Showing Posts For Vindicator.5384:
God no, no raids please. Relying on 4 other people, rather than 9 or 24 is much more preferable to me personally. WvW, tPvP and high-level fractals are what I call end-game. Add to that, achievements, ascended gear sets, legendaries, guild progression and you’ve got enough end-game. Not to mention Living Story episodes coming out in reasonable periods of time, and the above mentioned new maps and well, seriously…
I’d put adrenaline as the main mechanic for all characters (the same adrenaline of the last update).
I am a Warrior, suffering the “bad changes” since last patch, and often I fight Rangers who seem OP. Never for once did I think of ruthlessly assaulting them on whispers that they got it easy. I see rangers as a challenging opponent and nothing more/less. Perhaps it’s easier to play ranger now than it was before, the changes aren’t subtle and that’s why it’s easy for people to “judge”. You payed for this game, play it the way you like and kitten everyone else.
I’m getting sick and tired of whiny little boys turning a forum called WARRIOR into girly whinefests (apologies to the ladies). Be men for a change. Nobody gives a kitten if you’re leaving, not even ANET (you already payed, hah). If every other whiner like you did the same and left, there would be only warriors left, who are worthy of their profession’s title.
-Cheers. Here, have some chocolate, I hear it’s good at bad times like this.
Yes, the character seems to be zoomed in, making it impossible to preview boot skins.
I agree that they’re hard for “first time doing this dungeon”. However, as a person coming from WoW, I too hate the fact of how easy the game became over the years. Hard dungeons challenge players to do better and employ teamwork. My overall opinion: yes, they are hard, and that’s how it should be.
I recently was leveling my Warrior and was looking for a good leveling build. This one is great. It provides great damage AND survival when needed, give it a shot:
http://intothemists.com/guides/1441-simple_warrior_leveling_guide
I think it has become common practice for some people, when they get killed 1v1, to go on forums and start a fuss about nerfing that profession. I don’t think you have anything to worry about. Game developers make their own observations and assumptions, they don’t base their game on a bunch of whiners’ opinions.
Personally I like the idea behind Vengeance in general and how it fits a Warrior, but I do agree that it needs some changes. I mean, when I press that ability I feel like I’m setting out to do something difficult, with my reward for successfully doing it being the roll of a dice that decides whether I live or not. Basically, I first have to survive the time I need to activate it, then I have to survive and make a kill, and then I have to pass the 25% chance dice roll. That seems more like a prayer to the Gods than actual Vengeance.
And now, for my suggestion. Leave 15 second timer, leave the time required to activate it, raise the chance to 100% and make it so that if you successfully kill an enemy while Vengeance is active, you return to a downed state once it wears off. A lot of people might disagree with that idea, but it’s better to take charge of your own survival than hoping for miracles, I think.
I will respectfully disagree with BlueSoda. PvP does not rely on luck rather than skill. It is the player who lacks skill that relies on luck. In Crab Toss, the only thing which cannot be affected by the players is the type of weapon in the crate. Everything else depends on the participants.
I can prove this in a simple way. Go ahead and play ten consecutive games of Crab Toss and notice how the top places are usually occupied by the same players. This is solid enough proof that our little sunny sport is not luck reliant.
No offense intended. Good day.
I would agree that mounts aren’t really needed, considering we have easy swiftness boons, waypoint traveling and so on. However, I also agree that some battles don’t feel as epic as they would if we had mounts. In other words, my opinion is that if mounts are added, their purpose should be way beyond increasing your speed and making you look good. I hope that mounted combat could be one thing to look for in the future.
One thing I’m personally looking forward to are sieges which players can drive (such as Charr tanks, forgot their names).
I see your point, Fror, and I agree. That way tactics and strategies will stick to /t, instead of spreading across /m as well. Good call.
Pretty much the tile explains it. In World vs World there are many times I miss on what the commander is writing, because his text mingles with all the others. My suggestion is adding the commander tag next to his name in chat (/s, /t, /m). There may be other ways of course, my suggestion overall is to make chat from commanders easier to notice.
Of course, part of why I miss on what commanders say is due to me being clumsy sometimes, but we can’t all focus much on reading in the heat of battle, can we?
Thanks for the attention and salute to the devs and my fellow players. Good day.
So you will have people with different levels of gear which makes for crappy, unbalanced PvP, no thanks, one of the appealing things about GW2 is they do away with crap like gear differences in sPvP.
We all have our own opinions after all. I respect yours.
People play many sorts of games for hundreds of days that have either no progression or a very minimal amount (LoL, DOTA, Starcraft, various FPS, various strategy games like the Solar Empire series, etc)
LoL, DOTA, Starcraft, various FPS, various strategy games are not MMOs. It’s like saying “Hey, some games have first-person camera, why don’t GW2 have first-person camera” or “I can build defense towers in Warcraft 3, why can’t I do that in GW2”. You can’t go out looking at other game genres and try to bring them to MMO. All those games you’ve mentioned I dislike and that’s why I play an MMO.
Until the player in question realizes:
1 – They are actually bored to death by the actual gameplay and the reason they are playing is to “progress”.
2 – That “progressing” their non-existant pixels is not meaningful in the slightest and that they should be spending their time on work/school/friends/family, etc and that given point 1, decide it is a waste of time.
Again, we all have our opinions. My older sister doesn’t care for progression, that’s why she plays Farmville. There are people who (like you) don’t like to get involved as much with games, and yet there are those who do. I like progression and personally I have FUN by progressing. With all due respect, this is a topic about discussing “What’s the point of PvP”, not lectures on what we gamers should do with our lives, work, schools, friends etc. We all have our ways of living our lives after all, don’t we? I appreciate the concern though.
One last thing I would love to add. I understand most players are concerned about balance should ArenaNet add gear upgrades for PvP. Guild Wars 2 itself is against competitive gameplay – no world PvP, level adjustments according to zones etc. But PvP (Player versus Player) IS competitive. PvP-ers compete, for higher rank, for better titles, for better gear, for better everything. Gear should be balanced in tournaments, but not in sPvP.
(edited by Vindicator.5384)
I’d like to add that the current “assist” thing doesn’t help much. I vote for “target-of-target” option.
As far as I’m concerned, MMOs are supposed to have progression. We start small and we build up with mostly everything we do. We level up to reach new zones with new content as well as new dungeons. We skill up professions in order to craft better items. Even World vs. World has some kind of purpose, that is gaining useful “boons”. So far, the sPvP does seem kind of useless, aside from being fun. It reminds more of some FPS multiplayers than any MMO PvP I’ve seen. Let’s say its purpose WAS glory and ranks – ok. But what do they mean other than “feeling better about myself”? Higher ranked players don’t seem separated from lower-ranked players, higher-ranked people don’t get much benefits from being a higher rank. And the gear? To me personally, looks aren’t everything, I’d like to know I have a real good goal by PvP-ing, more importantly I’d like to actually be rewarded for being good in PvP – with something that makes me more powerful. But let’s assume I’m fine with the current gear progression – what good does it do for me? I can’t wear that gear anywhere, but in sPvP, tPvP and the Mists. Frankly, when I join the Mists, I feel as if I just closed Guild Wars 2 and opened a completely different game, because what I do there is totally separated from the rest of GW2 world. “What happens in the Mists, stays in the Mists” kind of concept.
My suggestion is that PvP be separated into brackets (rankwise). Like, players from ranks 1-10 in one bracket, 11-20 in another and so on. As for rewards, keep the good looking gear and chests, but add upgrades to sigils and runes maybe?
As much as I’d like to agree with Sezu about “Games used to be about having fun, at least that’s why I play them.” I can’t. You have to understand that there’s a very thick line separating fun casual games and MMOs. MMOs are made to constantly keep a person busy, they are made to be played for hundreds of days of played time, unlike other games that have a span of 20-40 hours. As such, they should have a meaningful progression that makes a player feel like the time he/she spent playing was for something.
That is of course my own opinion. Much respect for all fellow players and ArenaNET. Salute.
(edited by Vindicator.5384)