Showing Posts Upvoted By Nuka Cola.8520:

Cool downs in crafting...?

in Crafting

Posted by: Dark Catalyst.1028

Dark Catalyst.1028

Welcome to the new expansion.

Grind Wars 2: Gates of Time.

Ignoring the LS is making me happy

in Guild Wars 2 Discussion

Posted by: rjnemer.7816

rjnemer.7816

Lol, ive ignored all of the living story except for the temporary dungeons they have added. The LS is just a way for them to introduce more stuff into the gem store. Nothing more, nothing less.

“If you want to get rid of “zerk” you have to make content
hard enough to make them cry, not just rivers but oceans."

Upper Half of UI should be scalable

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

It drives me nuts having a massive HP bar for my target and a giant UI window for like 5 events on the upper right of my screen that I have no way of shrinking (no I don’t mean minimizing).

I just wish there were better UI scaling in the settings, I have it set to lowest but that only really helped for my action bars. Really not sure why we can’t just 0-100% scale them like most games, not even asking for really in depth UI customization where you can drag UI elements, just scaling.

It becomes a really big problem (well annoyance) when fighting bigger mobs like bosses and you can’t even see them or my dmg numbers because of the UI, and since Anet insists on having these claustrophobic cameras in place on our characters I can’t really work around it.

Not to mention when you need to pay attention to telegraphs (the good few that even exist in the game =p)

Thief Stealth = Worst Mistake In The Game

in Thief

Posted by: Dee Jay.2460

Dee Jay.2460

Breaking down the problem it’s clear that there are issues with stealth.

But Stealth in itself is not broken or overpowered although I agree it is poorly implemented.

Stealth does not make Thieves disappear. In fact they will die in Stealth fairly often especially given how excessive CC and AoE is in GW2. With very few abilities actually needing targets and AI reacting instantly to stealth-mechanics it’s not nearly as powerful as it could be.

The problem is two-fold.

1. Stealth does too much.
-Stealth makes Thieves invisible.
-Stealth increases their movement-speed
-Stealth heals Thieves.
-Stealth can increase their Initiative regeneration.
-Stealth blinds people nearby.
-Stealth sets-up Backstabs, the biggest burst-attack in game.
-Stealth cleanses Conditions every 3 seconds.

Now depending on the build, most Thieves will have a number of these abilities tied to Stealth. It just makes Stealth incredibly powerful and stealthing as frequently as possible becomes necessary for success.

2. Thieves rely on Stealth.

Given all the benefits of Stealth it is no surprise most popular Thief-builds somehow involve the frequent use of Stealth. Evade-spam being one of the few exceptions to the rule. That’s because Thieves are completely nonviable without.

Take Adrenaline from a Warrior and he can still function reasonably well. But take Stealth from a Thief and you are left with a squishy melee-class with no redeemable qualities.

I’d actually like to see a good and more well-rounded Thief build that didn’t just rely on a single-gimmick or synergy-abuse. But given the mechanics ANet has put in place I don’t see that happening anytime soon.

PS: I also don’t believe the currently popular Dagger/Pistol build was ever purposefully designed with the current play-style in mind. It just evolved as players were forced to adapt to an increasingly CC- and AoE spaming environment.

Because let’s face it, creating a combo field and leaping through it 2-3 times is and extremely convoluted stealth mechanic.

(edited by Dee Jay.2460)

Thief Stealth = Worst Mistake In The Game

in Thief

Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Stealth is MORE then strong. It should NOT be spammable, it should NOT be perma. Sure they cant damage you in stealth, except that is countered by the traits that buff them and there damage from attacking in stealth. Getting hit for nearly 16,000 damage in a blink of an eye is simply unacceptable.

NOTHING in the game is as strong as Thief stealth and only Thief will say otherwise.

100% critical chance from stealth…really!?

Lets not forget they remove conditions, regain health, regain initiative and move faster in stealth as well…

Thief Stealth = Worst Mistake In The Game

in Thief

Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

So other then Thieves that rely on the games most broken mechanic anyone else think that it is LONG over due that Anet pull the finger out and fix Stealth? Is it not bad enough they have obscene damage and movement they have to have the most broken mechanic in the game.

Sure i know the Thieves will come screaming “L2P” and such but anyone else think this mechanic is seriously in need of being fixed. Why is it that Stealth in other MMO is a “Use at right time” mechanic but here its “lol spam, spam, spam” mechanic…

A Game Isn't Built in a Day

in PvP

Posted by: Knote.2904

Knote.2904

It ain’t built in a year either by the looks of it.

And that’s cute, whipping out the high horse to berate people for being cynical and bitter, despite the fact that people have given tons of feedback, but when the game has stagnated for so long you can only be so hopeful…. so..

Making content your engine can't handle?

in Guild Wars 2 Discussion

Posted by: kailin.4905

kailin.4905

Don’t get me wrong I like Teq, and the harder world bosses, I like wvw (even though I still would like to see less zerg play), and I loved the scarlet invasions. But Anet why on earth do you keep making huge open world content that you engine handles poorly? I have a pretty good PC as do many others playing but most of us struggle to even keep 20 fps during these events. Now that there are more mechanics and things to avoid in these fights the issue it even more apparent as half the time i’m dying to waves I cant even see or even if i can things are lagging so bad there is nothing I can do. I don’t think any of us want dumbed down content but something has to give somewhere. I think its time to step up and optimize your game in a significant way or start instancing content. You sold us a game targeting mid range systems and toting innovative combat. Right now even ppl with i7 processors and $400 video cards are have decent performance at best and the combat feels more like I’m fighting the engine than the mobs.

Why does it constantly drop my targets?

in Guild Wars 2 Discussion

Posted by: Dee Jay.2460

Dee Jay.2460

I’ve recently observed this issue in a number of boss encounters, namingly Tequatl and the Golem Mk II. I assume however the issue pertains to other encounters as well.

So I’ll be targeting the boss, blasting away…doing my thing and despite not clicking anything and not pressing TAB or any other related button the game will drop my target after roughly 10 – 15 seconds, forcing me to reacquire it.

This happens in the turrets during Tequatl as well where the game will just drop the target for now apparent reason.

Needless to say that this is really annoying and actually impairs game-play quite a bit.

I’m not sure if this is relating to the new targeting system or a game-setting but it would be great if this was fixed asap.

I don’t recall having this issue prior to the patch I must admit.

Edit: I too use a Logitech G700

(edited by Dee Jay.2460)

Your Time gating answers revealed!

in Guild Wars 2 Discussion

Posted by: Crazylegsmurphy.6430

Crazylegsmurphy.6430

Time Gating = Players logging in daily = Players getting bored/frustrated/annoyed/burnt out = Players logging in less = Game noticeably stalling = Shareholders become upset = More extreme measures are taken to retain players = Game become unplayable = Small set of core gamers remain = ANet pulls plug.

Time-gating is a short term solution that doesn’t have sustainability. Whenever you “force” players to play the game your way, it will serve only to drive them away.

Players want to log in because they like to, not because they feel they have to.

If ANet truly wants to retain their player base, and expand, they need to stop thinking with their bank accounts, and start thinking with their gamer hats. When they start releasing well done, well tested, and well written content, players will show up. When they start creating a reason beyond gear/achievement chasing, people will become emotionally attached to the game.

When they stop trying to sucker us all into buying gems, and just offer well done, well tested, and awesome things for sale, players will support the game.

RNG, Living World (bugs, release speed, shallowness, focus on achievements, etc), bugs, insta-kill mechanics, PvP neglect, grind, time-gating, focus on gear over fun, reliance on farming, etc….these will kill the game.

"Rewards"

in Guild Wars 2 Discussion

Posted by: cesmode.4257

cesmode.4257

Ive sort of come to the conclusion that, like Blizzard, Arenanet is conditioning us.
Warning: a bit of a wall.
TLDR; We are conditioned by Arenanet to play only for rewards, and not for the sake of playing. This is because they pump the game full of rewards, checklists, achievements, minis, and shinies. They use this word “reward” often in order to trigger this type of behavior.

Blizzard brainwashed a generation of MMO players into thinking a themepark MMO with endless gear grind, and a paid subscription is the way to go for the MMO industry. Many MMOs tried to follow their footsteps and failed. Miserably. So we come to, what we thought/think, is a unique game in GW2 and people wanted the same thing. They wanted verticle progression. Arenanet gave it to them. They wanted more. They wanted more rewards. Rewards, rewards rewards. We cannot have a patch without being enticed by rewards. You cannot read an article about GW2 these days without the use of the word ‘rewards’. Everything is centered around rewards. If you aren’t being rewarded, why bother? We can attribute a lot of this mentality to WoW, in a sense, because in WoW…we wanted verticle progression, gear grind, and rewards.

Arenanet takes rewards to a whole new level. And this is bad. They reward you for a lot of things. They reward you and shower you in currency. The more rewards you get, the more you want to play, right?

This whole idea that a game must be centered around “rewards” is creating a Pavlonian society where you guys (the playerbase) salivate whenever arenanet uses the word “reward”. If the article doesn’t have that word in it, suddenly it loses meaning. Have we all become the dog in Pavlov’s experiment?

A few months ago I created a thread about instrinsic vs extrinsic rewards. Playing for fun vs playing for reward. A lot of good points in both camps were made. People agreed with me that we no longer play for fun, but for reward. People also said that rewards ARE fun to them. Thats OK. But don’t you think those people are falling into the Pavlonian way of thinking?

For those of you that don’t know who Pavlov is:

Pavlov performed an experiment where a dog encounters food, they begin to salivate. He began to associate this with a bell sound. Eventually whenever he struck the bell, the dog began to salivate even if no food was present.

So..what is my point here? Arenanet has associated every patch and all content with some sort of reward system, and they use the term frequently. So frequently, that whenever they use the word ‘reward’, we as players begin to salivate and want more..and more..and more rewards. Its becoming a vicious cycle.

I believe most of you(myself included) have lost the purpose of a video game…to play for fun. I believe Arenanet definately has lost sight of this. Otherwise they would create content just to have fun. Not to check off achievements, and be rewarded. We would simply be enjoying their content, rather than rushing to complete achievements, or get the next ascended slot.

Its a vicious cycle started by Blizzard, and perpetuated by Arenanet. Blizzard conditioned us in WoW. Arenanet is doing it again with GW2.

Don’t believe me? Try going to another game after you have had your complete fill of GW2 and try not to expect the game to reward you for everything. I bet for a lot of us, it will be difficult.

If anyone responds to this, try to respond by not going to the opposite extreme in the case. Yes, rewards are part of game. I understand that. Yes, we all want some form of progression. I understand that. This isnt the age old verticle vs horizontal progression argument. This is just laying out how we are being conditioned by this company to expect rewards, because without a reward we do not have fun.

Games need rewards at some level, but not to the extent to which arenanet has gone to. They have removed a lot of the fun of the game and replaced it with something “virtually tangible”…if those words could ever go together.

Karma is as abundant as air, and as useless as the Kardashians.

(edited by cesmode.4257)

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

This thread has essentially become a forum for suggestions on how to nerf thieves into the ground.

i didn’t read the whole thing and haven’t seen a single post about thieves but all stealth related skills must be toned tone. A game trying to become esports has no counter for the stealth mechanic is laughable.

Stealth have enough counter, but this isnt the reason for my reply.

The thiefbalance (his low hp and no exist deff), was build around the fact that stealth has direct counter. That mean if all class a stealthcounter skill and the thief dont a buff in health, heal or dmg, to equalizes this, will this result in a nerf.

A counter is not a counter when it is solely in the hands of the person who needs to be countered. In it’s current state, being entirely in the hands of the thief, revealed is a control mechanism, not a counter. When it is available to others, then it’s a counter.

And if you say or even think ‘AoE Spam’, your opinion is void. AoE spam works in most other games because they have resource control and much more limited movement. Resource control allows the developers to make low CD AoEs and rely on ‘mana’ to balance their use. More limited movement sets a a clear range where the stealthed player could be. Excepting thieves, GW2 has no resource control and almost no spammable AoEs, and the distance a thief is able to cover is not only huge compared to most games, is by far the most of any class in the game itself.

Furthermore, in case you haven’t noticed, the same pool of stats are available to everyone in the game, thieves can build any stat just as well as any other class The difference is, because of zero counterplay defensive mechanics, they don’t even need certain stats. You don’t ‘balance’ something by sacrificing something that wasn’t needed in the first place.

(edited by Conncept.7638)

What do you do with BL chests?

in Guild Wars 2 Discussion

Posted by: Daywolf.2630

Daywolf.2630

Delete. I already have a stack of 250, but I keep that stack for a link joke. Not as funny though as like linking dull knife when there is a gear link frenzy in LA. But still, a joke is a joke, and these chests certainly qualify as such.

How much money have you spent on gems ?

in Guild Wars 2 Discussion

Posted by: Spicyhash.7605

Spicyhash.7605

10$ on fine trasmutation stones, since that’s mandatory if you don’t want to look like a spaz.

If the prices were more reasonable or the shop wasn’t offering exclusively on one-use, one-character, one-slot items, I’d be more willing to support it. As it stands, everything is literally a waste of your money.

Bank slot upgrades are probably the only thing done right. Fair is fair.

I don’t like that you can’t buy one of transmutation crystal. I’ve got 3 in the bank and I need 3 to transmute an armor set and I’m holding off on buying them because I don’t need to buy 5. I’m fine with buying gems in incr of 800, but all items should give the option to buy only one.

CD

How much money have you spent on gems ?

in Guild Wars 2 Discussion

Posted by: Waar Kijk Je Naar.8713

Waar Kijk Je Naar.8713

0€. There’s nothing to spend gems on.

I don’t support RNG, I don’t care about mini’s, I already have the dyes I like, I don’t need more bag space or character slots, all style items are ugly, I don’t need boosts (especially not for that price), and most items under the services tab are overpriced.

IT’S A SWORD. THEY’RE NOT MEANT TO BE SAFE.

Mesmer Patch Notes October (?)

in Mesmer

Posted by: Lux.6490

Lux.6490

- Tab targeting now prioritizes players over npcs (including minions)(mesmer clones are an exception).

Also: Mesmer clones spawned from Deceptive Evasion will still see rabbits and moose as top priority targets. We are also working hard to include mice in this rotation.

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Hey guys, here are some of the improvements you can expect to see for the October 15th release. Let us know what you think about them and we’ll take this into consideration. Some of these may not make it in for that release, but I wanted to give you guys a high level preview of what we’re working on and give you an opportunity to give us your feedback.

Trait tooltips
Traits will now have tooltips in the same way that skills do. This means that you’ll be able to see EXACTLY how long an effect lasts, what its cooldown is, etc. We want this system to be as transparent as possible for our players, so that they can make the best decisions when creating their profession builds.

Skill tooltips as they pertain to traits
As traits impact a skill, we’ve also made it so that as skills are impacted by a trait, the skill’s tooltips adjust accordingly. Again, we want players to be able to see these details in their builds, so that they can build their characters exactly the way they want! We’ll be using different colors to show this so that it’s easier for players to see!

Other Misc. fixes:
Tab Targeting Improvements

  • Now prioritizes Champs/Legendary, then players/clones, then everything else
  • Deselecting your target now resets tab selection history (aka, you’ll start tabbing through from the beginning if you deselect)
  • Can now tab target if your character can see the target (Was dependent on camera before)

Floater Improvements:
When you cause condition damage, all damage of a given type (burning, bleed, poison, etc.) will be grouped into a single # with an icon, making them much easier to read. This also allows players suffering from these conditions to more easily see them, and know when they should use condition removal. Note that this is an option, so that you can disable it if you want to (and return to the old system).

Better fast cast ground targeting:
We split this into 3 different options; so that players can more easily cater how ground targeting works for them.

  1. Double tap to cast
  2. Press the button to cast
  3. Release the button to cast
    SO GET YO CAST ON!

Pet HP split between PvE and PvP
We wanted to make pets and summons more viable in PvE/WvW while making sure they didn’t become too strong in PvP.

Launch will now be stun breakable
We felt it made it sense to let stun breakers also help you when you are launched, since this is consistent with how stun breakers respond to other control effects.

/end of post 1

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

Two Handed Weapon Sigils

in PvP

Posted by: Roy Cronacher

Roy Cronacher

Game Designer

Next

Hey guys,

We agree with you. This has been something that has been greatly discussed and is definitely on our radar. There isn’t a time frame set yet, but I just just wanted to let you know it is something we are looking to change for the future. Sorry I can’t give more details at this time.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Is GW2 meant to appeal to only casuals?

in Guild Wars 2 Discussion

Posted by: koolmutt.9827

koolmutt.9827

Just a very honest question. I understand NCsoft’s future game plans are more traditional style, but seems this is their one game which they’ve done everything in their power to cater to casuals and nothing more. Time-gated progression, majority of the skins available to anyone who has a bank account, and not many rewards that are exclusive to the people who put in the time for them (FOTM back piece, or liadri mini for example).

Is this the direction we’re headed? Any cool new skins locked away behind RNG gemstore chests, or new items locked away behind a meta achievement from 2 week updates? Like, I understand all that.. but I’m starting to feel all the money I’ve poured into the gem store isn’t even resulting in any new challenging content even being developed.. there’s literally no content exclusive awards besides FOTM skins and back, otherwise everything else could simply be bought and is available to everyone.

I think ultimately, trying to continually cater to the casual consumer base is going to alienate a lot of players who are growing tired of waiting for some challenging content to come their way for once. And instead of gaining revenue, ultimately it’ll just push away the ones who are currently so involved with the game.

Anyone disagree? Anyone else think there’s no challenging content or exclusive rewards and we’re simply getting fed temporary farming options every 2 weeks?

Age range?

in Guild Wars 2 Discussion

Posted by: deathklock.4961

deathklock.4961

I love this game but agree the voice acting and dialogue are beyond terrible. But that kind of goes with the atrocious cut scenes…… o_o

I think they just gave some bums off the street some booze money and said read this script, thats how bad the voice acting is.

Last time you had the oh yes! feeling?

in Guild Wars 2 Discussion

Posted by: Jabronee.9465

Jabronee.9465

Mostly in GW1.
In GW2 its more of an Oh No feeling.

Taking the world out of an MMO is a BAD IDEA

in Guild Wars 2 Discussion

Posted by: Oxe.6142

Oxe.6142

I just finished map completion today. It was long, boring, tedious and I didn’t really want to do it, but I did anyway. Why do I feel that way about it? Because it doesn’t matter (unless you want a legendary). Every month some new ride comes out in this Theme Parkiest of MMO’s and the entire game population flocks to one zone and one zone only. Nothing happens out in the world….well nothing other than what I saw while doing world completion. Tyria could just as easily not be there. Take away the world and what do you lose? Nothing. Dungeons are instanced, the monthly stuff all takes place in one zone and sPvP and WvW are their own instances. Other than grind crafting mats……bleh, there is no use to the world. If it weren’t for the new champion boxes, it wouldn’t even be good for that.

For the sake of comparison, WoW, the most successful MMO in history started losing subs at the end of its WotLK expansion (third expansion in the game) when Blizzard made Azeroth irrelevant. All content became instanced, mobs became irrelevant due to gear scaling (sound familiar Ascended gear?) and you didn’t have to travel for any reason or leave a city except to ……. you guessed it, grind for crafting mats. It’s only taken Anet one year to get to the exact same point in GW2. The problem is, that’s the point WoW started its decline, not its rise. Where do you think the same strategy is taking this game?

This Game Has Changed

in Guild Wars 2 Discussion

Posted by: stof.9341

stof.9341

For a game you buy once and never have to pay again, unless you value your time enough to spend real money, this game is beyond brilliant. The amount of work the A-Net team does on a daily basis to give FOR FREE to players is astounding.

It doesn’t matter that it’s free. If we don’t enjoy it, it’s not worth it.

The amount of hate and vitriol I see on these forums by sad cases that just wanted GW1 with better graphics just saddens me.

We were promised GW1 with better graphics. And we mostly got it at release.

The game has changed, and as any living world it should change, all the time.

You shouldn’t change the core of the game like that. It feels like playing a completely different game, one I won’t enjoy now.

How GW1 Devs would've designed end-game gear

in Guild Wars 2 Discussion

Posted by: Bad Decision Dino.1386

Bad Decision Dino.1386

Disclaimer: I suppose to be more accurate, what I really meant was “How GW1 Devs would’ve designed end-game gear had they been called in when ANet had already decided that Exotics were ‘too easy’ to obtain, and the game needed to give players a reason to grind.”

Obviously, if they’d been in charge of the game from the start, everything would look much different and we’d probably have been walking around in maxed out gear somewhere around level 40. This is not a “Let’s time travel all the way back to GW1” thread, but rather, a look at where we could realistically go from where the game already is now. It’s a direction that we could progress towards that would bring GW2 back into line with the original manifesto, GW1’s core theme of horizontal progression and experimentation, and the promises that were made to players in the run-up to the game’s launch, while still respecting the integrity of GW2 as a separate and distinct game from GW1.


Exotic Tier – Character bound, end-game ready gear. Not Best in Slot but good enough to get you through nearly all content.

Fabled Tier – Character Bound Best in Slot gear. Craftable at 450 using a similar amount of mats as Ascended, minus Time-Gated materials. Buyable on Trading Post. “Bridge” between Exotic and Ascended. All tiers beyond this are arguably unnecessary to pursue.

Ascended Tier – Character Bound. Craftable at 500 using the same mats required right now, including Time-Gated components. Not buyable on Trading Post, but available through alternate ways of playing the game such as WvW. Ascended has the Mutable property, which allows the player to switch the Prefix stats at an NPC (similar to respeccing at a Skills Trainer), though you will still have to switch out Infusions or Sigils. Essentially makes your character “Patch-Proof”, if a future change to your class changes the PVE and WvW meta away from all the time you’ve invested in your specific set of gear. Allows you the freedom to pursue alternate characters. Promotes horizontal progression in players, experimentation in builds, and while it encourages a heavy time investment in acquiring it, giving the hardcore players something to achieve, it saves many players a lot of time in the long run by not requiring months of grinding to try a different build.

Legendary Tier – Account Bound. Best in Slot. Storable in your Achievement panel similar to the Achievement Skins. Mutable stats. As a reward for your insane amount of grinding, if you have a Legendary 2-handed sword, you’re forever freed from having to bother with obtaining another end-game 2-handed sword ever again. You’re the master of 2-Handed Swords on all your characters, and are free to devote your time to unlocking other less-common legendaries like underwater weapons. If you’re really crazy and you already unlocked two of the same Legendary on different characters, congratulations, you can refund your second weapon for a different Legendary of your choice. Again, promotes horizontal progression, and arguably saves certain players time as a reward for the grind, though the grind is completely unnecessary.

Plaid Tier – Same as Legendaries, but simply more rare skins to go in your achievement panel that you can use to coat your Legendary items. Caters to the Crazy-Hardcore grinders who only do it for the prestige. Some Plaid items only available in WvW to differentiate that crowd, while other cosmetically different ones are only available in the deepest levels of FoTM.

Just as in GW1, there would be plenty of grind to do, motivated by concrete advantages, but none of it provides direct power increases. It simply enhances your versatility, encourages you to explore how different classes and builds work, and allows you to bring different types of power to different situations.

(edited by Bad Decision Dino.1386)

How does this game not have fishing?

in Suggestions

Posted by: Vaelic.2497

Vaelic.2497

I mean……. come on

The flaw of Ascended Weapon Boxes

in Guild Wars 2 Discussion

Posted by: Bright.9160

Bright.9160

First of all, I checked the first 3 pages, and didn’t find anything, if a topic about this is already up, please redirect me.

To the point: there is a huge flaw in the design of the Ascended Weapon boxes. I realize that Anet figured out from Fractals that having random weapons drop for you is undesirable and people didn’t like it.

Now they implemented a system where you can get an Ascended weapon box with fixed stats that make you pick your weapon. For example, you can get a Occam’s Weapon Box, which let’s you pick any Ascended weapon with Rabbid (or Carrion? I dunno, doesn’t matter) stats.

There lies a big flaw in this design though, which honestly is even bigger than having a random weapon drop of which you can pick the stats: if you get the wrong stats, the weapon is essentially more useless than any other weapon.

If I got a Cleric’s Ascended Box, I would literally never open it, because I have absolutely no use for a Cleric’s weapon. A blue lvl80 Berserker weapon is literally more useful to me than any Cleric’s Ascended weapon. The only reason I would use it is if they opened lvl50+ Fractals and I would need the AR, other than that, I wouldn’t even bother.

Which is why, to me at least, having random weapons of which you can pick the stats is a better design than a random stat of which you can use the weapon. Because, at least an undesirable weapon can still fill some function on some character, whereas an undesirable stat wouldn’t even be considered by me. An exotic of more desirable stats will ALWAYS be more useful than an ascended weapon with other stats.

I’m not asking for random weapons though, since that design also doesn’t work, but to me it would be better if they either implemented both systems, where you can get either of them, a random weapon with choosable stats, or a random stat with choosable weapons. Or have a token-like system where you can exchange some ascended token for a box of your choosing.

Legion of Doom [LOD] – Death ’n Taxes [DnT]
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu

Take a breath regarding changes

in Guild Wars 2 Discussion

Posted by: Amadan.9451

Amadan.9451

i had more than 300% mf during the secret of southsun… and the exotic drops for me was the same as ever…
i guess they can increase magic find through all the players and adjusting the loot table accordingly… so no, i don’t think they want us to be richer, they want us just to be ready for asia

Looking for a gay friendly guild?
Join the Rainbow Pride

Farming makes you Stronger

in Guild Wars 2 Discussion

Posted by: DiogoSilva.7089

DiogoSilva.7089

Well, the update is here. Many of us are currently spending all our money to chase the next best gear. Who will win the carrot-on-a-stick race? Who will get tired and give up? It’s to be seen. The richer will become stronger faster, the poorer will have to work harder. The more skilled players will be forced to farm, as well, because unlike what was advertised to us at the beginning, being skilled in this game means zero.

That twelve-years old farmer still has a fresh mind. He doesn’t have much experience in mmorpgs, because he is still young. Just like how many of us, once upon a time, loved to spend days, months and even years farming, he too will realize that, someday, there’s more exciting and stimulating ways to keep players interested in a game than cheap statistical tricks that degenerate the gameplay into repetitive and monotonous auto-attacking spamfests. Especially when those tricks are cycling, never-ending, and bring no meaningful satisfaction at the end. So generic korean mmos, wow clones, gw2, among others, will probably all fall into the “just yet another forgottable carrot-chasing experience”, much like many of us have done the same with the archaic mmos of years old.

Looking back, you could say I was one of the many that were absolutely hyped for this game. I really believed it would be one of the greatest games of our generation. Top-tier artistic and musical talent, and loads and loads of promises on an adventure-driven game that would focus on horizontal progression, on exploration, on player’s skill and on a dynamically ever-changing world. How exciting can that be? Looking back at the trailers that showed Divinity’s Reach, I was thrilled to explore the world of Tyria. Overcoming obstacles and dangers that the world would put at my path, mastering my profession on the way, exploring and being rewarded for exploring, customising my own character through traits and personal stories, and watching the world change over time through dynamic events. That sounded like a gorgeous gaming experience, one that only the best of the best games could hope to offer.

In the end, exploration was a massive farm-fest for generic heart tasks, which are nothing but quests with less lore. All maps played and felt the same, gameplay-wise. There was barely any exciting encounter or unpredictable finding, except for hidden jumping puzzles, and even worse was the rewards. Exploring Tyria is a waste of time compared to farming in some spots. The concept behind dynamic events’ wasn’t explored enough, which made them closer to streamlined generic quests with less lore. Progression for my profession ended half-way, with the exception for traits, which are locked behind gold-sinks and npcs, and are nothing but a bunch of extra stats and passive effects. Personal story went nowhere past mid-game, offered little, and degenerated into a more linear – but even more uninteresting, story about a boring character getting a shiny sword and then giving my characters orders around. The lack of trinity was not well executed, and the game degenerated into a dodge-and-hit berzerker-gear fest. And for a cosmetic-driven game, it’s one of the worse at offering equipment that looks good. Etc. But looking back, it was still a good game. Combat is streamlined and fluid, the art style and music are gorgeous, there’s plenty to do, and even more so, there was plenty of potential untapped.

Anyways, one year has passed since GW2’s release. Anet had one year to improve everything about this game. One year to expand the dynamic event system, one year to improve the AI and/ or the encounter mechanics to add depth to teamplay coordenation and to build diversity. One year to improve and streamline the cosmetic side of the game. One year to improve the personal story or even to simply tell a more interesting story. One year to fill the world of Tyria with lore. One year to make the game more rewarding <- and they certainly acchieved in this regard. One year to improve the social aspects of the game, or the guild features. One year to put pvp into a solid position. Etc.

(edited by DiogoSilva.7089)

Farming makes you Stronger

in Guild Wars 2 Discussion

Posted by: DiogoSilva.7089

DiogoSilva.7089

Instead, most of the year was focused on creating a portfolio of festival events, on gimmicky acchievements every month/ two-weeks, on fragmented and scarce story instances, and on numbers. Numbers, numbers, numbers. Time-gated content. Number-farming content. New gears that add power creep. Randomly-generating numbers. Agony-resistance numbers. Numbers. Numbers. And numbers. It was one year of shallow story-driven instances and lore-less number-driven mechanics added. The encounters weren’t made more exciting. Working for cosmetics is still a pain. Social-driven mechanics are still nearly none. “Challenging” content is still as boring as ever. Exploring the world of Tyria is still a mathematical experience. The dynamic event system only showed signs of improvement recently. Build diversity is still kitten -poor. The personal story was ignored until “sometime later”. The pvp team is clearly under-staffed. The best dungeon/ exploration new content was temporary. Only the rewards were truly improved. And the idea of customising our own character, the idea of skill-driven content, all down the toilet, because we now must farm for ascended gear. In one year, that’s how Anet choose to keep its community invested in GW2. By farming.

Two-weeks to get a single weapon, did an Anet dev said? We must repeat all the dungeons/ jps, we must follow the train-zerg to cycle through mindless champions, and what else? Multiply that for the number of weapons for different builds (especially for wvw, because there’s no such thing as “different builds” in pve), for the number of alts (for those who invest them), for the number of single-handed weapons (which take two times the resources and the time than the warrior’s precious greatsword), and even for the ascended armor to come. That will mean months. Months spent auto-attacking through content. Entire months where players will do nothing but auto-attack and avoid red circles. The combat’s depth hasn’t improved, coordenation hasn’t improved, exploration is as repetitive as ever, customising characters will require even more months of auto-attacking farming, etc.

It’s sad that GW2 degenerated this much. I still want to love this game, I still want to support it, I still want to have fun with it. But the truth is, it’s as far from its original intent as it has ever been. Yesterday and today, I’ve spend my time wasting all my money to only go half-way in getting better stats for my MH weapon. It was unfun, it was repetitive, it was motonous, and I’m still not done, and I’ll still have to repeat the process for my OH weapon. I’ll have to repeat the process for all the other weapons I like using with my profession too. I’ll have to repeat the process for my alts that I enjoy using. And I’ll have to repeat the process once ascended armor comes in a few months.

I now say to myself and think, “Diogo, you’re going to spend months and months auto-attacking through mindless content so you can prepare all your characters”, and I wonder, what happened to GW2? What happened to the manifesto? What has this game turned into?

(edited by DiogoSilva.7089)