Showing Posts For Rfreak.6591:

Spectral armor + radiant vambracers

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

That’s just a particle emitter…

Why we are being viewed as "OP."

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

@Linguistically Inept.6583

Dude you want to compare guardian’s staff #1 to necro’s scepter #1?

I meant EFFECTIVE ranged weapons.

Necro axe and guardian staff are mid-ranged weapons.

And by the way I didn’t just mean the fact that you can’t reflect projectiles, I also meant that the visual is not as noticeable as the others.

Why we are being viewed as "OP."

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

@hackks.3687

Dude, this isn’t a matter of “can” or “can’t”, the necro can do all of the above, better and faster, if you want a condition-based engineer you may as well switch to necro because it does the same thing but better.

You can’t compare a class that has to go through all the skillbar, throwing everything around and doing miracles while you get outdamaged by a single auto#1.

Are you seriously comparing engi pistol’s #1 to necro’s #1? the simple fact that pistol’s base bleed is 2s makes it sub-par and impossible to stack, what do you want to cover a 3s confusion?

If you want to play engi in a serious pvp perspective you either run condi-grenades and elixirs or power-rifle with heavy CC (with bombs).

@Blaine Tog.8304

You can cast all the CC you want but the sole AoE CC you have is BoB (bombs require traiting).

Fight a 2v1 or a 3v1 in tpvp, win and THEN come back here, honestly you can complain all you want but you can’t fight 3 people with bombs while kiting and keep track of everything, a necro can fight everything and keep track of 4-5 players at once without having to kite at all.

You’re trolling.

(edited by Rfreak.6591)

Why we are being viewed as "OP."

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

@Blaine Tog.8304

Of course pointing out every single weapon that doesn’t have projectiles on #1 makes a point right? no, because they aren’t nearly as effective as necromancer’s scepter#1.

You know full well what i mean, but want to get into the tiniest of details for the sake of having something to argue about.

Oh and about engies, of course you can use pistol’s #3, 4, 5 (which require 10 point for reduced CD), switch to grenades (which requires 30 points and an utility slot), quickly throw #2, 3, 4, 5 (I was talking about BOMBS btw, sorry if you are using the usual gimmick grenade-elixir build), while keeping track of 2-3 enemies fighting against you (all alone) own’em, travel in time to own them once more and maybe fly right? OH! but-but! you’d still be less effective than a necromancer spamming #1, you happy now? (I’m serious about this last statement, and you’d be much less bulky without a doubt, only effective in zergs or surprise attacks).

Because… condition engies are bulky? no
they burst condition? no
they have CCs while not using a rifle? no

Seriously I have over 400 wins on my engi I think it’s you that gotta L2P.

(edited by Rfreak.6591)

Postpatch WvW badgemachine:-)

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

FT is not viable in wvw imo, you should simply accept grenades or switch to rifle for more CC (also the immobilize coupled with magnet pull can provide magnificent fishes for your zerg), your build is way more viable in pvp though.

Why we are being viewed as "OP."

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

@flow.6043

You know that every single skill has to be worked, programmed, placed in game, tested, translated and officialized via announcements right? are you even aware of the costs of game developement? It seems to me you are not honestly.

A dhuumfire nerf is NOT going to happen, maybe moving the trait.

Also… it’s stated that necromancers are a bit too strong at what they do with conditions right now, I definitely WOULD leave Terror as it is right now, I don’t feel it should be a grandmaster either, but the only possible solution that doesn’t involve a nerf that would hurt most builds is the one I mentioned above.

@Tenebrous.2451

Engineers can’t stack durations properly, in fact we can’t even stack bleeds properly outside of the grenade kit which is unreliable for that purpose (or elixir gun which is definitely too weak to deal damage in general, a LOT weaker version of the necromancer) in a pvp perspective.

Read the walltext I posted above and you’ll understand more.

Why is Dhuumfire OP?

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

@flow.6043

Nah I think Terror is like the bread, you can eat the hamburger without it, you’ll find something similar anyway, + tastes the same.

The patty is the bleeds definitely, but terror being the bread (there’s sesame on it considering the strength) means you can eat many things with it.

There is an expression in Italian, “fare la scarpetta” which means mopping up the sauce from a plate of food with a piece of bread, now THAT bread is the fear (+terror) which shuts down low-healthed opponents on power builds.

So I’d rather lose the combo dhuumfire+terror than nerfing one or the other, this is solved by moving both of’em to grandmaster in a single traitline.

Gotta love these food metaphors

(edited by Rfreak.6591)

Why we are being viewed as "OP."

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

@flow.6043

You didn’t read my post properly, I meant: It’d be perfectly fine if people had to choose dhuumfire or Terror which is why I was suggesting to place both traits to grandmaster so people have to choose which one.

“Why?”, because that means devs made a mistake, admitting it and revamping a skill that cost money to be made (twice)? And because that burn was definitely needed for condition builds?

Also, nerfing terror means nerfing power builds relying on fear, which is definitely NOT what devs or players want.

Why is Dhuumfire OP?

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

@lilstev.3498

necros were more than viable already honestly and not taking burn in a condition build is like… I dunno like hamburgers without cheese?

How to face conditions

in Guardian

Posted by: Rfreak.6591

Rfreak.6591

In this kind of meta, ruled by condition don’t you guys feel like guardians would need more ways to counter conditions?

Like… how Purging Flames cleanses a single condition while I feel it should at every pulse, I mean all other classes got some heavy counter (except thief of course) but the skill that’s supposed to be our heavy counter doesn’t fully work and the burn is quite redundant isn’t it?

Also… how do you guys feel about not being able to inflict even a single bleed?

What do you usually do when facing a condition-based build?

DISCUSS!

Why is Dhuumfire OP?

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

@lilstev.3498

That build misses dhuumfire, what’s your point?

Why we are being viewed as "OP."

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

@Azraeel.1238

Of course the GS isn’t a projectile, but it needs clones to be used to its full potential, kite and a careful user, while also HAVING to display the full animation (which is quite long) to deal the full damage (which isn’t all that great by itself), a scepter can be spammed as it is and be fully effective…

And removing dhuumfire right after being implemented in the game is impossible, devs would never allow such a thing.

The only thing I’d see coming would be dhuumfire moved in the same trailine of terror (there’s a chance they may also move terror to grandmaster, not to allow both at the same time) and/or a longer cast-time on scepter’s #1, like 3/4 instead of 1/2, just like normal stuff you know?

Also I don’t rely on Terror, it simply compliments the usage of fear to lock down low-healthed opponents, for short a Terror nerf wouldn’t truly hurt the build to bring it down to normal levels.

(edited by Rfreak.6591)

Stomp while in Deathshroud

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

@yski.7642

It is indeed unintended seeing how it interacts with stomping in general, people that manage this stomp are likely to use a macro on their mouse (F+f1).

Why is Dhuumfire OP?

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

@Azraeel.1238

You are wrong about moving Dhuumfire into other traitlines, it’s the fact that picking dhuum means picking +30% condition duration that makes it extremely strong in condition builds, moving it to the same line of terror would make it impossible to pick +33% condition duration OR the spectral duration trait (which are extremely useful), and would thus result into a nerf while keeping the meaning of the traitline (conditions) and not killing other builds.

Why we are being viewed as "OP."

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

Keep in mind I’m not raging here, I simply want to answer WHY I’m playing a necromancer all night long in pvp either why people should.

Here is why Necromancers are being viewed as OP:

1: it’s not Dhuumfire
2: it’s not Terror

It’s the Whole condition spamming capabilities coupled with heavy CC all while KEEPING a lot of utility and anti-meta skills.

A dhuumfire necromancer can burst… a condition build that burst, that doesn’t make much sense does it? but that’s not all.

While some people pointed out that engineers had access to the same traits they didn’t consider many other things like:

The fact that as an engineer you WANT reduced CD on rifle or pistol, and probably the AoE-boost trait for bombs if you take bomb kit, then elixirs’ traits if you want some kind of defense against conditions… so… after wasting literally 40 trait points into CD and a single condition cleanser (all just to make any build VIABLE) you can finally go with damage, but engineers need mastertraits for those so they simply can’t be a burst spec.

I’d also like to mention how Pistols’ bleeds last a base 2s duration, how skill description states it’s cast in 1/2 while it actually is 3/4, and especially how poison dart’s volley doesn’t land correctly on targets, making it VERY hard to land some poison condition.

Now the necro… the necromancer can literally auto-spam plenty of stacks of bleeds in a matter of seconds, thanks to its very short cast-time it’s very fast but that’s not everything, have you guys ever noticed it’s… the ONLY ranged weapon in game that doesn’t have PROJECTILES? and is thus not counterable by positioning and reflections?

And it’s also hard to notice in crowded situations.

Keeping in mind that poison affects enemies’ heals lowering them, the burns, the condition duration, a single CC, maybe a couple literally win a fight because the opponent can’t keep up with CC+condition.

Now we’ll bring to the table the defenses of a necromancer… while being able to auto-spam your “purpose” you have plenty of time and attention to keep track of everything that happens around you (thing that would be literally impossible on an engineer, especially while using bombs), and while an engineer would have to waste an utility slot or 2 for offensive (a kit, maybe 2 and slick shoes or something similar) and 1 for defensive/stomping (elixir S), the necromancer can bring the fearsome (no pun intended) spectral wall, which, on such a short CD is quite strong, coupled with other spectral skills can boost your Death shroud dramatically allowing you extra fears, damage and especially bulkyness.

The best elite for a condition based necromancer is without a doubt the flesh golem, because the knockdown time it allows is more than enough to burst down someone.

Now, to top it all you need an anti-meta skill, and looks like there’s STILL space on our skillbar, which is probably going to fit a well of power (this isn’t actually strong because at this point you can’t trait for it, but it’s without a doubt “enough” and AoE, meaning it affects your allies too), oh and, did I mention Deathly swarm (for more condition clearing)? this means necromancers are bulky, can support, can still burst heavily, got CC AND condition removal… sure they aren’t impervious to CC but you gotta admit that’s counterable with DS anyway so… how are we supposed to counter’em? that’s right, you can’t, at least you can’t if it’s a good necromancer.

(edited by Rfreak.6591)

About Radiant and Hellfire items

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@Beorn Saxon.4762

I’m asking because it might not be entirely sure, because the halloween shoulders-skin (the 3 skull thingies) had a version per armor type.

So yea, it might be a huge problem, not being able to wear those skins on all armors.

About Radiant and Hellfire items

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

I’m sorry I didn’t explain myself properly…

Each Skin item has 3 different versions (light, medium and heavy), unlocking one means unlocking all 3 versions or just 1? That was my question.

About Radiant and Hellfire items

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

I’m wondering, as Zenith weapons are pretty much available to all of my characters, will Radiant and Hellfire armor pieces too?

Any word from the devs?

It’s amazingly hard to decide which character should get those D=

The Radiant and Hellfire dilemma

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@Flyingfrenchman.6315

Both pyre and flame (or maybe it was molten? whatever), but I did simply ’coz searching through the entire dye collection would have been too time-consuming while knowing already the existance of those flame&frost dyes, you will undoubtly find a cheaper version via normal-priced dyes.

The Radiant and Hellfire dilemma

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

So… you saw that 3k-chest… what are you going to choose? how much time are you planning to spend at the pvp-locker?

Let’s help each other and share the armor mixes we come up with at the pvp-locker!

Attachments:

[Advice] Vampire Build Questions

in Necromancer

Posted by: Rfreak.6591

Rfreak.6591

You guys should consider also that last patch buffed most, if not all, life-stealing and healing capabilities of the necromancer trait trees.

Static Discharge + Elixirs Bug?

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

HA! Been discussing static discharge for ages with no response, honestly it’s been so many months that the devs are either unaware or clueless on how to go with it… BUT! wanna know the funny thing? Static discharge doesn’t work well with anything that doesn’t have an “enemy”-target to be found, which means turrets static discharge reliably but… what’s worse… have you tried acidic elixirs? You’ll notice that static discharge suddendly works actually… very sad…

Problem with Achievement Rewards

in Bugs: Game, Forum, Website

Posted by: Rfreak.6591

Rfreak.6591

Problem solved… it seems I didn’t notice there was a 100 point chest too, my bad.

Problem with Achievement Rewards

in Bugs: Game, Forum, Website

Posted by: Rfreak.6591

Rfreak.6591

So this is the 3rd day of achievement rewards and I’ve recieved my chest daily, the thing is I’m just at the 1k chest….

I’ve been retrieving it daily but I think the counter made me retrieve the first reward twice.

(edited by Rfreak.6591)

GW2 unlikely to get expansions [Interview]

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

While I agree that RNG boxes bring some money in… wouldn’t it bring even more money having “SURE” drops/buy instead of gambling, at a higher price of gems with some discounts at times? By “discounts” I mean real money/gem change discounts.

Say like putting 1200-1500gem price for a single dragon weapon of your choice, you could burn like 20hrs of farming/effort to get enough gold for the change, or simply “buy” it with, like, 8 euros or something? that would probably even the balance between: “HRS spent farming” and “actually paid HRS of work” (which probably awards more money than what you spent right? time/effort-wise speaking).

Hard Mode Zones

in Suggestions

Posted by: Rfreak.6591

Rfreak.6591

@No Walking.6349

While the idea of having an hard mode is certainly challenging you are approacing it without considering the many problems involved in it, as in: other players.

Back in GW1 we could join parties to do hard mode instances (which could obviously use your ideas for dungeons), but now it’s way different, I mean, don’t get me wrong I’m here to contribute to the topic so I’ll list problems and solutions with your ideas:

Entering a zone in hard mode: selecting hard mode BEFORE entering a zone is plainly difficult to implement in this game, instead I’d have a “button” that “activates” hard mode and becomes disabled for X minutes (as 20-40mins) to avoid exploiters (they’d just skip content in normal mode to travel faster to farming spots).

5-men parties: because of how Champions are built and the amount of people it takes to take one down in a “decent” amount of time it’d be way too hard, but to top this you also have to consider the number of events bound to one zone, in GW1 hard mode zones meant clearing such zones completely from every single mob, but with so many events constantly changing (which is actually the main theme in GW2 and its purpose) and so many areas, hidden areas especially, it’d simply be impossible to achieve 100% in an area, unless you mean POI, vistas and such but then… how’d you teleport? Especially considering it resets every week?

Mobs upgraded: As you clearly thought this with a 5-men party idea I’ll change it accordingly to what I mentioned earlier (game already built for another purpose): rather than having 5 people clear an area of higher level mobs I’d gladly accept all online people around there, but the previously mentioned “hard mode button” cripples YOUR stats instead of buffing mobs, while granting obviously better rewards in order to meet risk/reward ideas (and developers as well… do you know how much work/time it’d take to make 2 versions of every single monster and balance it? I’d simply program better AI and make monsters in general more competitive/smart).

Better rewards: while I agree with you as previously stated for risk/reward, I’d also remind the devs to completely rework the rewards AND the reward system, I think it’s so messed right now… especially after they said they’ll be releasing time-limited content more often than ever.

How do you plan to keep a track of ALL the events? I’m sure you know how the event system works… as not only they are chains of events, but also multiple chains for a single zone/status at that, as in: if the event X fails it triggers event Y, but if it is completed it triggers event Z instead… there’s way too many to keep track…

The zone for your group resets every week/month:
And… what does “your Group” mean actually? there’s no way the servers could keep track of that much info if a whole guild (all guilds) is playing and even then, would that be only accessible to guilds (as that would make more sense)? Or is it truly party-bound? constantly leading to players lacking content completed and thus not able to join parties?

Also… why would a guild decide to complete Queensdale rather than Orr an infinite amount of times?

All mobs are lvl 80: that is plenty understandable but downscaling’s already working and again, MAKING all those mobs… AND making all those mobs APPEAR for everyone, now that’s a feat….

From a developer perspective I’d say those ideas need complete rework or refinement in order to function properly, feel free to use my suggestions.

New Race or New Class?

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@Rayean.8726

Well I’d rather have a new race than a class because we already have enough classes that, with new skills, could become completely new classes while still being the old ones, say the light classes could equip scythes (would be very likely for necros at least), now… the old dervish armors were very light-looking compared to the GW2 light ones, (especially the kodan one and the hoods), if elementalists (which use air and earth magic, just like dervishes used to) could wear those scythes wouldn’t they look exactly like a derv? Perhaps the scythe skills could use some of the old dervish-looking-animations no?

Upset with transmutation

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

I think the main problem would be… non-soulbound back items don’t exist, as such even if you transmute to a White/blue backpiece the result would be the same, the only exception to this however is the wintersday backpack, which is account-bound (even thought it’s a rare), some people, due to some problems with the distribution of the item, managed to get 2 (1 of those is me).

I managed to experiment with the transmutation with the spare copy I had and resulted in another account bound backpack (used the engineer-character-creation backpack skin at that time).

New Race or New Class?

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

Give.
Me.
My.
Tengu.

^This.

I’d love to play as a Tengu.

I can’t remember where I found this screen (legit or not) but it’d be awesome.

Attachments:

(edited by Rfreak.6591)

Pathos closed hoods with masks

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

Character-creation hoods also work, there’s a handful of pretty “thief-looking” masks for some races (especially charrs and humans), however I think about the thief as one of the few classes that got quite an amount of armor mixes available, as a thief could also be a chinese-styled assassin, a gunslinger, a sneaky adventurer and so on, but you actually can’t complain about the hoods because there actually are some, I mean look at the engineers…

Where is YOUR Shangri-La?

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

No place can best the Hall of Monuments, maybe one day a Guild Hall…

Ahh…. the HoM… best place to relax away from the crowds, try armor mixes, dyes and stuff, completely lagg-less, accessible only by you, at any time, provided you have the portal stone in your inventory (only available to GW1 players), a place where you can relax without weird noises in the nearbies (probably caused by other players), randomly speaking NPCs or vile monsters spawning from previously-event-free spots…

A place that reminds you the old times…

Event armor Mix & Match

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

As topic says, let’s all post our pics of newly found armor combos, anything you can equip works, so no minis, yes to backpacks (I wish there was an appropriate section in this forum just for fashion stuff like armor mix, weapons and dyes though).

I’ll start first with my Fused-Gauntlets-themed Engineer.

Attachments:

New Race or New Class?

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

I agree with Red Falcon.8257

But I’d truly love to play as a Tengu honestly… loved’em back in GW1 and still lovin’em now, plus there are already some models in-game and charrs’ armors may fit easily without too many tweaks.

Missing PvE Armors

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

I strongly suggest you guys contribute to this other topic I already made some months ago as it lists the currently unavailable skins and is open to gather more info (as the info on unofficial sites is Always unaccurate about skins, trust me).

https://forum-en.gw2archive.eu/forum/game/gw2/Armor-skins-not-available-in-PvE/page/2#post2113240

Armor skins not available in PvE

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@Lévis.5489

That armor isn’t previewable in the locker so we won’t count it yet until confirmation, you might wanna try general discussion though.

More Armors please!!

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

Honestly… I wouldn’t ask for more armors if we have yet to fix the ones that are already in-game, like… armors that are displayed in the pvp locker (and you actually drop’em in pvp rewards) completely unavailable in PvE means.

For more info check my topic here https://forum-en.gw2archive.eu/forum/game/gw2/Armor-skins-not-available-in-PvE/first

Faulty reward system?

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@Cristobal.8640

I’d perfectly agree on a nerf on our downscaling (meaning I want to be weaker in those areas) because right now I don’t even feel the difficulty… actually this would/may help for those “timers”-mega bosses that Always reward some loot (what a mistake, and honestly if mega bosses do so why shouldn’t other bosses too, which are usually harder actually).

@Olba.5376

That’s partly right AND false, I didn’t mean to completely overhaul the drop rates, but at least some/most cases you want to see where your activity is going, also you have to take into account there are many different areas where you can do so, the prices would drop (not by much), you’d actually have a choice on what to do, and simply put people would no longer farm mindlessly CoF p1 (or mobs as you are suggesting, because they are already farmed in Orr) because they’d feel rewarded as much while doing something else, and that “something else” HAS to become “anything else”.

It's happening again!

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

It is a balance problem indeed, I don’t get why people get so flame-ish these days

I proposed a couple ideas it’s not that I’m supposed to be the only1 to do so D=

It's happening again!

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@laokoko.7403

First: the devs already mentioned they unbalanced the game in the PvE perspective while trying to balance it solely for PvP

Second: it’s proven that a warrior does way more damage than ANY other class and doesn’t have to pay for its recklessness in PvE due to poor AI/CC/AoE.

I’m not “trying” to say anything and I don’t have to prove anything, it’s a fact aknowledged by everyone and honestly, if you think THAT would be hard, think again, anyway it’s a breeze as of now so you don’t even have the right to complain.

Seriously you are picking every single thing just for the sake of argumenting (it seems so to me).

I’m complaining to the fact that leading players towards “this” way is just wrong and even thought they might not have realized it yet, they repeated the same error that was done back in the past (GW1).

Also -I- am trying to find solutions to the matter, trying to contribute to a better game, while YOU are just trying to make me shut up only to have your little farming spot left unscathed.

It's happening again!

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@laokoko.7403

Could you check the screenshot posted above before getting suddendly upset?

I’m not forcing anything the game’s already easy as it is there’s no point in a 5-8 mins run that doesn’t even mean a risk in a single Death/wipe.

It's happening again!

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@laokoko.7403

By exploit I meant the fact that before the Acolyte part you can completely skip the mobs in your way, and that at the Acolyte part everyone can just gather downstairs to avoid the avalanche of mobs spawning, and the fact that if a mesmer runs fast enough and makes a portal can get the Boulder part done in 10 seconds, that is considered exploit and is the main reason that dungeon is doable in that amount of time.

@Orangensaft.7139

The thing you are suggesting is exactly what lead to the Ursan skill to get completely stomped by Anet’s nerf.

(edited by Rfreak.6591)

It's happening again!

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@beren.6048

It’s not that people farm, they actually exploit but I’ll leave that as something fixable, what I wanted to say is that parties that require certain classes shouldn’t even exist in this kind of game, not to mention the farm itself.

I’m merely discussing about what ruins my gameplay, the farm and the grind, and unchallenging dungeon rewarding WAY more than the hardest thing you can think about in the game (like the halloween jumping puzzle if people remember lolz).

Faulty reward system?

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

Honestly… the biggest flaw in GW2 is the reward system.

I’m concerned about this issue because it alone hinders the Whole game experience making it much less enjoyable and more frustrating.

This big problem can be divided in 2 smaller problems:

1-Lower level content also awards lower level items (lower level of value, not actual level…), why is it that my time spent in lower level zones is less valuable than that spent in dungeons? Or mass-farming Orr?

2-RNG, honestly I don’t get it why very smart programmers just smack a drop rate on items instead of having people obtain those in legal/legit/understandable/ungrindy means… If I play a total of 800hrs (obviously not spent AFK) I want to be rewarded as much as someone that has played for a 1/4 of that and got a precursor already (I know about the scavenger hunt being worked on, but this isn’t just about precursors, I’m talking about the Whole reward system).
Is my time much less worthy compared to lucky people?

My solution? I’d rather remove the chests and the drops (except for materials obviously, but might give a thought on that too) and have the right-now-useless achievement points count toward rewards, and I’m not just talking about precursors, titles and stuff like “yak-slayer” with an infinite amount of “fillable bars” that reward the player with X meat at every completition, doesn’t that sound fair? It also helps getting people into lower level areas as much as repopulating event-less areas (the amount of event in an area scales with the number of players in said area, so no players no events).

One more thing, the player wants to “feel safe”, it means that if I’m working to achieve a certain goal, I want to actually be able to see that goal… you know… either way it seems like an endless run that might end bad half-way through…

So… what do you guys think about this matter? And how would you solve it?

(edited by Rfreak.6591)

It's happening again!

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

So… all GW1 players knew the almighty “Ursan” problem and after months of that skill being abused to farm endlessly and breezing through PvE Anet finally decided to nerf it…

(people were forced to heavily grind in order to get a high level of said skill, some had to create a new character in order to have one with more armor to use that skill as it was accessible to all professions)

BUT! now… years have passed and the same thing is happening, just that this time it’s warriors endlessly farming CoF’s explorable path 1 with a mesmer!

How do you guys feel about this? And what would you do to fight this kind of behavior?

1-Now I’m not about nerfing but if some skills are literally “required” to join some parties then there’s something wrong, so be it an only-PvE change to 100b in order to prevent warrior’s spam.

2-Make that path actually need some kind of thought in order to be completed, like harder boss, improve AI (as to… run/kite if under AoE or 100b), unskippable mobs, mobs’ CC and definitely more AoE, plus a tweak to the acolyte part of path1… no1 would ever stay there and take the hits if you can get out of combat and w8 the acolytes’ respawn, like… instead of that neverending avalanche of mobs that is sure to wipe you…. and stuff, you know?…

3-Now one BIG problem in GW2 is the reward system, right now one if not the best way to make money is spamming CoF p1 in order to get both silvers and tokens to spend to get rares->salvage->ectos->profit! …. why does it have to be this way? why are we forced to do things like this? the answer is simple, because doing something else… ANYTHING else is not as profitable as this, so in order to make up to this I’d give a boost to lower level zones’ rewards and boost/add items to be crafted that require lower tiers’ materials.

Keep in mind this topic is only about this CoF problem, there are many other problems in GW2 that need tweaks and some thought but please don’t go off topic

Attachments:

(edited by Rfreak.6591)

Why isn't this set in PvE?

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@Diy.5296

Do people read what others write? SCREENSHOT OR IT DIDN’T HAPPEN

Please post a screenshot of the preview item with the location it is found, you can’t rely on wikis and forums which obviously have confusing information.

To alt or not to alt, that is the question..

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

I think you shouldn’t have alts actually, make the one you truly like, its original concept is what truly made you pick that one character so why not stick to it?

The Whole concept in gw2 of personal story, customization and everything, the dye system too, and armors and possibly missable items (the recently released gloves are only available to one character per account), encourages you, EXTREMELY I’d say, to solely have one character and maybe use the rest of the slots to pvp.

The rest of the characters will never, EVER be as dedicated as the one you truly like, which is your original avatar, to truly be an “avatar” as it’s its meaning.

Why isn't this set in PvE?

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@Icepick.5210

People just love to spit info without actually checking… screenshot or it didn’t happen.

@artichexx.5324

You might want to contribute to this topic I made some time ago (which has yet to recieve an official response)

https://forum-en.gw2archive.eu/forum/game/gw2/Armor-skins-not-available-in-PvE/first#post1931132

Armor skins not available in PvE

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

could you provide screenshots so I don’t mistake things?

Armor skins not available in PvE

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@Aeonblade.8709

I know that

Tribal Armor Set (LIGHT)

Attachments:

(edited by Rfreak.6591)

Armor skins not available in PvE

in Guild Wars 2 Discussion

Posted by: Rfreak.6591

Rfreak.6591

@synk.6907

That’s not the armor skin we are talking about

@Croark.3402

That’s not the medium-armor Commando armor set displayed in the mists.ù

Refrain from posting wrong information to prevent further confusion on an already quite confusing matter.

Just… do you guys even read before posting?