Showing Posts For Wolly.7240:
Semi-casual raiding guild looking to round out our roster
We’re a NA based with members across the country. We are all fairly casual players in our late 20’s with jobs and school so we are looking to fill our rosters with people who are serious about raiding but don’t have the time to commit to lots of blocked out raiding time. Currently we raid Tuesday and Thursday 5:30PST-8:30PST. Despite the fact that we are casual, we do strive to master the content and many of our members have extensive top server raid experience in WoW. We do not have any of the current raid down due to attendence issues which we hope to address with this recruiment.
Outside of raids we PvP, run events, and a good chunk of the guild WvWs on Ferguson’s Crossing
What we’re looking for:
- Any class is welcome, but please be willing to run different specs or classes if the encounter calls for it.
- Experienced Guild Wars 2 players preferred (any game mode).
- Raiding experience is preferred (either in Guild Wars or other game), but not mandatory
- Be available during raid hours at least once a week
- No racism, sexism, homophobia, etc. Take immaturity somewhere else please
If interested please either whisper or mail Wolly.7240 or Calexis.7348 in game.
(edited by Wolly.7240)
I spent yesterday evening playing exclusively in Verdant Brink so here are my thoughts in relation to open world functionality.
- Skills 2, 4, and 5 feel great, though the cooldown on 5 may be a touch too long.
- Skill 1 could do with some tweaking to make it feel more impactful, both functionally and visually. Some minor flair on the third strike would go a long way in making it appear more meaningful.
- Skill 3, as others have already pointed out, could do with some adjustments. It’s not as reliable as it should be.
- Definitely need some heavy fixes for them to be useful. It’s hard to justify using one over a weapon kit.
- An interesting idea that I’ve only used once or twice in the open world. It’s cumbersome to move from targeting a champion/legendary to target a downed player and then move back without messing up your positioning or missing a tell from the boss. Perhaps changing it to work on a proximity basis around the player would be better.
- Minor traits are underwhelming. It’s hard to view them being useful except in very niche situations.
- Adept traits are extremely underwhelming. In an open world context they don’t have much impact.
- Master and Grandmaster traits synergize well enough with each other and with other traitlines. Could perhaps be buffed a little to work more on their own.
- Final Salvo won’t see much use with Gyros in their current state.
In general I think the specialization is fun, but it’s hard to justify running it over previous open world builds. I can see it working quite well in PvP and WvW, although I’ve yet to try it there myself. I think it has the potential to be extremely fun, but right now the hammer is the only part of the specialization that I’m truly happy with.
1) Role viability in dungeons and open world (support, control, etc).
2) Unique rewards – more unique looking weapons from specific dungeons, paths and bosses.
3) Permanent, expanded world – would rather see the world grow in size, rather than swell and shrink with temporary zones and content.
Just had this happen to me as well during my second attempt (the first attempt was halted by the bug a few days ago).
Honestly, I wouldn’t be so frustrated with this if the zones weren’t so much longer than the previous zones. You can argue that we got more content out of this update, relative to the last one, but I’m personally a fan of the ‘less is more’ approach. With such devastating oversights as the disconnect loss of progress it becomes much harder to justify an achievement that requires a significant investment of time.
I won’t be finishing the achievements for this world for now. I just don’t have the time or the interest.
No SSD here and my load times have increased significantly as well.
Not working for me, either. Tried searching for threads by title and content. No results.
I even tried searching within this very thread and nothing was returned.
Please look into this some more.
For my part I do not “feel entitled” to anything except for what I payed for with the money I earned. I think anyone should feel entitled to get what they payed for. It makes little sense to pay for something that is buggy (your words, not mine – “This game is barely out and yes it has alot of bugs and glitches”) and then defend that company for the privilege of getting something broken and buggy, as you are doing.
Now, unless your an Anet Dev, I see little reason for why you are trying to make excuses for them. Do you think they cant do that for themselves? Do you feel some sense of obligation to come to their rescue whenever someone questions their ethical standards? I doubt they even care, so why do you?
While I agree that you are entitled to a product that works it’s naive to expect anything you buy, especially a game like Guild Wars 2, to be in absolute, perfect working condition at the moment of release. What you don’t seem to consider is that the larger the scale of the game the more likely it is to contain bugs and glitches. Even an extensive testing process cannot guarantee that everything is fixed by release. And besides, you can hardly argue that the game is broken or unplayable. By comparative standards Guild Wars 2’s release was significantly smoother than most other MMOs.
You also display a lack of understanding of the nature of game design, particularly MMOs. Coding is a difficult practice, and fixing one thing can often break something else. A larger team might theoretically be able to sweep over every known bug and fix them in a week, but the lack of communication in such a large group would inevitably lead to more problems later on. It’s also in the nature of an MMO to change and evolve as time goes on; adding new features that will, in some cases, be imperfect and contain bugs. This is the price we pay for wanting complex, expansive games with lots of content.
As for why people are defending Anet, I would guess it’s largely because they actually enjoy the product they’ve sold them. Your attitude towards the people that made this game is offensive to them, so it should be no surprise that they are defensive.
When I first did SE my group took on Kudo in one attempt. Even though none of us died and we finished the boss fight without much trouble we were still thoroughly disappointed. Knowing what to expect going into the fight removed all difficulty from the experience. The only thing that proved to be a challenge was the enormous collective health pool of Kudo and the three golems, and that is not a legitimate challenge. A boss should be difficult because they require skill to defeat, not lots of spare time.
The let-down of the previous fight aside, we all really enjoyed the final boss of the dungeon. It required you to make use of a new mechanic that was easy to pick up and master once you catch on to it. Most importantly however, the boss’s abilities were clearly telegraphed, making player death the result of their own mistakes and nothing else.
My only hope is that the devs use the final fight of the instance as their model for future encounters, and not the one involving Kudo.