Showing Posts For Miragee.3604:
Casual is a term to define the amount of time someone spends online. It has no meaning in regards to player skill. Casuals aren’t asking for a nerf. Bad players and those with entitlement issues are. Stop saying casuals are being left out. You can play ten hours a week and clear the content with some effort.
Actually no. Casual/Hardcore has nothing to do with how much you play per day at all. It means how much a person is invested into the game. For example, if you are a die hard lore crack and play 5 hours a week then you are still hardcore about the game. If you only play 10 hours a week and spend it all on getting the perfect raid run then you are hardcore as well. If you are on and off, maybe playing 30 hours a week for 2 weeks after HoT release and then leave, maybe returning a month later or so, you are a casual. Just random examples.
On the raids: I agree on the point with the timer. It’s bad design. Difficulty shouldn’t stem from a DPS check but from the actual danger of wiping.
Another point would be the break bar. Quoting myself from another board:
“What I honestly don’t like is the new breakbar mechanic. They should introduce something else for events with a set amount of players, such as dungeons, fractals and raids. Spamming random CCs upon appearance of the break bar is such a sloppy mechanic. In fact, everything involving spamming is. I wish they would introduce a system that allows for the requirement of different CCs for different encounters. For example that you need movement disabling/slowing abilities in order to prevent the boss/adds from reaching a point or a boss skill that has a cast time of 1 s or less that needs an instant interrupt to be dealt with.”
Well yeah. Glad to see it fixed so quickly, didn’t expect that!
Obviously a troll thread name, but anet please get your facts straight… It’s not even a minor story thing…
Omg, thank you. I don’t know why but I somehow thought you would get 1 Reagent for 15 but you get 10 for that price…. Stupid me. -.- Thread can be closed.
Ok, so I was stacking +1 Agony Infusions over the last few of days. Now I thought I could fuse them together to make one big infusion. However, I also asked myself if it’s worth it money wise or if I should just sell the +1 infusions and buy a big one from the AH. I made a few calculations:
- 250 +1 Infusions approximately lead into 1 +9 Infusion.
- A +9 Infusion costs 20g in the AH as of now.
- The selling price for 250 +1 Infusions is about 10-12g
- The costs for 125 Thermocatalytic Reagents, that you need to get from 250 +1 to 125 +2 already cost ca. 18,75g.
So going the first fusing step would already make me lose more gold than selling the +1 Infusions in the AH and just buying the +9 Infusion. It’s of course much more loss when I count in the further steps until +9.
Is my math somehow off or are the infusions in the AH really that underpriced? I don’t get it.
After giving it some thought I’ve come up with a solution that I feel works within the current system and theme of the class while also circumventing the legend limitation. This solution is to add one new skill to every legend, a signet. Right now the expressed goal is to have six skills within every skill type. Some types fall short of this, but it has been said that elite specializations will offer exactly six new skills; something not possible within the five-lock of the current legend system. So I purpose adding a single signet skill to every legend, including the elite legend offering the elite signet.
These signets are tagged as legend specific skills, are unlock within their “parent” legend’s skill line, and benefit from that legend’s trait line, as well as work within that legend’s theme. This adds a small additional option to each legend package. However beyond that I envision these signets being unbound and able to be slotting into ANY legend’s skill bar. This allows a minor form of legend blending, and can offer additional options as well as adding greater importance to the third specialization option; you might only be able to slot two legends at a time but at least that one signet can benefit from those traits.
The sixth signet, or I should say first, is a non-legend heal skill that each rev starts with. Beginning at level one with no hero points invested into any legend’s skill line each revenant instead begins with a universally slotted healing signet. This means that players will ultimately unlock six signets, keeping in line with the six skills per type ideal. In addition to that this opens the ability to comprise a skill bar entirely of signets creating what is functionally a sixth legend I call Legion.
Optionally, if this idea is used, a few things can be done to make the Legion legend stand out; firstly the game can detect a full signet skill bar and replace that legend’s icon with a new one denoting that change. And since we know that legends will “talk” to the player when active this build can disable the filter and allow the player to “hear” dialog from all legends at the same time, adding to the concept of simultaneously channeling multiple legends at once.
This is a detailed post I picked up from another forum to post it on here in consent with the original poster.
Having gotten my first hands-on time with the revenant today I found myself slightly underwhelmed. I think the class has great potential, but needs a few alterations. The most glaring problems that I saw will be detailed categorically below along with a purposed solution.
Hammer: I really liked the theme of the hammer and its playstyle, but I felt that it lacked sufficient means to maintain distance, making it non-viable. I purpose the addition of a knockback feature to one of the skills. I think a great option would be to add a knockback effect to skill 2. This skill already does damage based on distance, so I suggest a knockback with strength inverted by damage. That is to say that when in close quarters the skill does little damage but has a high knockback, while at a distance there is little to no knockback but higher damage.
Demon Stance: The standout issue here is the Unyielding Anguish skill. This skill seems very powerful on paper, but unfortunately is too unpredictable to use properly. The “displacement” teleport effect sends foes off randomly, causing the skill to constantly break line-of-sight and disrupt the flow of play. With so many revenant weapon skills having such high importance on positioning this means that no weapon can be used effectively in conjecture with Unyielding Anguish. I suggest swapping to a standard knockback effect like a guardian bubble after the initial teleport, or developing tech to remove the randomness of the teleport and instead hard-code it to keep the foe in line-of-sight.
Centaur Stance: The problem here is context. It appears that healing and control are being pushed hard for the expansion, and there this legend might preform admirably, however in the core game a pure healing stance like this is of little use. I suspect it will see little play in leveling and less during organized world events and dungeon runs until HoT specific content is reached. The solution would be add a greater focus on blocks and barriers to add an active defense element to tablet skills, this would make the legend more useful in areas of the game where direct healing is inconsequential.
The Big One: I feel the biggest issues with the revenant right now, from a pure design issue, is the lack of player personalization among its builds. There is simply a lack of options, and a lack of meaningful choices to be made. While every other class offers numerous ways to build for and play each possible role the revenant does not; with skills, legends, traits, and weapons so closely tied to their themes it means there is little room for player input. A rev wanting to play a healer has little choice but to take Ventari, the staff, and the Salvation trait line to do so, and since the other legends have no use in that role they will be given only secondary consideration at best. This is a problem as it means players will only have one meaningful choice; their role, instead of the numerous choices beyond mere role offered by other classes.
Seriously, Anet has to stop forcing players in to modes they don’t want to play alltogether. I’m a WvW-player (when I was active, havn’t played since late december now) and I have enough ranks (and probably don’t want to build another Legendary anyways) but this is just stupid. It is lose-lose on both sides. PvE’ers don’t want to WvW but are forced to and WvW’ers get Maps filled with PvE’ers taking away from the experience (I’m not faulting PvE’ers here). Map completion, Season 1 Achievements, no this rank stuff. Anet, get it: Don’t force players to something they don’t want. You always said GW2 is about the players decision to do what they want. The reality ingame looks like the opposite.
So, as we know, the Calculator was always in beta in since gw2 launch it had its up and downs. But right now it doesn’t show your overall progress anymore nor does it show your rewards.
For me personal it shows that I only have 47/50 points while I have 50/50 points for over half and a year right now. Would it be possible to fix that?
The list will go on forever
Logan alliance seems interesting. Could go on with Kashmeer and the ministry resulting in Logan turning out to be Scarlet and killing Queen Jennah.
^ GW1 didn’t have bi-weekly updates. They promised 6 monthly ones and still fell short of that. It was also very likely a simpler game to update, for a start, the graphics are not as good as GW2.
I actually don’t care for numbers but actually quality and mass. It doesn’t matter if you get 24 updates a year you still get way less content than in one patch per year. On top of that every of these little updates doesn’t ft well together with each other and feels seperated from the world.
In the first year of gw1, that game got so much more story than gw2 did in the first year. And the quality was much higher.
And wayne graphics. I don’t care about them. This is the last argument I would make when deciding if a game is good or not. What counts is gameplay (which contains different things varieying with different genres). Especially for this point, graphics doesn’t matter at all. How do graphics affect writing a good story? How do graphics affect creating a good system to deliver a story well. I can say to your for sure: Not a single bit.
(edited by Miragee.3604)
Achievements is the only method they have of tracking progress in a story right now. That’s why it’s the method used for every Living Story.
Maybe they’ll develop a way for Living Story to serve outside of achievements, but until then, this is what we got, which honestly ain’t that bad. More achievement points for those account rewards? – YES PLEASE!
Achievement Points, -Rewards and their huge Lists are generally a bad thing for the game. Completly throw over everything they want their game to be like.
I think it is time to think about traditional quests to deliver the story better. DE’s and Achievements are both not capable system of delivering a story well.
There is however no achievement that you NEED to do that requires grind.
If you don’t want the grindy ones, simply do the dailies each day and you should finish it in a few days.
Todays daily was violating 5 pumpkins. Sounds dumb. Is dumb. Like killing 10 rats. It’s grindy. Also you should be aware that I have a deep hate against achievements in general. And it grows up the more achievements become relevant. I hate systems that tell me exactly to do pointless things that have nothing to do with what I want and don’t let me the option to decide to do what I want and still reach my goal.
The problem is that I don’t think they can work fast enough to give you decent content and a decent storyline.
Oh, they certainly did in gw1.
Even dailies count towards the meta achievement. If you don’t want to grind away on the Halloween achievements (which by the way, you don’t have to. Just do the content sparingly, jump into WvW, do something different), you can still see the story by doing the Halloween dailies that appear.
Well, grinding different achievements is not making it any better… You say this like “yeah if you don’t like achievements, just do these other achievements”. That doesn’t work.
And technically you won’t have to do any of them, since you can join a party and finish the story as long as someone else have done the meta.
Ah thanks. I think I will do that. The system itself is still not acceptable though.
It will begin on friday, yes.
I’m in a bad dream, I believe. I hated achievements from the first day on and they got more and more and more relevant each update. Trying to force people to play the living story with hiding rewards behind a stupid achievement wall is one thing. But actually gating content behind achievements is not acceptable. I want to ignore the kitten achievements but I can’t if I want to play the story (and Mad Kings story is one I really care about since gw1). GW2 has already too few stories and most of them are bad. And no this. Please make it reverse and if not (I actually don’t think it’s possible at this point in time) DON’T do this EVER again.
I was actually happy to see hallooween coming back because it was a really good event the first time as well as in gw1. But this takes my disappointment in gw2 and anet’s design choices to another level of bottomless depth.
Why do you think this means no build template? This item does NOT replace a potential build template system (that works in a city….like GW1’s templates did).
This item is to fleece stupid players with too much money.
I’ll join your QQ fest when an Dev states there will be no build template system.
What I would expect from a Template System is save/load builds everywhere out of combat except in dungeons/pvp games. I don’t want to tip far into the whole skill/combat system farce but if they actually want to add depth and deversity to the combat someday in the future each of these steps will lower the players convenience significantly. It’s already a pain in the * having to load lion’s arch and go back just to respec if you change between a WvW/GvG/Dungeon/Solo Build. And there not really that many possibilities right now. How will it be if finally each dungeons needs a different build? And WvW builds have a much higher variety for team set ups? It will be utterly painful for the whole group. I really hoped they would remove the stats from items someday and revamp their system while bringing a template system (that would be a light convience in the current system, you’re right). Whatever, I guess hoping in this game is really depressing.
In the future we’ll probably get a new update where we can save our builds. it’ll be 1600 gems though. Get ready.
I would happily pay 1600 gems if I can save a build for WvW.
-.- Folk’s becoming scary.
lol, folks mindset worries me more and more ;(
GuildWars 2 is a game based on the skills of the player.
lol, I hope this was a joke.
Well, thank you anet. This finally answers the question about getting a build template system like in gw1: We won’t get one.
Also charging in the gem store for something that was supposed to be free in the beta is…
But I guess it fits the way the game takes. : /
I thought that GW2 is a casual game and that world bosses are accessible to the masses and not only to the top elite.
I thought casual isn’t the same as being stupid.
Also, you need to get people rezzing the dead instead of forcing them to WP and run. The devs very much emphasized during the sneak peak that the run back takes people out of combat for 60 seconds. When you have a large group of people that you’re forcing to run back, that’s a lot of DPS you’re loosing. You can get people back into the fight FAR faster if you rez the dead. Get rezzing and you’ll likely do better.
Rez while they’re down. The first time around people waited to be rezed, so 60% of all population was dead most of the time.
You should be rezzing if they’re dead too. Having so many people running from the WP is hurting your DPS. You can get someone rezzed up from full death and back fighting far faster than it takes for them to run back from the WP.
Thing is though people aren’t ressing so it ends up being faster way pointing.
And we’ll never see a successful completion of this event if players are intent on not rezzing others.
Just don’t die, it’s not hard to survive anyways, even if the clouds didn’t get cleaned.
The fight itself is rather dull for a single person. I’m looking forward to see how people organise. I have a feeling…
Posted by: Miragee.3604
- Geysers were removed from Piranha Bend in World 2-1 and been replaced with more piranha for overall difficulty reduction.
Are people really to kitten down already to want a challenge that will cost them more than one try because you have to figure out the mechanics?
Make that 200 tries or more, I didn’t care to count after that (and that was just from death toll, not counting the times when I managed to salvage the situation without dying), at that point it is no longer about figuring out mechanics but being screwed over by factors not under your control.
Yes, I probably could have passed it eventually, but it would have not been because I got better (sure, yes I got better at factoring in jumping quirks and latency, but that is hardly the point of SAB) at it but getting a stroke of dumb luck.
The geyser + rapids combo was brutal not because of its mechanics but because of how the system surrounding it worked, or more accurately didn’t work.
I don’t think there was a section more infuriating than the geysers in the entirety of W2, although the yeti fight gets close, mostly because it was easier and faster to just to suicide bomb him over fighting him legit.
Also I can’t help but to notice how you did not include the spinflower change in your list, I am guessing that’s something that frustrated you enough not to? Yes, some fixes were heavy handed, but at the end of the day it was a hotfix that went out fast, so they were limited in what they could do. The problem with temporary content, you have to wait for the next round of SAB to get the polished proper fixes for these mechanics and levels.
200 tries? The only thing that was bad was the hit boyes of some things like waterfalls. Hit boxes mauch bigger than the actual object. Something you can’t see in before. The fontains actually had 2 different rhythms. After a few trails you would have had the mechanic. Let them be up all the time takes away the purpose. It was a bit frustrating when you hit some hit boxes that were too large and got thrown away, I agree. But that was not necessarily game breaking.
I didn’t mentioned the flowers because I don’t even noticed them. So I don’t care about them as they seem to have/had no impact anyways.
Posted by: Miragee.3604
I have to say, that the changes that were made in the last patch saddened me. Not for TM but for the normal mode. Namely:
- Geysers were removed from Piranha Bend in World 2-1 and been replaced with more piranha for overall difficulty reduction.
- Difficult jumps in World 2-2 have been simplified.
- Getting frozen by a Banana or sucked into an Orange Frog will no longer tick health away. It takes one less struggle to break free.
- Damaged inflicted by Rapid Water has been removed and the knockback distance has been greatly reduced.
- Geysers will always remain up and will never go back down.
Are people really to kitten down already to want a challenge that will cost them more than one try because you have to figure out the mechanics? The normal mode was totally fine. Harder than the rest of the game but that was finally something refreshing. No it gets dumbed down already. I’m so sick of this “everyone is amazing, everyone is nice and everywhere are flowers”-mentality. Everyone now thinks that content is supposed to be done in the first try without even trying. Where is the sense of accomplishment then? Gosh.
And for the one asking me why I don’t do tribulation mode: I’m not a fan of the trail & error type of difficulty. Especially with the Infinity Coin cheering over from the p2…oh wait, totally optional gem store. I like difficulty in mechanics (riddles or dexterity etc.), the need of patience and the need of paying attention.
What Shiren said. Time-gating is a really, really ugly method to keep people playing. Especially in the way it’s implemented. It takes every the freedom to chose what you want to play and when you want it to play. And that’s horrible.
I hoped for a lot of things to get better in this game since release. But instead of depth, challenge and good stories we got filler/fake content via achievements and time gates for everything.
As soon as heir is an alternative (beside GW1) I will leave this game with a big sigh.
I hope you, this time, grab the foundation of the problem and not just the problem itself. There have to be steps for farming that are balanced between difficulty and efficiancy in away that the more difficult stuff gives more rewards in the same time. Many games had that and it leads to many different opportunities for farming in the whole world instead of only one fotm month farm each few month (after an update).
See, before this patch, CoF was the thing with the highest revenue. Then you nerft that and created something that’s far more rewarding, far easier and far more boring. Only a few ideas:
Dungeons should be hard as hell, not that face roll kind of dungeons what we have right now. But if run well (fast, without fails etc.) they should give the highest rewards per time frame.
Easy ways to farm like the champion farm could still give some good rewards over time and the rewards can be much higher compared to dungeons depending on the players skill (a non hard core player might get way more money per time frame out of champion farm then out of dungeons).
Make crafting way more interesting for skins and cosmetics. I hate the increase to 500 for power-gear. But I would love to see a increase to somewhat like 25.000-50.000 with different skins available over the whole course of levels. Craftingmaterials for these should be around the whole world and it should take a considerable amount of them to craft such a skin. That way you can make money by gathering mats and sell them or maybe by craft a high level skin that not many can craft and sell it. That not only enhances crafting but trading, too, which is important imho. The AH is also a major gold sink, so a founding to more regular material trading will also help against the inflation.
And these are only a few ideas. It really doesn’t help to bring one easy zerg fest after another and nerf it after 2 weeks just to bring a new fotm farm. The nerf won’t catch the problem at it’s foundation.
Thanks for reading.
Itll probably involve killing an absurd amount of Aetherblades.
No seriously, how do they keep getting recruits? Arent they suppose to post mortality rates or something?
Maybe the rumor’s turn out to be true and they come from a different future. In this future cloning is possible so they send their army of clone warriors to our present.
They give you a gift. You complain.
There are plenty of mini-pets available since the release. You complain.
Imagine if you hosted a birthday party for yourself and you kittened and whined about receiving no gifts or crappy gifts?
Oh man, you’d never have anyone like you anymore!
Sure I would say nothing, but I would prefer getting nothing instead of getting crap. I’m already happy enough when the pepple I like attend; that is as much of a gift as I need. I don’t understand the must have of material gifts just for the sake of gifts.
That being said: a game is a whole different thing. Yes they don’t have to give us anything. However they did in gw1 to say thank you, that you are loyal to the game. The relationship between us and anet is extremly different from the relationship between us and our friends. It’s more on an financial basis: If the players are satisfied they are more likely to pay some money for the cash shop or expansions. With that reward you screw players of. Why saying thank you if you don’t really mean it?
@Erruk: I’m still playing GW1, I guess it’s not nostalgia when I experience things right now…
I used the Superior Rune of the Water since release and the skill of the six’th rune triggered like it should and I got feedback for my healed allies. Lately the feedback didn’t show up anymore and I begun to wonder. I paid attention to my allies health if I used my healing skill and they didn’t get healed through the effect of the rune: it didn’t triggered. Want to make sure that you notice this!
More skills. In GW1, each profession had like, 200+ skills or so. Some were better than others, obviously, but you still had an incredible amount of customization.
GW1 had too many skills. ArenaNet couldn’t come even close to balancing them all, which is why they just kept most skills underpowered, with a few being the really useful ones.
Worst, ArenaNet was adding too many skills. Each chapter had two new professions and a lot of skills for each old profession; making new chapters with less than that would allow players to complain that they would be paying the same for less content than previous chapters. But the true result was that ArenaNet had to kept adding more and more skills with each chapter, and we had already reached a point in which they didn’t know what to do.
This had less impact in most of PvE since it was so easy that almost any build worked. In PvP or in group PvE, though, it was clear that only a few builds were desirable. We even had some professions so broken that they needed major overhauls; some got it (dervish and elementalist, for example), some got part of it (ritualist), and some never got the overhaul they need and never will (paragon).
The idea in GW2 was that we would have less skills, but more balanced and thus more viable skills. Instead of GW1’s 1000 skills with 200 being really viable, in GW2 we would have 500 skill with all 500 of them being viable.
The real reason why adding more skills is a bad idea, though, is that the above has not worked. ArenaNet cannot properly balance even the skills currently available in the game. I’m really amazed that some people don’t see how adding even more skills would be utterly bad – it would be a sign that ArenaNet has given up on even trying to keep the game balanced.
I hate that argument. Every game gets dumbed down because of this. It’s insanely uninspiring. And the outcome is? The game is still not better balanced or only by a nuance. This dumb down of skill systems because of balancing is total bull kitten because it doesn’t get better balancing wise but worse depth wise.
I would understand OP’s point of view if the content wasn’t free……..as far as I am aware it’s a small festival occasion, not a expansion pack we had to pay for.
That seems to be the excusion for everything that is bad right now. I would rather pay for good enjoyable content that getting fake content for free.
If you can farm tokens for skins, like in dungeons, it would be much more rewarding. You know you worked for it. It’s much more fun than get a lucky drop. Playing GW2 feels like making no progress at all at a certain point. You can’t farm for something, you just need luck. That’s why people farm gold, not the stuff they want. Just to buy the stuff they want. That’s not fun.
Because RNG is the only thing that balances out people with tons of time to play and people that get almost no time to play. Thanks to RNG – both have equal chances – take note of the word “chances” – to get the item.
Why do you need to balance aesthetics? Do you need to balance achievement points too? I’d understand if it’s about equipment points, but it’s just skins. By this logic, they should remove the dungeon tokens and laurel merchants.
Because aesthetics is the only “threadmill” here?
Other MMO has a gear threadmill – they play to get BiS gears, here, we play to get best skins.
Skins should be the reward for either high skill (for mmo standards) or high amount of effort. That is the system gw1 was running. GW2 stretched that but it should basically be the same. But the way they seem to go now is more and more RNG+Cash Shop for skins.
If there is one thing I miss the most (apart from many many others, which are all reasons for me to still play way more gw1 than gw2) then it is the deep, deverse skill system (including 2 class-system for inter class synergy’s; group synergy’s being up to a point where not everyone builds his own build and the group is just heal/dps/cc but where the single builds are actually linked together and the skills synergy over the bounds of each player; encounters like bosses, mobs and groups with certain set ups that force you to adapt; far more skills and different mechanics).
On the same stage is my need of a well written story that drives you through the game.
All I have to say: This so called living story is just bah. It offers very little content, 80% or more of it is limited in time. The content in general is mostly boring, you get very bit you have to do through mails and achievements. There is no exploration by yourself. The events are very core based mmo stuff (boring). They could do so much to support the story that should have been told but they don’t really do that (ok, South Sun did way better than the Flame & Frost on this part). Now the story is… just not there. Every News about the new update tells us the whole story in 3 sentences. The rest of it get spoilered by achievements. It is flawed, characters are very weak, there are just a few rags of information, lose ends, no backround. Everyone can write that and that’s not what I expect from a team of profis.
Just for example: Why do we had to stop Canach? We don’t get much information in the game, so lets look at what we get outside of the game (another point I get really angry at: a LIVING ingame story shouldn’t be told in blogposts and 3 minute videos on youtube; there is already very little story content, so please build that in the game): Canach has a vicious plan. Canach just wants to help peoples! (wait what, that is getting interesting, watch out what comes next) —>Stop Canach pls. Err. Öh? Ok just do it. We don’t now why he is in that cave or how they found him there or why they can’t stop him and why we have to fight him alone and why the golem didn’t help him in the first place and why he lives in a minefield and why he is evil and what his plans really are and why he caused them. I mean I never expected anet to go and explain how he got the animals to be angry and why animals (that would actually need a good story writer who would have come up with way better ideas anyway). But all you get at the is Canach saying he wanted to stop the consortium and held the settlers (never said why, probably because Kiel didn’t let him) and stupid Kiel (such a dumb character) just saying “shut up, I don’t care what you say, you are evil, bb”. How can you possibly give a character that is supposed to settle a dispute and investigate it to gather facts such a attitude (to judge people without facts). She doesn’t speak with you as well.
I could go on and on and on with stuff that makes the living (and also the personal) story so weak that it couldn’t even called a story anymore. But that would probably lead into nowhere. So I will just sum up a few constructive points what should be done better in my opinion:
1. Bind the story in the game, don’t tell them trough blogs and videos.
2. Go deeper with the story. Build in compelling twists; strong, believeable characters and think of a richer backround than just “he is the evil guy, go stop him, end of the story” and link it to a complex web: That is one of the most important points to make a story feel whole (a thing that gw2 has done the worst it can possibly be and that makes me so sad).
3. Use events to support the story. Similar to Southsun but more enhanced.
4. I don’t want to sound offensive but for me it seems like that you need new story writers to accomplish point 2 and 3.
5. Don’t spoiler everything. May it be through blogs, videos, achievements: Everything gets spoilered at the moment or becomes very foreseeable. Give mysteries throughout the story, shadow the end and let the player discover it through story twists. But every good story writer should know what I’m talking about.
I hope I got everything together. If I missed something I will edit it here.
(edited by Miragee.3604)
Hello Colly – Just letting you know that Skill Delay is a known issue and this has been addressed multiple times in various threads as seen here:
At this time there is no ETA for a fix but it is being looked into.
So what shall we do ? Wait while we cannot play a game we paid ? We’re customer and we’re in right to have what we paid for… One day, it’s okay. Two day, is annoying, more it’s a shame!
It’s a known issue since the head start, so yeah… GW2 Server just can’t hold many people in one area using skills.
this is a suggestion for a minor change: The titles for WvW. Most of the names for the achievements (Realm Avenger, Yakslapper, Realm Defender etc.) are awesome but the actual titles are kinda boring (Ultimate blablabla). I would suggest changing the name of the titles into the same names their correlated achievements have (making exceptions for achievements which names don’t fit, like “Stay out!”).
I recently noticed that Kills in WvW don’t apply to the Weapon Master Achievements anymore (I’m pretty sure they did a month ago). Is that intended? I hope not.
Thanks to DP (?) and mainly Nuke for the awesome action on riverside borderlands! You pressed us pretty hard! :> Sadly our raid ended now because too many (including myself) have to go to bed.
See you next time! =)
I want to thank NP, FURY and rddt for the good fights we had yesterday evening (mainly on riverside homelands)! I hope you had as much fun as we had!
I think not.
For one, “Guild Wars” in the name refers to actual wars in the history, not the in-game guilds. And even if it was, it’s a semantics argument, they could just swap the name of guilds to “factions” or something and then your argument wouldn’t hold water.
They actually should remove the name guild wars from the game as it is a game that doesn’t even nearly fit as a guild wars game.
Sorry if this is a bit destructive but I can’t help but thinking you should stop the so called content updates (the content is very small, buggy and somehow manage it to expclude a good chunk of players) and just focus on bug fixing and a new add on.
For example this update:
The Living Story: No story there, Npcs giving not interesting information. There is a handful of events that could be created in a couple of hours. That’s it, cool story…
PvP Map: Have to see, only real Content-Addition.
Guild Missions: Very gated. Youve said small guilds will have a chance to do them. Yeah in about 5 years maybe…
Just stop it. Especially the living story. I personally have the feeling the LS is a way to hide your miserable story writers which showed their horrible work at the PS.
Suggestion is: Stop making “Content-Updates” and work out a brilliant Expansion with a story that is actually a story.
That seems pretty unlikely. There are several reasons, one of which is that it would hurt clarity. You’d no longer be able to glance at a guy in heavy armor and immediately he’s a warrior or a guardian.
Clarity is already hurt by making only 3 armor types rather than one for each profession.
Each new piece of AR gear is meant to allow you to progress to further fractal levels, which have increasingly better rewards compounding with higher scaling difficulty.
I am sure it was already said like thousand times, but allow me to reiterate: Wearing a piece of obscure stat gear doesn’t make one more skillful. In fact the opposite is true. People have trouble completing 20+ and 30+ fractals with agony resistance required, yet other people beat 40+ just fine, even though none of them have the required AR yet.
The whole concept of agony is useless and insulting to players, when increased difficulty on the encounter is plenty for telling who deserves better rewards. Why can I not complete level 50? Why show me a big fat finger at the very end, when I’ve already proven to be skilled enough by getting there?
I am sorry, but this is absurd. It goes against GW design philosophy we knew and loved where player skill is above gear.
Exactly what I thought. Anet now completly lost my support. I was saying before Fractals would be an increasing gear grind, however I played to 20 without AR without problems and thought skill could make up for this so it is more or less optional. No that I read that official statement I think: That’s a simple, boring and stupid item gating mechanic. And you teased us there will be more content with Agony in the future. Blah. Please go the way Turbine did and remove Agony from the game as it is a terrible mechanic no one needs (especially in a game YOU said is not for grinding better stats that allows you to play content). I don’t know but I am really really sad about how your company moved from making an incredible unique game with gw1 to a company making a random kitten gear grind mmo with gw2 and advertise it with the same points as the first title.
But 100B can do over 20k on Lupicus so the the discussion is non sense. :P
After the ton of nerfes came in to grenth I actually think you can do him solo. At least 2-3 players should be enough for this. But it’s a cool Boss right now.
First when I walked to the laural vendor I thought: WTF, 30 Laurels for ONE amulet? Like one month of playing each day’s dailies to get ONE amulet with better stats? Clearly no gear grind there.
How do you “grind” dailies? That term is being used so inflationary these days, almost everything you could possibly do in a game is considered grind. The best gear is supposed to be achieved over time. If anything at all, they should remove the fractals grind, because there the term actually is correct.
Grinding is actually repeating the same thing to achieve something (with a high amount of repeats needed). It also means, because of the high amount of repeats, that the overall time you need is very high, while the time you need for each repeat doesn’t actually have to be long.
You need a lot of dailies for just one amulett, that takes you a hell amount of time and you have to do repetetive kitten.
There is also a difference between grinding for stats and grinding for skins. Grinding for skins is largely optional. As Anet advertised: You don’t need the skins for actually being “the best” in the game, stat wise. That is a really important point in the gw series. Max stats are fairly easy obtainable (aka in a short time). Ascended items are NOT easy to obtain, they take a lot effort in time and doing repetetive stuff.
Now skins will come over time. If you have maxstats you can just do what you want, everything that is fun to you and stop doing stuff that isn’t fun to you and at some time you get your beloved skin. You can also grind for it of course but it’s your decision if you want to or not.
Last: The problem is also that the way of grinding stuff is very boring. You don’t have much options. Ascended Amu? Just do Dailies. Rings? Fraktals & Dailies. What for gold? Dungeons or farming PvE (AH beside), while each area and dungeon is just the same. You don’t need to adjust builds or way you play to the area or enemies you farm. It’s the same everywhere everytime you do it and that is also a big problem why farming feels so boring and repetetive in this game. I don’t really like farming at all but I did some in GW1 because I could change so much. There were like over over 100 areas to farm, sometimes for different things and for each area like 823659235+-2 builds for more than one profession. There was a hell of a lot of variety and because of that it was fun and felt less repetetive.
First when I walked to the laural vendor I thought: WTF, 30 Laurels for ONE amulet? Like one month of playing each day’s dailies to get ONE amulet with better stats? Clearly no gear grind there.
Than I looked closely and realised that there are still no Ascended Items with Healing Power (Cleric’s) which I need for my Builds on Guard and Ele. I got disappointed and happy at the same time. Disappointed because of no HP at all. Happy because I than don’t have to grind for it.
On another forum we had some thoughts about the actual reward system for defending or capturing keeps and consequences like karma-trains etc.
The idea was to higher the reward of keeps which are actually upgraded to give the defenders a better reason to upgrade those keeps as well as rewarding attackers for their hard work. It would also dry out karma trains as they build on fast capturing and 0 defending because T1 keeps are way faster to take (defending takes too long) and rewards are the same.
So the suggestion would be: Each Tier of Upgrade also highers the reward given to successful attacker’s or defender’s events.
I couldn’t agree more on “Fear Not This Night” . That song alone made the soundtrack worth buying . The GW sound tracks are kind that can make you stand in a zone or town just for the track that plays . You don’t get that with other games .
And I’m still shocked they havn’t put the original piano version of the song on the OST. I found the original to be better. Sad.
I miss one song that I’m searching for ages right now. The song is played in Lion’s Arch in GW2 as well as in GW1 during wintersday and sounds a bit dwarven to me. It’s not on the Prophecies OST as far as I can tell. Can someone help me please?
On the one hand I think it’s comforting that they are at least addressing the “progression” issue. But then it is only a very minor issue, in the grant scheme of things.
People who play WvW because they enjoy WvW, the battle and strategies, do not need “progression”. “Progression” is merely something to grind, a sort of stepping stones to bring you to the fun. The perfect war simulation should have no such thing as “progression”. But maybe that is an unrealistic vision. Expect more PvE’er incoming in February, and no, they’re not here to play the war, they’re here to grind for their legendaries.
That said, can we at least have Fort Aspenwood (from GW1) back as an sPvP mode? That was what I was thinking about at the very beginning when you announced no healers in GW2. Finally no more WoH+AoE+PnH combo hiding behind a wall healing that kurzick elementalist! That game and GW2 is a perfect match!
As much as I loved Fort Aspenwood: You know that kurzicks didn’t stand any chance without a monk on this map? : /