Showing Posts For ObsidianSaint.1079:

Quaterly update suggestion

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

How about every update they take a look at the bottom 5 runes and improve them! Super fast and revives old content.

So as of right now the bottom 5 runes (which are super easy to find on trading post) are:

Superior Rune of the Undead
(1): +25 Condition Damage
(2): +35 Toughness
(3): +50 Condition Damage
(4): +65 Toughness
(5): +100 Condition Damage
(6): 7% of Toughness is converted to Condition Damage.

Superior Rune of the Earth
(1): +25 Toughness
(2): +10% Protection Duration
(3): +50 Toughness
(4): 25% chance when struck to gain Protection for 4 seconds. (Cooldown: 30s)
(5): +100 Toughness
(6): +20% Protection duration; when struck below 20% health you gain a magnetic aura for 5 seconds. (Cooldown: 90s)

Superior Rune of the Krait
(1): +25 Condition Damage
(2): +10% Bleeding Duration
(3): +50 Condition Damage
(4): +15% Bleeding duration; 25% chance when struck to cause Bleeding for 10 seconds. (Cooldown: 15s)
(5): +100 Condition Damage
(6): +20% Bleeding duration; when you use your elite skill you inflict Bleeding, Torment, and Poison for 8 seconds to nearby foes. (Cooldown: kitten

Superior Rune of Svanir
(1): +25 Toughness
(2): +10% Chilled Duration
(3): +50 Toughness
(4): -50% Incoming Chilled Duration
(5): +100 Toughness
(6): +20% Chilled duration; when you’re struck below 20% health gain 5 seconds of Frost Aura. (Cooldown: 90s)

Rune of the privateer
(1): +25 Power
(2): +10% Might Duration
(3): +50 Power
(4): 25% chance when struck to shout “Yarr” and grant 3 stacks of
Might to nearby allies for 10 seconds. (Cooldown: 20s)
(5): +100 Power
(6): 50% chance to summon a parrot. Cooldown: 60s

What about these runes makes them so undesirable??? I think this thread would at the very least be helpful to Arenanet for their next balance patch but I think they could perhaps incorporate this into the content updates they do.

They could even just create a monthly thread to have the players discuss how the bottom runes of the month could be improved.

LET US DISCUSS!

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(edited by ObsidianSaint.1079)

Merge dungeons into fractals

in Fractals, Dungeons & Raids

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Dungeons are dead and fractals are the best way to recycle old content. It just so happens both are designed for 5 players.

How about converting each of the paths into separate fractals?

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

When I bought Guild wars 2 I bought it for ONE reason, to play all the classes and when I first logged on I realised all my profession traits were gated behind a stupid leveling system!

Imagine my dismay when I couldn’t unlock any of my skills until I reached level 40, 60 and 80.

Note the sarcasm*

Current State of PVE Combat

in Guild Wars 2: Heart of Thorns

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

In HoT they are actually introduing a new mechanic to pve bosses that givers a small window of opportunity for control to become useful and stop the wyvern taking off.

Bosses will now have a grey bar that lights up slightly when the boss becomes vulnerable and players must work together to fill up the bar with different control abilities in order to prevent a devastating attack. All conditions and effects will be assigned different values. For example, Blind will add a very minute amount to the bar but Stun will add a rather large chunk.

I haven’t seen to much about support but to be honest I think support is useful in itself, giving buffs to make everyone do more damage is just a massive bonus and if you have the opportunity to do that then that is beneficial to you anyway.

With the new event system...

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

The end reward is more of a huge bonus for actually managing to complete super hard content. Hopefully it would be super hard content and mostly fail around the 9th/10th time. It’s so not every event is just a repeat. Sure they could just sit there and do nothing but they probably won’t even reach the high level chest if they don’t participate.

With the new event system...

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Right? This would solve that problem also.

With the new event system...

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

I think its about time we added a new feature to make completing world events much more meaningful.

As it stands all the events are being completed because players are being directed to all nearby events and especially since the mega servers went live this has meant that events are rarely failing. This is good!

However…I think an escalating system with a large map event at the end would be a terrific new mechanic. Take for instance the Brisban Wildlands; I was wondering around there and all of a sudden a flock of people run past me and go to defend the main hold. We hold off all the centaurs after a long battle and get a bit of karma. It was easy and the reward reflected that.

Now imagine if for every time we successfully defended the keep it increased in difficulty. Adding double mobs, extra hard hitting veterans etc. If we successfully united as a map and completed that defend event 10 times in a row then we would unlock a small new event with a large boss which dropped a chest for everyone.

This would be especially great when used in events like temple events where the boss could actually attack the temple on the 10th successful defend.

Anyone else think this would rock the hell out of Guild wars 2?

Guild Hall CDI - The condensed thread

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Guild hall acquisition should go something like this:

Reach 20 players and you unlock the ability to start work on the guild hall. Once started players have to gather a combined total of each tier of wood (For example: 100,000 Soft wood logs) and obviously contribute gold towards the workers.

Extra extensions would have different costs. The mining area would obviously cost lots of ores (80,000 gold, 100,000 silver, 140,000 copper etc.) The garden would cost plants. Maybe chuck in some extra materials needed to spice it up a little like maybe in the garden make 500 foxfire clusters to help irrigation or something interesting.

Players should not be able to access all the new areas immediately, they should be able to unlock them by doing things inside the existing area first. Achievements should basically be an introduction to the guild; using the mission board, upcoming event schedule, entering the guild common room etc. We don’t want this to just become some daily farming area, it’s a place to socialize.

The Shatterer.

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Things world bosses lack (Not just the shatterer, but most of them)

Stack Breakers

If it’s possible in any sense of the word to stand in one place for an entire fight with a boss and not die, that fight is broken. This doesn’t mean you need to one shot people, but the pre-nerf fire elemental felt like just the right amount of difficulty for a mid level boss. His flame pools hit hard, but were small and easy to avoid as long as one paid attention. Golem MK2 is a great example of easy-yet-gratifying boss design due to the mechanics of the static field. The simple act of seeing the tell for the field and moving out of the way, only so see John sleepypants next you you bite it because he didn’t is really gratifying, but not at all complex due to the otherwise completely ignorable other abilities.

Movement/Purpose/Grand Strategy

World bosses have no objectives. They show up and then stand around waiting to be killed until the timer runs out. Sure that shaman might be theoretically summoning a giant elemental, but in reality he’s just standing around waiting to get killed. The Ancient Karka was a great example of what a world boss should be, despite the massive lag and such due to problems with server tech at the time. That thing went on a RAMPAGE through the zone, and we busted up a fair amount of the environment and had a lot of different experiences throughout the fight. Chased it through trees, threw rocks at it, hit it with an avalanche, weathered a spiral of endless hatchling zergs, and finally stomped it through a hole in the floor. It was easily the best designed boss encounter the game has yet had (the recent pale tree boss is a pretty close second.) Sure some bosses have “phases” but they don’t feel like a meaningful and epic power struggle. They’re just minor abilities that even the boss doesn’t seem too interested in. Zone bosses, even the easy ones should be map-wide events with big set pieces of destruction and interesting mechanics related to the path the battle follows. Bonus points for branching paths based on player action or random number generation! A dragon rampaging through a zone destroying stuff is still a timer, it’s just a much more FUN timer than having a bar on the screen while it sits still. The fire elemental could tear through the lab, destroying equipment. The shaman could command his ice elemental through the zone, freezing monsters and ambient critters in his wake, add spawns could appear from logical places like huts and caves along the battle path rather then out of nowhere. It would still be the same fight mechanically, but it would be a lot more fun to take them all “on tour”.

Unique Rewards

The “hard” bosses have these, But the easier bosses should have them too. What harm would it be to make all of the rares from each boss bonus chest contain a unique skin set for the boss they come from? It would increase the reward factor for fighting them even if they didn’t technically hand out better loot. Nobody said all the skins added to the game had to be super-rare. Heck, maybe put a handful gem consumables on their loot tables as well. Surely you won’t automatically see a huge dip in gem sales if boss chests dropped the occasional booster or black lion key as people determined to get these for free already use rerolling key farm to do so more reliably and in a non-gated fashion.

Deathblows

World bosses are one-note fights without a lot of personal interaction with the players. Sure, they target you, but what if they had unique ways of finishing off players that died within their zone of attack? This would be another way to increase the epic feel while not making the fights much more difficult. Let’s say they randomly target players that have been dead for over 15 seconds and do nasty things to them. Maybe shatterer picks a guy up and eats him, of the shaman/elemental sucks them up in to the vortex to spin around for a while before being flung over a nearby ridge, etc. This would make the fights far more thrilling. “Oh crap, look what it did to fred! I’ll avenge you fred!” In addition, having a “corpse clear” mechanic for them would add a low impact way to make them feel nastier that normal mobs while only slightly increasing difficulty. Conversely what if random players were selected to land the final blow with an amazing and heroic animation similar to the ones we see in games like skyrim or dragon age? Don’t tie any achievements and rewards to it, just have it be a cool visual thing that players get to see themselves do on a rare occasion. Bonus points if player deathblows come with a (skippable) cinematic camera angle that showcases the person delivering the deathblow, or showcases your own grisly demise if the boss deathblows you.

This NEEDS to be seen, well laid out and some fantastic points here. All things good from this post summed up.

Can we be honest for a second?

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

They already stated that next week is the week we should all be looking forward to I wasn’t very impressed with some of the updates in this past weeks announcements but it’s not the part of the update for us.

It is a nice addition though, encouraging me to invite a few of my friends for September and also to hold back on making a new character so that I can experience it fresh.

Dailies just don't do it for me...

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Ok, so maybe it is just me and a select few lol.

Worth a small discussion anyways, I accept everyone’s points of view and I do accept some of these points.

Thanks everyone for you’re feedback

Dailies just don't do it for me...

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Why do people always force OTHER players to do things they maybe don’t want to do ?

If YOU like to do whatever you wrote on daily base .. just do it .. nobody hinders you
doing it .. but don’t force other to do that because you only find things rewarding if
other may feel force to grind stuff they don’t like

Well, I am actually asking, I am not forcing. This is a discussion as to whether this is just me.

I hardly call gathering 15 herbs grinding. I would probably lower that number tbh but they were just examples. The whole idea is to give people some variety in their game.

I will do what I want and I always have but as all game designers know most people will take the path of least resistance. That applies in this case because most people just grind the SAME THING everyday to get the same achievements. All I am suggesting is that people actually work for the achieves and grind something DIFFERENT every day.

At some days i gather maybe 500 herbs and 2000 iron an platin ore, but i won’t
force others to do the same .. or once i killed 10 dragons at one day, still i don’t
want others that they must do that.

And yes .. it is forcing if you have a problem to set yourself a target and so you want
the devs to create more complex dailys for you that in the end force everyone else
to specific things.

You want to kill a dragon .. fine .. do it
want to craft 20 masterwork pieces ? Fine .. just do it
Want to do 20 Jumping puzzles ? Then just do them ..

But don’t expect that everyone else also should do them just because of you.

Thanks again for adding zero to the thread once again. You just reworded exactly what you said in the previous post you made. I will do what I want, it’s not about that. I am suggesting it be made more varied for the good of the game.

Living season is done every 2 weeks and adds about 5 days worth of content, at most. I am merely suggesting something to get people coming back and also making them change up their routine. Dailies aren’t Dailies at all! It is the same thing over and over.

They may as well just say “If you actively play for 1 hour a day you get a daily!” Would that be good for the game? That’s how I see the achievements at the moment. I see them as a lame everyday grind where most people (not me) go to a low level area and just smash them out real quick.

A few of my friends are becoming more and more bored with the game just doing the same thing everyday. That’s why I made this suggestion, to gauge reactions. It seems most people don’t want but an interesting thought to talk about none the less.

Dailies just don't do it for me...

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Why do people always force OTHER players to do things they maybe don’t want to do ?

If YOU like to do whatever you wrote on daily base .. just do it .. nobody hinders you
doing it .. but don’t force other to do that because you only find things rewarding if
other may feel force to grind stuff they don’t like

Well, I am actually asking, I am not forcing. This is a discussion as to whether this is just me.

I hardly call gathering 15 herbs grinding. I would probably lower that number tbh but they were just examples. The whole idea is to give people some variety in their game.

I will do what I want and I always have but as all game designers know most people will take the path of least resistance. That applies in this case because most people just grind the SAME THING everyday to get the same achievements. All I am suggesting is that people actually work for the achieves and grind something DIFFERENT every day.

List your SUPER EASY Fixes/Changes!

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

option to still cast abilities at max range if you just slightly go to far instead of saying “target area too far.”

Dailies just don't do it for me...

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Ah, i suppose I kind of see WvW point of view, and the pvp. It’s a shame because I don’t think people really get the most out of the achieves. Most of the people I know simply do pvp achieves because you can go into an empty room with a friend and complete them in minutes.

If it’s champs they just do the champ train, gatherer just run around one of the low level areas and within about 20 minutes you’re daily is done.

I recently went back to another game and they had actual focused dailies and it really did make the game SO much better. I returned and it actually made me want to keep playing. It varied the gameplay from what I normally do and made it more interesting.

Dailies just don't do it for me...

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Do you not think that dailies should be something you go out of you’re way to do though?

They are designed to make you’re time in the game more interesting. What fun is it if you just get them whilst playing? The whole reason there is a percentage marker is so you can work towards them.

Dailies just don't do it for me...

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Is it just me or are the dailies extremely bland and repetitive?

Surely when creating content like dailies it’s made to break the repetitive nature of the game and vary what a player does every day. I understand that Anet is trying to make them have a wide scope so any type of player can do them but I think moving the community around the map and giving them different things to do everyday is more important.

When I heard about dailies I was thinking more along the lines of the following dailies. Please tell me that you would enjoy these more than the ones we have currently.

  • Platinum Miner: Mine 20 platinum ore.
  • Herb Lover IV: Harvest from 15 Mature herb seedlings.
  • Dragon Slayer: Help defeat a dragon in the open world.
  • Masterpieces: Create 20 Masterwork quality items.
  • Dredge Slaughter: Kill 20 Dredge.
  • Poison Cleanser: Cleanse yourself of poison 5 times.
  • Spore harvester: Destroy a toxic spore outlet.
  • Mordremoth Intimidator: Defeat the mordremoth Champion.
  • Queensdale Hero: Complete 5 events in Queensdale.
  • Hero’s bluff jumper: Complete the jumping puzzle “hero’s bluff”. (I forgot the name of the jumping puzzle)

This would help move the community around the map to different locations and allow them to appreicate the environment more instead of leaving places completely devoid of any players. It also brings variety to the game and something a little more interesting than the same routine every single day.

Every player has made a routine by now to get certain achieves. For instance, daily kills is easy in queensdale where all the worms are. Gatherer is really boring now! Let’s bring some fun back to achievements! .

(edited by ObsidianSaint.1079)

Revisit Living Story Achievement rewards

in Living World

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Currently there is barely any reward for doing the living story achievements. The rewards should contain bonuses that relate to the current content and I think with every set there should be a big reward for completing them all.

For instance, Last update you could have had the geodes etc. that you normally have for completing these achieves but for completing them all have the player receive a fossilized insect to get them started.

This update you could have given a foxfire clove for some of the achieves and then a bundle of them for completing all the achieves of this part of the story.

Does anyone else think this would really make achievements worth while?

Honey, The Megaserver Killed the Guild...

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

To add to the topic also, I understand there are issues with the megaservers but overall the benefits are much larger.

I’ve been on Eradon terrace since the beginning, which if you didn’t know, is basically one of the most empty servers and worst fairing in wvw. We came 9th in bronze tier.

Before the megaservers I would see absolutely NOBODY in the open-world. Every event would be pointless and talking in mapchat would result in no replies. It was a dead land, lonely and boring.

I am aware there are a few issues with guilds and getting into certain boss fights but at the end of the day I would rather have a few issues that can be tweaked and fixed than walk around an empty MMO.

Some of these suggestions might work well but I think the world chat is a nice suggestion. That would make recruiting easier.

Honey, The Megaserver Killed the Guild...

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

1. The GW1 server system was a Lobby/Instance one. You cannot have an open world, as GW2 is, with the server system of GW1. Also, there were no specific servers, like GW2 has.

Guild Wars 2 is barely open world. Every zone is instanced.

I think you need to do some research there my friend. Instanced means only for you and perhaps a select few other players. That is the reason GW1 was a semi-open world game because only the main hubs were actually open world. All other sections instanced.

Don't make the story obvious

in Living World

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Please, please, please don’t have some silly obvious story where the bad guy reveals himself, bad guy attacks innocent people, we go hunt him down, we kill him.

Do something interesting! Maybe the dragon wins this time! He kills one of the party and flies off to another area of the map for a future season where we have to fight him again in a different setting.

A massive opportunity was already missed with Kasmeer and Marjory. I read a suggestion for the story that would have been INSANE.

For those who didn’t read the forum post, basically someone was suggesting the Marjory was actually dead but Kasmeer created a mesmer clone to keep her alive in her mind. They could have gone super far with this. I could imagine Kasmeer standing behind Marjory whenever we saw them and losing concentration during conversation, Marjory’s sister could also have been confused about some of the things Marjory would say and think she’s acting weird.

THAT is a story and a half! So please do something really interesting with this one. When you’re dealing with magic etc. you can churn out some really interesting storylines.

New Skill Change System

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Yes, I see your point and I suppose it could be annoying but this was kind of a hopeful change that might maybe sway them to add more skills to the game.

In Guild Wars 1 the skill selection was super crazy but I think this would be a nice middle ground if they decided to add more skills. It also makes picking skills based on types for certain traits which reduce cooldowns etc. easier.

Thank you for posting I agree, I definitely think the right click bit is a must. The category thing would be a potential change for the future.

New Skill Change System

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

because the annoying skills triangle is tiny and I always accidentally click the skill. Right clicking makes much more sense because it is currently not utilized.

The ones you don’t need to see are hidden from you, you can choose favourites which means you can select the ones you like most much easier.

New Skill Change System

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

I have attached an image of how I think the current system for changing skills on the move could go.

I would remove the silly tiny little arrows above the skills and instead make it so right clicking brings up the menu of skills available.

The skills would be ordered by type and a further right click in the skill selection pop up would add skills to the “favourites” menu. All tabs states (collapsed or open) would remain saved each time it is closed.

What does everyone think? I think this would also make it easier for future skills released into the game so it won’t be so hard to find them and use them.

Thanks for reading,

tl;dr….Just look at the image.

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Wooden Potatoes Critique

in Community Creations

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Well maybe they could make use of the small circle on the map that they use for the events. This would encourage using ones brain and also help with the “idgits” who can’t figure that a miner would be in a mine.

Wooden Potatoes Critique

in Community Creations

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

I didn’t make this video but I absolutely agree with everything he says. The devs REALLY need to watch this video and take some notes.

He isn’t completely slating ArenaNet and is giving them feedback in a clear manner. He gives both pros and cons of the new patch and I just want to bring this to the devs attention. I’m pretty sure they should have seen it already though.

Worth a watch and would like to know if everyone else agrees.

Broken Intentions: It's been 6 months

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

LOVE that someone mentioned Peter Molyneux in this post lol. He is the MASTER!

Skip Dialogue

in Living World

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

I went through the story and thoroughly enjoyed it. I am very impressed with the new style and I love the new area, however, when trying to get the achievements and having to go through the story all over again I did feel a little impatient waiting for the npcs to finish their little banter I already witnessed.

I think there should be a small button when REVISITING past living story stages where you can skip the current conversation. It would just skip until one of the characters has to move for example.

Here is a little picture I put together, I know the font is wrong but it’s just for demonstration of what I think would be ideal.

Let me know what you all think discuss and improve.

Attachments:

(edited by ObsidianSaint.1079)

Explain new achievement system?

in Living World

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

I actually find the rewards to be very good and I joined some guild mates on their first try to get my own achievements. It was actually very social.

I do think that maybe the dialogue should be skip-able after the first time completing the story though. Would really make things easier when doing achievements.

Boon duration armour [solved]

in Bugs: Game, Forum, Website

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

So my friend decided that he wanted to make full boon duration armour and got his boon duration to 99%.

Fantastic right??? Well he put boons on himself and everything worked great but when he applied boons to other people and when he RECEIVED boons they were not extended at all. Now I can understand if one or the other didn’t work but for both of them not to work seems a bit strange to me.

So the way it is currently, boon duration only effects casting boons on YOURSELF. Is this intended, I think if this were to be changed it might actually open up another type of gear and actually bring some use to all those silly dubloons.

Thanks for reading,
tldr: Boon duration only works when casting boons on yourself, not when receiving boon or giving boons.

GW2 releases Story Journals: Feedback/Questions [Merged]

in Living World

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

All of the arguments against this change are just straight up ridiculous!

So you want to leave for 3 months and come back and be able to play? GUESS WHAT? You still can! You just can’t play the stuff that, before, you weren’t even able to buy back!

So this is a free game huh? Guess they should make everything FREE! How are they supposed to host a free game with that many workers? They already have stuff on the gem store that costs about 800 gems a piece but you all never complained about that. It should be free right? This is exactly the same principle!

It’s not impossible to log in every 2 weeks for a few seconds. Please don’t write something silly like you’re a soldier and you leave for long periods of time as I’ve seen copied on the forums a few times already. If you don’t spend that much time on the game you shouldn’t really be bothered about content you missed out on. You would have missed much more last season without the chance to re experience it through the gem store.

Enough is Enough

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

I remember the days when each new campaign had utterly ruined GW1 to the point where no one played it any more. Balance across all game modes was completely, irreparably ruined by new classes and skills. All the new areas were horrible to navigate, had terrible mechanisms locking you out of parts to force you to grind through the whole storyline. New PvP modes were only ever farmed by bots because no real people would ever want to play them. And then to top it off the addition of heroes killed any hope that was left by turning GW1 into a single player game that was entirely for farmers.

Good times.

I agree, I’d like to see how Anet can completely ruin GW2 forever with an expansion. (I’ve heard Blizzard have managed to drive away every single player they had 4 times and are on track to do it a 5th time. I’m sure Anet could top them if they wanted to.)

On the other hand I’ve heard Season 2 is going to include some things players have wanted for a long time like more permanent content and a new zone (not confirmed but strongly implied) and I’m looking forward to how that will ruin the game forever too, it seems unlikely given that it’s exactly what players want but they’ve pulled it off before.

Wow. Can a reason for barely chugging along get any more silly?
You: “I don’t want new content because Anet (the developer of the MMO) will mess things up”. Did this seem okay to you at the time you wrote it? Really?

If a developer can not create new content with out “ruining” the game, it might be time for that company to find a new gig.

People want more from GW2. Period. Repeating the same stuff over and over again (living story) is just not cutting it anymore. Have you even logged on lately? The festival of the four winds? Or how about that glorified mindless drone farm fest they have going on in Divinity’s Reach…AGAIN. I tremendously enjoy going to the four winds to run up and down a mountainside looking for crystals that do ABSOLUTELY NOTHING.

The game needs new permanent content, asap. Now, I’m not saying it be an expansion but w/e it is, it must add to the experience of the game. Because, as of right now, when quite a few players (not everyone but quite a few) think of GW2 a big “MEH” comes to mind.

The way they do things right now is great. I enjoy the festival of four winds a hell of a lot. It was my favourite Season 1 event. The game has perma content, the first season was mostly to establish things that would return. Halloween, christmas, festivals. Now that they are basically out of the way and only need small tweaks they can focus more on the gameplay and story.

He/She’s not saying Anet will mess it up, they are simply saying that the old method was inefficient and expensive. The way they release things now is pretty fantastic and the reason I know this is because I am now craving the next update. I’m used to getting the new update every 2 weeks and now I’m suffering. Expansions would seriously suck.

Forum app

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

I was thinking the exact same thing the other day and it could be done. I am surprised no-one has even attempted it yet.

Gw2 most grindy game ever..?

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Not grindy at all, you are creating your own grind. I play to have fun and if I happen to have the materials needed for something I craft it…

Classes ascending with "expansions"

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

I play a thief there are 3 things that make thieves unique.

*Initiative
*Stealing
*Shadowstepping

Thieves do steal items and in WvW it is a lot more co-ordinated as every class gives a different item.

If you want to play as an “Assassin” you should trait yourself exactly like that. Make your crit damage super high, super glassy and have hidden killer. You can basically be a thief that turns invisible appears from the shadows and deals SUPER high damage. You will have to use your stealth skills to escape after revealing yourself. I suggest 6 in Shadow Arts. (At least 3 anyway.)

Create your own story

Mega server tweak

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Yeah because we all wanna play zerg wars 2 like you.

It is really sad that ANet really give what “more is good” people asked. It is really sad.

So you prefer running around ghost towns? Struggling with any boss because no-one will help you. I look back and appreciate this change, it needs some tweaking, it’s bound to, but overall it is a far better experience.

Mega server tweak

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

I’d say in addition to this, add more elements to the fight the more times they succeed.

For example:

Twice – Add siege.
Three – Add a mob that channels a shield for the siege.#
Four – Add a mob that uses player corpses to produce mobs.
Five – Add a mob that spawns after, say, five mins that channels a spell that prevents people from entering the event after it (kind of like a massive Ring of Warding).

I like these ideas although I’m thinking of something that would be something they could implement in the short term. Things like a code that overwrites their current player sensitive difficulty where more enemies spawn.

Eventually they could tailor specific events to have the things you mention. It will probably take them a long time to individually go through every event and give it interesting scaling mechanics.

can you guys change back the camera?

in Players Helping Players

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Any reason you are taking pictures of females in bikinis from behind before the patch went live? lol

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

I have to give this thread a real thumbs up. If they went through this list and starting working on these it would really do some great for the game.

I do understand on point “78. about having pets and minis” though because it would just mean minis would be everywhere. Causing a hell of a lot more lag. It’s fine atm, people can get their pets out if they really want to but they won’t have them out all the time.

I really think Anet shud take a good look at this list. I never heard of combat mode but now I think it is fantastic and should absolutely be added to the game. optional of course.

How to Make the Megaserver Better?

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

This is the complete opposite of what I am experiencing. I completed tequatl twice since the update, i never beat it before the mega servers.

The death of harvest node mapping

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

People in the map call out where the t6 nodes are so it’s not like you have to remap the whole area. Less convenient – yes. As bad as it could be – no.

This is also what I like. It brings the community together, I was in ganderran fields not long ago and there were so many people socialising in chat. One person even put up a list of dyes asking if anyone needed any of them and I unlocked a dye I didn’t have.

Mega servers are fantastic and really randomising nodes is just a bonus. People now communicate and assist eachother in the maps.

The death of harvest node mapping

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Dude, this is exactly how the game is supposed to be. Nodes are supposed to be random, if you’ve ever played a game like Runescape you would know how ultimately damaging it is to have the same locations for all the nodes.

The more random the better. I enjoy searching maps for nodes and killing enemies along the way.

Mega server tweak

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Currently I see a lot of threads talking about the defend events and how they are ruining it for people who want to do the actual boss.

The mega servers are fantastic and fighting along side all those people really has brought life back into the game! It’s not just that people that want to play the boss that miss out, it’s the people who have never done the previous events that also miss out.

The trick is to find a balance. I think a great solution would be to scale the defend event higher and higher each time it’s completed successfully. This would still give people a challenge and would also give people the opportunity to do the boss after defending a few times.

tl;dr Scale the defend event higher and higher each time it is succeeded consistently.

It's a different game again

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Sorry to hear that Vitthold but there are few things I think you should consider before ditching everything.

Traits
You can now change your builds at any time as has been stated above this post. With the new system you can change traits in an instant and they are colour coded for ease of assignment

Wasted Gold
You mentioned about buying trait books, well you might feel like you have wasted money but if you compare that to the people who are joining form this point on; it’s nothing. The new players have to buy each new trait with gold and skillpoints unless they do specific events in the world.

Empty World
As is also mentioned above they have just introduced mega servers into the game and it is more full than it ever was. I really hope you do give it a chance again, I’m only briefly popping on the forums because I can’t wait to get back in game!

WvW invulnerability spot

in Bugs: Game, Forum, Website

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

A mesmer was exploiting a minor glitch where you can stand in a certain spot behind greenvale workshop and be invulnerable.

I attached a screenshot.

It’s right at the back past all the trees to the west of greenvale workshop.

Attachments:

Make events better

in Guild Wars 2 Discussion

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Going through the world the events are fantastic! They have great storyline, mechanics and interactions between players. There is a few problems with the events though.

Reward:
I am always finding myself completing an event chain and there is NO good reward, I unlocked a waypoint which is useful but not amazing. I get some karma and a few silver coins.

Once I complete a chain I hang around just keeping the npcs from losing the event and feel really unrewarded for doing so. Maybe it should unlock a really good area to access for the next half and hour. Maps could co-ordinate and have someone keeping the npcs safe whilst everyone else loots and relieves the watcher so he can get his loot too.

Now I realize if you make it too rewarding it will cause too many people to complete them and the world will be a pretty bland place with no events happening. There must be a way to involve everyone constantly and also to keep the events rewarding.

No real consequence:
So we lose a waypoint…big deal. I personally think failing teq should punish the whole zone and make it all become infected. If you manage to beat him you are rewarded with no poison in the air and an increased magic find in the area maybe. I understand teq is a massive boss and needs serious co-ordination but we should be truly rewarded for beating him.

At current if you fail the area around teq stays tainted…your not thinking BIG enough! It needs to be a lot more punishing than that. No-one goes there anyway apart from to do teq or if they are getting completion. This of course would only apply to the actual timed teq and not the guild ones.

No awareness of people nearby:
If I am doing an event there should be a small event icon for the whole map to say someone is attempting this event! I LOVE when I find someone else attempting an event and I get there just in time to help them up. That is true camaraderie. If someone is nailing an event then green swords should show up on the event, if they are struggling a little orange and if they are getting destroyed then red swords should appear. You could even just copy the sword symbol from WvWvW.

This would really bring the community together and help people not feel so alone in this game. I understand the new servers will hopefully be sorting that but this would be even more amazing. GW2 is at it’s best when a large group of players unite and fight together complementing each others skills and helping each other.

ALL of my most memorable moments in guild wars 2 are times when I grouped with lots of people and accomplished a task. World bosses, WvW battles and sieges.

Thank you for reading.
Let me know how you all feel.

Looking for info on lag in WvW

in WvW

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

How about u fix your internet? I have absolutely zero skill lag in full worlds and my internet sucks.

Permastealth still after april's giftpack?

in WvW

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

Am I missing something? Perma stealth was completely nerfed on Dec 10th. The max I can get is, like, 30 seconds. It takes a lot of concentration. I actually quite like the stealth mechanics but I do think that a nice addition would be a certain increase in damage taken while in stealth. If they changed anything that is.

Attributes, Traits & Conditions

in Suggestions

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

While reading all of Nurvus’s posts all I could think was:

which
/(h)wiCH/
Pronoun
Asking for information specifying one or more people or things from a definite set: “which are the best varieties of grapes?”.

Achivement Points.

in Bazaar of the Four Winds

Posted by: ObsidianSaint.1079

ObsidianSaint.1079

I completely agree with this post; they need to remove dailies and monthlies from the achievement points in the game. It would mean that there would be people with max points but it would also mean that I wouldn’t feel bad every time I miss a daily.

Dailies and monthlies already have there own rewards which is laurels etc. Achievement points should be completely separate.