~Charr Guardian~ – ~Norn Necromancer ~
Showing Posts For Whitewolf.9736:
~Charr Guardian~ – ~Norn Necromancer ~
As someone else has stated, the map channels for the cities should be linked in all honesty. If there is a technical problem to this then well it’s a shame. I would personally be hanging out in Divinity’s Reach as Lions Arch is too laggy and takes far too long to load.
~Charr Guardian~ – ~Norn Necromancer ~
Signet of Inspiration doesn’t work outside of combat anymore.
~Charr Guardian~ – ~Norn Necromancer ~
Adding karma is good Fixing the drops in the next path is good. So the final question is just how long it will it take to balance and tweak them properly?
Also buffing the last boss in Sorrows Embrace Path 2 :/ That was already a tedious fight in the first place.
Path one pre patch, apart from the ‘gauntlet’, was a good dungeon. The rest of the path was doable if you paid attention and you still got punished for not watching the bosses and enemies. The gauntlet mobs should not really be silver apart from maybe one out of the group otherwise you just get overwhelmed too quickly.
~Charr Guardian~ – ~Norn Necromancer ~
(edited by Whitewolf.9736)
Can’t say I’ve tried the new paths yet but why of why did you buff the last boss on path two. That path is already long, boring and tedious and making the end boss stronger on a fight that was already hard to begin with, just boggles my mind to be quite frank.
~Charr Guardian~ – ~Norn Necromancer ~
Must say that I’m disapointed that they took the Black Lion Chest and store route. Even in other games, I can still earn stuff in game rather than having ti pay. It should be a convieience not ‘This is where you can only get it’ and that doubles for a festival where it is supposed to be y’know a fun event.
I know there are ‘timed’ skins but they aren’t that useful for someone wanting to keep them. The crafting recipes are a good step in that direction I suppose even if as per usual they cost a sodding ton to make.
I just can’t understand why they didn’t introduce a ‘Halloween Box of Fun’ where you had a chance to get mini’s, tonics and the weapons and other festival related items which could be earned in game via drops or daily achievement rewards. This could then also be purchased in the store for a reasonable price for those that have the cash to burn.
or y’know, make the weapons available in game for permanent ones with the candy corn recipes like how you do the dungeon tokens.
Just my thoughts.
~Charr Guardian~ – ~Norn Necromancer ~
So I know there is a lot of negativity going around at the minute so I thought we could kill two birds with one stone. We could give abilities you would like to see in dungeons in both story and explorable mode. This would also give the Anet team some ideas on how to improve certain fights and things.
The general things that people have been complaining about bosses are.. (If there’s more let me know and I’ll edit!)
- Too high health
- Tank and Spank
- Not engaging and too long
- One shot abilities
- Not enough time to see a specific ability
If possible I would like this format to be followed.
Dungeon
Dungeon Mode
Boss / Event name
Abiltity Name
Trigger (If any)
Description
Interruptible?
I will try and keep this topic updated and edited as much as possible for the dev’s to see! I would suggest to try and make I’ll probably give a simple one to start off with.
- Ascalonian Catacombs
- Story
- The Lovers
- Lovers Protection
- Stay too close to one another for a period of 10 seconds or more.
- A damaging swirling air effect, coloured in pink with visible ‘love hearts’, envelops them both, staying close together with both enemies focusing on one person. They will call each other’s name out before this specific phase begins. If too close, damage can be taken to anyone. The confusion spirits will not spawn during this time. They continue to do this until it is interrupted which will reset back two different aggros and any previous mechanic.
- Can be interrupted with the rocks scattered about or any player interupt.
~Charr Guardian~ – ~Norn Necromancer ~
(edited by Whitewolf.9736)
I know one fix that will probably solve all of this easily. Make it so that all the paths are equally rewarded, take roughly the same amount of time and are y’know balanced properly rather than what we have at the minute, where two out of the three paths are absolutely ridiculous and one isn’t.
Regarding CoF, it was easy and quick no doubt about that, but it was worth my time in doing it due to actually getting something good out of it.
It doesn’t help when people are confused about what you want dungeons and the game to be. we can’t grind to get crafting mats and we can’t grind dungeons yet the game was touted as ‘no grind’. heck karma vendors are still completely out of whack with their costs and they aren’t even worth my time.
Trash mobs shouldn’t have more health and damage than a boss with the boss being easy as pie. If you put a good portion of karma in dungeons, one or two rare’s and some and the same amount of money and exp as well as fixing all of thekittenpaths so they’re all equally balanced with one another then none of this would have happened in the first place.
Keep them challenging. That’s perfectly fine but seriously, people need to feel as though there effort was worthwhile and if they get a chunk of blues and a green with pitiful exp and money then it’s a case of well what’s the point for the majority of people. The ‘sense of achievement’ in completing a dungeon wont run as a viable excuse for a lot of people.
~Charr Guardian~ – ~Norn Necromancer ~
(edited by Whitewolf.9736)
I managed to do this with two people at the gate and two people by the kegs. One person should pickup a keg and throw it as close as possible to the door party so they can place them down.
If you see a bandit immediately running away with a keg, try and burn them down. if not, then no worries keep trying as the bandits will mostly be occupied if you aggro them.
~Charr Guardian~ – ~Norn Necromancer ~
From what I know the troll is a dynamic event so it may or may not always appear.
~Charr Guardian~ – ~Norn Necromancer ~
This is something else I can agree with. After recently noticing I had about 5 pages worth of items which haven’t sold and most of them being from pre release, it would be nice for an expiration or at least an an option for it.
~Charr Guardian~ – ~Norn Necromancer ~
If people don’t want to corpse run then there are only a couple of solutions I can think of.
One is to currently keep it as it is allowing people to learn the encounter there and then over time.
Or the other would be to make the fights shorter but harder not allowing people who have died to re enter essentially making it a ‘get it right first time or the fight will reset’.
Or they could, you know, NOT change the game on the whims of a notoriously finicky and impossible to please player base and make them learn to play properly in a coordinated group style. I wonder how many people who are complaining realize that THEY THEMSELVES have the ability to splash aoe HoT’s on people with their physical ranged ability when used together with another classes ability. and SHIELDS! they can cause those too! Or slows! Or ulnerability! Even loading themselves up with boons to make themselves uber powerful simply coordinating their own abilities with the others in their group.
No need to take it out on me. I’m sure there are people who already coordinate but still get tired of the corpse running if other party members cause issues. If people don’t coordinate and complain then that’s their problem and they will have to learn.
Corpse Running has never been fun for some people and it takes away from the actual fight itself, which is what people should be concentrating on, rather than going ‘Oh I can just die and zerg the boss down over a period of time’.
If corpse running is an intended mechanic for bosses for Arenanet then those that hate it will have to live with it and it’ll become the accepted norm. If not then something needs to be sorted to accommodate and fix it so that coordination is properly intended.
~Charr Guardian~ – ~Norn Necromancer ~
If a barber shop doesn’t get added or something like that, I’d imagine that more could be introduced within another expansion. cough Cantha cough
~Charr Guardian~ – ~Norn Necromancer ~
You would ideally want all the buttons as close together as possible.
A and D should go to strafe.
12345 stay as the weapon skills.
Q becomes my heal.
E is my elite
Shift 1 2 3 are then utility for me.
F1-F4 stay the same.
Double tap is to dodge.
` has stayed as weapon swap.
F has stayed as Interact.
This pretty much works for me but ultimately, it’s trying to find something that your hands are comfortable with.
~Charr Guardian~ – ~Norn Necromancer ~
I just think it’s more misunderstood than anything. A lot of people from what I can see don’t use it to the full potential. It’s an easy to play hard to master kind of thing in my opinion and finding the right build for personal preference is another thing entirely.
For example as much as I loved the greatsword I couldn’t find a decent enough build for me but now having switched to scepter / focus focusing on bleeds/ confusion / reflections, it’s opened up the profession a lot more for me.
~Charr Guardian~ – ~Norn Necromancer ~
If people don’t want to corpse run then there are only a couple of solutions I can think of.
One is to currently keep it as it is allowing people to learn the encounter there and then over time.
Or the other would be to make the fights shorter but harder not allowing people who have died to re enter essentially making it a ‘get it right first time or the fight will reset’.
~Charr Guardian~ – ~Norn Necromancer ~
I’d imagine it’s something to do with the server or client catching up more than anything. I can go for periods without sounds if I’ve just loaded to a new zone or if a fight gets too chaotic.
~Charr Guardian~ – ~Norn Necromancer ~
This has already been confirmed to be working on by the team! So expect it shortly is my guess.
~Charr Guardian~ – ~Norn Necromancer ~
Just wanted to say Anet..
A big well done for the sales numbers and a fantastic game!
Edit : Thanks to the moderator for merging! Didn’t see this thread!
~Charr Guardian~ – ~Norn Necromancer ~
(edited by Whitewolf.9736)
ArenaNet, please just make one global token currency for all the dungeons, that atleast should ease the grind for armors.
The problem with this method is that if you add one currency then people will find the quickest dungeon to run and constantly do that leaving all of the others pretty much unplayed which I’d imagine is something they don’t want to do.
~Charr Guardian~ – ~Norn Necromancer ~
awesome, so then my phantasms are dealing 30% more damage
now, what increases the illusion’s damage? Power or condition damage?
Power mostly I think.
~Charr Guardian~ – ~Norn Necromancer ~
My mesmer. Loving the heritage Light Armour.
~Charr Guardian~ – ~Norn Necromancer ~
If they must stick to the ridicously high costs they are now for cosmetics, then I would like to see a chance of a ‘random token’ dropping every so often. This could then be either worth so many more tokens or allow you to trade for one piece from the vendor.
You could also make it so that trash mobs also have a chance to drop regular tokens at the same time too.
Another idea is that you could also gain a piece of armour for completing explorable mode the first time, the same as how story mode works.
EDIT : Also going to add that dungeon leveling gear is pretty much useless and not worth it currently. That needs fixing asap.
~Charr Guardian~ – ~Norn Necromancer ~
(edited by Whitewolf.9736)
I have a couple.
- Please stop auto moving my characters on the character select screen. at least leave them where we first created them or let us order them ourselves alphabetically or something.
- Add titles to the three orders for each rank that you get. Only cosmetic fluff but it was disappointing when I discovered I got nothing for it. More titles in general would also be good.
- Waypoint costs need readjusting. A reduced cost for completing a zone you can travel to would be nice.
- Karma armour and weapons could be reduced a bit
- At least let us salvage karma weapons and vendors to get something useful from them rather than letting them go to waste.
- Some tooltips don’t update after being affected by traits. The mesmer shatters are one I can think of.
- Add a Suggestion Forum to avoid cluttering up this section
EDIT :
- Add a token collection tap in the bank. They clutter up the inventory and let us deposit them in there.
- Add coloured borders around items depending on their quality.
- Let us know who the party leader is and let us transfer leadership if possible.
- Option to sell back karma gear and weapons, dungeon armour and weapons if the wrong item was bought by accident.
- Add the option to auto swap town clothes when entering a city
- Link the city channels together so it’s more global.
- Add an LFG channel or something similar.
- Add a notifcation when an item sells on the trading post.
- Preview items on trading post.
- First person view
- Mass collapse / open in the collection tab
EDIT 2 :
- Add the trading post fee to the total selling value rather than having to manually do it. Might actually mean the economy could improve a bit.
- Dungeons need tweaking. Keep the challenge but graveyard zerging should have an alternative.
- Lower health of trash mobs and some damage. Boss health needs to be reduced before it just gets boring.
- More interactive encounters rather than tank and spank.
- Add difficulty options to the various options you can choose in dungeons i.e Easy, Medium, Hard and adjust the rewards accordingly.
- Jute! Need more Jute and wool etc
- Group join to WvWvW
~Charr Guardian~ – ~Norn Necromancer ~
(edited by Whitewolf.9736)
Story modes seem to be perfectly fine, just Ascalonian catacombs could do with tuning seeing as it is the first dungeon people will be running as a group.
Explore modes are another beast entirely.
They each need to be individually tuned in my opinion and not just increasing the health and damage for all of them.
Trash mobs need the damage lowered in some cases with Ascalonian Catacombs being one.
Some bosses need health reduced due to fighting for a good portion of time is rather boring and not in anyway fun. Some also need to stop one shotting right at the start of combat too.
Some events also need to be explained better. One example is in Caudecus’ Manor Route 2 with the seraph. We got to the never ending wave of bandits not sure what to do until about 15 minutes later when we noticed some barrels to blow up the locked door.
I can’t comment much on them but for the minute, I’m not going to be doing many of them until some issues are fixed with them. I’m not saying nerf them to hell or anything like that. The challenge is good but they need tuning individually to get a good pace and challenge. At the minute, it just seems a bit of a pot luck.
I have completed a good number of Story and one or two explorable modes so I know I’m supposed to be dodging and playing differently and all that but even then, in some cases that can only get you so far to make it an enjoyable experience.
~Charr Guardian~ – ~Norn Necromancer ~
(edited by Whitewolf.9736)