Showing Posts For Sargent.5649:
I don’t think LFG is that confusing, and it would only take 5s for someone to explain it to a newbie, even with breaking the open world content into 3-4 more tabs. Filtering for the map you’re in would be a lot of coding. Would be a lot easier to just add 3 or 4 tabs. It’s really not that hard to figure out “Ok, I am doing living world content, and I am in silver wastes, which is part of the maguuma wastes” for example. As long as the fact that SW/DT are clearly identified as magguma wastes, the rest is obvious.
I agree with the OP that the Open World Content section of the LFG window needs some organisation. As it stands, with Halloween and the new HoT content, I open my LFG window to Open World Content and its flooded with at least 40+ lfg’s, ranging from Labyrinth and Ascent into Madness; to SW and, less frequently, Dry Top; Verdant Brink, Tarir and the odd Tangled Depths, or Dragons Stand; the odd story achieve and even the frequent (wrongly placed) Fractal run. It’s very overwhelming and kitten near impossible to find the team/map you want.
I propose it gets broken up into the following:
Central Tyria
Maguuma Wastes
Magus Falls/Heart of Thorns
At the very least these 3, maybe even one more tab for Living Story and/or Holiday Events.
This would tidy it up nicely.
When Anet first showed off the Revenant and the its skill sets for Hammer, Mace and Axe they had some really kitten looking weapons on their revenant. I’ve searched through my bank wardrobe and have not found them. Can anyone enlighten me as to why they are not in game? I was really looking forward to getting them on my rev, and they didn’t even make it in game. They’re awesome skins, no idea why anet would drop them.
https://wiki.guildwars2.com/wiki/Mistrender
https://wiki.guildwars2.com/wiki/Mistcleaver
https://wiki.guildwars2.com/wiki/Mistbreaker
(edited by Sargent.5649)
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Sargent.5649
The vast majority of people on this topic are saying the same thing. We expected to be able to play the much touted elites within a reasonable time after release, and for that majority the 16,18,40 hrs or w/e it takes is just ridiculous.
The majority feels that mastery’s themselves are ok, but that locking them to elite’s is not.
The majority feels that personal elites should not be tied into group success scenarios.
The majority feels they should not have to play through most of the new HoT pve zones just to play how they want to play. That by doing so a grind mentality happens and the areas themselves become that, instead of adventures.
The majority feels that the wvw grind isn’t all that much better, because people want to be fighting using their new abilities and not mindlessly running in swarms just for the sake of a nuisance gate.
The majority with many alts are worried about the hundreds of additional hours of “gameplay” necessary to run around with specs they’re tired of simply to play the way they want to play
The majority feels they were promised new exiting roles to try and only upon entering HoT have they realized that their elites will be crippled to the tune of many many hours (which for many working people accounts for days and weeks of not being able to use their new spec) x any alt they have or may wish to create in the future and that this particular hero point system becomes a grind for fun.
The minority wishes for everything to take a long time to complete, and believes time itself gives satisfaction in all areas of the game.
The minority is afraid that if Anet caves on the elite grind they may do so in other areas of the game, no matter how many times the majority tells the minority this is not a global time involvement complaint, but simply restricted to elite hero point grind.
This is definitely a hot button issue right now and one that has attracted many people to voice their opinions so anet will, and I hope soon, address it with more than just snarky remark towards people who just bought their game.
I guess the majority would approve what this guy is saying the majority says…
I do approve him!
Bump! Thank you!
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Sargent.5649
At 5 cents it’s overpriced!
Glad it takes a little bit of work to achieve things. If it was too easy people would be kittening in a week that they had finished. Anet can’t win.
Personally……love what they’ve made.
As I’ve said, the maps, masteries etc I’m fine with them being challenging, but the amount of work required just to unlock a new play style is against everything anet have worked toward. I would be loving the new maps and be thoroughly enjoying grinding masteries, if i was doing them on an elite spec, and if i wasn’t so peeved about how they went about unlocking elite spec. The masteries could take literally months to complete, i wouldn’t care as long as i could do them on an elite spec.
Elite Specializations & Hero Point Feedback [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: Sargent.5649
I’m adding my 5 cents worth on this argument because everyone else is, and I want something to change. The amount of work required to unlock our elite spec is absolutely a joke.
We have to play almost 80% of the new HoT content as old spec characters before we can completely unlock our elite spec, by which time we’ve finished all the content and have a brand new shiny elite spec’d character to.. what? Farm SW with apparently, coz we’ve finished all the new HoT content. And no, this does not make me self entitled as a lot of you seem to think. I didn’t expect to log into game and have instant elite spec unlocked, however, I also didn’t want to have to do all the new content as old classes. I wanted to play the new shiny content as a new shiny elite spec, is that so much to ask?
I’m fine with having to do some work to unlock the elite specs, but 400 hero points? Considering world map completion gives us 214, thats half way there. You could do the 40 available jungle challenges, but most of them are gated behind masteries. Now I love the mastery system and I think its brilliant, but the fact we have to unlock masteries just to be able to unlock core elite skills is just absurd.
For those of you who say “its all anets way of increasing the lvl cap”, wrong. Masteries is anets way of endgame progression, in other words, “increasing the level cap”, but elite specialisations is not. It is a new way of playing our characters, but unfortunately its gated behind all the other content we have to unlock first.
So much of what Anet has done in this xpac is very cutting edge, forward thinking ideas for MMORPGs, changing the concept of what it is to play an MMO, but unfortunately the way elite specs are unlocked is a huge backward step for Anet and I am hugely disappointed with it.
Once again, just to reiterate, I don’t expect it handed to me, I just dont want to spend weeks completing content just to unlock it, I want to unlock it so i can spend weeks completing content as a new exciting elite spec.
TLDR; I really, really do not think it is too much to ask to be able to play the new shiny content as a new shiny elite spec’d class. and I really, really hope that Anet see the error their ways in this and do something about it.
Believe me there is nothing i despise more than the full zerk meta. I opt away from it and play builds the way I enjoy them. Of my 10 lvl 80’s I have one full zerk (ironically its my thief). I don’t see how my thoughts support a full zerk meta. Feel free to enlighten me. I didn’t state that the blinds or weakness need removing, I said I think they need improving. Compared to other weapons available to thief, skills 3 and 4 kind of pale in comparison.
As for Bound, I was really looking forward to it, but it just was not worth the time. I missed most of the Bound dodges I used because I landed out of range (yes dodge rolling through the mob). It kind of defeated the purpose of it. Better off sticking to staff #5 than Bound.
Ok, I’m no super elite player, but I have some positive and negatives observations on Daredevil, based on my brief play and reading some other reviews.
Stealth: A lot of people have complained about the fact that the trait line makes stealth nearly impossible. I would like to point out this is kind of the point of daredevil. It’s meant to take away from stealth and focus on evades. I would have suggested a stealth field on the staff somewhere but you can’t use the staff if you aren’t in daredevil trait line so… kinda pointless. I don’t think the trait line, or staff, need any access to stealth and are fine as is in that sense.
Staff: A lot of people also complaining about the staffs lack of damage, but I found it’s auto attack chain to be highly effective against groups. Skill 4 is a little useless and skill 3’s evade does seem a little off. I would say skill 3 and 4 need some serious modifications/rethinking, and maybe skill 2 needs a little tweaking in terms of its movement. Skill 5 is awesome, I love it.
Utils: I have no real issues with the physical skills and I don’t have a lot to say about them. They’re not really amazing, perhaps a little lackluster, but they aren’t terrible. The Impairing Dagger skill (throw 3 daggers for slow/poison/immob) is awesome though, and by far the best. Will be using this one a lot.
Traits: I’ve seen a lot of complaints about the dodge traits feeling clunky, which I tend to agree with. They don’t really feel like a “dodge”, more like a “dodge type skill”. The biggest thing I have found, however, that I think needs a change is the Bounding Dodger trait. Apart from being clunky, the other 2 are decent traits.
The “damage on landing” dodge I find very hard to use. It has a movement range of 300 and whenever you use it in a melee situation you just end up dodging out of melee range and not landing the impact damage. Unless you back off a bit first (I found staff 3 skill followed by dodge into mob worked alright), but this kind of defeats the purpose of melee.
I think this dodge needs a range decrease. Though this makes the dodge no good for mobility, mobility is not really the purpose of this trait, that’s what Unhindered Combat is for. The purpose of this trait is to have a brief evade, while landing and dealing a massive blow to the enemy. It’s kind of hard to do this when you dodge out of range and miss them entirely.
Perhaps drop the movement range down to 240 or 200 instead of 300. Or, as an alternative, if nerfing the mobility of the dodge makes people unhappy, make the radius of impact bigger, say 300, that way when you dodge out of melee range you still at least hit the mob.
Lotus Training is amazing because you can dodge away from your opponent and still hit them. Throw in the caltrops on dodge trait and you can build a tonne of bleed, but Bounding Dodger is pretty much useless as you can’t dodge into or away from the mob without missing the landing impact entirely.
If I had to pick one thing to change it would be the Bounding Dodger trait. The rest I could live with, but that trait definitely needs a tweak.
Thanks for reading.
I am a frequent dungeoner. I run everything but CM and Arah, because I find them too tedious for the reward they give. As it stands, a lot of people feel the same way about CoE and HoTW, which is why I often find myself standing outside the dungeon waiting for almost half an hour just to get one person joining a team for either dungeon. Whats worse is that CoE can become closed. Megaserver was supposed to help resolve the perma-closed dungeons, which it pretty much did for CoF, but CoE is just not popular enough and I often find myself having to solo the pre just to open it, just to stand outside for half an hour waiting for a team.
There are several reasons people refuse to dungeon, or avoid certain dungeons: 1) They find them boring. Fair enough, to each their own. 2) The reward is not worth the effort. This is where my solution comes in, something Anet should look into. A simple fix to make dungeons more popular, especially the higher level ones.
I propose a reward revamp. Nothing fancy shmancy like new skins/weaps/whatever. Just more gold. As it stands, AC gives 1.5g per path. This is the main reason it is such a popular dungeon to run. Dungeons like CoF and SE are easy to get teams for because they are quick. Also, certain paths of all dungeons are easier or faster than others, so perhaps adjusting the reward within a dungeon to make it more suited to the path you’re running might help some too. Let me break down my proposal per dungeon (and each of these remain as a once a day reward):
- All dungeons from Ascalonian Catacombs through to Citadel of the Flame should have a base reward bumped to 1.5g, instead of 1g. Harder paths, such as CoF p3 and SE p2 should be bumped to 2g, or 2.25g.
- TA Aether is almost as hard as arah so probably needs to be 3-4g reward.
- CoE and HoTW are not particularly hard, but are time consuming and not really worth a measly 1g. I believe these dungeons should have a base reward of 3g per path. Possibly 3.5g for the harder paths, though really they are all of similar difficulty level.
- Arah is by far the hardest dungeon. I have tried it on a few occasions and only ever end up rage quitting out of frustration. Thus 3g is definitely not worth it. The easiest path (i forget which it is as i never run it) should be 5g reward, the next two harder ones should be 6g, maybe 7g per path, and the hardest path, which i beleive is p4, and no one likes to do, should almost be as much as 10g per run.
Maybe the arah rewards are getting a tad high, but this is around what i feel they would have to be for me to even consider running them regularly. I wish I could run all 3 paths of HoTW/CoE every day but it almost takes longer to get a team than to run them at the moment. At the very least, these 2 and Arah need a reward boost to match their time consumption. It’s a simple thing that would take Anet a few minutes to adjust in the programming, i’m sure. Maybe longer if they were to make rewards different per path. Am I asking too much or does this sound fair to people? Thoughts?
Anet please consider this!!!
I don’t know if it only creates new ones when others are full, I do know there’s very rarely only a single map. I’m pretty sure EoTM always has multiple available maps.. I just tried guesting, no luck, same ip.
So, with the megaserver maps are now differentiated through their IP. You can find what map you are on by typing /ip, which gives you the IP address of your map. You can swap to another map of the same zone if you are teamed with someone in a different IP and right clicking their face. But what if we do not have anyone in a different IP. What if we are stuck in a bad map and just want a different one. I think there should be a command to allow us to change map IP. Not to be able to specifically select a specific IP, but if we could type /newip or something, it would send us to a different, open map of a different IP that isn’t full. Perhaps even locking it to a once every half hour or something, so it doesn’t get abused.
I find that I so often get into a map (in particular, EoTM) that is doing something different from what I am after. Admittedly I am after and XP/Karma train, but how often i get stuck with a map that is bag farming, or being blocked and farmed by the other sides at every turn.
Just now, before I started writing this, I was in a really good EoTM K-Train map, going really well. Best one i’d had in a while, then half a dozen people show up, tag up and ruin the map for just about everyone (I was not the only one complaining. Very little was getting capped.) Popping in and out of EoTM several times i constantly landed in the same map, unable to find a new one.
This isn’t the only time I’ve wanted such a command to be available, but I cannot think of any other times of the top of my head. This is the most recent and regular occurrence. Does anyone else think a /newip command would be a good idea, with a lockdown to stop abuse?
Hi all,
So a while ago I was in a dungeon and I saw a headpiece on a human female mesmer that appealed to me for my asura mesmer I was making. I asked the person what it was called and later looked it up on TP for my mesmer. It looked pretty much the same on my mesmer as it did on the human. However I forgot to write down what it was called and now a while later when I need it, I cannot find it anywhere. As far as I can recall it looked similar to the human version of the Feathered Headpiece, only with a flower on the side instead of a feather. I know it’s not the feathered one because that looks completely different on Asura.
Now, my memory could be off but I am pretty sure that this account is accurate and I’m not imagining things. Does anybody have any idea what this headgear is called or if it exists and is not just my imagination?
Hi, I’m a semi new player, been playing for a couple or 3 months. I have one level 80 warrior, now working on a guardian. I’m looking for an active guild in Sea of Sorrows that has a heavy Australia/New Zealand base to match my time zone and does regular dungeon and fractal runs, as well as guild bounties. My mains name is Cnfsr Kahlan Amnell, if you want to get in touch.