Showing Posts For Turtlemilk.1064:

Desperate Decoy

in Bugs: Game, Forum, Website

Posted by: Turtlemilk.1064

Turtlemilk.1064

I have tested Desperate Decoy several times in Eternal Battlegrounds. Although the tooltip clearly states Health Threshold: 50% (13,227), it is actually 25% (6,613).

So, is it the tooltip that is wrong or the actual ability?

Thanks!

(edited by Turtlemilk.1064)

Why are people doing dragon bosses?

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

Because it’s fun

How is it fun to fight a battle that can’t be lost? Where’s the challenge?

Really, it being literally impossible for any of the dragons to win any of their encounters is honestly baffling. The fights seem epic and such initially, but once you realize they are no more than completely scripted events and always going to have the exact same outcome, they turn out so disappointing. Especially since they repeat every few hours.

One way to progress. :c

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

ArenaNet said something about making the ascended gear available through WvW. They just haven’t implemented it yet.

Angry rant against bandwagon guilds

in WvW

Posted by: Turtlemilk.1064

Turtlemilk.1064

Why doesn’t ArenaNet just make it so that if you transfer servers, you can’t do WvW on that server until the match resets? Wouldn’t that work, or am I missing something?

Why doesn't this game have dueling?

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

It probably has something to do with the fact that players will scream for 1v1 balance. Like, the Death Blossom Thief build where you bleed → stealth → repeat is basically one of the ultimate 1v1 builds.

Vertical Progression (Q&A interview inside)

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

Amazing! another “quoting ANET people” post! we need more of this.
/sarcasm

The new dungeon is not out, the new gear is not available. WAIT to see how they managed this, and then take conclussions.

The new gear is out: http://www.gw2db.com/items?filter-item-rarity=8 Look at it and then tell yourself it’s not necessary to remain competitive.

No, it’s not. All players immediately have access to the best gear in Structured PvP, so whether or not someone has ascended items for PvE or WvW… it doesn’t matter.

See, ask anyone from traditional MMOs what they hated about vertical progression and they will say, “It gave other players an advantage over me in ranked matches,” or, “My gear not being good enough prevented me from experiencing end-game content” or, “It forced me into a gear treadmill just to compete.”

Since literally none of that is an issue in Guild Wars 2, I don’t see why there is a problem.

EDIT: Oh, and before you decide to bring up something like, “But it imbalances WvW!”

WvW isn’t supposed to be balanced; that’s why it revolves around which server is more organized, has more participants, and night capping. Having ascended items in WvW won’t change anything. It’s not like one server is going to have an advantage over another because of ascended items.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

ESO aka Elder Scrolls Online is coming next year… yes I’ll be in for future free updates but you might as well save your money since like most people.. I will not be buying your expansions just for a reason to grind more dungeons for more useless gear that will be replaced again and so forth.

http://ca.ign.com/videos/2012/11/08/the-elder-scrolls-online-gameplay-video

Yes, because that is exactly what ArenaNet said is going to happen.

Sigh.

ArenaNet stated they were going to release new infusions and types of ascended gear (all obviously the same tier). Honestly… why are you people acting so silly? The idiocracy burns so much I feel like you all must be trolling.

The idiocy that I see is in this post. Have you even looked at it? They compared an exotic level ring with an ascended level ring. Both magic find, ascended level had 5 stat points more to every stat, and 3% more magic find. If those numbers carry over to everything else, you’re going to be looking at roughly 100 more stat points for a full ascended set versus an exotic set. And that’s quite a difference.

Uh, yeah? Ascended gear is better than exotic… of course it’s going to be more powerful.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

ESO aka Elder Scrolls Online is coming next year… yes I’ll be in for future free updates but you might as well save your money since like most people.. I will not be buying your expansions just for a reason to grind more dungeons for more useless gear that will be replaced again and so forth.

http://ca.ign.com/videos/2012/11/08/the-elder-scrolls-online-gameplay-video

Yes, because that is exactly what ArenaNet said is going to happen.

Sigh.

ArenaNet stated they were going to release new infusions and types of ascended gear (all obviously the same tier). Honestly… why are you people acting so silly? The idiocracy burns so much I feel like you all must be trolling.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

Or you could just wait and see what the content really looks like?

Honestly, people…chill the hell out. You have no idea what is going to happen.

Dude, everyone should freak out. This is obviously the beginning of an endless gear treadmill. ArenaNet has gone back on their word. I’m going to show my dissatisfaction with this game by canceling my – oh, wait.

This is what people are doing:

http://www.nizkor.org/features/fallacies/slippery-slope.html

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

You won’t be required to obtain a certain item level just to enter a dungeon and Structured PvP is balanced out regardless anyway. What is the problem?

Taking bets about the level cap

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

GW1 went for 7.5 years without a gear treadmill, too.

No, it didn’t. ArenaNet released insignias in Nightfall. Practically the same thing.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

I don’t understand why so many people are upset. All players are balanced out in structured PvP anyway… what’s the problem?

How to Fix World vs World

in WvW

Posted by: Turtlemilk.1064

Turtlemilk.1064

Greetings,

In addition to the invisible army issue and finding an elegant solution to Mesmer portals:

  1. Players would likely be more willing to work together if the game were to encourage them. I recommend redesigning how upgrades are purchased so that they are pools that any player may donate toward. For example, a player may put five silver toward the Reinforce Doors upgrade which costs a total of one gold.
  2. Worlds that holds a fortification for over three hours should be awarded 50% additional Badges of Honor for combat near that fortification. This would help prevent zerging from remaining such a popular strategy and help encourage players to defend what they take.
  3. This leads me to my next point: I cannot think of one good reason why Badges of Honor need to be looted. They should be a separate currency like Karma. Also, why not award Badges of Honor to players who assist with upgrading?
  4. It would be unfair to implement an equilibrium system during off-peak hours to assist with night-capping, but there should at least be something to help servers that are losing horribly. For every 25% difference that one world is behind in score, that world should receive an additional 5% damage and maximum health.
  5. I find it strange that claiming is not prioritized to guilds with active boosts. For example, a guild without a single Art of War level should lose its claim to Stonemist Castle if a guild currently offering +40 Power, +40 Toughness, and +40 Vitality attempts to claim it.
  6. On a more minor note, the Hire Caravan Guard upgrade for resource camps is abhorrently weak because of the guard AI. Guards should prioritize hostile players over NPCs so that the caravan cannot be killed so easily while its guards are distracted by wildlife. Or, have the dolyak be invincible until its guards are killed.

Sincerely,

Turtlemilk

Best use of karma if you're geared?

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

Karma is only useful at level 80 for cosmetic purposes. It doesn’t make sense to use karma otherwise because the items are so expensive.

Hiding Commander icons

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

Agreed.

Although, I find it strange how other titles are not automatically displayed on name plates. I feel sorry for those people who earned God Walking Amongst Mere Mortals because they’re only able to show it off to players who actually click on them.

ArenaNet should just have titles displayed like they are in just about every other MMORPG, and like those other MMOs, implement an option to disable the feature.

PvP Looting poorly implemented: Badge of Honor

in Suggestions

Posted by: Turtlemilk.1064

Turtlemilk.1064

Like Karma, Badges of Honor should be another form of currency.

GW2 is not living up to its potential

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

The overwhelming feeling that I get when I play GW2 is that it’s a game that was released too soon.

It’s as simple as that. ArenaNet is no doubt having regrets.

People love to make this ridiculous statement. GW2 was just about as polished a release as any I have ever seen. Does it have bugs? Sure, every MMO does… even WoW which has been out for many years still has bugs.

And if they had delayed releasing it, I bet you and the guy you quoted would be first in line crying about the delay, saying ‘just release it already!’.

So that ‘it was released too soon’ is just such a tired, worn out argument that it needs to be retired.

I don’t see how you can call it a ridiculous statement when it’s obvious. Even ArenaNet acknowledged that dungeons were unfinished. The game is missing basic features like guesting and player rankings, and even features from the original Guild Wars like gear/skill recalling, GvG and Observer Mode.

Hell, even the tooltips are unfinished. I love reading, “Heal allies when you cast a mantra.” Nah, it shouldn’t say how much it heals, or in how large of a radius, or whether or not it includes my character. The tooltips even refer to stats that don’t even exist anymore like Malice and Shredding.

When I heard about the release date I had doubts that the game was finished. “ArenaNet hasn’t even implemented cast bars yet? Surely they will by release…?”

Nope.

GW2 is not living up to its potential

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

Yoh, periods and paragraphs are your friend.

I don’t understand why you complain about not being able to go toe-to-toe with dungeon mobs, since you can do a whole lot more than just dodge. Blind, daze, knockback/down, root, cripple, freeze…you can do a heckuvalot to avoid being hit. This is why a good dungeon group doesn’t get wiped; not because they have ridiculously high healing power or toughness, but because they know their skills and how they interact with others. Team synergy isn’t evident in world PvE, but in the rest of the game that’s what separates good players/teams from those that are not.

There has not been a large enough quantity of game-breaking bugs or glitches that tells me that the game was released too early. From my experience, it has had a very good launch, and so far the slate for future expansions is on track.

Solid, isn’t the big patch supposed to fix a few current ranger build issues?

The dungeons being so poorly designed should be make it obvious enough that the game was released unfinished. I don’t know how anyone could look at the Zhaitan encounter and think, “Yeah, that’s finished.”

GW2 is not living up to its potential

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

The overwhelming feeling that I get when I play GW2 is that it’s a game that was released too soon.

It’s as simple as that. ArenaNet is no doubt having regrets.

Core issue, Skills

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

All ArenaNet needs to do is release more skills. For example, implement additional weapon skills that we can use instead of the default options.

Why do I have to party up for the Story?

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

Maybe the final mission is ArenaNet’s way of introducing players to dungeons. Or… perhaps they wanted the last mission to be as epic as possible. Too bad Arah is so unfinished, though.

Show off your battle theme!

in Community Creations

Posted by: Turtlemilk.1064

Turtlemilk.1064

Why Is ANet Secretive about GW2?

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

If I were ArenaNet, I wouldn’t want to depend on hype and risk broken promises. For example, I remember when Diablo III came out, Blizzard stated they were working on a PvP system for patch 1.1. That has yet to happen. I had a lot of friends who actually bought Diablo III expecting a PvP system soon after launch.

I also remember EA talking about how they were working on guild capital ships for the Old Republic soon after the game was released. That has also yet to happen.

ArenaNet already talked about how they were considering things like a dueling feature and were working on guild battles, a ranking system, and more enjoyable dungeons. Not sure what else you want from them.

Maybe its not that different after all.

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

If you read patch notes, you’ll see guardian has been nerfed repeatedly. So has thief.

I really don’t see WoW as being in the same league as GW2. It’s more the era of Runescape, EQ2, GW1, SWG — and very successful for that era of a game.

GW2 is more comparable to Rift, Tera, SWTOR.

It’s because WoW is still (and has been) the most popular and successful MMO.

What if Dailies gave 1g and Monthly 30g ?

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

All ArenaNet has to do is offer more ways for players to make money. The way it is now, you can’t get much out of traditional farming and are instead pigeon-holed into playing the Trading Post.

Maybe its not that different after all.

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

I prefer paying subscription cause then devs at least worry about their players quitting, feel like anet is just gonna try to make their next expansion look awesome and then forget about players for another year. Im still patriotic about anet beeing best devs but i cant keep lying to myself forever… I stopped PVE once i understood that tutorial bosses are best bosses in whole game, stopped wvwvw when i understood that nothing matter cause the best server will always be with most players at most times, and now PVP is starting to let me down cause it starts to become build wars.

Build Wars? I suppose getting epic raid gear to steamroll players is the best option, like all the other MMOs do?

Guild Wars was always about finding the build that suit you best.

I wont even comment on the tutorial bosses…

Only bads always thought that its about gear in wow, i always played with the pvp gear you farmed from battlegrounds and never had problems. And ye its build wars, i have 1 good build for necro, 1 for engi, 3 for guardian, 2 for elementalist and so on… if you really want to play what you prefer then get ready to be farmed in tourneys.

I quit Mists of Pandaria because of how abhorrently broken the PvP is. You’d think that after seven years it would be well-tuned, but nope.

Making Low Lvl Zones Relevant to High Lvl Players

in Suggestions

Posted by: Turtlemilk.1064

Turtlemilk.1064

In my opinion, with just a few simple changes dynamic events in lower-level zones could become a far more significant gameplay element.

  • The bonus system needs to be integrated with dynamic events. In other words, the longer an event goes without player interaction, the more experience, karma and money its completion should reward (up to a cap).
  • Meta Events (and their current status) should be viewable from the world map. This would result in zones being populated while their prime events are in progress.
  • The cost to travel to a zone should scale with its level. For example, traveling to a starting zone from Lion’s Arch should be cheaper than traveling to Orr.

I brought you this!

in Community Creations

Posted by: Turtlemilk.1064

Turtlemilk.1064

Thanks, buddy.

For anyone worrying… the link is not a keylogger.

[Suggestion] More variations for PVE enemies across zones

in Suggestions

Posted by: Turtlemilk.1064

Turtlemilk.1064

At least there are very few recycled environments. In other MMOs, it is not uncommon to find the same buildings and layouts constantly re-used.

Character Collision / Body Blocking

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

Body blocking would be great were collision detected only between enemies.

But… the main issue may be performance concerns. Imagine how much more taxing large dynamic events and enormous WvW battles would be.

A Growing Disappointment and Resentment

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

  1. Agreed – the story was great at first but it started to go downhill the moment Traeherne got involved. I actually thought the story was very interesting until then.
  2. Doesn’t that just mean that you’re in a crappy guild? Perhaps you should consider joining another. Remember that you can be in multiple guilds at the same time.
  3. Many skill points are guarded by veteran mobs, hence why they are called “skill challenges.” Shameful if the mob is bugged, though.
  4. It’s common knowledge that something like Hundred Blades Warriors or Shatter Mesmers are far more like glass cannons than, say, a confusion-based Mesmer. Try experimenting with popular builds from websites like:
    http://www.gw2builds.org/
    http://www.gw2build.com/
  5. Underwater combat was intended to add another combat layer but it can definitely be frustrating for some classes. Remember, though, that you can change your skills to a different set solely for underwater combat. Also remember that level-appropriate underwater weapons are extremely important.
  6. WvW can be confusing at first, but once you figure it out it’s very simple to understand. Remember that you can speak with the tutorial guide the moment you zone in. You can also check out: http://wiki.guildwars2.com/wiki/World_versus_World
  7. I’m not sure what you mean by “worth” completing. There’s no subscription fee and little vertical progression at the maximum level. You can stop playing for several months and not have to worry about falling behind or feeling obligated to play.

THESE are the kinds of posts I love. They’re respectfully opinionated but more than that, helpful. That’s how you grow a community and grow your game, not by trying to run people off that don’t immediately agree with your viewpoints.

I’ll take a gander at the builds and see if anythings trikes me as profitable.

By the way, your name is unusual and familiar. Were you a WoW player on Lightninghoof sometime before you went to GW2? I could swear that is exactly the name of the warlock that used to harass the unholy hell out of us during BC.

Completion wise I was referring to the story more than anything—and level-capping.

Thanks! Yes, I was. I tried Mists of Pandaria, actually… I thought it was neat but I grew quite bored of it after a while.

What do you anet anet to add in lost shores/future patches?

in Suggestions

Posted by: Turtlemilk.1064

Turtlemilk.1064

There are many ways to cater to players who enjoy being rewarded with more than cosmetic items (without vertical progression). For example, ArenaNet could give players incentive to compete with structured PvP rankings. They could also provide incentive to acquire achievements with achievement inspecting and challenge modes (a great new feature in World of Warcraft).

Simply put, the game needs more “things to do” and “reasons to play” at the maximum level since vertical progression, the staple of most MMORPGs, is no longer a factor.

A Growing Disappointment and Resentment

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

  1. Agreed – the story was great at first but it started to go downhill the moment Traeherne got involved. I actually thought the story was very interesting until then.
  2. Doesn’t that just mean that you’re in a crappy guild? Perhaps you should consider joining another. Remember that you can be in multiple guilds at the same time.
  3. Many skill points are guarded by veteran mobs, hence why they are called “skill challenges.” Shameful if the mob is bugged, though.
  4. It’s common knowledge that something like Hundred Blades Warriors or Shatter Mesmers are far more like glass cannons than, say, a confusion-based Mesmer. Try experimenting with popular builds from websites like:
    http://www.gw2builds.org/
    http://www.gw2build.com/
  5. Underwater combat was intended to add another combat layer but it can definitely be frustrating for some classes. Remember, though, that you can change your skills to a different set solely for underwater combat. Also remember that level-appropriate underwater weapons are extremely important.
  6. WvW can be confusing at first, but once you figure it out it’s very simple to understand. Remember that you can speak with the tutorial guide the moment you zone in. You can also check out: http://wiki.guildwars2.com/wiki/World_versus_World
  7. I’m not sure what you mean by “worth” completing. There’s no subscription fee and little vertical progression at the maximum level. You can stop playing for several months and not have to worry about falling behind or feeling obligated to play.

Server Loyalty Program

in Suggestions

Posted by: Turtlemilk.1064

Turtlemilk.1064

All ArenaNet needs to do is offer free transfers to underpopulated servers and have players pay to move to servers that don’t need them.

Bots/Hacks

in Suggestions

Posted by: Turtlemilk.1064

Turtlemilk.1064

WvW is often ruined because cheaters immediately take all three Orbs of Power for their server, thus resulting in a horrible snowball effect. It is basically impossible for the other two servers to compete against enemies with +15% maximum health and +150 to all stats.

How about "Underflow" Servers?

in Suggestions

Posted by: Turtlemilk.1064

Turtlemilk.1064

OP is suggesting what WoW recently implemented – to merge specific zones that are underpopulated between servers. So, for example, join a level 20 zone that would normally be deserted and instead see players from across several different worlds; not just your own.

A theory about Dopamine and Guild Wars 2

in Guild Wars 2 Discussion

Posted by: Turtlemilk.1064

Turtlemilk.1064

Traditional MMOs are so addicting because they are constantly rewarding. When a reward is obtained, dopamine is released and a pleasurable sensation occurs. Dopamine has such a powerful effect that people are even willing to participate in monotony to keep it going.

This is what Guild Wars 2 is lacking that has so many people upset. Players are wondering why they should struggle in explorable dungeons for gear that only looks cool, grind for legendary weapons that can’t even be shown in the Heart of the Mists, acquire titles not shown on name plates, or obtain achievements that cannot be inspected.

ArenaNet constantly stated that Guild Wars 2 would revolve around playing for fun and not rewards. Fine, great, but how is it fun to kill the Claw of Jormag when it is literally impossible for the dragon to win? How is it fun to crawl through such poorly designed dungeons like Honor of the Waves? How is it fun to engage in “dynamic events” that are either laughably easy or have laughable consequences? How is it fun to participate in WvW rampant with server imbalances and invisible armies? Hell, how is it fun to enjoy the personal story when it has a donkey named Traeherne?

For many players, acquiring rewards of substance is the fun. If ArenaNet is going to revolve its game design around fun and not rewards, they should at least make it that way – or otherwise – include better options for those yearning for dopamine.

PS: I still love the game and particularly enjoy structured PvP. Just playing devil’s advocate.

The Great Dream Patch: Add Your Own!

in Suggestions

Posted by: Turtlemilk.1064

Turtlemilk.1064

DUNGEONS

  • New Feature: Community-Preserving Dungeon Finder
    • A server-wide interface that shows players who may select a dungeon and the role(s) that they would like to play (control, damage or support).
  • Explorable dungeons are now more rewarding. Completing an explorable dungeon will now guarantee substantial coin and rare crafting materials or items.
  • Optimized explorable dungeon difficulty. For example, paths in the Citadel of Flame and Honor of the Waves are no longer easier than intended. In addition, certain enemies better telegraph their attacks while bosses are made more dynamic with percentage-based phases.

DYNAMIC EVENTS

  • The frequency of dynamic events in Orr has been slightly reduced. In addition, events in Orr that are consistently beaten will now get progressively more challenging with new Veteran and Champion enemies.
  • New Effect: Overwhelming
    • Reduces all damage taken from AoE abilities by 10/20/30/40/50% and the duration of all hostile conditions by 5/10/15/20/25%.
    • Progressively granted to enemies during dynamic events that are consistently beaten to make them more challenging.

MISCELLANEOUS

  • New Feature: Dueling
    • Added an option to automatically decline and ignore dueling requests.
  • New Feature: Inspecting
    • Players may now inspect each other’s achievements, equipment, rank and traits in the Heart of the Mists. Inspecting equipment in PvE remains disabled.
  • New Feature: Observer Mode
    • Players may now view currently active tournament matches in real-time.
  • New Feature: Build Slots
    • Players may now link, save, and recall character builds. Additional slots can be purchased through the Gem Store.
  • New Option: Area Loot
    • When enabled, looting will automatically loot all other nearby items as well.
  • Redesign: Traveling Costs
    • They are now determined not only by distance, but by the level of the area being traveled to. In addition, players who have earned 100% completion in capital cities may now travel to them for free.
  • Players may now change their character’s appearance through the Gem Store.
  • Tooltips have been improved to be more specific and include missing information.
  • Titles are now also displayed under a player’s name tag. Added an option to disable displaying titles in this way.
  • Added NPCs granting access to activities like Keg Brawl to the Heart of the Mists.
  • “Last Online” is now displayed on contact lists and guild rosters.

STRUCTURED PVP

  • Redesign: Auto-Balancing
    • Players now have incentive to join the losing team as they are awarded with “Good Sport” glory for volunteering.

WORLD VERSUS WORLD

  • Redesign: Orbs of Power
    • Orbs of Power now reset six hours after being placed on an Altar of Power. In addition, Orbs of Power no longer provide +5% maximum health.
  • Redesign: Personnel and Structural Upgrades
    • Upgrades no longer need to be purchased at once and are instead pools that any player may donate toward. For example, a player may put five silver toward the Reinforce Doors upgrade which costs a total of one gold.
  • Remedied the “invisible army” issue.
  • An equilibrium system to assist with night capping and underpopulated servers has been implemented. For every 25% difference that one world is behind in score, that world will receive +5% damage and maximum health.
  • Claiming is now priorized to guilds with active boosts. For example, a guild without a single Art of War level will lose its claim to Stonemist Castle if a guild currently offering +40 Power, +40 Toughness, and +40 Vitality attempts to claim it.
  • Badges of Honor are now an account-wide currency and no longer need to be looted. In addition, Badges of Honor can be acquired by repairing and upgrading.
  • Guards now prioritize hostile players over NPCs. For example, upgraded supply caravans can no longer be killed so easily while its guards are distracted by wildlife.
  • Added a sound effect for when a World versus World battleground is ready.

BUGS

  • Fixed a bug where sound files would play at erroneously high volumes.
  • Fixed a bug where siege weapons in WvW would take damage from Retaliation.
  • Fixed a bug where catapults in WvW could deal damage through gates.
  • Fixed several broken dynamic events and skill challenges.

Special thanks to Ghostly.4162!

(edited by Turtlemilk.1064)

IMO the main reason pvp is lacking...

in Suggestions

Posted by: Turtlemilk.1064

Turtlemilk.1064

There should be a ranking system once paid tournaments are enabled. Or, at least, there was in the original Guild Wars.

Also, claiming something like, “There should not be a ranking system because it encourages player ego” is hardly a valid reason to suggest it not be implemented. Some people PvP solely for fun and others because of the competition.

There is nothing wrong with allowing players to see how they rank among their competition.

The problem with Dynamic Events...

in Dynamic Events

Posted by: Turtlemilk.1064

Turtlemilk.1064

And I like your idea for the Dragon’s not always being a lose situation. There should be a limit as to how long you can fight a boss like the Dragon before your “forces” are exhausted, and if you lose there needs to be some sort of negative effect on part or all of the map. People already have no issue telling each other to rally at major events, but it can’t hurt to make them feel like they’re stopping something that could make the world of Tyria less pleasant if they should fail (As opposed to zerg-respawn till the thing dies).

I totally agree. In fact, I do recall, that arenanet, mentioned, that there would be negative consequences, when you don’t defeat a boss in time. Their specific example was with the dragon boss Tequatl. If you would not defeat him in time, he would send hordes of undead to rampage over the map.

Since I haven’t gotten to him yet, I can’t really confirm any of this, but I’m pretty sure, that this feature does not exist for any boss in the world. Then again, I have yet to see a boss not get killed.

I killed him earlier today. I did not see anything to suggest that, were he not killed soon enough, an undead horde would rampage over the map. Now, there is an event in that zone with an undead ship bombarding a town, and if not destroyed in time, the town is taken over by Risen. Unfortunately, the extent of that event seems to be, “Take the town back!”

The Official Buff/Nerf Thread!

in PvP

Posted by: Turtlemilk.1064

Turtlemilk.1064

Honestly, Moa Morph is extremely balanced because it can be countered so easily. The Mesmer must remain stationary while casting… this serves as a telegraph so that the enemy can dodge.

Successfully dodge Moa Morph and not only will the ability fail (obviously), but it will go on its 90 second cooldown. The elite can even be blocked with something like Aegis.

Oh, and Heartseeker is not broken. Yes, it’s annoying as hell and stupid game design, but people need to understand that outside of 1v1 Heartseeker spamming Thieves are pretty useless. Why? Because they are so fragile that in any team fight they are easily killed – AoE melts them and with a single stun and a little focus fire, they’re finished.

(edited by Turtlemilk.1064)

The problem with Dynamic Events...

in Dynamic Events

Posted by: Turtlemilk.1064

Turtlemilk.1064

…is that they’re too easy.

For example, fighting the Claw of Jormag, Shatterer, and Tequatl the Sunless was really awesome at first, but since it’s literally impossible for the dragons to “win”, the fights end up becoming dull because they offer very little challenge. Moreover, because these dragons respawn so often (every few hours), the fights turn into monotonous repetition – exactly what ArenaNet was trying to avoid with Guild Wars 2.

I noticed this problem when I got my Mesmer to around level 30. If there was event saying something like, “Defend X for Y minutes,” I would go to the event, kill a few enemies, and then leave because I knew that I would get gold participation and I knew that the event would not fail anyway.

The higher level zones have the same problem, too. For example, the escort event going from Caer Shadowfain to Penitent Waypoint is an absolute joke. Even with 10+ players participating, the only opposition is a small group of non-Veteran Risen that spawn nicely clumped just to be AoE’d down.

Not all events are this way, though. The event chain leading up to the Risen Priest of Balthazar is an example of a dynamic event done right. There is a great build up to assaulting the temple, and ultimately defeating the Priest is not easy because he is extremely powerful and includes a 10-minute timer.

I think that ArenaNet should look at the difficulties for events that include a zerg of players.

I haven't felt this disappointed since High School prom

in Personal Story

Posted by: Turtlemilk.1064

Turtlemilk.1064

I legitimately enjoyed the story in Guild Wars 2. I thought it was very interesting partly because it had characters that I actually liked.

Then, for whatever reason, ArenaNet was like hey, you know that guy...Tybalt that is actually really cool? Yeah, well... we're going to kill him off. Enjoy the rest of the story.

I was like, that sucks but whatever, I’m sure the story will come up with something to make up for it. But then it goes like, dude! We'd like to introduce...this really interesting character named Traeherne! He's... righteous. The story is going to be all about him now, ok? We know this was a personal story at first, but now it's going to be a, "choose one of two options that this plant guy gives you." Enjoy!

So then I thought that surely at least the story will be really interesting. But then it was like, now for the interesting stuff! You're going to...kill risen! You want to do something with your infinity - no, you're going to kill risen. What happens to Zojja you may ask? Well she - no, kill risen. You though it was cool when the Master of Whisp - risen killing must be done! Go kill a risen camp, a risen ship, a risen mouth, a risen eyeball, survive against a risen wave... like five times? Nevermind about all those other interesting missions you had, like when you needed to infiltrate a base or spy on - RISEN TO KILL!!!

I swear, EVERY SINGLE MISSION afterward was Traeherne going like, "Hey man, how's it going? Lemme tell you something... there's these risen over here. We gotta go kill them. Hope someone doesn't get ambushed by the risen or need rescuing from risen, cause then we'll have to kill the risen there, too. You dig?"
Stupid.

(edited by Turtlemilk.1064)

The dialogue... oh lord, the dialogue...

in Personal Story

Posted by: Turtlemilk.1064

Turtlemilk.1064

The voice acting for Destiny’s Edge was top-notch. Felicia Day especially did a very good job with Zojja.

Otherwise, I thought the voice acting was pretty horrible.

Dungeons are Boring and/or Poorly Designed: Here's Why

in Fractals, Dungeons & Raids

Posted by: Turtlemilk.1064

Turtlemilk.1064

Several of the game’s dungeons are absolutely horrible and desperately need improvement. Some are so incomplete that they belong in alpha-testing.

The primary issue with explorable dungeons is that, for some reason, players are allowed to run back to a boss encounter after being defeated. This means that it is almost impossible to lose to any boss in the game. For example, while Lieutenant Kholer in the Ascalonian Catacombs is challenging, the bottom line is that a group will never lose if they simply play defensively while their allies are running back. Such game design may make sense in story mode, but in explorable where content is supposed to be challenging, absolutely not.

The second issue with several (not all) of the dungeons is that they are, simply put, incomplete and therefore boring. For example, going through the Zealot path in Honor of the Waves was honestly the worst dungeon crawling experience I have ever had in a video game since Occulus in World of Warcraft.

For those who have not done that path: every single boss is laughably easy (which should not be the case in explorable), either because of their simplistic mechanics or because players can run back after being defeated. The worst part is the final underwater boss: his mechanics are so simple that a group can literally stand in one spot and press one button over and over again to be victorious (just like Zhaitan in Arah story mode).

Repeat: the final boss in an explorable mode dungeon can be defeated through mindless repetition. Oh, and just for fun, it takes over 30 minutes. How is that challenging? How is that not horrible game design?

The dungeons in Guild Wars 2 are an utter shame because otherwise I believe that it is one of the best games ever made. I really hope that ArenaNet can improve the dungeons – they obviously have plenty of potential.