Showing Posts For Randall.6850:
Jorno, the problem was never the QD train exclusively, it’s training and zerg-farming in general regardless of what map it happens on.
What happened in Queensdale was a special case but this type of play has been deincentivized game-wide a long time ago. Unfortunately, it has been nearly completely ineffective. It slows it down for a little bit but once people get used to the reduced drop rates and the reduced xp/karma rewards they just go right back to it… and complain about the nerfs.
Penitent/Shelter’s Gate in Orr was a good early example of why zerg-farming is bad for the game. When this whole mess got started this is all anyone was doing. The majority of players were loitering around these two areas waiting for the defense events to start, nothing else was getting done and the temples were almost totally ignored.
Even now on that map there are certain players that will harass and insult other players for doing certain events (events that Arenanet put there to be done), like Jofast’s camp defense or ANY temple defense, that they don’t want them to do because the event that follows the failure gives better drops.
Nobody cares about fun anymore. Guild wars 2 has become a mindless zerg filled with people that want as much as they can get as fast as they can get it, even if that includes raiding the starter maps and causing the destruction of the lowest level champs in the game. Champs that, in reality, were being killed mostly by people that had absolutely no business killing on those map in the 1st place.
Arenanet has a lot of work to do to fix the direction that this game has been heading in for a long time now, but they should have seen a lot of it coming. The game is designed in a way that requires the players to exercise restraint and police their own activity, which obviously isn’t going to happen based on the type of people that make up a large portion it’s population.
Arenanet let it get out of hand, probably due to fear of driving off even more players from an already shrinking community, and now they have to treat some players like little children and take away their toys because they refuse to play with them the way they were intended.
Guardians and Warriors have the highest survivability in dungeons simply because of the stupid design of the dungeons that basically forces fragile, ranged players into melee fights against waves of absurdly over-powered enemies.
Outside of this though, Guardians and Warriors aren’t that great. I long ago lost count of how many times my stupid-squishy Mesmer has been the last person standing in a sea of dead tanks or how many times I’ve watched entire groups of melee players die to a champ that I can easily solo on the same Mesmer.
In situations where ranged classes are forced to play at melee ranges there isn’t much you can do about it but when you can play your lightly-armored ranged class properly (and skillfully) you will outfight and outlive any Guardian or Warrior almost 100% of the time.
AoE rings should never go beyond the maximum range no matter how far out you try to push it. Very often, these skills are being used on the fly or when you need to pull it off fast to save your skin (teleport).
And let’s be honest, I don’t think that range in this game is something that too many people would call consistently accurate. I routinely get “out of range” messages when trying to use an attack or skill when the target or target area is well within range.
Agreed. Please fix the absolutely horrible targeting!