Showing Posts For agrante.2810:
Imo revenant is essential to have for every group. It provides fury and protection with ease and does good dps at the same time while having great cc capabilities.
Hi, I’m curious about the protection thing. Is it possible to sustain the elite facet for significant periods of time (swapping to Jalis back and forth) and at the same time keep your ability to provide cc when necessary? It seems to me anyone trying this will run into low energy issues. I’d like to see a real combat situation – if at all possible – where the rev would provide considerable protection and at the same time contribute appropriately with cc.
In this video from your guild, which shows a smooth and fast run, the rev only activates the elite facet when cc is needed, meaning protection is only given for short periods of time and as a side benefit from the main desired effect which is the cc.
https://www.youtube.com/watch?v=cLUH21wQNDk
06/28/2016 – June 28 Release Notes
Release Notes:
WORLD POLISH
Fields of Ruin
Fixed a bug that caused the “Rescue the villagers and defeat harpy kidnappers” event to stall, making it impossible to complete.
FROM WIKI NOTES:
As of the 06/28/2016 update, this event has been fixed so it no longer stalls! Finally! After 3 years! Patch notes: https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-June-28-2016
… Except it was broken even worse such that now the harpies only spawn as level 80.
Soo after all this time the bug fix introduced LV80 Harpies in a Lv40 MAP. Gj?…
It’s an event for a legendary collection.
I think getting LI consistently for 50 weeks to get 3 legendary sets is acceptable for an armor deemed ‘legendary’.
There is no sound for fixated in any boss since the w3 release. There is sound though for something ridiculously obvious as the very large aoes in the Keep Construct fight, that affect everyone… as GoldenTruth.2853 explained 2 post above.
There is sound for the red poison in the Matthias fight, but there is no sound for the corruption you must cleanse at the wells. I don’t remember anymore if this one ever had sound, but it would be useful to have.
OP, I raid with LFG and with people from a Guild regularly. Even in a guild you get all sorts of players and if you’re not able to choose who you raid with, your experience can be very frustrating. Even when joining exp, Eternal, many LI, Tonic groups, the chance of actually clearing a boss within a reasonable time frame before people start to quit is quite low… I often need to try several groups before I get a kill, and that means hours, even with apparently experienced players… if you want fast kills in LFG you need to join a talented closed group that by chance is missing a member, and abide by the policy 1 mistake = kick. That’s the hard truth.
The VG exp thing – if people don’t have a clue about the fight and you want to train to get better at it, you will never get to see the later stages of the fight. And then people leave after 10-15 minutes, so you are constantly stopping and waiting for someone else to join and explain things all over again. There is a reason why people post LFG like those and you should try raiding yourself for a few weeks before starting to pass judgement on LFG criteria.
I think the best thing you can do is join a dedicated raid training guild.
You want raids to be as easy as dungeons? Because that’s what would make them ‘casual’ and even for dungeons, the amount of people who cannot do much more than spam skills in their bar is not to be underestimated – even before the dungeon nerf when everybody was doing it.
If you want to make it casual – as in you pick up any strangers and do it in 30 mins – you need to remove the organisation and role attribution part of the events and I’m not sure that is possible without defacing the events so much they just become a joke compared to what they are now.
Raids were advertised as ‘challenging game content’… why make it casual? Are you against content of varying difficulty, appealing to different types of players? Because right now there are as many people complaining that the raids are too easy as there are people complaining they are too hard and need to be made more accessible. I think a morphine-drip style of scaling difficulty would help please everybody. You choose how easy-hard you want it and you get the corresponding reward. Anything below the current difficulty level would not yield any LI or exclusive loot, but you’d still be able to experience the content; harder difficulty levels would guarantee more rewards. Raids are a time and money sink, it would be nice that the more talented players could actually make a profit from it, apart from selling raids.
This rune issue reduces the convenience of legendary armor a lot, much more than the legendary weapons. I don’t believe people today actually use that swap feature a lot for weapons, they’d rather just make a new ascended weapon with the desired sigils and stats. The most used sigils and runes are quite expensive, so there is an incentive all the different needed weapons once and keep them like that indefinitely.
I’d really like to hear from Anet about this issue. Right now I’m not sure what type of armor precursor I’m going to choose. Even if I choose the type I feel would be the most useful to me, if easy rune swapping is not made less expensive, I’ll basically set the armor to some stats, put adequate runes on it and never change it again, unless something major happens in the game mechanics.
After 1.5 hours in W2Z3 Tribulation mode with a friend, going slowly and following a video guide, my client crashed. No resume, nothing. Booted out, no chance to continue.
This and network disconnects are not fair for a content that takes too long and can be so frustrating for the first tries. I’m not sure I feel like trying it again this season.
Please fix this.
Yes please. My internet connection breaks for a few secs every so often. Sometimes I get a disconnect from the game. This makes it very complicated to do tribulation mode…
Please add a resume feature. The character could stand exactly where is was before the dc or at the lastest cloud or checkpoint.
Crystal Healing Denier is also buggy for me. As a thief, I tried multiple times, bombing and using melee weapons & cc and got no credit.
As a ranger, today for the the first 2 crystals I got credit, but then no more. At one point I managed to hit all crystals and still nothing. I tried several things, like just bombing, 1 or 2, just melee one or 2, but after those 2 initial crystals, nothing else was counting for me.
Quite frustrating and definitely buggy. Imo, the crystals need a bit more life, they take a while to cc but then they are too fragile to make sure everyone can do damage. Unless of course breaking the bar is supposed to give credit too.
Tengu → Primordus expansion
Kodan → Jormag expansion
The name is terrible. We are all dragon hunters. The community seems to have a consensus on the poor name choice. So… change it please? You can even make a poll like the one for naming some LA POIs…
For me the problem with the new system is the interface. I feel lost when looking for a specific trait or deciding which trait lines to choose. What would make it better for me would be to have all trait lines visible like in the old system. Then the inactive ones would be greyed out. One could hover the mouse over the traits and read what they do and this way have an overall view of the system at all times.
I actually just logged in to the forums to post the same suggestion
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: agrante.2810
People have been posting these – I’m not sure which one I like the most, but they should definitely go viral :P
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: agrante.2810
I don’t care about offering the core game free with the expansion, although I understand why some veteran players may feel outraged about this.
For me it’s just that considering what we expect to get and the previous pricing policies (also for other games) it feels overpriced, with a poor bundle of extras for a pre-purchase. Some of the features like guild halls should’ve been in the core game from the beginning anyway!
I think bundling in an extra character slot and lowering the price 10 €/$ for the base package would’ve been the consensus and the sweet-spot to have most of the community happy and spreading hype all over the internet, instead of outrage and boycott.
This whole thing looks like terrible PR and I’m not sure how much it will actually hurt the company – not only economically but also in morale – and if a more modest pricing and generous bundling wouldn’t have payed out more in the long run. I guess we’ll never know for sure.
The whole silence after the community’s reaction isn’t helping, either.
Character Slot for Heart of Thorns? [Merged]
in Guild Wars 2: Heart of Thorns
Posted by: agrante.2810
Me as many others were expecting a complementary character slot with the base package, pre-purchase or not. Considering what’s being offered out there and the PR consequences I think there is still time to upgrade the deal to something that is still commercially viable without enraging the existing player base.
Avenger :^) 15 Char
Dragohunter is not a good name. I prefer this suggestion much better.
Read this, the tone is right on the spot:
http://www.reddit.com/r/Guildwars2/comments/357a70/fixing_dragon_hunters_lukewarm_reception_is/#
I’m idly curious as to whether those upset by a loss in profits are taking an actual net loss or just not making as much money as they expected. The former could well be upsetting, though I don’t think that upset should be aimed at ANet. The latter, well, even smaller profits can add up, right? It seems silly to me to be upset that you made 50 gold when you expected to make 150, for example. You still made gold!
Nah, this is about losses, not reduced profit. I can give you an example. The buy price (offer) for one of them was at the time I invested stable around 71g; the sell price is about the same, so it’s a 15% loss, now; 2 days ago when I started this post was 20g less. Looks like it’s recovering though; one can only hope.
I get the point of Behellagh, that these decisions are probably based on Gem sales expectations. On the other hand though, making sure people feel rewarded is a sure way to maintain a recurring player base, and that in the long run also drives a lot of Gem purchases. Maybe the number is people that enjoy the trading aspect of the game is not that large to influence the decisions on dye availability. I’m over it now, and I learned something. Let’s move on.
(edited by agrante.2810)
I’m surprised to find most of the criticism here to be actually mature and pertinent. I know dyes’ rarity is a rollercoaster and I was playing with that. It’s just that I was hoping for a reasonable amount of time to pass before the first refresh in supply. For these ones it was much much sooner than I was expecting.
Similar thing for the Abyss dyes, they are being added to BL chests as they are still available to be bought directly. Was this ever done before? It’s just too random. If this is supposed to be a message saying ‘dyes are for high risk gamblers’ then I’d like to see a higher return, and dye prices are not going up high enough, fast enough imo.
(does anyone want to argue that the profit return on some dyes is worth the randomness/risk?)
Risks, sure. Having random decisions from the Big Brother change the balance of things, sry, feels unjustified.
I invested enough gold to make me feel kittened enough to start this thread.
To heartless: prices are now well bellow the limit to turn a profit, if you had bought them when they were in the gem store. So yeah, it matters.
I just wanted to say, what a kittening stupid idea to add the Crimson Lion as drops in BL chests so close to the initial release.
:(
It would be very useful to know if you are already buying and/or selling the item you’re looking at. It could change color and indicate how many. We had something like this before the TP was updated and I’d love to have that kind of information back into the interface.
Attachments:
(edited by agrante.2810)
it’s never stated that anyone is in on anything
in…volved.
In any case, is it likely that they will be important to hatch the egg? Given that Caithe was keeping it close to that golden door in the cave. Which is somewhat confusing giving that the Forgotten are also in on this.
This is a long overdue feature and doesn’t require an expansion to fix
And that’s because they are Mursaat and actually former Kralkatorrik minions, same as Glint, and thus they know how to hatch it?
They probably don’t like us and will help only because the other Elder Dragon is threatening them and they need our help too.
Mordremoth -> Sylvari / Kralkatorrik -> Mursaat
I’m going to go out on a limb here and assume it’s a branch of the mursaat race that didn’t quite agree with with their GW1 brothers’ and sisters’ ideology and left. Now they’re back and focused on saving their (the “good” mursaat) hides while lending aid in finding the white mantle and to a degree, Lazarous the Dire, the last “evil” mursaat.
Or they could be small parts of Lazarous himself and he’s pretending to be an ally.
Yeah, could be either way. The second one would make this story a re-run of the GW1 Prophecies story, where the Lich initially help us to achieve his goals and then turned against us.
Also, what is the relationship between that Forgotten-locked golden ‘sand-blocked gate’ and this new Mursaat city? How were the Forgotten and Mursaat interacting with each other? Was it through Glint?
And – are the Mursaat like the Pale Tree Sylvari – dragon minions (in this case from Kralkatorrik) that managed to break free from their Elder Dragon creator and hid in an out of phase world when they awaken last time?
It’s mursaat 100%, the doors rytlock opens are with the white mantle sign
Yeah, it’s quite hard to disagree with this point.
Though it’s a bit disappointing to me, bc we still have a very mysterious race from GW1 that GW2 could explore, which helped us before; and the direction this is going is to recycle and re-qualify an old enemy that was destroyed and could very well be left to RIP.
Also, I’m curious to find if we will be able to pinpoint where the heck this golden city was hiding in the GW1 map. Can it be completely underground? Or maybe it was founded by that last surviving Mursaat and built in the 250 year gap between GW1 and GW2?
And I wonder if the lore keepers came up with this now or if its a long established feature of the Mursaat universe.
Finally, will we travel back to the Ring of Fire? Maybe to recover some lost Mursaat artefact or information. I wonder if the Titans still roam there…
(edited by agrante.2810)
Can’t decide, tbh.
But didn’t they all die in GW1… besides they are the bad guys, a selfish race. We’re meeting the good ones? It wouldn’t be the first time for this kind of twist…
… in that golden city, half way through the trailer?
That’s around 110-120 Elder Wood Logs yielded.
Anyone can confirm this estimate?
On a side note, we’re collecting an essence of foxfire, which is produced by fungi that live from decaying wood, from saplings, young growing trees. I guess Earth biology only partially applies in Tyria (or someone should get their biology facts straight). On the other hand we’re choping down ancient saplings, I guess those froze in time and never actually had a chance to grow… they do re-spawn though. Oh the idiosyncrasies of MMOs…
I just chopped down 10 mins worth of elder saplings and got ONE. Any feedback on drop rate? Seems to be awfully low. Boosters help?
Anet, pls nerf this boss to the ground! Make it dead simple like Shatterer! Or put the kitten thing to an instance!
OP, I don’t agree with you. Difficulty is atm in a good balance. This is meant to be a tougher fight and some people like to have a little challenge and participate in an event that is not for brain-afk skill level.
If you want to succeed more, join a guild that coordinates the kill efficiently…
My main point though is the instance alternative. I just wanted to point you to this post by Josh Foreman where it’s explained the open world nature of these events has a reason, and that reason is they ‘are trying to teach the community a new skill: self organization’.
https://forum-en.gw2archive.eu/forum/archive/madness/Well-I-defended-these-new-events-at-first/3545393
People, recruitment is very different now… and it’s not open permanently.
For more information, visit http://www.reddit.com/r/txs
People shouldn’t be on overflow with this Megaserver thing, not ever, if there is overflow, a new server instance can, and should be created.
Overflows, server instance should be more or less the same thing under the Megaserver system. Now that we know what to do in the Tequatl fight, the problem is always player behaviour – if your instance fails, people around you are not doing what they should. And the individual skill required is not that high, but you can’t just go there and AFK your brain. If you want to have an easier time doing the harder things in the game, join a Guild that is doing them.
Why is this “world event” not nerfed?
Its too easy already…
It is only possible to complete if you’re not in overflow on a mega-fail-server!!
You should not have to “camp” on your home server for an HOUR before the event just to stand a chance of completing it! It’s rediculous.
That’s because many people are not committed to actually playing the game (just auto-attack, don’t use waypoint when dead, watch TV at the same time, etc.), to learn the fight mechanics or simply get to the map and go AFK and leech the event. Those people usually populate the most recent overflows, while more motivated players usually come earlier.
Why make an event that requires more people than your zone server capacity can accommodate?!
The event requires I’d say roughly 1/3 of max map capacity to complete, if people are coordinated and know what to do. It can still be done with more chaotic organization (or lack of it) if there are more people in the map, but most have to know what to do and actually use their brains and hand skills…
The quickest and easiest sollution is to nerf the event and make it do-able for those of us who don’t have the time to spend camping the zone waiting for it to spawn.
The quickest and easiest solution for those who don’t have the time to spend camping the zone is to join a decent server or better yet, a decent guild that organizes kills regularly. The difficulty balance is just fine as it is.
Hard mode:
1. Damage, enemy skills and health settings reset to the values at launch;
2. Mobs don’t run into you so stacking in corners is not possible;
3. Scale difficulty with character levels.
(edited by agrante.2810)
Megaservers are a good idea in many ways but we really, really need better ways to fit 50-100 guildies in one map, no hassle. I’m thinking about Guild Missions and World Events.
The way things are it’s frustrating, not fun and a waste of time.
People are not getting their GM rewards due to tricky, needless rules about guesting and not doing the missions on the same overflows. Guilds have Influence and Merits scattered in different worlds. Please have a look at this…
And another thing, Anet. All that work you were trying to do with the Marionette and triple wurm; getting people to learn to be more organized and cooperative in open world. All of that effort is down the drain now that you set it up so that every single event is part of one gigantic zerg train where everyone afk auto attacks in between waypointing and checking their facebook. Assuming you make it in time for a boss, that event is now the biggest snoozefest I’ve ever seen in a video game. And I played Fable 3.
What happened to the Anet that talked about designing this game for 5-man content? I clearly remember when people asked “Why are your dungeons 5 man?” Anet’s response was that they wanted to balance everything for that number of people in an encounter, whether it be a dungeon or pvp. The last time I remember using my brain in this game was about 2 months after launch when I still had some yellow/green gear equipped in an explorable dungeon. Now that people stack in the corner with full ascended, even dungeons are boring too. Forget about open world zergwars 2.
I just wanted to say I see myself very well aligned with what this person wrote here.
I know I’m just one among thousands, but before this patch I was able to participate in a Tequatl event almost everyday in the evening. Sometimes twice. Karka queen I was also able to do frequently, usually we would spawn it right after the Tequatl event. It was a nice system, that was working very well.
Now Tequatl is too early in the evening for me. I can only do it on weekends. This schedule is too rigid and ilogical, why would it spawn at 4am in Europe and not once during late evening?
The guild consumable thingy is also not going to work, it’s too expensive to allow for the same event rate/freedom we had before. It’s also asking some people to repeat Guild Missions in several guilds without any extra direct personal reward: we were better off the way things were before.
To me this sounds more like a “I DON’T LIKE CHANGE” thing at the moment.
Dude, with respect, you don’t know how much training it took to start killing the Wurm and how it still requires lots of coordination and communication, even now… and that’s with a full group 120+ connected on TS. Now imagine half these people are not on TS and start doing things they shouldn’t or don’t do the things they should. You’ll never get an event like this done with half randoms, specially if they have no idea what to do.
Please go read what we wrote so far. The reasoning is clear and abundantly explained.
We want a change because the current system is not ideal. And the problem is, the new one doesn’t seem to be any better, from what we can anticipate. This post serves the purpose of raising that concern beforehand and hopefully contribute to a better upgrade of the game systems relevant to the World Bosses.
(edited by agrante.2810)
The change to the Tequatl fight set the organisation level pretty high. That’s not a bad thing – to try and teach people to self-organize. It’s also not impossible to kill it successfully in a group with lots of random people loosely coordinated, but it’s so much easier to do it with a well coordinated group of people, with a very high success rate. And more fun. And personally rewarding too, just like Northy.4918 said.
This high level of coordination is what ultimately made people feel the need to create and aggregate in these large, multi-server guilds. A few months later, the new Wurm fight made the existence of these multi-guild organised groups even more justified, as this new fight is much more demanding in terms of coordination, training (knowing what to do and doing it well) and people management.
It’s only natural that such a community wants to make sure all of it’s members have a place when an event is scheduled and to keep the number of random people to a minimum. That’s because they could be filling a spot for another member who is trying to get in the map. Another reason is that random people can do mistakes or try to ruin the run on purpose (it has happened before).
The Megaserver is great idea, and I’m sure both casuals and hardcore players will enjoy doing hearts and group events in a full map, all the time. I’m sure I will. The problem we foresee is that these large organised multi-server or multi-guild groups will have a lot of trouble to find an overflow where they all can join and do the event in peace. Even if we can port people to where the main group is, there is no telling if other random people will be joining at the same time and fill the map, leaving 50%, 30%, 10% of the group without any chance to enter.
The current system where we have to guest on a hopefully empty server/map is not ideal, but this change is looking even worse. There was already a lot of grieving being caused by the current poor instancing ‘tools’. Please consider a few simple modifications to let us do our events together, in peace.
(edited by agrante.2810)
Right… where to begin?
I can’t be on twenty four hours a day and I don’t belong to, or want to be forced to join, a large guild that can invoke the world bosses. Also, smaller guilds still struggle with the insane costs for most of these unlocks – we’re already forced to join larger guilds just to play some of the game’s content and access the rewards.
So, I guess I can summarise it with two questions:
1) When will smaller guilds be able to do… anything?
2) Why do I always get the short straw with every update?I hope we get some feedback on this; there are plenty of people (like myself) who prefer smaller guilds, yet if we want to get anything unlocked (we are still awaiting enough influence to begin guild missions) it’ll be months until it’s possible to pay for.
If you are going to wait long to unlock guild missions because your guild is small, then GM are not going to be a pleasant experience for you. A few things you can do with 5-10 people; most others, no chance. As a friendly suggestion, start considering a ‘small guild’ to be something a little bit bigger than you currently do…
I think it is funny that people are complaining about not being able to completely take over a portion of the open world in an MMO for the private use of themselves and their friends.
What you really want is instanced content, so just ask for that instead of trying to argue for maintaining a broken and empty MMO world that you have become used to squatting in.
I figured it would be easier to work around the system we already have than to ask for instanced content. It may only affect a small % of players, but the lack of an instance system has resulted in the ugliest, immature and most bitter situations I ever seen in GW.
Another idea: if WPs are going to be contested by default, make it so that after entering a map, the next jump to a WP in the same map is free (or put a 1 minute time limit if you must).