(edited by Uber.7623)
Showing Posts For Uber.7623:
Hello. I just had a thought and wanted to share it. I always got kind of annoyed by how whenever I open up the crafting panel, I always see all the tabs expanded. By tabs, I mean each different thing I can craft (rifle, pistol, refinement, etc). I was wondering if anyone agrees with me that it would be a small, but cool, quality of life change to have them all be closed by default when you first open the crafting panel.
To clarify, this isn’t really a game-breaking thing or anything on that level. I just personally get more annoyed at it, but it’s a minor inconvenience at best. I’m just here to see if anyone seems to be in the same case as me, but I don’t really care whether it stays like this or not.
I’m surprised that you only started to get these problems around HoT. The lightshow game in Guild Wars 2 was pretty ridiculous in larger fights.
Aside from that, I wonder why they haven’t added a brightness setting yet.
The only problem with warriors is their place in Conquest right now, and even they aren’t as bad as the previous season when it came to balance. They’re actually very overpowered in Stronghold just for their ability to get mist essences with literally no way to stop them if they have basic knowledge of using stances. They’re definitely a force to be reckoned with in Conquest mode, but people are right when they say Warriors aren’t really that invincible.
The problem for warriors right now is their sustain on points, and sustain itself is a problem I think every “OP” class had when it came to balancing. While Reapers can dish out far more damage on points with AoE, Warriors have so much sustain on a point compared to the previous reaper, and has extremely high damage anyways. Their CC is also high up their due to their stuns, which can completely counter engineers who doesn’t design their build to account for it (like some of mines). The fact that they can stand on a point for so long, whether its 1v1 or even 1v4 if the warrior is that good, is such a huge factor to winning a match in Conquest mode. Conquest mode is far more about holding points than killing the other team, but killing is very necessary to get them off of course. That’s why warriors are actually really good and perhaps overtuned. If it takes that long to get a warrior down on a point, then his team mates will have plenty of time to go to the point to defend it. However, those would be a bunkers role in a sense, and I think that itself isn’t the problem. The fact that a warrior using glassy amulets and using a high damage condi-build with amazing CC means he shouldn’t have such sustain on a point at all. Even sustain-builds in the previous classes had no way of lasting as long on a point as this super glassy warrior does because of how their stances work, and super easy to do I might add. Since it isn’t about 1v1 but keeping points, and you can’t exactly kite a PvPer unless they’re bad with tunnel vision, it’s obvious why they’re such a massive boon to any team for just one reason.
In solely 1v1 situations without points or objectives included, they’re very balanced I guess. I don’t really pay attention to those, but warriors come off as the same deal as Dragonhunters in duels, where they’re just high burst and they can last a while. However, a proper build (especially if it counters the opponent’s build), and good use of kiting and just living long enough will make them deplete their skills/trait for a solid kill. Maybe if there was a popular and official game mode that’s based on Deathmatch (coughcough Courtyard coughcough), Warriors could definitely show themselves to be terrifying berserkers to the point of being too powerful. They’re manageable enough in Conquest due to other reasons and ways to make them less effective, such as timing to use skills against their stances and what not. However, whenever it came to the powercreep or “OP” classes, I noticed it’s because of their sustain on points. Every overpowered class that I found was really, really good at standing on and holding points. That alone is the biggest benefit to winning at Conquest mode. It was manageable until their sustain was now being coupled with amazing DPS, CC, and even support. The Tempest last season was a good bunker that needed a little nerfs, but otherwise served the purpose well. Its damage was completely balanced for being so sustained in Conquest mode. I think it’s really bizarre that a Warrior can have so much amazing DPS, CC, and such glassy stats and actually hold points far better on their own than the Reaper ever could unless the Reaper himself went for actual tank builds, which in return significantly reduced their damage.
In my views. there needs to be proper balance between DPS, CC, Support, and now sustain as sustain has become a very factor in Gw2 in my opinion. I also think every profession, and build, should be designed to be better than another one, but only one in possible. In my own idea of a perfect “balanced PvP”, the warrior can normally do far better against Engineers since they are the most susceptible to CC, and warriors have a lot of stuns to bring now. However, any other class that can have real good stability upkeep and kite can easily destroy a warrior in return, while my engineer could then be far better than those classes because they had to sacrifice other things to get stability. Etc. etc.
That’s just on paper in a most basic design, but I think there needs to be a balance of the roles and how which profession is better than whichever other specific profession. But more importantly, the balance of the roles need to be checked the most, otherwise we just get classes that just do way better because they’re basically the equivalent of Celestial stats, except the Power, Condition, Precision, etc etc, is way too close to more specialized stats like Berserkers, Sinister, etc. Classes can’t be that good at everything, and the most OP classes really only came around HoT with the introduction of Elite Specializations, which gave a good 4-5 of them amazing everything, and the perfect team composition which completely negated each other’s already low weaknesses in their builds. Sustain has been a major problem with that, and it needs to be more tuned by Anet I think.
It’s not really a problem in the end. If it’s going to be soul bound when equipped, it won’t be in the shared slot for long, and since getting to the bank is a waypoint away.
Shared Slot isn’t really meant for transferring something to another character I think. I’m guessing they made it with the intent of what it states. What should go in there is something that all of your characters can share and use at any time. While there is really few items for such a purpose, there are some. One good example is my Copper-o-matic Salvage kit, which makes it so I have the convenience of never buying any salvage kits ever again on any character, and just have them all equipped with mystic salvage kits for rare/exotic salvage.
If you decide to get more than one, you can even have three shared slots to have any unlimited gathering tool there so any of your characters can use them at any time without needing to buy more. Even though I bought my TP stuff when gold-to-gem conversion wasn’t so bad, it has its purpose there for those who want to spend money for convenience, or those who save up or know how to make a lot of gold in the game.
Are people actually completely overlooking how useful the Shared Slot Bag is for the fact it makes their eyes hurt for some reason? I mean, yeah. I also completely agree it needs a hide/show button which I’m pretty sure Anet will add later on, as they always add the convenient stuff in time.
But no, really. Talk about millennial stereotype.
And then that music … all hail Jeremy Soule. And the character design, so beautiful (GW2, go hide).
This alone really diminishes credibility for the OP. Opinion or not, it’s pretty amazing how he talks passionately about Guild Wars 1, and he didn’t even notice a majority of it playing in Guild Wars 2.
It’s always those kind of people making these posts.
(edited by Uber.7623)
Once upon a time, there lived 7 Reapers.
Mirror mirror on the wall,
Who is the fairest of them all?
This one.
On one hand, I like the filter. It’s usually not hard to understand, and it blunts some of the harsher language people might use.
On the other hand, no one can type “Redenaz” “is” because the forum thinks they’re supporting the fascists. Whoops.
To be fair though that word is strong enough to be considered a swear. Still, it’s like the other guy’s example of a hat.
I don’t believe in censorship in general and think filters should be on the user’s end for people who care about that stuff while directly insulting someone should still be punished.
What I was talking about more was the type of language such as, “kitten you.” It adds nothing to any conversation on the forum and many people find “kitten you” more offensive than “you’re an idiot.” Regardless of how many people want to say that ’it’s only words’, words are how we communicate and how we affect each other’s thoughts and emotions. For that reason words have a power beyond their simple meanings and some words have far more of a ‘punch’ than other words because of how they affect the emotions. The filter is there to decrease the power of the more powerfully negative words by converting them to the mental image of a kitten, and by decreasing their power it keeps the forum more civil and keeps conversations from heating up.
Therein lies the problem with the filter. If the poster didn’t want that level of punch he wouldn’t use that word in the first place. We mentally envision the word anyway so it still has the same effect. “Kitten” here has a meaning vastly different than it does in the real world or elsewhere on the internet.
Got to say, if people think that “Kitten you” is worse than the uncensored version, then there’s definitely a problem, and not with the censorship or Anet. A entirely different, but strange, problem indeed.
In addition, I have a feeling saying “kitten you” will land you a better chance at keeping your job than the uncensored version.
If we’re counting only 80s, the really low level weapon skins are pretty kitten rare.
I think that Evon Gnashblade is not as credible as he seems.
How I see this in a nutshell:
“Ugh, so tired of Sylvari! Give us story centered on Asura and Charr!”
>New story based on Asura and Charr for three weeks
“Ugh, so tired of Asura and Charr! Give us more Norn and Humans!”
>New story based on Norn and Humans for a week.
“Ugh, so tired of Norn and Humans for a week! Give us more Sylvari!”
Seriously, why can’t we just have a bit of everything with some races getting spotlight in a story. Just because you’re tired of something, doesn’t mean everyone else. In fact, you all are tired of the completely different things, so no doubt we’ll get this kind of whining no matter what story comes out. IMO, Anet should keep doing what they’ve been doing for the story (although I personally think there’s definitely room for story-TELLING improvements) because trust me, it can get worse. Just look at WoW and their sweet “story” for Taurens and Gnomes. It was a lot worse for other races, but given time, a lot of the races did get more lore behind them including the Gnomes. I still can’t say much for the Taurens.
Either way, just give it time. Guild Wars 2 ain’t going to die anytime soon, unless you got a terminal disease or something.
(edited by Uber.7623)
I’m surprised this thread got up to four pages. The OP’s problem is either actually being a troll and got us, or complete garbage at any video games because I have no idea how anyone thinks this game is hard at low level.
Either way, this really didn’t need four pages. Lol.
Hello! I actually don’t know if this is a bug or intentional, but I noticed that when I equip my outfit, I am able to hide the head piece of the outfit if I hide the head piece of my original equipment.
However, I am unable to do the same for the shoulders and the gauntlet. I hope it’s a bug because I prefer to hide the shoulders for the Sentinel armor for a character I’m making. However, I simply want to know if that’s intentional. Thank you for any responses and your time!
This is ultimately the main downside the the way Anet delivers us the story. They gave too much importance to the PC by making us the commander of the Pact and making us a central figure in the story of both Destiny’s Edge and the new guild.
Now we can’t really make our OWN story. We are a very specific character in the world, and because of that we are limited in what sort of roles our character can experience in the world. We can’t even make impactful choices that change the direction of our story.
It would have been better if the PC were just a mercenary/adventuring hero that aligned with the Pact. That way our character wouldn’t have obligations and could work with multiple groups and organizations and experience a wider variety of stories.
It would also make the development of lore outside the game MUCH easier. If they tried to put out a novel or comic series about GW2 as it is now they’d have to tip-toe around the most important figure in the world, never mentioning it by name, gender, or even race. It’s just awkward.
I actually agree with a lot in that post. I know there’s preferences on all things, but I actually wished my character stayed as a mercenary/adventurer. I roleplay, and I actually prefer to make characters like that. However, as for good storytelling, I don’t think it is required if they do a good job at telling our character’s story.
It’s like Mass Effect really, the Witcher, or Elder Scrolls games. The only difference is that the choices in those games make noticeable impact around you. Guild Wars 2 does the same, although HoT’s choices felt far more linear when it came to what happens.
Honestly, out of the three mentioned games, the Elder Scrolls game basically gives the best “adventurer” character. They’re given no name and does whatever he/she feels like because there’s basically no story behind them to determine their personality except they were trying to cross the border into Skyrim. You had to make history for yourself (or not care and just play the game).
However, for any game, it’s very important for our character to be a central figurehead for things because he -is- the protagonist. In fact, kind of in contrast of what the quote mentioned, one of the reasons why some people disliked the story in Gw2 is because your character received surprisingly little attention. Sure, if you -were- just another adventurer like in Elder Scroll Games, people can forget you easily, especially if there’s a bigger issue going on in the land or their own personal problems.
But then comes the situation where you defeated Zhaitan and you are officially Trahearne’s best ally and second in command of the Pact, and then you’re introduced to the Lion’s Arch Council with your new friends. You stand there as each one of them introduce themselves and wait for your turn to speak, and then Captain Elle speaks, and then you realize moments later that no one mentioned you, not even your new friends. In fact, they literally (and I’m using the word right) talk to each other as if you weren’t there.
Games that give your character a background can work very well. In fact, they gave your character a lot of backgrounds from the beginning to choose from in my opinion that determines how your character is like (although they will never be ME3 Renegade Shephard in Gw2). But if the story makes it where even people in your -personal- story don’t regard you, that’s pretty bad. Fortunately, it was shortly after that where they gave our character far more attention from everyone, even outside of personal instances.
While I do like stories with characters being adventurers, I actually like the story our characters in Guild Wars 2 gets. The only problem I see is that HoT’s story telling felt too linear with the results from your choices. Whether your character is aggressive and decides to take on the Modrem who are preparing to attack, or you decide to stay defensive and bunker up against them, it ended up the same anyways with little to no difference. Not very decision that your character makes has to have consequences, but you would expect NPC’s to react differently to your choices, even if it’s something as minor as them saying your idea was better, or it could have gone south, etc. Minor things like that can do a lot for the story-telling experience.
However, I do disagree with the last paragraph in the quote. I feel as if most of the game’s story -should- be shown in the game. I don’t think it would be awkward making a novel or character while never regarding the name of the protagonist, as they are already widely known with a moniker such as Dragonborn, the Gray Warden, or the Pact Commander. However, even I prefer not too many novel or comics unless they’re stories based on someone completely different and far off from our character. If I want to see the story about my character in a game, I want to play through it. Anyone else can work if they aren’t too closely personal with the protagonist.
WoW has done the same, and it’s ironic how their books and comics work despite some of the characters -literally- being close friends with the protagonist, or at least have had a lot of interaction with them. However, a lot of their other story-telling elements got worse. No matter how bad Scarlet is to everyone, including me, she can never compare to what Blizzard did with WoD Grom.
My point is that this can work, but as with anything else, the execution phase is hard. For an MMORPG, the execution is different from other story-telling formats. There is room for improvement from Anet, but I don’t think they’re doing that bad. Granted, after seeing what Blizzard did to Grom and the Orcs in Draenor, it made seeing the positive things and in other stories, and enjoying them, a lot easier for me.
(edited by Uber.7623)
… no. Rox’s eyes are freakishly huge, and do NOT fit in her skull properly… like, each one would need a socket as large as her head at their current size.
Lol, didn’t you pay attention to the story? It turns out Rox is a Charr-Asura hybrid!
Yeah, Scarlet sucks as a character badly. Her observed character is basically fanfiction material.
However, I got to admit. Everything else except Scarlet herself during that time was pretty awesome and memorable to me. Even though Scarlet feels like she was written by a High School kid, it’s impressive that they actually did refer to her far before she came into the scene. A shame that despite the cool foreshadowing you got from imprisoned Dredge and Charr about a “silver-tongued Sylvari” and other subtle hints, the character turned out to be anything but silver-tongued and impressive as a character. Yet despite being Mary Sue, she was ultimately just another tool to Modremoth, and the lead up to the Sylvari being Dragon Minions was pretty awesome for me.
There were some good story elements that came out of Scarlet imo. Even Scarlet’s character had potential. But as usual for any MMORPG, the execution phase fails, and Scarlet herself was pretty bad, and not in the “cool bad guy” way.
Here’s to hoping Palawa Joko doesn’t end up the same. Unlike Scarlet, I think Palawa Joko’s character being ruined can impact the story a lot more.
I have no idea about World vs World or Open-map massive scale PvP really works, but…
It sounds like the main reasons for people to hate DL is the same reason why they would hate vanilla Planetside 2 or some other open-map massive scale PvP. If the fighting doesn’t happen instantly, it’s boring.
Planetside 2 was actually, in a sense, far more like Desert Borderlands than Alpine. But the game designers actually changed it around a lot so it became a lot more like Alpine. All the smaller things like transporting your troops across the map through ground and air transportation got replaced with instantly re-spawning on the same area and getting back into the fight immediately. If I remember right, their way of implementing securing and escorting supply routes (like the dolyaks) was highly unpopular. Planetside 2’s World PvP design transitioned from a few massive scale fights and mostly smaller scale fights in many parts of the map to how Alpine Borderlands sounds like now: Big fights all the time in one place.
It seems many of the people I knew and on the game’s forums, they all quit because all the cool stuff that made “realistic” or “interesting war pvp” were gone. However, many people still play it, most likely for the awesome fights you get in large scales. The only thing that stayed at all and always did was the environment. They got wide open plains to choke points to lower or higher elevation, with each different map being massive AND having differences to the other when it comes to terrain.
What I wonder now is that is there a really “wrong” or “right” way to this? I think both sides apply to different preferences of the consumers. Indeed, the way vanilla Planetside 2 and Desert Borderlands is delays or prevents massive fights from happening all the time, but people do seem enjoy having mechanical and environmental variables to consider when it comes to capturing and winning objectives. On the other hand, many people will hate this because they just want to get straight to the massive fighting, and having many mechanical and environmental variables will only delay that.
By the looks of it, it seems many people prefer the latter far more than the foremost as Planetside 2 changed drastically to appeal to the consumers who just want to get straight to large fights, and it looks the same for Guild Wars 2’s WvWvW. Is it wrong or right? That all depends on your preference. But according to the mass, it seems World PvP similar to the Alpine Borderlands is the most favorite kind of World PvP.
(edited by Uber.7623)
I have a solution for people who don’t enjoy armor in Guild Wars 2, or most armor in any MMORPG. The solution is to play World of Warcraft for 10 days and then quit. After that, you’re going to enjoy every design ANY other game will offer, no matter how bad it actually is. Trust me, this works. I played World of Warcraft for years, went into Guild Wars 2, and every armor design in the game is godsend for me compared to World of Warcraft’s armor design.
“Hokey magic and ancient weapons are no match for a good hammer at your side, kid.” – Han Soloer, Scrapper Engineer.
“You don’t believe in the meta, do you?” – Luke Airwalker
“Kid, I’ve pressed hammer skill 3 to get from one side of Tyria to the other. I’ve seen a lot of strange stuff, but I’ve never seen anything to make me believe there is one or a few “meta” builds controlling everything. No meta controls my destiny! It’s all a lot of simple noob talk and nonsense."
A world of wonder that is Orr.
However, I think that unlike what a guy said earlier today, you can really make an Asura look far different from each other than other races can IMO. Seems the eyes does make a huge difference in selection to me.
For those cutie-haters, you can go back to where you came from. My Ninnko will be among the cutest of the Asuran race.
You’re all incompetent fools.
- Ninnko. Dropout of College of Dynamics.
I’m having the same issue actually. But it seems to happen only on my warrior so far. Out of no where, I’m unable to cast my abilities or interact with anything, like resurrecting my friends or picking up an object. And it only goes away if I do a re-log or get downed (I haven’t tried WPs as it only happened three times so far and I didn’t think of it).
However, the strangest part is that when this happens to me, I’m able to dodge infinitely as my endurance bar doesn’t run out. So I can’t attack or interact but I can dodge forever. And I think this is in-game and not a D/C since my leveling partner saw me rolling around consecutively. Of course, I quickly re-log when this happens since this is an exploit I think. And I submitted a bug report. But I don’t know what causes this to happen. It happens usually in fighting and has only occur on my warrior.
PvE-Wise, turrets definitely aren’t as lasting as other builds. PvP-Wise, it takes 2-3 folks to take this control point away from me!
Hi! I apologize if I’m in the wrong section for this and understand completely if it is to be moved elsewhere. With that said, I learned some time ago that the “Deployable Turret” trait for the engineers can get engineers to throw their turrets to a spot. I then learned that you can throw these turrets up walls or harder to reach places, while still functioning and able to shoot from those spots. I -assume- that this is not an exploit as long as it is in an unreachable spot with the turret able to fire back with complete protection. For the most part, the spots that I can throw my turrets up can still be reached by melee in some cases. If not, can easily be hit by range. I doubt that I can put my turret in a spot that’ll make it completely protected (if I can even target that spot in the first place) due to turrets getting obstructed themselves. This is what I’m assuming is the case. But I would like to know if this can still be considered an exploit or not, just to be safe and not to break the game’s rules.