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I don't understand the logic of Map completion/jump puzzles in WvW

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Posted by: Ravenous.1728

Ravenous.1728

Jumping puzzles are not needed to be done, ever. Exploration, IS needed for the Legendary weapons & excluding this & the mats involved to acquire such a thing (meaning, you can slowly build up the mats over months & months – 1500 ancient wood anyone?) its more of a self accomplishment & “thing” to get done, which I meself fall under.

However, while I can understand the frustration someone may feel for not being able to do or get something they want, I think the bigger picture was missed here. The game is called; da da da daaaaaa – Guild WARS 2. Yes, it has a great character storyline & yes it has nice dungeons & yes the world is beautiful to immerse yourself in & if you so chose, not even look at the WvWvW. This game though was designed for WvWvW, period. The other stuff supplements that, not the other way around where PvP type stuff supplemented it, like Rift for instance.

You can not seriously get jilted that part of a mass exploration completion, takes you gasp into the 4 massive maps, of which the warring between servers takes place & is what makes this game, what it is.

Your server will not always suck, you will at times be able to run with a zerg that the opposing teams will flee from & slowly accrue the missing points. With a little dedication, exploring & understanding these maps, you will get your achievement & possibly, even enjoy some of the WvWvW that came with it too.

Top Requested Changes to WvW made in the Forums

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Posted by: Ravenous.1728

Ravenous.1728

1) Keep transfers free, but limit to monthly, after a 1 week trial daily (to help those new players get where their friends are). This would be alerted 2 weeks in advance, so everyone could get to the server they actually wish to be at.

2) I’ve never used a ram personally, but from what I’ve observed, they’re what 1 or 2 player operated?.. The dmg should scale by being full & require 4 to get max dmg. Players take 25% less dmg while operating.

3) 1 ram vs wood, 2 rams vs stone & 3 vs metal keep control mechanics, will help those who finally claimed a keep in a nearly full controlled / upgraded map to not lose it in 1 min when 3 rams & 40 people show up, that 10 people trying to defend have no chance too. It’ll still go down, but take a bit longer.

4) Diminishing dmg done on overlapping AE’s, to something like 15% less dmg done with 2, 30% with 3 & 45% with 4 or more. If you have the OM buff, this is changed to 10, 20 & 30%.

I think #11 was meaning the Invader karma armour only has tough & vit. There is no say power & prec, with the 3rd being healing & cond, etc.. I could be mistaken, its been awhile since I bought mine over a month ago, but I only recall tough vit.