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What PvE roles can each class fill ?

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

There isn’t really any need for that extra mastery point.

I’m currently two mastery points away from being able to afford all the core mastery tracks. I want to be able to afford all the mastery tracks. My choices are:
– Ascended and cultural armors. Which just require me to accumulate gold, which is something that happens however I play GW2.
- Spend mytime going after other mastery points, taking me away from doing the parts of GW2 I’m enjoying right now. When my playing time is rather limited.

Sure, I’ll take longer to get them this way, but it will be more entertaining for me.

What PvE roles can each class fill ?

in Players Helping Players

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Thanks for those answers.

Due to the mastery point for getting ascended armor for each weight class, I’ll focus on a medium and heavy class now, others later. Medium will be the ranger as a healer, since everyone always brings them up when talking about good healing classes.

That just leaves heavies. I think I’ll stick one in berserkers gear for direct damage in melee, one in a condi gear. Would I be better with condi guard, berserkers rev or the other way round ?

What PvE roles can each class fill ?

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

My main character is a berserker Ele. I’ve got alts of every class other than warrior and I’d like to something else with them in PvE. I’d like to know what my options are.

What roles can each class fill in PvE that can’t be done by a berserker ele ?

For example, which classes can do decent condi dps ?
Do they do it in melee or at range ?

Which classes make good healers ?

Which make decent melee berserkers ?

I am not asking for specific builds in this thread. I will decide what role I want a character to fill, then I will go into the class specific forum to get a build.

guild lost interest in raids.

in Fractals, Dungeons & Raids

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

I wonder what portion of the GW2 playerbase really care about raids. I know that if I wanted to do raids, I’d have never picked up GW2. Instead, I’d be playing an MMO that already has several raids in-game.

Bring Gliding into the Core Game

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

So you want them to rebuild every map from the ground up to allow gliding without breaking the map and revealing all the “movie facade” unfinished areas?

I’d suggest allowing gliding for a week. Take note of which of those unfinished areas get a lot of people noticing them. Because those are the only areas that need fixing. The other areas can remain broken as most people won’t see them and the few people who do should accept that the maps weren’t designed with gliding in mind.

Misspelled COUNTRY!

in Bugs: Game, Forum, Website

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Do be aware that much of the company is on vacation.

I’ve not received even the automated response on my tickets;

The automated response system is on vacation ?

guild lost interest in raids.

in Fractals, Dungeons & Raids

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

I guess this is what you get when you try to server something a bit more challenging to a casual crowd. Rather than slowing down and go over that speed bump, lets all just stop and turn around.

There are two challenges for raids:
1 – The raid itself.
2 – Organising a raid group.

It’s the second one that has put me off raids.

guild lost interest in raids.

in Fractals, Dungeons & Raids

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

This seems a similar pattern to the 12 man missions in Factions. Lots of people requesting missions with a larger party size. Plenty of hype. ANET releases them. People figure out how to do them. Then interest starts dropping.

Sure, it seems to be gong faster here, but there are some reasons for that:
– Access 12 man missions in factions required someone from the alliance that “owned” the capital cities to ferry you in. So it took longer for most players to get access to them.
– Guild Wars 1 was built around 8 man parties where you needed specific roles to be filled. GW2 was designed for 5 man parties where grabbing the first 4 other people who want to do the same thing as you is usually sufficient. So I’d expect GW2 to have a higher portion of people who dislike having to fill specific roles in a party. So the portion of the GW2 population who decides that forming the 10 man parties isn’t worth it will likely climb faster.
– Rewards. The big rewards of the 12 man missions were tradeable. If you didn’t want them, you could sell them to players who did for quite a bit. So the rare drops were always valuable to anyone who received them.

Would arenanet ever bring the alpines back?

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

“We want to bring back the Alpine map later, perhaps for a tournament/season, or for a set rotation. We haven’t quite decided yet on how to solve it.”

The solution seems pretty easy to me. Currently we have 3 borderlands with identical maps. Why do the maps have to be identical ?

What’s wrong with giving red the desert map, blue the alpine map with the quaggan lake, green the other alpine map ?

At least until they produce a third borderlands map. Then they can ditch one of the alpine maps and have each borderland on a different map.

[US] Triple Trouble groups ?

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Thank you. The time isn’t the best for me, but it can work.

[US] Triple Trouble groups ?

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

I’ve tried doing Triple Trouble. I keep encountering the same two problems:
– I have no clue what I’m supposed to do there.
– It seems that nobody else on the maps I try on knows any better.

So I’d like to know about any organised groups on the US server that I’d be able to join to get myself all the TT achievements

mandatory adventures

in Guild Wars 2: Heart of Thorns

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

There is a solution. Remove mastery points. Remove the mechanical benefits for doing those things. The people who don’t like adventures are no longer forced to do adventures. The people who don’t like the coordination required of meta events are no longer forced to do meta events. They all become optional.

Then, if anybody complains, just point out that they don’t have to do those things to improve how well they do at the parts of GW2 they enjoy.

For those still wondering about P4F ...

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Snoring Sleepwalker.9073

Please explain how it is an extended trial.

Because the limitations on the trial accounts show that there is a very clear difference between the players who bought core GW2 and the players who didn’t.

Plus I don’t like calling a game free to play when there is a large chunk of its content locked behind paywalls. 8 small paywalls for living story season 2 content and a larger paywall for HoT content.

For those still wondering about P4F ...

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Snoring Sleepwalker.9073

ArenaNet always uses Play for Free rather than Free to Play. F2P is a term that have a very negative connotation to MMOs and gaming in general that they wanted to avoid.

Is there anyone who can see the distinction that ANET is trying to claim exists between P4F and F2P ?

It would have been better to just call the core game going free an extended trial period.

Craft levelling guides ?

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

What guides exist to inform people the cheapest ways to level each crafting discipline ?

That means a guide that automatically updates itself as prices on the trading post change. I know of http://gw2crafts.net/ . It’s a start, but it has two problems:
– It doesn’t have any information on scribes. Not a big deal given how expensive levelling a scribe seems to be right now, but it does suggest that the guides aren’t being maintained any more.
– It doesn’t take the price you can sell what you crafted into account when picking the cheapest items. From the faq

Q) Various questions about considering TP sell values or adding vendor cost recovery.

A) Balancing based on TP sell values would add risk to the guide price, as prices would even out and stagnate removing the ability for some people to recovery costs that way and thus making their run through the guide several silver more expensive. I currently provide a “best guess” cost recovery based on maximum bid or vendor price, whichever is greater, and if 0 minimum TP sale price.

There also doesn’t exist an “automatic” way to determine if an item will actually sell at the price listed either.

Meaning that if there was an item that cost 5 silver to make and sells for 1 (net cost 4 silver) and another item that cost 10 silver and sells for 11 (net cost -1 silver, aka a profit), GW2Crafts would pick the 5 silver item. I’d like a guide that picks the 10 silver item and leaves me with the risk of it not selling at that price.

Does such a guide exist ?

mandatory adventures

in Guild Wars 2: Heart of Thorns

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Stay mad. Keep reminding ANET that you’re mad about being forced to do single player content in a game advertised as massively multiplayer.

Leaderboards do not make them multiplayer content. Not when the people doing them don’t care about how well other players have done.

ANET can you make some mini-game easier????

in Guild Wars 2: Heart of Thorns

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Keep them the way they are. Just remove the mastery points from them and add the mastery points to some other open world content instead of gated behind this garbage.

Nailed it.

Or they could also add enough Mastery Points to the game so that people that struggle badly with these games or don’t enjoy them could max out their points without having to do Adventures.

If you’re going to do that, why not just remove Mastery Points entirely ?

Once someone has enough XP in a mastery track, they get the mastery rank. Let the content stand or fall based on how many people enjoy it and/or the rewards it gives, instead of making people do it by locking mechanical benefits behind it.

Don’t lock mechanical benefits behind bosses that aren’t guaranteed to spawn (Silverwastes Legendary bosses)
Don’t hide the real price of HoT behind microtransactions (Living story season 2 mastery points)
Don’t force players into pathetic single player minigames in a Massively Multiplayer game (adventures).
Don’t force players into grinding for armors and weapons they might never use (collections mastery points).

The problem with adventures is not the adventures themselves. It’s the fact that mastery points lock mechanical benefits behind them. They aren’t the only content in GW2 like that. Content that I only hate because I can’t avoid it. If mastery points were removed, the content becomes optional and I’d become indifferent to it and stop complaining about it. I might even like some of it because I’d only run it when I want to.

ANET can you make some mini-game easier????

in Guild Wars 2: Heart of Thorns

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Snoring Sleepwalker.9073

Yeah, who needs challenging content, when you can get the achievements spoonfed to you? /rollseyes

I want challenging content involving my using my class specific skillbar. Not content where ANET denies me that choice and forces a build upon me.
I want content where I control the camera. Not content that forces me into action camera mode.
I want multiplayer content. Not single player content that has been done better by offline games.

I want the only people talking about adventures to be the people who enjoy them. Which won’t happen while we are required to play those pathetic minigames to get enough mastery points to unlock everything.

Why can't I level my masteries anywhere?

in Guild Wars 2: Heart of Thorns

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Snoring Sleepwalker.9073

So, ArenaNet spent time and resources designing content, that they knew, beforehand, no one would play? So, in order to waste more resources, they designed, again, more content they knew, beforehand, many would complain about? This is your take on it?

Seems a bit strange to me, to do all that work they knew, beforehand, would be wasted. Hmm.

More likely is that they did most of the work before they became worried* that the content couldn’t hold players interest on its own merits. By the time they became worried it was too late to make serious changes to ease their worries.

Maybe internal testing sparked the worries. Maybe a change of staff at ANET or NCSoft brought in people who were worried.

*This theory doesn’t require ANETs worries to be correct.

ANET - Forced adventures!!??

in Guild Wars 2: Heart of Thorns

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

I don’t know why filling the mastery bar with experience isn’t enough to get the mastery. Why even have mastery points? Seems to be a way to force you into certain content.

That seems to be the point. The question is why ?
Why would ANET want to force players into content that they don’t like ?

Best I can guess is because ANET wants metrics showing that people are playing adventures, probably to justify how much money they spent developing them. But they couldn’t make them enjoyable enough to get people playing them. So they force us into them instead to get the metrics they want.

Do you happen to have a link where ANet said (whenever, actually) that you HAVE TO DO Adventures to complete your masteries

What ANET have done says more than anything they say.

It takes 114 mastery points to unlock the HoT masteries. There are 129 points available.

That leaves 15 spare points. There are 15 adventures. 1 point for gold in each one. 1 point for silver in each one. 1 point for getting bronze for all adventures in a map. For a total of 34 mastery points.

If you get every single non-adventure mastery point in HoT you still have to get silver in all adventures to unlock all masteries. If there are others you can’t do, say because you can’t get 10 people together at a time to do a raid, you’ll need golds.

Looks pretty forced to me.

I hate being forced to do the story to get MP.
I hated being forced to do JP’s to get MP.
I hate being forced to kill specific champions to get MP.
I hate being forced to do entire event chains to get MP.
I hate being forced to kill things to get MP.
I hate being forced to do PvE to get MP.
I hate being forced to do scavenger hunts to get MP.
I hate being forced to do adventures to get MP.

Etc etc etc etc

Not everything in the game will be something that you enjoy.

All valid complaints for people who don’t like that content. I think it would be best for ANET to just ditch mastery points and let XP alone unlock masteries. Let us earn that XP however we want to. If we want to earn all that XP in WvW, let us. If we want to earn it trying to make moas extinct like they are in real life, let us.

You don’t get it

Many people HATE them.

How many of the people hating adventures would hate them if they could avoid them ?

I know I wouldn’t hate them then. I’d just ignore them and never think about them. Just like I do with PvP.

Why can't I level my masteries anywhere?

in Guild Wars 2: Heart of Thorns

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

My theory is that most people don’t really enjoy playing the new maps, but they need to do so in order to level the masteries and experience any sense of progression in the game they just paid $50 for.

That’s the feeling I get. ANET wants metrics showing that there are a lot of people doing HoT content. But they realized that players wouldn’t choose to do that, so they designed the mastery system to lock mechanical benefits behind it so that people would play it. Thus giving ANET the metrics they want.

Suggestion: variation in raid group size

in Fractals, Dungeons & Raids

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Is there any reason why raid groups all have to be exactly x players ?
Is there anything wrong with raids designed to scale between x and 2x-1 players ?

For balance purposes. We’ve all seen how balanced events and bosses are when they are scaled either up or down. One particular raid size would be the easiest (Let’s say 23 players) and therefore all PUG raid groups would fill to that size and nothing else.

I’ve seen how badly they scale when there are huge differences in the number of players.

But how well do they scale when it’s only a difference between 10 and 19 players ?

More importantly, do you prefer excluding guild members or that scaling problem ?

Suggestion: variation in raid group size

in Fractals, Dungeons & Raids

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Yesterday my guild attempted the raid. We had 15 players turn up at the time we had decided to run it. Leading to the decision that nobody liked: Deciding which guild members would be taken on the raid and which 5 people had to stand aside and wait for someone to drop and free up a spot for them. Worst case would be 19 people showing up and 9 having to wait.

Asking some of the people who were on the raid to go again later in the week so that everyone gets to do the raid isn’t viable, especially if we have a night where only 11 people turn up for the raid. Not without killing one of the other things we do as a guild (eg guild missions). The only nights we don’t have something planned are nights when we don’t have many people playing GW2.

Expecting the people who have to sit out to PUG the raid isn’t an option. PUGs can be bad when everyone knows the content, they only get worse when some people don’t know what they are doing. I’ve yet to see a PUG capable of explaining things anywhere near the detail that raids require. I’m putting myself in the group of people who don’t know what we are doing in raids due to inexperience.
A raid LFG system won’t change that.

But that does lead into a question. Is there any reason why raid groups all have to be exactly x players ?
Is there anything wrong with raids designed to scale between x and 2x-1 players ?

For example, lets use x=10. Is there anything that would stop ANET designing raids to work with 10-19 (inclusive) players in the group ?

Because if raids were designed to do that then, as long as we have at least x players turning up for raid night, we will be able to get everybody into a raid group. If we have x players we run a single minimum size group. If we get anything up to and including 2x-1, we run a larger raid group. If we get 2x, we split into two raid groups.

I know that some people question the quality of the algorithms that GW2 uses to scale open world content. This suggestion doesn’t require ANET to automatically scale the content. ANET could build a raid for 10 people then manually tweak it for groups of 11, 12, etc all the way up to 19.

Devouring the Brand - Hope IV

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Snoring Sleepwalker.9073

… does it really require doing that event?

This is starting to feel like someone used the list of frequently broken events as the basis for attaching a collection.

That would explain a lot. If an event requires players to fail before it starts, then it won’t be completed often since completion requires a map empty enough to fail the first, meaning it will be a while before people touch the following event. If the event is buggy players will avoid it. If it doesn’t spawn often players won’t be able to complete it as much as events which spawn regularly.

The Floor is Lava? Adventure

in Guild Wars 2: Heart of Thorns

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

I think a lot of the Adventures are very poorly balanced. It should not be all that hard to get gold, everyone should be able to get gold with a little bit of practice.

But why? Do you see the content in the game as a sort of todo list where you tick the checkbox “got gold, been there, done that”?

I see content that gives mastery points like that because ANET designed mastery points as a todo list. You get the mastery point, then you move on to the next mastery achievement.

I bought GW2 to play GW2. Not some little minigame that I has probably been done better in a game that doesn’t require the internet. If I wanted to play that, I’d play the game that does it better. The only reason I touch the adventures at all is because of how having those mastery points affects the rest of the game.

Raids Dangerously Close to Being "the Game"

in Fractals, Dungeons & Raids

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Ascended gear was necessary since the day ANET introduced it because only Ascended gear gave Agony Resistance.

“dungeons are the only reliable source for Empyreal Shards”

So not true. Go capture some camps in WvW or play EoTM. You will be swimming in it.

True. But look at the experience numbers:
– Level 1 to Level 80 4,860,359 xp
Central Tyria. 11,430,000 for the Pact Commander track. Another 12,700,000 for legendary crafting.

Given how much XP is required, I don’t see how anything that doesn’t progress mastery tracks could be considered a viable option.

Dear dev, forcing us fail events isnt fun [Merged]

in Guild Wars 2: Heart of Thorns

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Snoring Sleepwalker.9073

About a year ago I was taking a character through its personal story. I got to Arah story mode. It was closed. I got into a rather heated argument with someone who wanted to fail the Arah opening event because he could get more gold by having it repeat. The worst part is that he didn’t seem to even understand me saying that I simply didn’t care about the gold.

There is an event chain up in Frostgorge sound that players need to complete for the living story. It used to be that it restarted quicker if failed, so players would want to fail so they could farm the chain. Which was annoying for people wanting to progress the personal story.
ANET changed that so that failing it would cause it to restart quicker. Removing the incentive for failing it. So they knew that rewarding failure was a bad thing then

Selectable Stats Pls - Suggestion

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Snoring Sleepwalker.9073

Today I saw people discussing their builds in map chat. Everyone described their character as {gear prefix} {class}

Compare that to GW1. I played a monk. When someone asked what I ran, I said “a monk”. When someone wanted a healing monk, that’s what I usually played. When someone wanted a protection monk, I switched my my weapon and headgear to prot magic, then I ran a prot build. When someone wanted a smite monk I looked at them funny as smite builds were questionable, then switched my weapon and headgear to a smite build. The rest of my equipment worked well with any build.

I can’t do that in GW2. Berserker gear is good for running a glass-cannon power DPS build. But it’s not useful for glass-cannon condition DPS, healer or tanky builds.

I want to have that full build freedom back. I want GW2 to be at the stage where if someone says they run a class in PvE, then they can run all of the builds that class can run. I want to be able to tweak my entire build after a failed run, not be forced to stick with most of the build I’m running because it’s going to take me a month to replace all that gear. Yes, I know about the recipe to change ascended stats. But that recipe isn’t much help when my current gear is the best choice for other content I regularly run.

I want ANET to have the freedom to be able to design content where players are expected to change builds part way through. Eg, start with low toughness enemies which are best killed with power DPS. Later on, high DPS enemies that are best killed through condition DPS or a section where players just need to focus on surviving incoming damage.
I don’t want ANET to be limited to having to design content around players keeping the same builds that they use in all the other raids, because that’s the only gear they have.

Wouldn’t this idea somewhat invalidate the idea of legendary weapons (and armour)? The idea for legendaries (aside from the aesthetic side of things) is the added bonus and convenience of stat-swapping.

Allowing ascended to do the same would seem like a kick-in-the-teeth for people who bought or crafted legendaries for this purpose.

As compensation give Legendaries, and only Legendaries, stat combinations with +magic find. That way legendary users get the option of making the game harder by reducing the stats that help in combat, in exchange for increased rewards. To prevent the toxicity that existed when we had MF gear, make it apply to players fighting alongside the guy using the MF gear. Everyone in the instance for instanced content, everyone doing the same event for open world content.

Let players decide how much harder they want to make a game for themselves.

I joined GW2 at launch. Back when Legendary weapons were equal in stats to exotics (but often with a different stat prefix). I agreed with ANET then. I liked the idea that Legendary weapons were only a cosmetic change over exotics.

When ascended weapons came along, I supported bringing legendaries up to Ascended stats. I never had any problem with Legendaries being the top of the pile stat-wise.

Then I left GW2 for a while and came back to Legendaries having stat changing. Why did they get a mechanical advantage over ascended gear ?

Perhaps stat-changeable gear is expensive for a reason, as it circumvents the need to have multiple copies of the same weapon with different stats… meaning more inventory space is required, meaning more gem-store sales of bag-slot expanders?

I expect ANET to be honest about the full price of GW2. If a microtransaction isn’t optional, then that is a problem because anyone buying GW2 would be right to expect the box price to be the full price. But a mandatory microtransaction means that the true cost is the box price plus the total microtransaction cost.

That means that ANET should provide all HoT owners with enough inventory space to carry as much gear as they might want to carry and still have enough room to pick up all loot drops. More bag slots should only be an option for players who have poor discipline around keeping the inventory clean.

So... dailies...

in Guild Wars 2: Heart of Thorns

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Snoring Sleepwalker.9073

>got maguuma forager
>gathering in HoT maps wont progress it
What the heck?

HoT maps, being deep in the Maguuma Jungle, are the Magus Falls region.

Sparkfly Fen and Mount Maelstrom are in the Maguuma Jungle region, despite being separated from the rest of it.

The challenge is justifying how that makes sense.

AFK raiders ruining Verdant Brink meta

in Guild Wars 2: Heart of Thorns

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Snoring Sleepwalker.9073

It is now.

Give it a week or so.

They will always be there. It needs its own instance.

Unless raids fail once the novelty of them wears off.

Normally I don’t hope for content to die just because I don’t enjoy it. But when it harms people trying to do other content, then it’s actively hurting my enjoyment even when I’m not doing it.

Especially if ANET plans to have other raids accessed from other maps.

(edited by Snoring Sleepwalker.9073)

To devs: On mastery points/adventures

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

The big problem I have with adventures is that they feel completely out of place thematically and mechanically. Take Shooting Gallery for example. Thematically Verdant Brink is about the survivors of the pact fleet scrambling to organise themselves and defend against the jungles dangers. So why did they set up a shooting gallery while they had to do so much just for their own survival ?

Mechanically, what’s an FPS minigame doing in a tab-targeting RPG ?
If I wanted an FPS, I’d go play an FPS. I own several good ones. Even the bad ones I own are better than Shooting Gallery.

So what about all those people who don’t like story, or different races, or fractals, or whatever else the mastery points are gated behind? Do you honestly expect ANet to give out mastery points like candy, so everyone can skip all of them they don’t like?

Yes.

Contested Waypoints

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Snoring Sleepwalker.9073

How about you try not to die? This way you don’t have to travel back? There has to be something to “punish” dying. It wouldn’t waste your time if you got better and didn’t die correct?

Well, I tried but it’s hard to recover when you’re downed and Teq’s fingers hit you with five circles of poison simultaneously. I’m genuinely curious if you have some means of surviving that, to help me get better.

Don’t be in the zerg, be in a defense team. You won’t die from defending the turrets, unless you really suck at playing.

If everybody followed your advise, would it be possible to defeat Teq ?

If not, then your advise isn’t helpful because someone needs to be at risk of instant death.

I’m sad that people think “just add more wasted travel time” is in any way related to it being a challenge.

People thinking that longer content is automatically harder than shorter content is just a sad fact in MMO communities.

Feature Request: Vision Crystals Into Lessers

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Snoring Sleepwalker.9073

I currently have 3 vision crystals that have dropped for me. I only need one for a full set of ascended armor. Not a single lesser vision crystal has ever dropped for me.

So I would appreciate being able to break them into lessers.

Skill points after lvl 80

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Masteries take a lot of XP to complete,

To clarify that, it takes 4,860,359xp to reach level 80.

HoT masteries cost 13,462,000 to complete a single track, except exalted lore which “only” costs 9,144,000.

Guild Mission Bugs

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

It truly is disturbing that they’ve let this issue persist since the launch of the expansion without even an acknowledgment.

All reports to /bug get closed for being filed under the wrong category. Since there are no open reports from /bug it can’t be a problem worth doing anything about.

One problem is finding the correct category. Since Guild Missions have no category you have to pick and chose what might make sense. But, alas, you really can’t.

I did say “All”

Why did you make and instance for challange and puzzle but not for rush? Our guild won’t do missions anymore until this clusterkitten is fixed.

I must point out that challenge and puzzle can be made easier by the addition of non guild members. Rush, in it’s current state, it only harmed by the presence of non guild members.

Guild Mission Bugs

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

It truly is disturbing that they’ve let this issue persist since the launch of the expansion without even an acknowledgment.

All reports to /bug get closed for being filed under the wrong category. Since there are no open reports from /bug it can’t be a problem worth doing anything about.

Mastery XP and Torn from the Sky

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Snoring Sleepwalker.9073

Ok, that counts as proof.

Mastery XP and Torn from the Sky

in Players Helping Players

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

It is supposedly going to some other random mastery line in that situation.

Any proof ?

Proof would consist of a player who:
– Notes down exactly how much XP he has in a mastery line.
– Levels another mastery line until the bar is full.
– Earns XP for a few minutes. Even a single kill after he has confirmed the bar is full is sufficient.
– Before changing the mastery line that is earning XP he goes to somewhere safe. Somewhere where he won’t earn XP.
– Looks at how much XP he has in all his other lines. Sees one that has increased.

Sylvari Solidarity Achievement

in Bugs: Game, Forum, Website

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

So a big kitten you to anyone who isn’t playing Sylvari ?

Please Delete this Topic (flood)

in Guild Wars 2: Heart of Thorns

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

I like the fact that after the hero point revamp they gave access to racial skills at no cost, meaning, they’re mostly worth using while leveling when you’re spending the bulk of your points unlocking traits

Unless you’re playing a Revenant.

HoT Vs EotN Expansions

in Guild Wars 2: Heart of Thorns

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Only factions offered anything new in way of PvP. Which was the second game released by ANet in the Guild wars series, or the first xpac if you played Guild wars.(I know it wasn’t an xpac in the traditional sense, but it was to me as I played Guild wars first.).

ANET did add Codex Arena some time after EOTN released, so Factions wasn’t the only time ANET added new PvP modes. Just the only time they did it with an expansion.

Another thing that Factions did that Nightfall and EOTN didn’t was that factions is the only part of GW1 that had any content for 12 man parties. Factions gave us Alliance Battles, The Deep and Urgoz Warren. After Factions we never saw any more content designed around having more than 8 characters in the party, with 8 being the standard party size in GW1.

Any speculations about why ANET abandoned 12 man content after Factions ?
What does your speculation say about the likely future of raids ?

Please Delete this Topic (flood)

in Guild Wars 2: Heart of Thorns

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Maybe gonna rain on your parade a little, but.. why? The current ones are made to be weak and really i dont ever see anyone using them aside from in cities, or for RP purposes, which i guess would be okay.

That is exactly why they are intentionally underpowered. ANET wanted people to choose the race that they wanted to play, not the race that was best for a specific class. Which meant that any mechanical differences between races had to be differences that would never matter.

Now, three years after GW2 launched, that’s even more important. If ANET adds useful racial skills then some of those skills will work better with some classes than other races skills. Making some races better at the class than others. Angering everyone who has been running that class in a different races for years.

(edited by Snoring Sleepwalker.9073)

Apply SW and Dry Top XP to HoT Mastery

in Guild Wars 2: Heart of Thorns

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Lol no… put HoT mastery experience gain in the two biggest farming maps in all of Tyria… wanting the easy road are we? Lolololololol

You seem to be confusing easy and quick. If something is easy to do once, the only difficulty added by making someone do it a thousand times is the difficulty of resisting boredom. Is that really the ‘difficulty’ you want ?

Stay strong Anet; Raids should be DIFFICULT

in Fractals, Dungeons & Raids

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Raids being very difficult and requiring an organized group is the whole point of it, right?

Yeah, same thing was said about Tequatl. Look how that turned out.

Would know what was really nerfed on Teq.

To my knowledge nothing was. People just learned the different phases and that was it. Old Teq went from “organized guild group hard” to become part of the everyone’s farming rotation. If anything was nerfed it might have been the rewards…

That sounds a lot like Urgoz Warren and The Deep in GW1. Early groups had trouble because they were figuring out what they needed. But once you had someone who knew what to do the hardest part became getting enough people together to run them.

10-player ability effects in raids?

in Fractals, Dungeons & Raids

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

It prioritizes group members first, no idea about how boons get spread based on current duration/stack count.

How does the party structure work in a raid ?
Is it a 10 man party or two parties of 5 ?

Will there be a mastery reset?

in Guild Wars 2 Discussion

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

As for getting a trait reset, that might not be possible without wiping the XP you’ve put into mastery tracks. I can’t see anyone being happy with having to earn all that XP again.

Will there be a mastery reset?

in Guild Wars 2 Discussion

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

Many of the WvW community thought the Pact Commander perk “Advanced Logistics” would also work in WvW. Actually it doesnt (as intended).

Really ?
My experience tells me that WvW is the area that is most in need of the automatic loot pickup. I’ve had times where I’ve been too busy fighting enemies to pickup loot. So lots of loot drops, including a chest. Then I died and the enemy players took the location. So that chest with the rare or better drop became impossible for me to pickup. I can’t remember if the chest dropped before or after I died.

So how does ANET justify this being working as intended ?
Why did they think that not giving any in-game indication of this until players spent all the mastery points was a good idea ?
They could have just put some extra text in the mastery description. They didn’t. This smells like ANET trying to define a bug as a feature instead of fixing it.

Achivement Farm new meta for mastery

in Guild Wars 2 Discussion

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

And triple trouble, the silverwaste legends, etc are already the most challenging content in central tyria.

The silverwastes legendaries are challenging ?

The Legendary Mordrem Tormentor didn’t seem challenging. I’ve been on a map where it spawned once. It died while someone was screaming about how doing the meta was more important than fighting it. As for the Annihilator, Demolisher and Executioner, my biggest problem with fighting them is that I’ve never been on a map where they spawned. Is the challenge meant to be fighting boredom while grinding silverwastes until I get lucky and one shows up ?

Ingame bug report categories

in Bugs: Game, Forum, Website

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

I don’t think I’ve ever tried to report a bug that fits into any of the existing categories. Take guild missions for example, where in /bug should I report that I (and a large portion of my guild) didn’t get our personal rewards ?

The eleventh raider

in Fractals, Dungeons & Raids

Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

On a personal side note- I still have some hope left that for me -unlike the rest of HoT so far- raids will be fun enough to be worth playing just for the sake of playing them.

If people are right with how many times you will have to retry before you’re able to complete a raid, then that’s even worse. How many people will really enjoy the attempt, wipe, repeat cycle on content they have already completed successfully ?

Especially if the wipe only happens half an hour into the raid.

(edited by Snoring Sleepwalker.9073)