Showing Posts For Spiral Architect.6540:

Ascended Armor

in Guild Wars 2 Discussion

Posted by: Spiral Architect.6540

Spiral Architect.6540

No AR yet. I just want the stats. Cuz I’m weird. Good to know on raid, managed to do a full Vale Guardian kill in around 6 minutes. Or 5. Idk, it had 2 minutes on clock- failed on Gorse though. So 51+ fractals or raid spam, or pray. Awesome

How did you get into a raid without full ascended? I have yet to see that allowed by any group, whether through LFM spam in VB, or in guild chat.

Rune Storage [DESIGN INSIDE]

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Posted by: Spiral Architect.6540

Spiral Architect.6540

Yep, it’s a cool idea, which has been brought up many times across many threads. I can’t see it happening, though. They’d rather sell you upgrade extractors instead.

Raid Modes Suggestion

in Fractals, Dungeons & Raids

Posted by: Spiral Architect.6540

Spiral Architect.6540

Now look at your post from a commercial point of view. I don’t necessarily agree raids should be ultra hard, and by no means do I agree with them having to be easy. But if the raids are only for a few elite players, the development priority of raids will plummet.

Yep. Spending significant development resources on content that’s played by only a few percent of the game’s population is not a smart business move.

In the game Rift, the devs did something very smart and creative. They realized that a vast portion of their player base (i.e. “paying customers”) were not raiding, so they created “Chronicles,” which were 2-player versions of raids. This way, even the most casual of players could play through the content that they were previously shut out from.

If the GW2 devs made “Normal/Hard/Nightmare” difficulty levels available for raid content, they’d be including a vastly larger portion of the population. And no one loses.

I knew raids would cause division.

in Fractals, Dungeons & Raids

Posted by: Spiral Architect.6540

Spiral Architect.6540

“Elite content” leads to “elitist behavior.” I’ve seen it in every game I’ve played. It’s not wrong, it’s not bad, it just is. The real challenge is for groups (guilds, in this case) to learn to be ok with it. Most never do. In a different game, I was a member of an amazingly tight-knit, fun, cohesive guild, and raiding tore us apart. It happens.

Turn down the difficulty for Casual Players

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Posted by: Spiral Architect.6540

Spiral Architect.6540

Here’s what I’d like to see:

Open world content – easy to moderate difficulty
Open world events – scaling difficulty, with difficult side events, bonus events, etc.
Hero Points – selectable difficulty, with scaling loot (Easy, Difficult, Nightmare)
Instanced content (including raids and dungeons) – selectable difficulty (Easy, Difficult, Nightmare), with scaling loot.

Everybody wins.

Feedback on Raid

in Fractals, Dungeons & Raids

Posted by: Spiral Architect.6540

Spiral Architect.6540

The real trick they missed was making 3 or 4 difficulty settings for each raid, with rewards scaling appropriately, so that everyone has a chance of learning the gimmicks and then moving up the difficulty scale and earning better/more rewards.

This right here. +1

Scalable difficulty, with corresponding scaling rewards for the win.

Turn down the difficulty for Casual Players

in Guild Wars 2 Discussion

Posted by: Spiral Architect.6540

Spiral Architect.6540

+1 to the OP, from the standpoint that alienating any one segment of the population will not be healthy for the game in the long run. If casual players feel left out, they’ll move on to something else. The same applies for hardcore players.

For the sake of player retention, ANet should really consider designs that allow choice, and that appeal to a broader population of gamer. It’s asking for trouble to cater to one group at the expense of others.

For example, I’m what you might call a “casual hardcore” player; I like a challenge here and there, but I don’t have a lot of time to play, and sometimes I like to just chill when I play. I would LOVE the option to play the game in “regular” or “hardmode,” depending on my time availability and “where my head is at” when I log on.

Along the same lines, I’ll beat the drum again for a selectable difficulty level for HP challenges. If a player just wants to progress their character, let them choose easy mode, where they fight a veteran level mob for the HP. If they want a challenge, with perhaps a chance at better loot or maybe a chance at a unique skin, let them choose hard mode. Win/win.

Guild hall should have EVERYTHING!

in Guild Wars 2 Discussion

Posted by: Spiral Architect.6540

Spiral Architect.6540

+1 to the OP.

The only city worth using, IMO, is Rata Sum. Why? Because everything is close together and easy to get to. When they redesigned LA, I had high hopes they’d put the Bank, TP, a merchant, and the Guild Bank close together, with all crafting stations nearby. That would make LA a convenient place to hang out. But they didn’t, so back to Rata Sum it is.

HoT after the launch herd

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

The only real problem is far-flung areas of a map with one-and-done objectives behind group content (HC’s). I’d rather see these exploration objectives tuned for singletons, while still offering challenge, and with scaling if there are groups. Since taxiing is likely to be the go-to solution for meta events, this would solve a lot of the “empty map” issues.

Or, when starting a HP challenge, add a pop-up box that allows players to select the difficulty level. The link in my sig leads to a thread I started on this the other day.

With selectable difficulty levels, soloers can get the points they need, and hardcore folks can get the challenge they crave. Everyone wins.

Sum Durids is 4 Fite

in Ranger

Posted by: Spiral Architect.6540

Spiral Architect.6540

Alamo teechs u 2 play DURID!

WoW druids were a blast to play. And yes, they could fite.

"Iterate" the rest of HOT HPs

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

I just finished the elite spec on my third character, 1st Necro, 2nd Ranger, and now Revenant. And I’m pretty burnt out on trying to group up for challenges. Before HoT launched, I was pretty excited about Chronomancer, but now I think I’m going to shelve that one, perhaps even permanently.

Completing these challenges is not difficult. As someone posted above, the challenges are not gated by skill. They’re gated by the number of people present to complete them.

As I suggested earlier, if we could select the difficulty level for HP challenges, everyone would be happy. Solo’ers could have a solo challenge, and grouped folks could have theirs too. Everyone wins.

(edited by Spiral Architect.6540)

"Iterate" the rest of HOT HPs

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

I’ll go ahead be rude and link to my suggestion from a few days back:

https://forum-en.gw2archive.eu/forum/game/hot/Suggestion-Selectable-Difficulty-for-HP-s

[Suggestion] Selectable Difficulty for HP's

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

…what is wrong with attempting challenges in groups in an MMO?

Nothing at all. That’s how I’ve been doing it, and it’s great. But the reality is that after some period of time (a week? a month? a year? who knows?) there won’t be anyone around to help, and players will be stuck, unable to progress their characters. I’ve seen this happen across several MMO’s. New content comes out, people zerg it and get their accomplishments out of the way, and move on. Even this early in the life of the expansion, I’ve already had people refuse to help with a challenge, because they’d already done it.

Plus, I think it would be supremely cool to have the opportunity to do them again, and choose a higher difficulty, just because.

[Suggestion] Selectable Difficulty for HP's

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

I posted about this in another thread, but decided I’d like to put this out there as a formal suggestion.

Here’s a reasonable solution to the issue of HP challenges being either too easy or too difficult:

When a player activates a HP challenge, have a dialog box pop up that asks for their preferred difficulty level: “Veteran” or “Champion”. Completing the challenge on Veteran level would award hero points only. Completing it on Champ level would award points + a champ bag.

There could even be a third difficulty level, “Super Champion” or something like that, that’s even harder than champ level, for people who really want something gritty and challenging. And maybe, if you can complete all the HoT HP challenges on Super Champ level, you get a cool title or a skin or something. Just a thought…

Anyway, there is already precedence for a system like this — there’s a heart quest in Gendarran (IIRC) where you can choose the levels of the beasts you fight in the gladiator pit. The same system could be used for hero point challenges.

If ANet implemented a mechanism like this, then everyone who loves a challenge can get one. And people who are more laid back or who play solo can, too. It’s a win/win proposition. And no one gets hurt by this. If you don’t want scaled down content, and you want a more hardcore experience, you choose Champ level. If you’re a solo’er, ultra-casual, chill-out type gamer, and you’d rather not face that level, choose the easier path.

(edited by Spiral Architect.6540)

HoT Waypoints - Decontest them

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

I’ve definitely seen the west one contested, and I’m fairly certain I’ve seen the center one contested as well.

And then there’s the one up north and a little west (starts with an M, but I don’t remember the name). I don’t think I’ve ever seen that one uncontested; it’s always got mobs camping it.

HoT Waypoints - Decontest them

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

If events are going to have any challenge at all, people have to not be able to casually self-rez by popping back to the WP.

That makes sense. One possible workaround would be to have 1 or 2 wps in each zone that are never contested. Maybe up on towers or something so at least people can glide down.

As it is now, though, it’s tedious to run all the way back across the zone. Not “too hard” or “too challenging”, just tedious.

Make Hero Challenges Soloable

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

Good grief. Hero Challenges are once-per-character-and-never again content. They need to be solo-friendly to enable late adopters and take-their-time players to be able to complete them.

There may be few problems now because the XPac is only a week old. However, how many players are going to go out of their way to help do these once the content is a month of more old and they’ve done them on all their characters in the first two weeks?

Exactly this.

If they were to implement a system like I suggested earlier in the thread, where players can “choose their preferred difficulty level” at each challenge, then everyone wins. Hardcore fans get to have their hardcore challenges, and solo’ers get to have their easier ones. No one gets hurt by this.

I also think it would be very cool if they allowed players to repeat challenges (again, with a selectable difficulty level), but with no reward after the first attempt. Vampire boss ticked you off? Go back and challenge him again.

Class weapons per character? or per account?

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Posted by: Spiral Architect.6540

Spiral Architect.6540

Ah, cool. I wasn’t aware of that. Thanks, everyone.

Class weapons per character? or per account?

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Posted by: Spiral Architect.6540

Spiral Architect.6540

When I unlocked the Druid spec on my first Ranger, I received the Druid’s Staff. But I didn’t get one when I unlocked the spec on my second Ranger.

Is that intended? Do we get one weapon per character? or one per account?

TIA

HoT Waypoints - Decontest them

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

I would like to see all waypoints in the game decontested, not just the HoT ones. If I port into the middle of a battle and have to fight immediately, so what?

I agree with the OP. With so few wps in the jungle, it’s really annoying to have to run all the way across the map to get back to a fight.

Make Hero Challenges Soloable

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

Here’s what I’d like to see:

When a player activates a HP challenge, have a dialog box pop up that asks for their preferred difficulty level: Normal/Veteran/Champ. Completing the challenge on Normal difficulty would award the hero points. Completing it on Veteran level would award hero points + vet level loot. Completing it on Champ level would award points + a champ bag.

There is already precedence for a system like this — there’s a heart quest in Gendarran (IIRC) where you can choose the levels of the beasts you fight in the gladiator pit. The same system could be used for hero point challenges.

If ANet implemented a mechanism like this, then everyone who loves a challenge can get one. And people who play solo can, too. Win/win.

I hung around the Champ mushroom boss in Auric last night, helping people complete the HP challenge, and it was a blast. It’s a fun fight, and a fun boss — with a group. But what happens in a few weeks or months when there’s no one around, and new players or alts need to complete that challenge? Because it awards HP’s, which are directly tied to character skill progression, there needs to be a way to complete it without help.

Elite Specializations & Hero Point Feedback [Merged]

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Posted by: Spiral Architect.6540

Spiral Architect.6540

I don’t understand the 400 HP claim either, it’s a false question, the new hero challenges will reward you with 10 HP, which means you only need to do 40 Challenges, which isn’t that much either.

40 jungle challenges is doing every challenge on all 4 maps, some can’t be done without levelling masteries or unless you have a big enough group/there are people nearby on the map.

The process of finding where to go for the challenges, being able to do the ones gated and being able to kill the enemies takes a fair chunk of time.

This, but it’s more than just the time involved. Requiring a group to complete challenges for skill progression is just bad design. It’s already getting difficult to find people to help with killing the champs at the hero points. Just last night, I was attempting one, and another player happened along. I asked him/her for help, and the reply I got was, “Sorry, already done it.”

So to all the people who say it’s “just fine,” sorry, it isn’t. Not everyone had the chance to ride the zerg wave and complete all those challenges.

Elite Specializations & Hero Point Feedback [Merged]

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Posted by: Spiral Architect.6540

Spiral Architect.6540

I dont get why you are all complaining about the 400 points , I started playing friday and play for 3 hours a day and have my reaper already 80% finished . No stress and ita fun unlocking everyskill.

Let me know how much fun you are having when doing it for the third, fourth, fifth or eleventh time.

And also how much fun you’re having when there’s no zerg wave to ride so you have to kill champs solo for those points.

The game hasn’t even been out 3 days yet, and it’s already getting difficult to find people to help with hero points.

How would you rate the HoT Fun Factor?

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

Scenery: 10

Story: 9

Masteries : 8 (although basic gliding and mushroom jumping should have been taught by a tutorial NPC at the very beginning).

Mobs: 5 (too many frustrating mobs vs challenging mobs)

Elite spec gated behind content that requires group play: 0

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

And furthermore, gating core play mechanics behind group content is just wrong.
Some of us have other responsibilities in life, and cannot play when the content is fresh and the zergs are rolling through.

In a few days, when the new zones have quieted down, it will be very hard to find groups to do the hero point challenges. And then what? Sorry, no elite spec for you…

All hero point challenges should be soloable. No exceptions.

(edited by Spiral Architect.6540)

Elite Specializations & Hero Point Feedback [Merged]

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Posted by: Spiral Architect.6540

Spiral Architect.6540

Tbh even right now, majority of players are doing EotM for hero points. Its just fastest and most reliable.

That’s probably the smartest way to go about it. I hope ANet doesn’t shut it down once they realize what people are doing.

Elite Specializations & Hero Point Feedback [Merged]

in Guild Wars 2: Heart of Thorns

Posted by: Spiral Architect.6540

Spiral Architect.6540

My concern is similar to many posts in this thread, but a little different:

What is going to happen to players who can’t make it to the Jungle this week or next, and the zones have slowed down? How will they find groups of 5-10 players to complete hero challenges? Will they just be kittened? I’m concerned that they will.

Right now, there are lots of players available who also need the content done, so finding a group is not too hard to do (providing everyone has the masteries they need to even access the hero points). But by next week, I’m sure that will change.

My experience across several MMO’s has been that players who have already completed content or unlocked what they need, often just can’t be bothered to go back and help others with that same content. I expect it will be the same with HoT. Those who were not able to play with the big wave of players at the beginning will be stuck with their old, pre-expansion specs, unable to access any of the new stuff.

Grinding group events and group-level challenges for for masteries is fine; it’s great, even. Grinding for basic skill progression? Not so much. Hero challenges should all be soloable, period.

A Treatise on Tipping

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Spiral Architect.6540

I haven’t done a single jumping puzzle since the demise of monthlies. But when I used to do them, if I got a port, I always tipped 25 silver (roughly the value of one rare item). It was well worth it to me to save the time and aggravation, especially for one of the tough ones.

Without the monthly reward, I have no motivation to do them anymore. A chest with a blue/green and a medallion? No thanks.

/Age and precursor drop

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Posted by: Spiral Architect.6540

Spiral Architect.6540

I don’t remember the exact figure, but it’s like 2700 and change. Played since launch, but took a break for a while after ascended gear came out.

No precursors. In fact, I just looted my 14th exotic ever.

Precursor drop, Lucky account is a thing...

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Posted by: Spiral Architect.6540

Spiral Architect.6540

Well, call me a liar if it makes you feel better, but I know what the truth is.

I guess “playing heavily” has different definitions. I have a full-time job, so I don’t play all day. Usually a few hours in the evening, a bit longer on weekends. Sometimes I wake up early and play a couple of hours if I can’t get back to sleep. Maybe that’s not “playing heavily.” It seems like a fair amount to me, though.

Precursor drop, Lucky account is a thing...

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Spiral Architect.6540

I have no proof of anything regarding faulty RNG algorithms or “un/lucky seeds,” but I really have to wonder. I started playing at launch, and except for a 4-month break in the middle, have played heavily: dungeon runs, world boss trains, WvW, EotM, FGS champ trains — pretty much everything except fractals (I never cared for those).

And since launch, I’ve looted exactly 13 exotics. Not precursors, exotics. These threads always amaze me.

If YOU could change 7 things about GW2

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Posted by: Spiral Architect.6540

Spiral Architect.6540

1. Remove all ascended gear. Put agony infusion slots on exotics.
2. Remove Unshakable and Defiant buffs.
3. Rework all dungeon bosses (no more big bags of hitpoints).
4. Reduce the use of knockdown and snare mechanics on dungeon trash by 90%.
5. Retune dragon/world boss fights — all of them, including Teq.
6. Remove diminishing returns.
7. Create a TP UI that’s actually useful.

What is your daily routine on Gw2?

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Spiral Architect.6540

I check the forums a couple of times a week to see if they’ve rolled the game back to what it was at launch*. Haven’t logged in the game itself in a long while.

*I know they’ll never do this, but a guy can dream, can’t he?

Why do people stop playing GW2?

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Spiral Architect.6540

The truth is they do not stop playing they take time off and that is by design of the game. If a person say they are quitting but are not giving up there code etc.. things that let you back into the game then they are not truly quitting.

Uh, no. On September 3rd, I quit the game. “Quit,” as in “not coming back.”

The only way I would consider coming back would be if they rolled the game back to what it was at launch (and we all know they will never do that). I tolerated ascended jewelry, though only begrudgingly so. Once ascended weapons came out, and I saw what ANet intends for “progression” in this game, I was done. I had enough problems with the game before September 3rd; you can look at my post on page one of this thread to see what some of them are, if you care to. Ascended gear progression was the icing on the cake for me.

Do I miss the game? Not at all.

So by posting here your trying to achieve what? You know coming to these forums IS still part of the GW2 game in a way more so then other mmorpgs. If you can still come here and post and can still start the game up and play you not realty quit the game.

How is posting here akin to playing the game? Your logic (or lack thereof) escapes me. This thread is about why people quit the game. I posted, saying why I quit. That’s all.

Why do people stop playing GW2?

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Spiral Architect.6540

The truth is they do not stop playing they take time off and that is by design of the game. If a person say they are quitting but are not giving up there code etc.. things that let you back into the game then they are not truly quitting.

Uh, no. On September 3rd, I quit the game. “Quit,” as in “not coming back.”

The only way I would consider coming back would be if they rolled the game back to what it was at launch (and we all know they will never do that). I tolerated ascended jewelry, though only begrudgingly so. Once ascended weapons came out, and I saw what ANet intends for “progression” in this game, I was done. I had enough problems with the game before September 3rd; you can look at my post on page one of this thread to see what some of them are, if you care to. Ascended gear progression was the icing on the cake for me.

Do I miss the game? Not at all.

Protecting myself and my assets

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Spiral Architect.6540

I would think you’d have to do something really egregious on the forums to get banned in game. Possible? Maybe. Likely? Probably not.

However, be careful what you do in game. If you stumble into a way to make money that seems too easy, be cautious about using it.

(edited by Moderator)

Forum Moderation - clarification please

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Spiral Architect.6540

I’m of course no dev or mod or anything, but the way I understand it is just that, criticism is welcome, as long as they don’t end up being disguised attacks, just use common sense (the most uncommon of senses, sadly).

For example (again, the way I understand it), things like “I don’t like the way Anet is handling the game”, “I find this new dungeon path boring because XXXX”, “I think these armor/weapon designs are ugly” are probably ok, but things like (another example), “Anet isn’t competent enough with this game”, “Anet lied to us”, “Fire whoever designed this dungeon/weapon/armor”, “whoever designes this dungeon/weapon/armor clearly has no clue” and things like that will probably (and IMHO with reason) be considered “cleverly disguised” attacks and acted upon.

This is pretty comprehensive. We absolutely allow constructive criticism. We do not allow insults & rude comments directed towards our staff. This has always been the case.

That all being said, we absolutely do not tolerate personal attacks towards our staff on the forums, in PM, nor in the Appeals system. Profanity, name-calling, and the like will quickly lead up to your forum privileges being revoked permanently.

There’s sure a lot of wiggle room in this “clarification.” What constitutes an insult? What constitutes “being rude?” How do you define those things? There is a lot of opinion involved in making those determinations. Some might even declare that my typing this response out is “being rude.”

And in the same vein, is accusing someone of lying considered an attack? I sure hope not. If I stole a candy bar from the shop down the street, got caught, and then claimed I didn’t steal, I lied. If someone calls me out on that lie, am I being “attacked?” I think not. Now, calling someone a liar edges a little closer to attack. Calling someone a lying kitten edges even closer. But just accusing someone of lying?

Oh, and I thought kittens were tasked with preventing forum profanity?

Will you ever get your legendary?

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Spiral Architect.6540

I don’t like the aesthetics of any of the legendaries, so I made a choice never to grind one out. If I ever changed my mind about that, I’d probably transmute the looks to something else anyway.

Possible new race and/or profession coming!

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Spiral Architect.6540

Risen (especially if they have the overpowered cc abilities the Risen in Orr have).

what happened to banning trolls?

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Spiral Architect.6540

When Martin Kerstein announced how they would deal with those people a year ago, I was quite happy. Now a year later, there is little left from this intention (seemingly).

Well, quite a bit has changed with GW2 in the past year, with little left from the original intention. As Vayne has noted several times on these forums, ANet staff said lots of things back then, and have since changed their minds.

Adopting a ban-heavy stance on forum negativity would not earn ANet many PR points, and I imagine they know this.

Was it Really a Good Trade?

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Spiral Architect.6540

The players that quit GW2 will come back for an expansion.

Nope, not necessarily. If they released an expansion that wiped the slate clean of all vertical progression tiers, and returned to their original intent for the game, I might consider coming back.

But then again, maybe not. I’m not sure I would ever give ANet another dollar, much less fifty-nine.

Constructive Discussion about Conditions

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Spiral Architect.6540

Conditions are a good idea on paper, not so much in game. It works alright for solo/small groups but if you’re going to be joining a zerg then you’ll have to accept that the condition-dependent build will be underpowered.

There isn’t any simple answer to improving its usefulness because raising the cap doesn’t mean anything when there are 50-100 players all applying bleeding or whatever to the same target. Besides that, there is the consideration of what kind of lag would result from 2x to 10x more stacks of each condition being calculated, and the issue of bosses dying too quickly because they take massive amounts of damage from multiple conditions.

Short of completely removing and recreating conditions in some other form, there isn’t anything they can do about it directly. A decent workaround would be to allow switching between dual builds or more, like Rift’s soul system. You could then easily switch between a condition build and zerker for solo or group play, or choose between offense/defense, PVE/WvWvW etc.

Other games have condition-based classes and builds, and do just fine with the concept. Just sayin’.

At this point is anyone even surprised?

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Spiral Architect.6540

They can’t charge you for fixes. They can charge you for gems to buy hairstyle.

Ladies and gentlemen, we have a winner.

Constructive Discussion about Conditions

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Spiral Architect.6540

There have been lots of constructive discussions about how to improve conditions, some going back almost to the launch of the game. All have been ignored.

This is why there has been “whining and complaining.”

But seriously, if you want a good constructive thread about the topic, spend a little time and go take a look at all the previous threads first. There are lots of good ideas in there, and they should provide you with some great thread fodder.

Rewards fundamentally flawed

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Spiral Architect.6540

I made a suggestion a long time ago, to add a feature from Guild Wars 1, a Dungeon Master’s Guide.

It’s a book that has an empty entry for each dungeon in the game, so that’s 33 entries for Guild Wars 2, including Story Mode. Each entry is “filled” when the player finishes a dungeon for the first time, it can be an excellent way to add some much needed Lore/Story, giving a brief description of the enemies and main antagonists encountered in each dungeon. It can also act as a Quest Journal of sorts.

Then, the players can exchange the book at various completion levels, for rewards. Much like a repeatable Dungeon Master title, but with a great reward in the end.

I wonder why it didn’t make into the game… That’s one solution that would actually work.

Probably because it was suggested by a player.

Is there a man in a hoodie in this?

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Spiral Architect.6540

That’s an NPC from The Secret World, on his lunch break.

Condition Catastrophe

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Posted by: Spiral Architect.6540

Spiral Architect.6540

Sorry, but it cracks me up to see people make all kinds of suggestions on how to fix this problem. There have been numerous threads about the condition damage problem — just like this one — but no comment from ANet, other than, “We’re working on it” and “Oops, we’re not working on it.” Don’t count on any fix anytime soon, and certainly not any fix suggested by players.

It’s hard not to assume they either 1) don’t know how to fix their game, or 2) don’t care to fix their game.

The direction and state of GW2

in Guild Wars 2 Discussion

Posted by: Spiral Architect.6540

Spiral Architect.6540

If you got everything these was to get in the game, would you still be playing it? For a large majority of people the answer is “No.”

For me the answer would be “yes.” If ANet had diverted their Living Story resources and gear progression resources to creating meaningful horizontal progression, I’d still be playing. I find the Living Story to be weak and anemic, and too focused on achievement mongering for my taste. And gear progression? No thanks, been there, done that, don’t find it interesting.

However, if we had the options of new skill acquisition through game play, tweaking trait lines through game play, cosmetic additions through game play, etc., I’d be all over that.

So, yeah, items don’t interest me much. Developing my character does.

Horizontal progression can still be completed, so the question still stands:

If you got everything there was to get in the game, would you still be playing it?

For a large majority of people the answer is “No.”

Heh. Horizontal progression as it stands in the game right now is extremely weak, and not enough to keep me interested. Again, if ANet had put more effort and resource into that side of the game, I might still be there. Shiny new weapon tiers and stat creep, though? Not so much.

The direction and state of GW2

in Guild Wars 2 Discussion

Posted by: Spiral Architect.6540

Spiral Architect.6540

If you got everything these was to get in the game, would you still be playing it? For a large majority of people the answer is “No.”

For me the answer would be “yes.” If ANet had diverted their Living Story resources and gear progression resources to creating meaningful horizontal progression, I’d still be playing. I find the Living Story to be weak and anemic, and too focused on achievement mongering for my taste. And gear progression? No thanks, been there, done that, don’t find it interesting.

However, if we had the options of new skill acquisition through game play, tweaking trait lines through game play, cosmetic additions through game play, etc., I’d be all over that.

So, yeah, items don’t interest me much. Developing my character does.

The direction and state of GW2

in Guild Wars 2 Discussion

Posted by: Spiral Architect.6540

Spiral Architect.6540

Devs see people praising their terrible game and think “Oh, nothing’s wrong…we don’t need to improve or fix anything. Carry on!”

I seriously doubt that forum feedback has any influence at all on the game developers’ decisions. Take the two “Ascended Gear” threads that each generated 20+ pages of comments, were ignored, then deleted, for example.