Showing Posts For biggietoot.6945:
Meanwhile, sPvP and PvE do need love too.
Couldn’t agree more. I think all game modes lost out due to the heavy focus on the open world and living story. Which is a shame because the LS has no replayability, while everything else does.
Anet frequently ignores exploitable things in dungeons, such as the infamous FGS, which remained in game in its overpowered state untill september 9, 2014. Originally it was said to be working as intended, but only when used to exploit PvP did Anet care.
This attitude of PvP being unexploitable and it being ok to allow malfunctioning skills to remain in PvE shows an extreme lack of interest in improving PvE.
• we know WvW is getting a new map, and PvP is getting a new game mode. PvE gets “challenging group content” and it almost seems like they’re trying to downplay that as though they aren’t going to be able to fit the bill for it.
The lack of hype is an abysmal sign. Anet loves hype, and the fact that they not only aren’t hyping this, but are pushing it inder the rug does not bode well for instanced PvE.
• all answers from devs on the forums are generic “it’ll get better. We’re gonna update them… eventually…once we find the time… and the resources…”
the biggest problem with instanced PvE is that people tend to group it with open world PvE. Which is NOT the same. Yes, Anet has pretty much only done updates to PvE, but not instanced PvE.
open world events such as silverwastes, Teq, triple trouble, are not challenging to an individual. They are only hard to organize due to the mass of what are essentially PUGs. The fights themselves take little strategy once everything has been organized, and as an individual you aren’t challenged. Instanced PvE forces you to rely on your defenses, teammates, and encounter specific mechanics that can be completely ignored in world bosses and SW. So although they are both player vs. AI, instanced PvE is much more challenging, and therefore, more enticing to hardcore players.
The main reason i am upset is because instanced PvE is my favorite game mode. Just like the people upset about their favorite game mode WvW, Anet seems to show zero interest in dungeons and fractals what-so-ever.
It seems to me that Anet has decided to spend all their efforts developing the living story. I was hopeful for season 2, as it was instanced, but after you get the achievements there is no reason to run it any more. We could have had a “dungeon” for each episode, but they are firstly unrewarding, and secondly, too short. The entire instanced LS2 could be condensed into 2-3 dungeons.
So rather than playing the new instances, people began open world farming the new maps, because the rewards were unlike any farm we had ever seen. Chest farming can pull almost twice the gold that champion farming in frostgorge can, and cursed shore farming is highly dependent on getting tags, which not everyone can pull off easily and there is a learning curve to where mobs spawn, where each event starts, etc. All of these ended the day SW came out.making not only the instanced content it came out with irrelevant, but making all other open world farms irrelevant, while being even easier than the other open world farms. The loot gained per hour in SW is competitive with speedrunning dungeons, something that is difficult and takes hours and hours of practice to accomplish.
kinda becoming a long post so i’ll sum it up. Anet isnt anti-WvW or anti-instanced PvE. Anet is pumping out content for casual players who may play more than one game mode. You don’t want to do hard PvE to get money? Chest farm. You don’t want to roam WvW and use strategy and tactics to take points? Hop in a golem this week and ktrain
TL;DR: instanced PvE and WvW have been left in the dust. Both untouched in months with nothing but a promise of “challenging content” or “a better borderlands” to come leaving the hardcore players of each mode with nothing.
I’d like to point out that instances have received little, or less love than WvW and PvP. And significantly less than open world PvE
• WvW and PvP both have “call of the mists” style buffs that increase Wxp gain, PvP rank gain, reward track gain, experience from kills.
Dungeons have not had anything similar something that increases dungeon tokens or xp gain or something would be nice.
• we have not had any new fractals added since November 26th 2013, over a year ago.
• the last time we got a new dungeon was October 1, 2013. Just before the fractured update, which was not “added” it replaced one of the dungeon paths in TA.
• no new dungeon items have been added to vendors. Mists stone has been added to the fractal vendor, serving the sole purpose of crafting Mawdrey.
- the last update that could possibly be considered a QoL update to dungeons was a change in the september 2014 feature pack which made it so instance owners were no longer a thing.
• rewards are so unbalanced people do the hardest paths in game then sell them to people who don’t want to do it themselves. This must be done just to achieve a gold value equal to that of running around in circles in the silverwastes.
yep, AMD graphics card here. used to get 30-45 fps, now lucky to get 15. Average ping is still below 100
I dont think they realize that this game is very much built on its community and things like hard dungeons and defending in wvw and an increase in roaming in wvw brings the community together. While its nice to go and bash a bunch of baddies in an instance or collect a dozen pieces for a backpiece it becomes a passing fancy. The content coming out now has 2 major flaws: firstly, no repeatability. Hardcore dungeons and fractals are a great way to do this, theynwould have to both be rewarding and be so hard that a group of players really have to get into a rhythm with eachother in order to FEEL like they had to evolve as a team to accomplish the task. The second major flaw is that people want to feel important in a battle. The reason wvw is so lackluster is because you currently just run around facerolling a few champions until finally you run into an enemy zerg and either you steamroll them or they steamroll you. In wvw you are not a skillful player. You are a number in a zerg there to do nothing more than boost overall dps. Its hard for people to take pride in their servers accomplishments in wvw when the deciding factor of who wins is who has the most players. By incentivizing defending and roaming people would be willing to challenge big groups of people, and if by a slim chance they pull through they feel like champions rather than “that guy who lobbed a few fire balls and water fields from the back of the zerg”
Just throwing in my two cents. Hope anet listens but this is kinda buried.
actually you can get way more than 16 if you can keep one of the shamans at the end alive by just a bit, if everyone stops attacking the svanir champs will continue spawning for the duration of the event
just got this, very disappointed, only commenting to show my support for this fix