Showing Posts For MasterGeese.4756:

Thief Withdraw Bug

in Bugs: Game, Forum, Website

Posted by: MasterGeese.4756

MasterGeese.4756

Withdraw doesn’t appear to break immobilize until the end of the roll. If this is how it’s intended to work, the tooltip could use a bit of a clarification. Right now it just turns into a 1 second evade.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

Thief

We’re also looking at shaving the efficiency of Flanking Strike slightly, so that it now only removes 1 boon instead of 2.

Is “shaving the efficiency” a creative euphemism for nerf? Or do you mean reducing the stats across the board, including initiative cost?

Music You'd wish GW2 had. (post your own)

in Audio

Posted by: MasterGeese.4756

MasterGeese.4756

Main Menu Music:

Any Orr Boss Except Zhaitan: Necropolis Siege (Tribes of the East)
Artist: Paul Romero
Album: Heroes of Might and Magic 5: Tribes of the East OST
Comment: It saddens me greatly that Orr has no ambient music, or any distinguishable music at all for that matter. Tried and tested in Orr, it sounds awesome.

Combat (At least Maguuma Jungle, perhaps elsewhere): Combat 2, Combat 3, Combat 4,
Artist: Paul Romero
Album: Heroes of Might and Magic 3 OST.
Comment: All of GW2’s current battle music is way too slow, and doesn’t fit the action that’s bound to be going on around you. These three, though similar in nature, are what GW2’s combat music should be like.

Ascalonian Catacombs Dungeon:
Obfuscation and Edification
Artist: Ben Spees
Album: Ferazel’s Wand OST
Comment: Surprisingly similar in tone to the level where this song originated, you can pretend the voices in the background are Ascalonian ghosts.

Rata Sum:
Academy Town
Artist: Paul Romero
Album: Heroes of Might and Magic 5 OST
Comment: The Academy in HoMM5 is basically Rata Sum with Humans instead. It’s got golems, floating cities, the most intelligent rule, and the music fits remarkably well to boot!

Hoelbrak: Denmark Peace
Artist: Geoff Knorr
Album: Civilization 5 OST.
Comment: Fits the norn quite well I’d say, being very viking-esque already.

More to come via edit soon.

(edited by MasterGeese.4756)

The #1 thing to Add/Change

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

(edited by MasterGeese.4756)

What are your top details\problems in GW2

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

1. Ascended gear is a horrible idea. You’ve effectively pigeonholed anyone who wants to stay relevant into only doing dungeons and dailies. It’s too late to remove it from the game. The only upside to this is that most of the “tryhards” are now all put into one place, where I can avoid them.

2. Open-world bosses need an overhaul. Every single one of them except maybe grenth is just a loot pinata, which neuters any sort of big and scary feeling they’re supposed to give off. Add more variety to their attacks, make use of the siege equipment NPCs set up for the specific purpose of taking the dragons down.

sPvP Tips

in PvP

Posted by: MasterGeese.4756

MasterGeese.4756

And if you’re a thief, use steal right before(like 0.1 seconds before) the stomp. If the mez teleported, this will put you right next to them again and won’t interrupt the stomp.

May 14th 2013 update

in PvP

Posted by: MasterGeese.4756

MasterGeese.4756

You got custom arenas and extensive balancing just two weeks ago. Calm down.

I bet they’re just using the extra time to work on something big for sPvP. (and I don’t get a chance to say that often about patches. Thanks Arenanet for all you’ve done so far.)

Tipping mesmers for Southsun JP

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

I just say Hi and walk past.

Because, you know, I did the puzzle myself instead of standing around for a handout.

Which class is your main?

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

Thief. Everything else is just too slow, and no other class gives me the feeling that I have to actually try or else I’m ettin food. That and the combat is far more rewarding to pull off than any other class.

Game Improvement - Suggestions

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

1. Adding ascended gear was a bad idea and you should feel bad. Nevertheless, if you still manage to add ascended gear to EVERY aspect of the game, it will remove the need to farm dungeons and such for max level gear. And I do mean EVERY aspect. This includes all crafting professions, WvW, Dungeons, Orr, and random drops. (And i’m sure I’m still forgetting some.)

2. Dungeons.
-Tokens/karma/money should drop off trash as well as the bosses. This way people won’t skip over your hard-worked content just for phat lewts.
-Make the dungeons less linear. The players should make their own path through a dungeon, not be forced to move through a preset one. For example, try spawning all the bosses/trash at once in an explorable dungeon and have players choose which ones to kill and which ones not to. The NPCs that normally headed the paths could keep the same dialogue at the start, and instead of following the players into the dungeon, could simply wish them good luck at the entrance. People with a lot of time on their hands may choose to clear the whole dungeon, and others can clear parts of it. When put hand-in-hand with the above suggestion, there’s a perfect amount of content for everyone!
-Molten Facility did a LOT of things right with level design. Good pacing, Great boss design, better dialogue than in the past (though good character development takes time, so I’m not too worried about this.), and challenging, yet fair difficulty. Whoever helped design this dungeon should get a raise and promotion.
-Trash should be more focused on “kill it before it kills you”, rather than HP sponges. Molten Facility seemed to be moving closer to this ideology though, so I’m not too worried about this either.

sPVP
-Keep working on new features, and put as much thought and attention to balance as you can. A formal dueling system, more modes of play, and more viable builds are all desperately needed in this sector.

Crafting
-Be able to give away low level equipment/consumables to open-world NPCs, to give them a temporary combat boost. At least this way low level crafting mats can still have a use.

Personal Story
-I highly doubt we can overhaul the story that’s already here, so let’s assume we can make additional chapters to the personal story instead, and what they should include.
-Characters should last for more than 10 levels. The only one that actually pulled this Trahearne, and the Mary Sue feeling to him makes most people wish he hadn’t. Good character development takes time, and frankly the personal story didn’t give that to any of the characters.
-Don’t make the story linear. Try making several story arcs and have them intertwine. When two arcs cross, you can decide to leave your current arc and pursue the new one, but eventually you have to finish one of the arcs, with the others left unsolved forever. Yes this will take a lot of development time, but hey, if you’re going to do a personal story, you should give all your effort to doing it right.

My Guild Wars 2 Review

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

And the amount of bugs in this game, plus how slow ArenaNet is in fixing them, is not something you see in good games.

Name one MMO that is bug-free. Just one. Bugs are a part of the game, and you very conveniently failed to mention the ones they did fix in a timely manner, such as 99% of dynamic event bugs. And by the way, their patches occur once every month or so, so if it takes a month to fix a bug, that’s literally as fast as it can get.

You spend almost an entire page’s worth of content complaining about the community. You know, those people who are reading this review right now? Blatantly insulting your readers like that is a sign of immaturity, and an inability to be impartial.

The review itself completely misses several key points, such as the guild system, sPvP (which is a whole new set of issues), which the review even admits he didn’t even try,

You want a diminishing returns system in the trading post? And exactly how would that work? The more items you buy the more they cost? What if I’m buying tons of copper ore to level crafting?

Color-Coordinated Combo fields.

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

Shameless self-bump.

It's about time thieves stand up

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

I’ve already stopped actively playing until thieves get a buff.

Perhaps the biggest problem is that thieves aren’t rewarded enough (if at all…) for being skilled. The most effective way to kill someone (at least before the patch) requires literally 3 button presses. CnD, Steal, Backstab. The next most effective way requires spamming 2 until you run out of initiative or your enemy dies. Boring as hell, and the main reason I don’t run D/D.

Would like to see more risk-reward gameplay added. A few examples of what I mean:

1. Reduce the hitbox on being “behind” someone, but cause backstab’s damage to scale cleanly depending on how to close to the “back” you are.

2. Replace the “gain might on dodge” trait with “gain might for each successfully evaded attack”. Perhaps move it up the tree a bit.

3. Headshot deals additional damage (like 2-3k on crit) upon successfully interrupting an attack.

Dear Anet, please...PLEASE fix thief damage.

in Thief

Posted by: MasterGeese.4756

MasterGeese.4756

1. My build has 21k hp in sPvP, and 30/30/0/10/0. If you have HP that low, it’s cause you built it that way.

2. Did you seriously claim thief is weak compared to warrior?

3. This “scout” idea is still very useful in sPvP for ninjaing points, or at least forcing players to stay at a point less the thief steal it from under your noses.

How would you improve pistols?

in Thief

Posted by: MasterGeese.4756

MasterGeese.4756

1. Bodyshot now knocks back the target (without actually stunning), in addition to its current effects. Duration on vulnerability increased to 11 sec.

2. Fix the kitten bug making vital shot cast slower than it’s supposed to. Come on, Arenanet, we’ve known about this practically since launch.

3. Black powder is now ground-targetable, and has a range of 900.

Thieves Shorbow Autoattack = Broken now

in PvP

Posted by: MasterGeese.4756

MasterGeese.4756

I don’t get it. I saw people complaining left and right about chain heartseekers. I saw people complain about Mug+CnD+Backstab. I saw people complaining about permastealth. But never once did I see anyone complain about shortbow being OP. In fact, I saw quite a bit of “shortbow is fine and balanced, L2P.” So why was this change implemented.

I’m extremely frustrated by this change, if only because it DESTROYS my current build, which relied heavily on kiting with venoms and shortbow’s raw mobility while I slowly whittle my enemies down with trick shot.

To anyone that claims thief SB was OP, where were you before this patch? Shortbow’s autoattack damage is good against rangers/their pets, but is average against anything else. It was easy to keep casting, but not spectacular damagewise.

All I have left to try now is S/D and P/P… and we know how terrific P/P is.

Stealth and why it reduces depth and skill

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

Rock paper scissors is not a good design concept.
Yes, it’s simple, but have you thought of the last time you played rock paper scissors?
Does beating someone in rps make you more skilled than them? Or does it just mean you happened to be lucky? The only way you could possibly be called skilled is if you happen to know the person and remembered that they always go scissors first.

99% of games don’t let you display the above analytical aspect of skill. If you are playing a thief with stealth, and you’re going against a condition bunker build that you can’t kill, you can’t beat them. Rock beats scissors. Does that mean the other guy is better than you? No, he just happened to pick rock before the game even started. He had no way of knowing what you would pick. It’s pure luck, nothing else to it.

OP, you haven’t convinced me that stealth as a mechanic is inherently game-breaking, which is what I think you were intending to do with this thread. Yes, it allows for reconnaisance. Yes it allows for first strike, yes it allows for a timeout mid-combat, and these are all very strong aspects of stealth. But you said yourself that without a thief’s damage, the one who was ambushed would simply turn around and beat the thief to a pulp. People die to bursty thieves all the time, but it’s the burst that kills them, not the infinite stealth.

Stealth is a unique mechanic, and very powerful in the right mindset, but it’s not as game-breaking as the OP is arguing. Right now, the damage potential a thief has from stealth is the more game-breaking part.

Leveling is a chore.

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

It was a chore in the beta, it was a chore when it was released and it still is a bloody chore. Why is it a chore? For starters, only three zones in the entire game have enough variation and contrast to provide the player with a feeling of wanderlust. Namely Straits of Devastation, Malchor’s Leap and Cursed Shore.

Really? You and I apparently have vastly different perceptions of contrast, because all I see in those three zones is a pile of dead things here, some coral there, undead versions of kitten everything trying to kill you. I love the zones, don’t get me wrong, but they’re all more similar to each other than any two other zones in the game.

I do agree to an extent that levelling is a chore, but only if you see it as levelling as a means to an end, level 80. If you focus on what’s at hand, instead of “Man, i can’t wait until I get access to my elites.” then it’s a lot more enjoyable, IMO. Though this is bound to happen after you roll an alt. It’s a design aspect of the game. Not a particularly bad aspect, since getting 10000 possible skills to choose from at the beginning of the game would turn an incredible amount of people away.

I think it takes more than the first 15 levels to decide on a build, at least for some people, including me. I mean I played d/d for the first 25 levels or so, then p/p for 20 more levels, then s/p for 40 levels, and I currently run s/d and shortbow.

Though one thing I would like to see is the max level be much lower, and easily attainable by finishing the starter zone. The rest of the world would be the same difficulty, and it would eliminate the need for scaling completely. That way, people who don’t want to spend their entire careers levelling don’t have to, and people who want to spend more time honing their skills in the PvE realm can do so.

A Noob's Thoughts

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

Posts like these make me very happy to see, if only because it proves that not everyone is so closed-minded as to dismiss a MMO that isn’t a WoW clone. I’m glad you’re enjoying the game, and I can relate with you on a lot of the parts that you enjoy.

What made you quit in the first place, though? Or do you have no idea at all? Either response is fine, but you and quite a few other people I got to try this game quit rather quickly upon being handed the game, for reasons that may or may not have made any sense.

Had a nice fight with a warrior.

in Thief

Posted by: MasterGeese.4756

MasterGeese.4756

Loved the video, as a S/D thief myself.

One question though, what do you have in your other weapon set? Half the time you were just keeping the warrior at a distance, why not use shortbow or p/d as your offset, so that you can keep the damage up even while he’s far away?

I'm scared for the 30th patch

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

1. At least Arenanet is putting effort into sPvP at all. At worst, it’s something that nobody will be forced to do. I think this is something the sPvP scene desperately needed, and the fact that it won’t interfere with any other aspect of the game is merely a bonus.

2. Arenanet doesn’t have to keep people playing. That’s the magic of the $60 one-time fee. You can come back anytime you want to without feeling out-of-place or behind the times. I do agree that the living story did come a bit out of nowhere. I mean we never saw the flame legion/dredge working together at all before this event. And lore-wise, the story is moving extremely slowly. We’ve been on the whole “The molten alliance is causing trouble in the world” stage for months now, and people are in fact, getting tired of it and wanting to do something about it for good.

3. Well they could try doing something else in the game… There’s more to the game than WvW.

4. It’s only speculation.

5. Endgame content is temporary too. Ever heard of the gear treadmill? Endgame content only lasts until there is new endgame content to do. For that matter, what’s wrong with holidays? No, they don’t last forever, but nothing does. They are a special occasion that creates memories, just like the living story is supposed to be. Though admittedly it’s not doing the best job of that at the moment.

Vidius Castrum teleports then heals

in Dynamic Events

Posted by: MasterGeese.4756

MasterGeese.4756

I think this is intended, as dumb as it sounds. He’s supposed to teleport all over the area and the idea is that you have teams all over the area camping his teleport points. Good luck getting the 3-4 required to kill him in the first place, much less then 20 or so they seem to expect.

Really bad lines you've grown fond of

in Audio

Posted by: MasterGeese.4756

MasterGeese.4756

From Sorrow’s Embrace Path 3:

“NO NO NO! We should go to the armory! That’s where Zadarozhnj(or something) will be!”

Not all that funny on its own, but there is a very obvious spot that you can walk over to trigger the dialogue over and over again, resulting in something along the lines of,
!
“NO NO NO! NO NO! NO! NO NO NO! NO NO NO NO NO! We sh- NO NO NO! NO NO!”

And now that Arenanet fixed a similar bug in HotW, I try and trigger this one as much as possible while I can.

Any line spoken by dredge also falls under this category, since it’s 100% overdone to the point of ridiculousness.

A thank you to Arenanet for jumping puzzles.

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

Today I completed the Obsidian Sanctum jumping puzzle, and I’m truly amazed at how well it is put together, and how it made me truly feel like the adventurer I always envisoned my character being. While it is a bit long, it brings new challenges constantly, and made me truly feel like an explorer, finding my way through the dark, and sometimes having to prove my worth over other explorers to find my way to the treasure at the end.

This explorer persona is something I haven’t experienced since I was a 4-year old that liked to run through my relatives’ giant house and look in every room. It was a side of me I thought I had lost forever, and I never thought for a second that I would see it again at this age, much less in a video game.

Now I’m determined to find every single jumping puzzle that I can without searching the wiki, and I’m excited for the journey, and not the destination. The one’s that I’ve seen so far are fiendishly difficult to find, and I welcome the challenge to find them all.

Thank you Arenanet, for the massive (though probably unintended) nostalgia trip, and for helping me find the explorer in me.

Dream Update Notes - XX-XX-2013

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

you realize that you gain karma from lv 1 and that would mean by the time you get lv 80 you can buy all the ascended items listed by the laurel vendor in 1 second without even bother to make a wise choice. also you propose that karma reward in dungeon become basically account bound with jugs of liquid karma (so you don’t have to bother to actually play a character in order to buy all the ascended items as said above).
why don’t dream about a patch note where you’ll be mailed all new equipment directly to all character in your account?

You realize Ascended armor would cost a kittenton more karma than exotic armor, right? Odds are it would be in the realm of 300k-400k karma for 1 piece of ascended armor, to prevent people from just ignoring the exotic tier completely. Though if it were me I would have never added Ascended gear in the first place, but it’s too late to change that now.

Dungeon tokens are already account bound, and money is as well, which are the only two reasons anyone does a dungeon these days. Even from a hardcore perspective getting the karma to gear up one person with ascended-level items would be difficult, much less several characters.

Dream Update Notes - XX-XX-2013

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

Events
-Tequatl the Sunless is no longer on a timer. Instead he will be spawned at the end of an event chain in the Splintered coast. For this event chain to start, Fort Cadence must be in Vigil control, the Hylek must be in control of the Zintl holy grounds, and all the Fabled Djannor events must be completed successfully at least once.
-The Shatterer is no longer spawned on a timer. Instead he will be spawned after completing a number of events in the vicinity, including the currently implemented “collect siege pieces for Crusader Blackhorn” and “Escort the Sentinel Squad to the Vigil Camp in Lowland Burns”.
-The Claw of Jormag is no longer spawned on a timer. Instead a new event has been added to deliver/retrieve ammo for the Pact flak cannons. This, as well as completing the events, “Defeat the Dragon Shamans to destroy the totem before svanir reinforcements arrive” and “Destroy the Champion corrupted quaggan” are prerequisites to start the event.
-Fixed a bug which would cause the event “Defend the asura while she repairs the megalasers at Armada Harbor” from starting.
-Reverted all the recent changes to Orrian monsters.

Cities
-Porting to any city is now free of charge. (Since you could port to heart of the mists to Lion’s arch to and from any city in the first place.)
-A new portal to Fort Trinity has been added in Lion’s Arch.

Dungeons
-Any gear worn above masterwork quality will be scaled down upon entering a dungeon. Any gear below masterwork quality will be scaled up upon entering a dungeon. This was done to give anyone from level 35-80 the same footing from which to attempt a dungeon.
-Normal level mobs now have a 33% chance of dropping a dungeon token, and a very low chance of dropping bags of money/drops of liquid karma.
-Veteran level mobs now always drop 1 token. They also have a low chance of dropping bags of money/drops of liquid karma.
-Champion level mobs now always drop 3 tokens and a gulp of liquid karma.
-The reward for completing a dungeon has been reduced to 10 tokens. The karma bonus is now replaced with a jug of liquid karma.
-All of the above drop rates apply to story mode, but at half effectiveness.
Currency
-Laurels have been removed from the game. The laurel vendor still exists, and sells the same goods it did before, but for karma instead. It also will convert Laurels into karma at a rate of 1/2000.
Crafting
-Many recipes have been switched around in level requirements and effects, to not make low level crafting materials obsolete when one has reached max level.

Where to spend excess karma

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

Orrian boxes will get you about 10-20 gold per around 500k Karma. Not sure what you mean.

Well maybe it’s just bad luck then. All i got was a bunch of karma items, 4 obsidian shards, and 33s worth of grays. What drops from one of those boxes that’s worth selling?

Where to spend excess karma

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

So right now I have plenty of karma, and nothing to do with it.

-I have a full set of exotic armor.
-I have all the cooking mats/recipes I need.
-I have no need for Orrian Jewelry boxes that cost 4500 karma and give nothing but 500 karma back.

What’s left to spend it on?

The new AC...

in Fractals, Dungeons & Raids

Posted by: MasterGeese.4756

MasterGeese.4756

They problem is not that it’s hard and challenging for lvl 80 team. The problem is that it is SUPPOSED to be the EASIEST and FIRST dungeon that you do at LVL 35, to LEARN how to do dungeons and mechanics and teamwork, and all that. What was wrong with the other AC ? It was easy, of course, for lvl 80 people who had done it a hundred times, but it was still hard and challenging for lvl 35 begginers, so it was the way it SHOULD be, right ?

So why change it ? Just why.

No it’s not. AC Story is supposed to be the first dungeon you do. AC Explorable is an entirely different dungeon. It’s meant for people who already have experience with completing at least one dungeon and is meant to be a step up difficulty-wise. Think of it as a level 80’s version of the lv 30 starter dungeon. Even though you can do it as early as level 35, it’s meant to challenge even the good dungeon-goers.

Music in custom playlist

in Audio

Posted by: MasterGeese.4756

MasterGeese.4756

I too would like to see some more dev time put into the custom playlists.

Doesn’t sound like this particular problem would be hard to fix from a programming perspective. Just create a variable that stores the current time in a music track and then stop incrementing it when it goes into combat, and continue incrementing it when combat ends.

Dungeon Trash mobs drop tokens.

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

the problem is, with a such smaller backload of tokens ppl will not even finish the dungeons, they farm and kill everything up to the first 1 or 2 bosses and then quit and restart the dungeon. Only way to really make ppl kill EVERYTHING is to ensure you have to kill everything, maybe put in more “gates” (or whatever fits the theme of the dungeon to work similar) where you have to kill the thrash before it even opens up

I don’t think that would happen in practice.

Assume a group clears half a dungeon which nets them 25 tokens.
Upon clearing the second half of the dungeon, they would get about 25 more tokens, plus 10 for finishing the dungeon. It would actually be more time-efficient to finish the dungeon than to farm the first few bosses over and over.

New Colossus Rumblus

in Fractals, Dungeons & Raids

Posted by: MasterGeese.4756

MasterGeese.4756

Can you please work with the design team on adding some kind of debuff or visual cue for when mobs are easily interrupted? Players have a very poor understanding of the Unshakable/Defiant system in the first place, and unexplained exceptions to the rules only make this problem worse.

All they would need to do is fix the “Interrupt!” message to only display if you actually interrupted something, and not if it gets blocked by a stack of defiant.

Risen Pirate Captains ninja buffed?

in Dynamic Events

Posted by: MasterGeese.4756

MasterGeese.4756

Suddenly, they have this weird new ability that gives them instant 25 stacks of might and frenzy. I’m 100% positive this wasn’t here before, and it’s made the armada harbor event kitten near impossible to solo now. Where’d this come from?

Dungeon Trash mobs drop tokens.

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

I’ve already suggested this in other threads, so I guess it’s time I make a seperate thread for it.

I seriously doubt I’m the only one that’s tired of parties skipping almost the entire dungeon just to finish it as quickly as possible. Not only does this make it harder for people that died/rezzed to run back, but it’s circumventing 90% of the content of the dungeon in the first place, something I’m sure Arenanet doesn’t want to see happen.

Fixing exploits takes time, and as old exploits stop working, new exploits crop up. But why are people exploiting in the first place? They don’t want to do trash. Why? Because trash takes extra time to kill for no real reward. Often times the trash isn’t even hard, the group just wants to finish the dungeon faster and get their shinies.

So why not take away the reason people are exploiting in the first place, and spread the shinies around the entire dungeon? Arenanet has taken steps towards this with the Bag of Wondrous Goods, but I think it should be taken a step further:

All dungeons should now have:
Regular-level mobs have a 33% chance of dropping 1 token.
Veteran-level mobs drop 1 token.
Champion-level mobs drop 3 tokens.
The end of the dungeon awards 10 bonus tokens, as well as the normal money/xp bonuses.

If the tokens are on the trash mobs, then people will kill the trash for the tokens. It’s that simple. If what I have above results in different numbers of tokens from dungeons, they can be tweaked easily, so long as the idea still remains.

How about it, Arenanet? Want to make your trash something better than just a chore?

New Colossus Rumblus

in Fractals, Dungeons & Raids

Posted by: MasterGeese.4756

MasterGeese.4756

Colossus Rumblus was always more ranged friendly because it allowed for more space to move around in (the density of AoE decreases as distance from the boss increases), but if what you’re saying it true it looks like AC Path 3 will be another path that nobody does.

You can’t outrange it this time. At least not as a thief (we have a grand total of 1 attack that’s longer than 900 range)

I wouldn’t call it THAT hard, just annoying. Chain knockdowns, the tremor attack reminds me of Metrica province fire elemental, but without adds/burning. Come to think of it, the entire boss reminds me of that elemental.

We did beat it on our 2nd try, because the boss doesnt do much dmg outside of that 1 attack.

EDIT: Thank you for responding Arenanet, it’s nice to see that you’re giving multiple legitimate ways to handle a boss.

(edited by MasterGeese.4756)

New Colossus Rumblus

in Fractals, Dungeons & Raids

Posted by: MasterGeese.4756

MasterGeese.4756

I feel like Arenanet missed a massive opportunity here.

So I’m running AC Path 3 after the patch, and we get to the final boss. It turns out they got rid of the “Howling King” howl and buffed the kitten out of his tremor attack. It now is virtually impossible to dodge, and can down an entire party at once if you’re unlucky. Fair enough.

I started looking for ways to counteract this, and noticed that there was a really long and obvious cast animation for this attack. I thought to myself, “No way… Arenanet actually put in a fight where you have to interrupt the boss or else face certain death? Finally! Now it might take a bit of coordination to do this dungeon!” After a few struggles, our group managed to coordinate our ccs to interrupt the boss during his attack…

… but it went off anyway. Turns out this attack can’t actually be interrupted, even though the animation and the “Interrupt!” message would leave you to believe this. I find out later you’re supposed to stand in the NPC bubble which doesn’t seem to do anything half the time.

Why, Arenanet? Given, this fight is still better than whatever the hell you called a bossfight before this, but you have a very well-thought out interrupt mechanic in place! Why not make use of it? Have I just not found that one fight that requires it yet?

P.S. Kholer doesn’t count. (Or at least the old one, we skipped new kholer, so no idea what this one’s like.) If you’re paying any sort of attention, you can dodge his scorpion wire easily.

Bug / Glitch in AC

in Fractals, Dungeons & Raids

Posted by: MasterGeese.4756

MasterGeese.4756

This happens because of the mechanic of teleporting people away from a structure that was just destroyed. You probably glitched through the nearby door as a result of this. Happened to me too once, and I agree it sucked.

The solution is to stand on the side of the mound closer to the center of the room while attacking it.

Dynamic Events >?

in Dynamic Events

Posted by: MasterGeese.4756

MasterGeese.4756

Arenanet has added events since the game’s launch. Granted, it does get repetitive after a while, but there are enough DEs in the world that you’ll have plenty of different ones to try for a while.

Megalasers at Armada Harbor

in Dynamic Events

Posted by: MasterGeese.4756

MasterGeese.4756

This event manages to bug itself in a matter of a day or so after it gets unstuck. For some reason it never starts, rendering the entire center path of Straits offline. Any ideas what’s causing this or how to fix it?

Roaming Champion Nerf

in Dynamic Events

Posted by: MasterGeese.4756

MasterGeese.4756

You make it sound like getting murdered by wandering champions is a common occurance. Unless you and I have been playing completely different games, this simply isn’t the case. I personally find it extremely hard to have an event-level champion sneak up on me, because

1. Upon walking into the area, an NPC runs up to me and screams, “OH GOD THE GIANT MARSHMELLOW MAN IS WRECKING MY HOME PLEASE KILL HIM”

2. Up in the top right corner of my screen there is a bit of text saying [Group Event]: There is a giant marshmellow man wrecking some poor guy’s home. Kill it.

3. The Giant marshmellow man is clearly marked on my minimap with a big menacing orange skull, and his movements are also tracked.

I’m not convinced that champions being too strong is a detriment to one’s character growth. You can’t walk 5 feet without seeing a different way to develop your character in this game.

You don’t have to, nor are you expected to, complete every single thing that’s laid before you in this game. But even if you want to try, you could always yell in map chat for help. Odds are you’ll get at least one person, and if both of you are skilled, you should have at least a fighting chance against most champs.

[iR] Game Mechanism

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

Dynamic event resets
-They already do this. The reason they still bug out is that the game can’t detect this all the time.

Ugly High Shadering
-Haven’t noticed this, no comments here.

More Hack’n’Slash like dynamic animations
-??? I think the animations are great as-is, but hey we all have our opinions.

Ranged Looting
-Yes.

Guild Halls
-These take a massive amount of dev time to implement. I’m pretty sure that when Arenanet decides to add this, it will be awesome. (Though you gotta admit, not shipping guild halls in a game titled Guild Wars 2 is kind of sketchy.)

All Costs Influence
-??? could you elaborate on this.

More Serious Character Customization
-All I’m interested in seeing is different voices for your character. Other than that, the character creation screen has more options than I know what to do with.

Guild Member XP Rank-Levelling
-Great idea! I’m pretty sure WoW has something similar to this, though.

Unique Style UI for every profession
-The only way we’ll ever see this is if Arenanet allows Modding, and I highly doubt they’re going to do that in the near future.

Guild Bank Requests
-Again, great idea!

Epicness in fights
-Don’t agree with most of the stuff on here. Destroyable terrain is nice, but is already implemented in some cases.

[iR] Game Mechanism

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

“Be the hero you want to be!”
-I think all classes are viable in some way or form. No the game isn’t balanced, yet, but balance is easy to talk about yet rarely achievable.

Epic1Hitter bosses are crap.
-I agree, but for a different reason. When I was looking at this game in Beta, I came across the tequatl fight. It was epic then, all sorts of cannons and turrets working together to bring down this giant dragon. Nobody would dare get near Tequatl because it was just too kitten dangerous. Come release time and everything is completely reversed. There is literally NOBODY on the back lines, just 50 people nibbling at the dragon’s legs. I do think your idea of boss fights sounds cool, though. Makes me think of Starfox more than anything else, though.

Dynamic auto-targetting
-I haven’t noticed this being a problem for me, if only because the next enemy is usually behind me and I don’t realize it immediately. IMO there are bigger problems for Arenanet to tackle ATM.

sPvP variety
-Yes, and I’m pretty sure arenanet has more modes in the works at this very moment.

Music mixing rescript
-GW2’s music system has a whole slew of problems, and this is just one of them. The custom playlist system is very buggy as well. Would love to see this addressed, but I can’t say I’m in favor of your idea. If I’m about to engage in combat, I’m probably paying more attention to the fight/incoming fight than the music in the first place.

Ranger Pets
-Can’t comment here, I don’t play a ranger.

Bugged Hit detection fix
-Would like to see this fixed, though some steps towards this have been made already.

Trebuchets captured!
-I Don’t WvW enough to know how imba/not imba this would be, though the idea interests me.

WvW Repair and WP’s
-You get gold for doing things right in WvW, you lose gold for dying. Though yes, waypoints should be free, and shouldn’t be blocked for so long.

Dungeon Stage Reward
-I had a similar idea where the trash dropped goodies as well as the bosses, with the end-dungeon bonus being significantly reduced. (bout 10 tokens compared to current 60, but you would still get roughly 60 tokens from a run overall.) Would like to see this addressed.

WvW Blueprint variety
-Love everything on this list, and would love to see them implemented.

WvW Fort Capture Chest
I don’t think the 1-2 hour grace period on forts is necessary, just prevent it from spawning multiple times in, say, 2 hours.

3 Stage moving system
-Don’t see the point to this. You already get a speed boost out of combat, and dodging is faster than all of these.

Ranger Redesign
-Again, I don’t play a ranger, so I can’t comment here.

Animal Interactions
-Interesting, but I don’t see much point to adding it.

Profession Weapon List redesign
-Rangers aren’t supposed to have guns, they’re the naturey type.
-I main a thief, and I can’t really see a sword in the offhand, or an axe at all. An arm-blade maybe, but not an axe. Rifle would be nice though, as a “Sniper” type weapon.
-Engineers have enough kits/sets to be absurdly versatile as-is. Though something like a hammer/mace would be cool, I can’t picture a greatsword engi very well…

Hounds of Balthazar/Prayer to Dwayna:
-Never used either.

Elite Skill Durations:
Racial elites are so unbalanced at the moment that it’s not even funny. The asurans have a power suit that is probably worse than every other weapon set in the game .(can BARELY win a 1v1 with a risen anything.) Either remake these elites or fix them to not be useless.

Animated Sheathed weapons:
-Don’t find it that interesting, compared to other things on this list…

Solution for Empty Areas
-I don’t think it’s a good idea to merge WvW with the PvE world. People who hate one and love the other will throw a fit and you know what happens when customers throw a fit… If you want to encourage high level players to go to low level zones, a lot of fundamental scaling needs to be changed.

-All events should give roughly the same karma/xp/gold at max level (longer or more difficult events would give more.)
-Low level crafting mats need to be more important at high levels.
-Karma rewards should scale with your level. Ex. If you’re level 10, the karma vendors sell lv 10 loot. If you’re level 80, the karma vendors sell lv 80 loot.

Phew, let me take a break and I’ll finish up

Ascalonian Catacombs - Dungeon Idea

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

I approve, but keep the 5-man dungeon here. It would still make sense lore-wise, as in both modes you’re trying to kill a giant kittening graveling.

This Game Is So Amazing

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

  • grinding linear, never changing Dungeons ?
  • fighting Invisible people in WvW ?
  • being stormed by 50 people without ever realizing it ?
  • unimportant sPvP (you just fight and that’s it, not achieving anything for PvE/WvW)
  • Exploring Maps pass lvl 80 for no real Rewards
  • Finishing boring story that is different for everyone …but same for everybody pass lvl 30 XD
  • Farming for Legendary ….so that you have a weapon that glows ????

I made my Ele and Thief ….both lvl 80 full exotics. ..together 71% map completion …

I could go for 100% … but why ?
I could go to do some more WvW … but why ?
I could train SPvP more …but why ?

I can play for 2 years more ..and nothing will ever change, I will stay exactly strong as I am now …

I (and other ~70% of community) have no reason to play this game past lvl 80 Exotics…

  • GW2 has only done what every other MMO developer has done: Instead of adding dynamic dungeons, add more dungeons. Though GW2 at least gives the illusion of being dynamic with its “multiple paths” model. Though this does make the dungeons look like kitten compared to the dynamic event system in the open world.
  • This is a known bug and Arenanet has expressly stated they are working to fix it. Yes, it’s annoying, but it will likely be fixed in the future.
  • I’m going to assume this is tying in to the above statement. In which case, would you be any better off if you could see all 50 people? Either way, you’re dead.
  • They’re about to improve this quite a bit with a ranking system and dueling system. If you want PvP that means something in the greater scheme of things, that’s what WvWvW is for.
  • I think the gift of exploration is the biggest incentive. It also gives plenty of mats for levelling crafting. Exploring still gives money/karma/xp like it always has. There’s plenty of incentives, so what exactly are you looking for?
  • The story only gets boring towards the end, where a bunch of npcs die that I’ve never met before, and apparently am supposed to care about. Though yea, Arenanet could have stepped up their game on this one.
  • Some people would in fact farm forever for a cool-looking weapon, some people wouldn’t. You and I both wouldn’t. It’s just a matter of opinion on this one.

Guide to Temple of Balthazar?

in Dynamic Events

Posted by: MasterGeese.4756

MasterGeese.4756

So I’ve been trying to help capture the temple for a pretty kitten long time, and never been able to pull it off, if only because of the escort mission leading up to it. I play a thief, have no other 80s, and have no intention of getting a new one in the near future. Note that this isn’t a rant against the event itself. I like the difficulty, I just want to know how to manage this monster.

1. How on earth am I supposed to defend every single NPC at once? I have Smoke screen, Shadow Refuge, and Blinding Powder to help, but it’s not enough. NPCs can’t dodge roll out of obviously painful geysers, and tend to rush in like complete idiots.

2. Does having more troops in the escort make the event any easier? As I understand it, this will only make more enemies spawn, which are more likely to get a cheap kill off one of the NPCs. In theory, the absolute easiest way to do this would be completely solo with only one invasion force.

3. Why is it sometimes the firestorms turn completely off, even when the temple is contested? I can remember quite a few occasions where we would have had the event in the bag if the NPCs would be smart enough to move out of the fire, but sometimes the fire isn’t even there!?

Seriously where is my loot?

in Dynamic Events

Posted by: MasterGeese.4756

MasterGeese.4756

I honestly don’t know why Arenanet feels the need to make chests drop gear.

Their combined currencies of xp/karma/gold work wonderfully at encouraging people to do DEs, why not adopt the same policy towards everything else?

Make champs drop more money, a drop of liquid karma, and give kittentons of xp.
Make dragons from a jug of liquid karma, 1 gold, and give half a level/a level of xp.

Maybe drop 1 gear piece, which is at least green, usually rare, and maybe 10% of the time an exotic.

There, I’ve solved all of the problems described in the thread.

Straits of Destruction: The Conservatory

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

You must be new to Orr, don’t worry we all were once

Orr is filled with nightmarishly bad fights like those, but in your case there is something you can do to make that area easier.

The thorns effect comes from the effects of a statue of (Melandru i think, could be wrong.) which is currently contested. Deeper within Orr you’ll find the Temple of Melandru, which is linked to all the statues of Melandru throughout Orr. If you capture the temple through an event chain, all the Melandru statues throughout Orr will be deactivated until you lose it again. Though you’ll still have to deal with the 10 risen, at least you won’t have to deal with the thorns.

Color-Coordinated Combo fields.

in Suggestions

Posted by: MasterGeese.4756

MasterGeese.4756

Ever been in a massive fight, and seen all those yellow-circles everywhere? You are equipped with a blast finisher and need health badly. Your heal is on cooldown. How do you tell which field is water and which is poison? Well right now, you don’t! You perish and because pugs are dumb, you don’t get revived.

How can we avert this untimely demise? Color code friendly combo fields! The outside ring would just be a different color than the yellow one we have right now.

Red- Fire
Light Blue- Water
Dark Blue- Ice
Yellow- Lightning
Green- Poison
White- Light
Black- Dark
Gray- Smoke
Purple- Ethereal

Now if we could only buff the fields themselves…

Your mother's IQ is so low...

in Asura

Posted by: MasterGeese.4756

MasterGeese.4756

Yo’ mamma’s IQ is so low, she thinks Lion’s Arch is a back condition.

Legendary Armor

in Guild Wars 2 Discussion

Posted by: MasterGeese.4756

MasterGeese.4756

It’d be cool if it had particle effects and glows that would activate alongside player abilities.

this