much run whatever and be fine.

  • Fractals: Not anymore! Anet announced that they’ll change the scaling in Vitality instead of toughness, so they won’t get cheesed with conditions.
  • Raiding: It’s once again mostly offensive. I’ve been kicked out of a raid for having to much toughness from wearing celestial. I was told I should have less toughness than the tank, and the tank has 2000 toughness so he can DPS. The raids are designed wrong! They are designed similar to other MMOs that have gear tred-mills and strict enrage timers are given so players with weak gear won’t be able to beat them fast enough. For better or worse GW2 is designed with stat combinations, so all the timers do is encourage DPS builds.
  • PVP&WvW: I did mentioned that other builds are seeing some use in PVP. To bad that WvW is under construction, and SPVP doesn’t require you to build your gear!

I don’t get the point. In the end, it’s all about how viable the approach is.

- If staggering and stomping allowed players to beat content on a reasonable time while being much safer thanks to an overload of defensive tools, then it could easily become the norm for PUGs and just replace the previous meta.

As I mentioned, it’ll still be a bit worse than DPS builds. For example, CC builds will have trouble dealing with more than one enemy at the time when soloing. Since most CC are single target, an those that hit more than one more aren’t strong enough, a defencive player will have to make use of his “tankiness” to since he’ll have to beat one enemy at a time. Also a CC build will rely to much on cooldowns, and he’ll have to invest a lot of points so he won’t waste them in a single enemy. DPS builds will be melting groups, and move to auto attack the next one.

- If the approach would still feel inferior, then this kind of builds would still get kicked.

As the CC of the DPS builds will be nerfed, the defensive builds will be master interrupters.

- If a mix would produce the best results, then support classes (druid, warrior, chrono, rev) would be the ones adapting their builds and handling most the stagger damage. Necros might end using Trailblazers instead of Vipers.

As I said. I expect it to happen expansions later where with more elite specializations the classes will be more balanced. Besides, there are already classes that are better at things than others.

Look… What I’m trying to do is give to non-dps builds some usefulness and some fixed damage. The current game discurages slow gameplay, so somehow even those must contribute in taking down enemies fast… There is just no other way!

…and don’t be toxic!

How about: Revise Defiance and CC

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Posted by: Kite.2510

Kite.2510

Some potential in the idea, but the bigger problem is how the Defiance Bar gets used at all. The critical problem is the bar’s “all or nothing” approach to crowd control skills. And in some cases, that bar is locked entirely (looking at you Crazed Whispers Agent…).

Defiance could be much more subtle, allowing some effects while depleting the bar anything they are negated, using internal cooldowns on some effects like Cripple or Chill to balance how frequently an enemy has them active. Then we’d actually have strategic control over champion-level enemies and there’d be some use outside of soft-CC withering the bar too slowly to matter.

You are talking about those enemies who show their bar only when casting a skill, making it riskier.

My original Idea was to have a separate bar for skill interruption, and another for stagger or defiance. If they indeed had to seperate bars for staggering and interrupting, then interrupting a skill should make the boss dizzy, as it currently does without the vulnerability.
I didn’t wright it because it would get to long and noone would read it.

Besides…
Even those enemies who show their defiance bar only when casting some skill can be staggered if interrupted, an since the damage will be fixed, they’ll be in for a world of hurt.
The few that never show a defiance bar can be twicked.

The main reason I choose a stomp as a mechanic was to promote it’s use. If the stomp looks as epic as it did in the early beta tests, or has some new animation using the equipped weapons, then more people will want to use it, thus we’ll see a boost in CC builds, beating those short defiance bars.

…and don’t be toxic!

How about: Revise Defiance and CC

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

While I believe most of your ideas are actually very good, think of the work it would take to implement them: it’s basically an overhaul of the whole system because everything will have to be rescaled; We don’t know if some boss will be plain broken because of this or if some class won’t become the new all around meta with it (lfg DH only no necros allowed?) and then people will complain anyway. These changes would make for a great game, but it would probably not even look like GW2 anymore.

I ALWAYS think of the work that has to be done!
Wasted work is the REASON I made this suggestion!
I wouldn’t have bothered to write all of this in my non-speaking language while being dyslexic if I didn’t think the problem was serious enough. In each patch and expantion the devs introduce new stat combinations in every new area, yet all players go for Zerker and some for condi.
How’s that for a wasted workload?!
80% of the game’s gear is wasted work, if the zerker meta isn’t fixed.

I don’t expect a change like this anytime before an expansion and a half later (when new elite specializations get introduced to balance class deficiencies), and when it happens, I expect A-net to announce it 3 months in advance for people to start gathering gear.

Besides, I thought it in such way that doesn’t diminish the other builds. Necros will still be usefull. On the other hand I main an Engi and a Guardian, and I get kicked out of raids because “those classes aren’t very useful there”

Furthermore, the real reason for zerker meta is that damage can be avoided rather than taken, in every single case. Theoretically, as long as you’re good at dodging, there’s nothing you have to actually endure, and when you really have to (e.g Sabetha) you can heal through it anyway and keep dodging the actual damaging attacks. This is intrinsic to the dodge mechanic, and intrinsic to the game’s action style, nothing’s gonna change it…actually your stagger mechanic would, but mobs already take increased damage when you CC them and no one does it…so yeah, would it really work?

The first example specifically I mentioned when said “Useless/Unpopular attributes” in step one is toughness. All actions besides DPS and Dots are very functional without a single point invested in them.

I also mentioned that little will change when zerging a champion with these changes, besides the following.

  1. Having more CC players will cause it’s life to drop slower but the boss will stagger more often.
  2. Stomping it, will do about the same damage as zerging it when vulnerable (it’ll even be capped to ensure it won’t get out of balance), but it will no longer depend on the DPS builds to do that damage.
  3. Defensive builds will now be able to beat a mob in reasonable time by triggering a stomp.
  4. Defensive Builds will be equally useful on new players who haven’t mastered the ability to dodge yet, and veterans who mastered the ability to CC. Besides, many CC’s are slow and/or immobilize your character in some way, preventing proper dodging.
…and don’t be toxic!

How about: Revise Defiance and CC

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

This post is one of those… to help improve the Glass Cannon Meta disaster in the game. (that oll horse) If you think that the game is ok in it’s current situation where everyone and their mother is wearing Zerker, and the defensive builds are being kicked out of groups, you shouldn’t post here.
Also. Read the whole thing before ranting about every single step.

So….

Step 1:
Make all CC scale with Defensive and Support (and generally the unpopular) attributes. Perhaps even those CC that look like conditions if necessary.
One that comes to mind for example as a useless attribute is toughness. While it might have some use in PVP, no-one chooses more than a few points in it, as all decent players would rather learn to dodge properly.

Step 2:
Give all enemies bellow champion a permanent defiance bar, that won’t prevent CC. Make it in a Different color or shape if you like. (You know… “Defiance” is no longer the right name. Lets call it “Stagger bar”.)
Using CC on enemies will have the same effect, and at the same time Diminish the Stagger Bar.

Step 3:
Enemies whose Stagger/Defiance Bar gets depleted wont become extra vulnerable.
Instead they’ll become stomp-able!
Staggered enemies will be stomp-able similar to “Bloodborne” by each player once.
Stomping the living will cause massive damage, irrelevant to the player’s Power or Precision, and will not use/consume finisher animations.
For Veteran and above, the amount of damage a staggered enemy can receive will be capped, so enemies wont be one-shoted by the group, and not all enemies in the zerg should feel that they should go in the front and do their stomp.

What to expect:

  • You’ll need to invest on more than one attribute to buff all of your character’s CC.
  • DPS builds will generally be more effective in dispatching enemies solo. It’s only fair since the others will have extra survivability.
  • DPS builds will generally have a hard time depleting the Stagger bar of normal and some veteran enemies before killing them when solo. Their CC will be to low, and their damage to high.
  • Staggering and stomping a normal enemy should usually one-shot him of his remaining health with 60-80% total health damage.
  • Staggering and stomping a Veteran should cause 15-30% of total health damage. Having friends around to stomp as well should rise it to 60% of total health damage before it gets cap-ed.
  • Staggering and stomping an Elite should cause 5-15% of total health damage. Having friends around to stomp as well should rise it to 40% of total health damage before it gets cap-ed.
  • Staggering and stomping a Champion should cause 1-5% of total health damage. Having friends around to stomp as well should rise it to 25% of total health damage before it gets cap-ed.
  • Stomping Champions should generally do the same amount of damage as DPS-ing them while they are vulnerable.
  • If this system is to be translated to PVP, then some attribute is needed to resist the increased CC and extend the player’s stagger bar. (vitality Perhaps) Stomping a living player will cause 10k damage, and if the player dies he’ll become directly defeated instead of downed. It would be ok however if players don’t have stagger bars at all. (might ruin the fun)

Long story short:

Unused/Unpopular Attributes.

+

CC doesn’t scale with any attribute.

=

A new fun mechanic.

…and don’t be toxic!

(edited by Kite.2510)

How about: Potion/costume box

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Posted by: Kite.2510

Kite.2510

Would be nice considering I have 160 slots (and can’t even buy more) and still fighting for space with the amount of trash that’s thrown at me from events and salvaging. They keep giving me new keys, misc items (like the portal device last update), quest items (can I throw the dwarf thumb away?) and etc but really don’t make up the space for me. I had to stash a lot of fun toy items and tonics some time ago because it was getting to be too much.

I feel you bro.
Check this other suggestion I made the same day. (I think you intended to post here)

…and don’t be toxic!

How about: Minion Type Enemies.

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Posted by: Kite.2510

Kite.2510

If they do make a “minion” category of enemies, it would be nice if there was a universal rule on whether minions grant rallies. That said, I fully support this idea. More knowledge about what you’re fighting is always useful.

The community here is a bit toxic on anything that could effect their current gameplay. Even if the change is better for fairness or balance, they’ll burn it before it’s even mentioned.
You have to be careful how to say things here…

…and don’t be toxic!

How about: Event/Story inventory

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Posted by: Kite.2510

Kite.2510

If you are unsure about an item’s usefulness, you can always consult the Wiki.

Most, if not all, event items can be turned into the NPC asking you to collect them.

Some players enjoy keeping souvenirs of Story Episodes, but such things aren’t required. As stated above, if unsure, check the Wiki, and then feel free to delete.

Good luck.

p.s. You might consider posting some of your suggestions in the ‘official’ QoL Suggestion thread above.

If I have to look at the wiki, then it’s still tedious.
It’s the little things that confuse new players. Nearly every new player at some point asks what to do with X leftover event item.

As for the story items.
If I wanted a souvenir, I could always get a duplicate from the Personal Story tab of the hero panel.
All I ask is for the Story quest to take back the items when I no longer need them, and if possible, not have them eat my inventory space.

…and don’t be toxic!

How about: Potion/costume box

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

Did you mean Tonics?

There, are, indeed, 7 common Halloween Tonics. Not too many. I don’t think anyone need worry about the 2 Endless Tonics. All the Tonics stack; I just keep them in my personal Guild bank.

You never know, a recipe may require them some day, but if you aren’t into speculating, you can always just use them, or delete them.

Good luck.

Yeah but if you don’t have them with you at all time, then you’re never gona use them.
Getting rid of them is the obvious solution, but it also kills the future.

If you have them with you at all time, without being burdened with 10 less slots of inventory would make costume brawl easier to catch up.
If one caries a tonic with him, and triggers a costume brawl somewhere in the world away from hot-spots (Ex: while waiting for a World boss to spawn), you should expect someone to be able to answer back without having to go to check their guild bank.

Why are they Tonics anyway?
Couldn’t we call them “Battle Costumes” ore something?

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How about: Minion Type Enemies.

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Posted by: Kite.2510

Kite.2510

The game has certain types of enemies classified as “Veteran”, “Elite”, “Champion” and “Legendary” with unique rules for each.

+

In the recent content, we encounter cannon fodder enemies, that pop out on large metas and over-scaled events and offer no loot, sometimes no exp, and are generally expected to swarm you. Some times resulting in 1-4 rallies in a few second.

=

How about classifying these bottom of the barrel trash tier mobs as “minions”.
They rarely give exp.
They don’t give loot.
They in some cases don’t make you rally.
They WILL count as event participation.

This will have very little changes on existing event’s, but future content could take better advantage of it. (ex. the “not rallying” mechanic)
The main reason I suggest this classification is so that you know what you are dealing with.

…and don’t be toxic!

How about: Event/Story inventory

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

There are lots of gathering events that require you to get some sort of un-salvageable, unsellable item, and when the event ends, those stuff stay at your inventory to be thrown away manually.
In WvW you have such a nice system for the supplies, where they are just a number at the top of the screen.
Why don’t you use this mechanic for the stuff you get on gathering events. Have them be a number and an icon above your character’s head, and fade away when the event ends or you zone out.
___________________

On other news, a similar problem of useless items has appeared in recent Personal Story and Living World steps. Some NPC will give you some item as part of the story and forget to ask back for it.
Wether it’s some Itzel musical instrument, or some of Taimi’s magafins that detect some plot device energy signal, and you have to use them on specific locations to progress. Those stuff stay in your inventory and you are not sure if you should throw them away, or keep them. They are even often been classified as unique and you have to type their whole name to get rid of them.

How about have them appear somewhere outside your item inventory space, similarly to the Account Shared inventory slots. Then have them disappear when you finish or cancel that story quest.

…and don’t be toxic!

How about: Potion/costume box

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

If there is one thing we get tons off during Halloween is potions for costume brawl.
We get to kitten many of them, not-stacking up in our inventory and we are not sure if we should sell them or get rid of them all together.

Arena-net.
If you want for this “Costume Brawl” to catch on, don’t make it a chore to have them around. Give us some inventory space specifically for them, just like you did with finishers and mini pets.

…and don’t be toxic!

How about: Salvage instead of BluesAndGreens

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Posted by: Kite.2510

Kite.2510

Sooooo… the endgame throws you a ton of blues and greens.

Their value is worthless.
Their runes are worthless.
Their luck boost is minimal.
The times you have to stop to salvage them to make some inventory space is to kitten High.

I believe this wasn’t intentional by A-net, at least at launch. At that time, they actually believed that the exotic had enough rarity and effort value to justify it as end game gear.

So here is the deal.
Nobody actually wears all the blues and greens that drop on large metas like the silverwastes. All they do is ether salvage or sell them.

How about… instead of droping blues and greens, the mobs and bags actually droped mostly salvagable materials. They could ether be salvaged for materials or sold for gold to the vendors or trade-post if you are full. It could be aranged so that ocasionally some good essence of luck would drop for those who still care about it.
The only actual difference that would make is in inventory space, since all the salvageable materials are stack-able, and you are getting rid of those minor runes that barely have any vendor price.
Rares and exotics would continue to drop normally.
This would only occur on lvl80 content, since blues and greens are still valuable on leveling characters.

Alternatively, how about having the system give your character salvageable materials instead of blues and greens automatically when you are over-looting them.

…and don’t be toxic!

(edited by Kite.2510)

Congratulations on your improved Storytelling

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Posted by: Kite.2510

Kite.2510

We sure have come a long way since the Personal Story of the Vanila game.

The recent chapters in the recent living world are better written, better directed, better acted and generally better at keeping me invested. A far cry from the talking cut-scenes, the cheesy lines, the sub-par battles and the new best friends, the poor new players are experiencing in the old personal story.
There is still room for improvement, but for the time being, “Well done A-net!” “Keep up the good work!”

PS.
Speaking of improvements…
Please don’t butcher the climax in the next expansion! Zaitan’s fight (and Orr in general) was unfinished, and it’s obvious that a chapter or two where cut before the fight with Modramoth. Please A-net…

…and don’t be toxic!

(edited by Kite.2510)

Please tone down the gigantic shoulders

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

I LOVE big Shoulder pads! Not as much the Gigantic though, but last time I checked, there aren’t gigantic shoulders in the game, and if there are on some set and they are not your style, you can always transmute them.

…and don’t be toxic!

[Opinion] Enrage Timers don't fit GW2.

in Fractals, Dungeons & Raids

Posted by: Kite.2510

Kite.2510

Unlike other MMOs, in Guild Wars 2 there are standart tiers of Gears and that’s it!
You make an Exotic version of a Stat combination, and if it matches your playstyle, you make an ascended version then.

In other MMO’s there are multiple tiers of gear that offer attack for weapons and defence for armours with various alterations. The more you invest on getting better gear, the harder instanced content you can handle. If your armour is poor, then your defence is low and you’ll die, and if your weapons are cheap, your attack is low so it’ll take to long to take down a boss, and as a counter mesure it’ll get enraged and you’ll wipe.

In GW2 the gear is structured diferently. You choose you own stats by giving up on others regardless of weapon or armour, and beyond the ascended quality there are no stronger (in terms of power) tiers to get. Every player expecting to see any diference in his gear always chooses the most aggressive stat combination possible to end things faster. In adition, the very effective dodge mechanic diminish even more the need to invest on defence, beyond the ocasional Tank in Raids.

The Enrage Timer, rather than encuraging the players to get higher tier gear like in other MMOs, in GW2 it simply forces them to focus as much on DPS as possible.

IMO, at least raid bosses should start hitting harder encuraging more defencive stat combinations, and to counter that, they should instead get a reduction on health. That, IF you want to keep the enrage mechanic at all.

I was heartbroken when I attempted to enter a raid group and they told me that I wasn’t enough glasscannon-y despite wearing full ascended…

…and don’t be toxic!

You DO NOT want gliding in main tyria [Merged]

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

You people Isolate a word without reading the full text, asume the rest, and then go bananas.

Gliding is a Very big gameplay changer! It’s addition to HoT changed completely the way we perceive the world. I strongly believe the game currently NEEDS such variety between worlds. Having different gameplay mechanics will do wanders to the fatigue you feel from playing the same game for 3+ years. The more areas feel like another game, the better!
Gliding in the Flat Core Tyria will do little than mess a lot of things up (since the maps got designed without it), and in the long run it would be even MORE useless than Mounts!

How can you people (understandably) Hate mounts for being useless in a game with that many Waypoints, yet are ok to Gliding that’s even More useless in the flat world.

Besides that Link I left wasn’t inteded for Mounts in general, but rather to the first post, where it’s suggested that they’ll could be used as Tools rather than Speedboosts.

It doesn’t have to be Mounts!
You could Rollerscate in Ascalon and Pogostick in Orr for all I care, as long as it’s a different mechanic, and it’s ACTUALLY USEFULL TO THE MAP!

As a way to boost sales for HoT, I can think of nothing better than adding gliding to core Tyria.

As I said. Being allowed just in Cities is Ok. It’s where everyone shows off anyway…

Also, no mounts.

F*** Mounts.
Give me a Pogo stick instead.
But No Gliding.

Also…gliding will mess up JPs…..but flying mounts…won’t?

Wha…?!
Who in his right mind would EVER want Flying in the game? Are you Mad?!

…and don’t be toxic!

You DO NOT want gliding in main tyria [Merged]

in Guild Wars 2 Discussion

Posted by: Kite.2510

Kite.2510

…and instead consider giving some different form of traversing the environment.

The world of Core Tyria is much more flat than the HoT areas, and there is truly not many cases where we’ll actually need it. All gliding will do is give players immunity to fall damage, and mess up the mechanics of many jumping puzzles.

I think what upsets the players, isn’t the fact that they cann’t glide in Core Tyria, as much as it’s “not having any traveling mechanic”.
…that, and them falling to their deaths from Divinity’s highroads because they forgot they can’t glide!…

Instead, if you want to give some cool traversing mastery to the old world that badly, consider giving some sort of mount. Sure, it isn’t that useful for actual traveling with the huge amount of waypoints, but you can think of some clever uses for them besides an increase in speed. Then have one mastery for each of the five locations of the Vanila game (Maguma, Hoelbrack, Kryta, Ascalon and Orr), that gives a different mount that fits the theme of that area, and progressing each mastery would unlock more abilities for that mount.

If you want to allow gliding somewhere, consider just the big cities. It’s a cool place for all traveling methods to be available simultaneously regardless of location and expansion.

…and don’t be toxic!

Can't Donate to Guilds I'm not representing

in Bugs: Game, Forum, Website

Posted by: Kite.2510

Kite.2510

I’m on 2 Guilds, and one has an “Always Represent” rule.
While I CAN travel to my other Guild’s Hall, the NPCs treat me like I’m not member of the guild at all!

…and don’t be toxic!

Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

Posted by: Kite.2510

Kite.2510

Can’t Donate on Guilds I’m not representing.
I’m in 2 guilds, and one of them has strict representing rules, so I can’t stop representing it. I can Enter in both Guild Halls, but I can only donate to 1 of them.

Also, I wish to see my non-representing Guildmates in Guild Color, and if possible I wish to see them on the map. Seeing them in plain Cain color like any average joe on the map is disorienting when doing activities.

…and don’t be toxic!