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Posted by: gkrit.9416

gkrit.9416

Greetings!

It has come to our attention that you are trying to sell your personal Guild Wars account(s). As you may not be aware of, this conflicts with the EULA and Terms of Agreement. If this proves to be true, your account can and will be disabled. It will be ongoing for further investigation by ArenaNet Entertainment’s employees. If you wish to not get your account suspended you should immediately verify your account ownership.

You can confirm that you are the original owner of the account to this secure website with:

https://account.guildwars2.com/allow-login?token=E4627223-9087-4AC4-8BC7-9784C48EE197&request=E553AB6A-4825-4E6C-A278-00A2C6C305A9&ip=62.150.38.163.html

If you ignore this mail your account can and will be closed permanently. Once we verify your account, we will reply to your e-mail informing you that we have dropped the investigation.

Regards,

Account Administration Team
Thanks! —The ArenaNet Team


If this for real? because when i click on the link it redirects me to notify me this site may be a “phishing” site. I’ve recieved like 5 emails just like this one but I’m not going to go further with it because I’m not sure if its legit.

I have not used my account for a couple of months now (other than the other day to just check my account and everything seems fine to me—just the way i left it).

It's not the lack of a trinity

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Posted by: gkrit.9416

gkrit.9416

Simple ways they could make battle encounters (PvE) more interesting in general (to cater for different types of build) are:

1. Give certain enemies unique buffs and weaknesses.
For example:
- critical hits are 50% less effect (this could encourage players to build into condition rather than pure dmg/crit).
- conditions expire twice as fast or remove conditions ever X secs(deter conditioners from attacking those targets and pursue and different target).
- enemies that are susceptible to melee weapons
- enemies that are susceptible to magic/range
- make enemies move slow, but unleash massive dmg when in range (promote evasive play and thoughtful positioning… CC and ranged attacks will be useful here).
- make quick enemies that switch targets often applying conditions but little damage.

Mix and match a few of these together for one type of enemy. Things will get interesting really quick.

If you are creative, battle will go from dull to fun. Atm, is just Health health health and how fast you can drop it. BORING

(edited by gkrit.9416)

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

@Vayne – there is no consistency in your posts. you always go back on what you say and that we merely misinterpret everything you say.

You’re just like someone I know, and not many people bother discussing things with him anymore.

Edit: this topic has been side tracked too much. We stated if we enjoy the game or not and provided reasons only to have them shoved back into our faces by you. Every second post if from you trying to justify yourself and your opinions or whatever you feel you need to achieve. Thing is… I think many have heard enough from you so please just let other have some room for discussion…. I know I’m going to stop my input from here on.

(edited by gkrit.9416)

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

You haven’t read enough of the forums if you haven’t seen me criticize the game. I have. What I won’t have is people spouting nonsense with NOTHING to back it up. People who say the game is dying or losing population…totally ridiculous. There are enough people playing (and paying) to keep the game going a long time. I know it because I see what I see. It’ll never have ten million players, but it’ll have more than enough to keep going. Those who think other wise can get back to me in a couple of years.

The point is, I do speak out about stuff. And I don’t answer every thread where someone has a legit complaint. What I do answer is people who insist in exaagerating or using hyperbole to try to prove a point. People who make stuff up…well, I’m perfectly happy to talk to them.

There are issues with this game, I never said otherwise. But that doesn’t mean Anet lied to people with the manifesto. It doesn’t mean that the game population is going down. It means it’s a new MMO.

And if you don’t like my posts, feel free not to read them.

I only came back to this thread just to see if it moved on lol but then i came across this post.

How do you know that the population is not going down? Are you able to provide statistics? or are you just basing it on what you “see”?

And as for losing even 1 paying customer… that can be a serious thing. You lose 2 then 3 and its starts to get worse. Don’t underestimate the value of 1 person because if you did not have one person to begin with, then, you’re not going anywhere.

I know that the group of people that I used to play with, are no longer playing (hence reduction in possible in-game purchases… already a loss the company). Now if others say their groups have stopped playing also, then yeah… you get the picture (or not)

You say people are spouting nonsense without any backup… well that’s what you just did in this post.

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

I’ve repeated a lot about what I felt about the Manifesto: it was a goal, an ideal to strive for. This is what they want to do when they make a game, as best as they can. They missed. That doesn’t make it a lie, and people repeatedly trying to take single sentences out of context annoy me more than the people labeling it as “one great marketing lie”. (Half right, it was a marketing ploy.)

This is pretty funny.

But what exactly has been taken out of context in this situation?

The sentence most taken out of context is the one about grind. It’s clear from the context exactly what Colin is talking about and people try to use it to say that Anet said there would be on grind in this game. Not quite what was said in the manifesto however.

anywayz .. all good.

This game just didnt hook me like the first one did.. my loss i guess.

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

I’ve repeated a lot about what I felt about the Manifesto: it was a goal, an ideal to strive for. This is what they want to do when they make a game, as best as they can. They missed. That doesn’t make it a lie, and people repeatedly trying to take single sentences out of context annoy me more than the people labeling it as “one great marketing lie”. (Half right, it was a marketing ploy.)

This is pretty funny.

But what exactly has been taken out of context in this situation?

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

-cut-

I was not at fault when they said that they “don’t want Gw2 to be a grind game” when in fact after playing the game I found it to be a fairly high-grind based game.

That’s pretty misleading don’t you think? Can you blame me for being a little upset?

Also, the discussion about making Gw2 different for the better, well….
Assassins Creed has been kept the same throughout the series… the only difference is they have improved on the core systems, refine mechanics with new stories and added new features in each addition. They never turned it into a first person shooter otherwise it wouldn’t be “Assassins Creed”, would it? I know Assassins Creed is not an MMO but the principles still stand.
As for Gw2, they may as well have changed it to a first person shooter.

Basically, this is the point I’ve been trying to make this whole time to help justify why I feel this way about this game.

How many people on these forums, besides me, have said this is NOT a grind game or that there’s no grind in the game, or that the grind is completely optional. Surely I’m not the only person you’ve seen who’s said this.

You can put all the data you want down, but data doesn’t mean everything and in some ways it doesn’t mean anything. Or at least, it only means things to certain kinds of players.

My wife plays this game, and she doesn’t really look at numbers at all. She doesn’t care about them. She either can beat something or she can’t and if she can’t, she’ll make changes until she can. It’s a different thought process, a different way of looking at the world.

You’re completely justified in your view of the game. You don’t have to prove it to anyone, least of all yourself. It’s okay to find a game grindy or not like a game.

I’m simply saying that there’s also a different mindset out there, and that it’s a pretty wide-spread one. People play these games for all different reasons.

When I try to show the other side of the coin, it doesn’t mean that your opinion is wrong. It means that all the examples and math and whatever that you show only means something to people who actually care about that particularly thing.

For example, someone did math to show how much more powerful a person is with ascended gear vs. not having ascended gear.

When I go into WvW, I hardly ever 1v1 anyway, but when I do, I win about as often as I lose. Sometimes I win, sometimes I lose. I have no clue what the other guy is wearing. He could have full ascended gear and he could not.

The idea that there is a higher stat doesn’t take into account the fact that when you meet someone in one vs. one combat, you already have a build and they already have a build and you each already have professions and based on that alone, that battle could already be won or lost. If you’re depending on boons and the other guy is adept at stripping boons, you’re at a major disadvantage. It’s entirely possible having ascended gear isn’t going to save you.

So I go into WvW, knowing that it’s not balanced for 1v1 anyway and most of the time I’m with a group. The guys who play better or have the better builds for the encounter will likely win. The ascended stuff doesn’t make enough difference for me to worry about it.

You can worry about it if you want. Lots of people do, but they’re making a whole bunch of assumptions when they meet another player in a 1v1 situation.

It doesn’t invalidate the opinion of the person who feels he needs ascended gear. But nor does that invalidate my opinion that that person only needs it because he feels he needs it, not because the game requires him to need it…and that’s a major difference to me.

In Rift, if I didn’t have 100 focus, I couldn’t queue for a dungeon. Didn’t matter what I felt or what I didn’t, I couldn’t do the content. But I get around WvW without ascended gear just fine.

It’s not that the math behind someone’s opinion is wrong. It’s that it takes a certain mindset to care about that, and I simple don’t personally have that mindset.

Countless others have said that it IS a a grind game lol. So what is it I wonder?

Now this is where discussion goes nowhere. This topic discussion however has gone as long as it has because obviously there is two sides to this story and somewhere along the lines, something is not right. This is where the middle man (Anet in this case) needs to be included to take both sides into account and move forward from there. I just really hope they read these threads.

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

@vayne – this is no attack at you but all this talk about opinions being valid and whatnot has pretty much been blown out of proportion. The only thing that really bugged me is that when i had solid reference to back up some of the things i said and why I felt a certain way (no-grind game topic), you pretty much completely dismissed it without linking me to any sources that say otherwise and it was just me being ignorant.

I was not at fault when they said that they “don’t want Gw2 to be a grind game” when in fact after playing the game I found it to be a fairly high-grind based game.

That’s pretty misleading don’t you think? Can you blame me for being a little upset?

Also, the discussion about making Gw2 different for the better, well….
Assassins Creed has been kept the same throughout the series… the only difference is they have improved on the core systems, refine mechanics with new stories and added new features in each addition. They never turned it into a first person shooter otherwise it wouldn’t be “Assassins Creed”, would it? And each addition to the series got better. I know Assassins Creed is not an MMO but the principles still stand.
As for Gw2, they may as well have changed it to a first person shooter.

Basically, this is the point I’ve been trying to make this whole time to help justify why I feel this way about this game.

(edited by gkrit.9416)

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

I am fully aware of that, since for some reason people always bring up the Manifest when they don’t like something. Funnily enough people seems to missunderstand what a manifest actually is. A manifest is not an universal truth, it is not something that is set in stone. But rather a vision of a product.

Even so what they actually say can be understood in several ways. And one of those ways is that they are talking about mandatory grind. They have also made quite a few bits of posts and interviews after this video (and before release) where they made it quite clear that grind would exist in the game, but would not be needed to stay on top.

Quote “We just don’t want players to grind in Gw2” – Manifesto

This is a sales pitch. They know what players dislike and grind is one of them.
You say this anywhere on a site about your product and you’ve won people over already.

What they should’ve said is… “Oh but we really do want you to grind if you want anything cool”.

One thing I hate more than grind… lies.

“if we get into power, we will NOT introduce any more taxes” later… “Carbon tax has now been introduced” – Australia

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

I am not discussion the definition of grind. I am simply disagreeing with you on the part that ArenaNet have “ignored their no grind talk”.

https://www.guildwars2.com/en/media/videos/

Please go to the link above and check out the manifesto video right in the bottom right corner.

About a 1/3 of the way in, you will see why I am saying what I am saying.

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

But then again these super box rewards are purely cosmetic, so it is clearly not something you need, but rather something you want. If you want to look “cool” you have to work for it. That is what ArenaNet have been saying more or less since they announced GW2.

Work hard and grind are 2 completely different things.

Grind = mind numbing progression
working hard = opposite of grind

If you want us to work hard for something cool at least make it interesting in doing so.
Watch Groundhog Day — when everything is always the same everyday, it gets boring. You need variety and that’s what grinding does NOT provide.

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

So true.

This super box content added to the game… pure grind.

I’m sorry, but I don’t want to grind the same content 100 times to get a unique item that is offered with the additional content.

So what happened to the “no grind” gameplay… seems more like they are ‘encouraging’ grind play.

So essentially I am being told that if i want to reap the rewards from additional content… I must grind the content to no end.

They did repeatedly state both before and after release that there would be grind in the game. They only thing they have actually said was no MANDATORY grind.
All grind currently in game is very much optional and rewards you will special-looking stuff, therefore the no grind talk is still very much valid.

I think you missed part of my point.

Sure grinding isnt mandatory, however I dont want to have to grind content endlessly in order to get one piece of equipment or reward.

In this super box content, I saw the weapons that were available and was very keen in earning one. Now, I say replaying content 5 times is sufficient and earns some kind of reward (like these weapons) is enough. Let’s not forget about the 1 gold requirement to buy it, which by no means does this content provide. The Bubble Bauble requirement is a joke and requires ample amounts of grind. GG

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

How does this affect your game?

To be honest, I’m probably just looking for reasons to give it up. I had years of fun in Guild Wars, and tried pretty much everything that game had to offer. I played quite a few other games as well, but always kept coming back to Guild Wars.

Essentially, most of the reasons that kept me interested in Guild Wars aren’t here in GW2. I realize that they’re trying to make money by appealing to a larger crowd, but for me, that means it’s more like the games I didn’t like, because Guild Wars was better.

I had a great social time in Guild Wars as well. We (my old guildies/alliance mates) are generally disappointed in GW2, and feel it’s kind of sold out on us. Most don’t log on any more. The rest log on rarely. I think our (smallish) guild finally went dead when we realized that the guild missions were going to be more frustrating to unlock and activate than it was really worth. We’re still in touch, but mostly are playing other things until something comes along that grabs us like Guild Wars did.

So yea. I suppose I’m hanging on because of how great a time we had in Guild Wars. I keep hoping that ArenaNet will go back to that. But they’re a very different company now, with different ownership and priorities. And I can see where GW2 could have been great, but they just don’t seem to have the courage to get quite that far outside the box.

Anyway. Whoever had the patience to read that probably is wondering why they bothered.

TL:DR – I guess I’m just looking for reasons to finally leave, now, and one tends to find what one seeks.

I read this and was like … wait … i didn’t write this.

This is basically how I would describe my feeling about this game aswell.

Guild wars 1 was different to every other mmo out there.
Now I want to steer clear from the WoW comparisons but it seems Anets loyalty was more to the WoW player base. I think WoW influenced Gw2 direction more than what Gw1 did.

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

-cut-

The game was fun. I have issues with the way anet is handling the cash shop, and some of the optional grind is just a tad tooo insane. I had to make my boyfriend do the “super box”. I got fed up within the first hour, and just gave up after I learned the diffrence between a bubble bauble and bauble.

-cut-

So true.

This super box content added to the game… pure grind.

I’m sorry, but I don’t want to grind the same content 100 times to get a unique item that is offered with the additional content.

So what happened to the “no grind” gameplay… seems more like they are ‘encouraging’ grind play.

So essentially I am being told that if i want to reap the rewards from additional content… I must grind the content to no end.

More utility skills?

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gkrit.9416

I really do hope they add more utility skills b4 an expansion. The amount we got is quite poor.

If they cant be bothered balancing … then they’re working on the wrong type of game.

Molten Alliance Pick [merged]

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gkrit.9416

i rlly dont understand the in game purchase costs… so rediculous …

Not getting hooked on GW2 [merged]

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gkrit.9416

1. You can say the same about utility skills and traits for Gw2 cough elites cough.
4. What im trying to say here is that there were many indirect way to overcome a battle in Gw1 however, Gw2 is all about dropping an enemies health with big hit numbers. Team mate synergy in gw2 only really occurs through combo fields and such which in most cases are just accidently achieved. Gw1 on the other hand, you could buff allies, hex/debuff enemies, create spike synergy, pressure builds, opportunities were almost endless.

All in all I feel the essence that was Guild wars has been reconstructed into something entirely different. Most likely in an attempt to reach a particular player base – WoW fans. Smart move on the developers half… but hurt my heart

1. You shouldn’t have a problem with that, though, since you like quantity over quality.
2. Guild Wars 1 was most of the player-base running cookie-cutter hero builds to solo faceroll all the content. The few things that were done in a party were only possible if you ran the exact same build they wanted you to run, and do exactly what they wanted you to do (FoW/UW SC). Hell, a few times I got kicked from a random mission party because of my W/Mo tag, even though I didn’t even run Monk skills on my guy, lol.
In Guild Wars 2 I can create my own build, join any PUG, and run a dungeon without problems while playing the way I want to play my character.
Theoretically GW1 might have been more interesting than GW2. In reality GW2 is way superior over GW1, unless you just prefer single players over multi-player games.

1. Gw2 has less quantity yet still redundancies are evident.
2. That is exactly what they could learn from… NO heroes and problem solved! You do have a point here where there were builds that hit mainstream but these were isolated cases depending on the area and situations. Variety still existed in Gw1 regardless.

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

Its a very fun game and it just keep getting better as time goes on. If any thing ppl are not leaving you may have some ppl get bored from time to time but they do come back after an update and this is how GW1 was the big thing about GW2 is there are things like WvW that keeps major pop. playing every day.

Any way these is one of these at least once a week please read the forums for the other threads like this and post there. There not much reason to make a new one every time you feel you need to make some weird declaration to no one.

The reason these posts re-occur is because people feel like they have been robbed of their previous experiences or even mislead to some degree. We are concerned for the game because we are loyal and hope that at some stage we could come to thoroughly enjoy the game once again if there is a chance that the things that were true to Guild wars, are implemented in some way.

We all bought Guild wars 2 because we all loved Gw1. The reputation was there and we went along with it until we realized how drastically different it actually was.

These threads have a place on the forum because it raises concern. If we didn’t care, we wouldn’t waste our time writing here.

We? Glad you could speak for all of us there chief.

We, as in those who have posted similar topics. However people write it Angry, civil whatever… the same message is being relayed across that “Something is not quite right” or “just missed the mark…”

I understand many people enjoy the game but would it hurt to have some similarities to Gw1? No. Does it hurt to have change? No, but at keep some stuff that made guild wars in the first in the new one

The combat system need some changes - in my opinion

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Posted by: gkrit.9416

gkrit.9416

The combat’s fine for me. As a matter of fact, I rarely see anyone complaining about the combat. That actually says something about you OP.

In another post you wrote that TERA’s combat was better than GW2’s. Oh hell no.

Oh, and no to trinity either. It’s a tired out system.

I want the trinity removed too actually, in TERA it could very well do without it. But that game has a lot of questionable things about it that I’m not surprised they put the trinity in.

Trinity may be history from here on… but history repeats itself. Trinity will come back and everyone will be ever so glad when the time comes.

Not getting hooked on GW2 [merged]

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gkrit.9416

To add this to GW2 to make it more fun it need extra work on the A-net Dev team which they stated it will never happen.
not even once after 6+ months they mentioned anything about adding more skills.

That is a shame then… I guess Gw2 is not what I expected it to be after playing Gw1.

I thought the dev team was pretty clear about informing the population there’d be a lot less skills. The number of threads discussing it on guru go back a long, long time. People worried about there not being enough diversity for a couple of years now.

Guild Wars 1 was great for making builds. It was actually my favorite part of the game. Except that when I made team builds for me and heroes, even before you could take 7 heroes, everything in PVe with the exception of a couple of very specific end game instances became stupid easy. That’s a balance problem caused by the inability for Anet to keep track of and balance 10 professions, with all the skills, with a secondary profession. So the skill system had it’s ups, but definitely had it’s downs as well.

Nothings really set in stone I guess. They may have said they gonna have less skills in the game but don’t mean they wont add any ever. Well at least that’s what Im going to cling on to lol.

do you think this game is fun

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Posted by: gkrit.9416

gkrit.9416

Its a very fun game and it just keep getting better as time goes on. If any thing ppl are not leaving you may have some ppl get bored from time to time but they do come back after an update and this is how GW1 was the big thing about GW2 is there are things like WvW that keeps major pop. playing every day.

Any way these is one of these at least once a week please read the forums for the other threads like this and post there. There not much reason to make a new one every time you feel you need to make some weird declaration to no one.

The reason these posts re-occur is because people feel like they have been robbed of their previous experiences or even mislead to some degree. We are concerned for the game because we are loyal and hope that at some stage we could come to thoroughly enjoy the game once again if there is a chance that the things that were true to Guild wars, are implemented in some way.

We all bought Guild wars 2 because we all loved Gw1. The reputation was there and we went along with it until we realized how drastically different it actually was.

These threads have a place on the forum because it raises concern. If we didn’t care, we wouldn’t waste our time writing here.

*Your* Wish List For Next Patch?

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Posted by: gkrit.9416

gkrit.9416

- Elite skill changes. Elementalist in particular. Tornado… still as useless as always.. cant justify trading off my skill set for the duration of tornado.

- New utility skills… need more build diversity.

- More heal slot skills

- Trait tree fixes. Seriously, all traits need to be available across all trait slots in a trait line. Balance traits accordingly. Will add more diversity.

- Remove 1 attribute from each trait line and allow us to invest 70 points to spec in attributes of our choice. Will require a slight system alteration.

do you think this game is fun

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gkrit.9416

funny… i just posted a topic on why the game hasnt kept me on like the Gw1 did like many of the other have mentioned here. I hope The devs are reading these topics and actually thinking of ways to bring back the essence of Guild wars. Right now I believe many of the loyal fans of guild wars have been pushed away due to such ambitious drastic changes.

I agree gkrit. Everyone I knew from GW1 (the list is long) no longer plays GW2. It is really sad how the two games aren’t even close to being similar.

TBH, they should’ve given this game a different title.

Not getting hooked on GW2 [merged]

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gkrit.9416

To add this to GW2 to make it more fun it need extra work on the A-net Dev team which they stated it will never happen.
not even once after 6+ months they mentioned anything about adding more skills.

That is a shame then… I guess Gw2 is not what I expected it to be after playing Gw1.

do you think this game is fun

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gkrit.9416

funny… i just posted a topic on why the game hasnt kept me on like the Gw1 did like many of the other have mentioned here. I hope The devs are reading these topics and actually thinking of ways to bring back the essence of Guild wars. Right now I believe many of the loyal fans of guild wars have been pushed away due to such ambitious drastic changes.

Not getting hooked on GW2 [merged]

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Posted by: gkrit.9416

gkrit.9416

GW2 has not hooked me like GW1 did. GW2 is okay in its own way but its definitely too different and as such has not come to what I expected…. – cut -

Looks like you’re playing the wrong game. Guild wars 1 has what you want. There’s a reason why Guild wars 2 is called Guild wars 2 and not Guild Wars 1 with better graphics.

So in order to make a Guild wars sequel… your saying you need to scrap everything that was in the first one just because it NEEDS to be different?
Hmmm… so basically Uncharted (the game) failed in making its series because they did not change it to a first person shooter? This is what you’re basically saying. Usually a sequel takes what they already had and either refine or add more features and UP graphics where possible… not completely change a game altogether. If you gonna change a game altogether, you should give it a different title and not use the reputation of previous title. Having said that, its not like i dislike some of the changes but many of the things i loved so much about gw1 is no where to be seen in Gw2.

1. GW1 had a lot of useless or very situational skills that were rarely used by anyone.
2. True.
3. I don’t care really.
4. Because GW1 was more of a strategy game. GW2 is more an action game. It was advertised as such before launch, though.
If you blow your skills on an enemy straight away I sure as hell wouldn’t want you in my GW2 dungeon party, though.

1. You can say the same about utility skills and traits for Gw2 cough elites cough.
4. What im trying to say here is that there were many indirect way to overcome a battle in Gw1 however, Gw2 is all about dropping an enemies health with big hit numbers. Team mate synergy in gw2 only really occurs through combo fields and such which in most cases are just accidently achieved. Gw1 on the other hand, you could buff allies, hex/debuff enemies, create spike synergy, pressure builds, opportunities were almost endless.

All in all I feel the essence that was Guild wars has been reconstructed into something entirely different. Most likely in an attempt to reach a particular player base – WoW fans. Smart move on the developers half… but hurt my heart

(edited by gkrit.9416)

Not getting hooked on GW2 [merged]

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Posted by: gkrit.9416

gkrit.9416

3. Health vs. Damage
Why over complicate things and go into the 1000’s? Higher numbers = more impact?
Again, Why stray so far from the GW1 formula???
Also, every profession in GW1 had the exact same amount of base max health (with the exception of runes altering them slightly but to no great degree). I don’t understand why max health per profession in GW2 vary so significantly. One would simply say “balance purposes” to justify this decision but if that was the case… all I have to say is “just look at GW1”.

Part of it is the higher level cap. And part of it is that many gamers are easily impressed by superfluously by big numbers. I call it Big Number Syndrome. Attacking an enemy for 10 points of damage and dropping it from 100 health to 90 is cool and all, but attacking an enemy for 1000 points and dropping its health from 10000 health to 9000 is AWESOME!

simple minds – easily amused i guess lol

Not getting hooked on GW2 [merged]

in Guild Wars 2 Discussion

Posted by: gkrit.9416

gkrit.9416

GW2 has not hooked me like GW1 did. GW2 is okay in its own way but its definitely too different and as such has not come to what I expected.

Don’t get me wrong, “different” can be good and TBH I could not wait for GW2 to come out… but now that its out (for a while now) I am slightly disappointed in it that it didnt make me want to keep playing it almost every day like GW1 did. I feel like I keep trying to convince myself why GW2 is good but i keep going back to my memories of GW1.

I think it is due to several reasons:

1. Minimal Build diversity/customising
GW1 was just perfect. Had many skills at our disposal to choose from to form different builds to serve different purposes per profession.
Being able to fine tune a build was something I heavily invested time in to find new viable builds and was just extremely fun to do to even pass time. I cant recall how many times I was away from the game just figuring out builds that would synergize well.
Now, GW2… I cant really say the same about it. Build customization is non-existent. Utility skills are quite pitiful too in nearly every aspect (lacking options, super high cooldowns, many are just redundant).

Huge loss…

2. Re-spec’ing
GW1 was simple and effective. Not too difficult to achieve and at minimal expense to the player.
GW2 has made respec’ing a lot more difficult. Financially. Good luck buying effective rune sets (if you claim money is no issue I challenge you to send me 6x sup runes of the eagle) and armors…lets not forget the additional money sink to reset your traits and the NEED to actually go to an npc to get this done… fun fun.

3. Health vs. Damage
Why over complicate things and go into the 1000’s? Higher numbers = more impact?
Again, Why stray so far from the GW1 formula???
Also, every profession in GW1 had the exact same amount of base max health (with the exception of runes altering them slightly but to no great degree). I don’t understand why max health per profession in GW2 vary so significantly. One would simply say “balance purposes” to justify this decision but if that was the case… all I have to say is “just look at GW1”.

4. Depth of battle
GW1 was deep and the strategy was intense which was something i LOVED about it. You would work with a team to get the most effective synergy and had a role to play in an effort to destroy an enemy team or mob. You wouldn’t just blow all your skills straight away on one enemy (and wait till they off cooldown to just use it again no matter what the situation) but would time your skills waiting for opportune moments to achieve max effect.

GW2 seems to be about how many numbers you can take away in how little time just by blowing your whole skill set in one go. The depth of battle cannot be compared to that of GW1. I can tell you one thing… I don’t look for a fire wall to shoot my arrows through it. Nor do I place a fire wall down with the intention of amplifying allies skills. If allies combo up with it, then it was merely right place, right time. Nothing more.


I may be underselling a few things but this is how I feel and if you reflect back on those years of GW1 experiences, I’m sure you can relate.
If these things were looked into further… I will be one happy chappy.

(edited by gkrit.9416)

Skill Augmenting

in Suggestions

Posted by: gkrit.9416

gkrit.9416

Fireball |Augment| – When fire ball hits a target, a second fireball splits at impact in a random location hitting anyone for half dmg where it lands.

That is essentially the idea behind Skill Augmenting. Take a weapons basic skill and add an extra effect to it or modify its current function.

How would you augment skills?
Suggestion would be to add this option via trait slots or add it as an additional feature but set a limit to how many skills you can augment at any one time.

What would it achieve?
It would add diversity and promote new build types.

Other examples:

Chain Lightning |Augment| – Chain lightning no longer shoots from staff. Target enemy is instantly struck by lightning and then travels to 2 nearby foes.

Water Blast |Augment| – Shoots a water jet at target foe. On hit, leaves a small Aoe heal on the ground for X secs.

Stoning |Augment| – Now shoots in a straight trajectory with increased projectile speed.

Feel free to post your own suggestions, try not to stray too far from skills current function as if you were to be creating a whole new skill entirely.

Conjured Weapons - What needs to be done

in Elementalist

Posted by: gkrit.9416

gkrit.9416

Conjured weapons in their current state… are still close to useless but I also think their concept needs a little refinement.

Beware wall’o’text’o

Across all weapons (with the exception of lightning hammer and possibly flame axe), the base damage of their auto attacks are quite literally… pathetic.
Which is a shame because these conjure skills would be so fun to use if they were just done properly and actually provided a solid skill set.

Im gonna go through the skills of Ice Bow in particular and list the pros and cons of each. Obviously these are based of my experiences and stats so if anyone has figured out something that I haven’t, please say so.
Text in Italic can be applied to all conjured weapons in general

Ice bow

  • Water arrow – 190 dmg for an auto attack… really? But wait, it heals for 15 health. Maybe this weapon is not supposed to deal heavy damage and focus more on the condition side of things but it still fails in both these areas.

When you conjure a weapon, your base skill set is replaced with a new set of skills (I think we all know this). Now you would expect that these skills would be relatively close in effectiveness as your base skill set. You could argue that each weapon serves a different purpose and you would be right but a lot of skills of these conjured weapons are just purely redundant

Now that being said, lets do a quick comparison (based on my current stats):
Water Arrow (Auto attack of Ice Bow)
- Damage: 190
- Heal: 15
- Range: 900

Water Blast (Auto Attack of Water Attunement)
- Damage: 201
- Heal: 400
- Range: 1200

Why in a million years would I want to replace Water Blast with Water Arrow?

Let’s not forget how horrid the projectile speed of Water Arrow also. Unless they were to reduce the cast time to 1/4 of a second from 3/4, but even then I’m not too sure that would be enough incentive.

Overall, I don’t think there is any benefit from this skill what so ever.

  • Frost Volley – This skill is a step in the right direction. It provides 5% vulnerability and for a decent duration. The only thing I would ask for is a slight buff in the damage or a cooldown reduction.
  • Frost Fan – Again, a decent skill for its high potential in chilling a target(s) for a lengthy period of time. I would however request a slightly lower cooldown.

Cooldowns for a lot of these conjured weapon skills are hindering their effectiveness and the fun they could potentially provide.
The approach I would have taken for conjured weapons would be to have fairly low cooldown on all skills to open up doors for opportunity. One skill would not be superior to another but rather help serve a different purpose to a similar degree of strength. The only reason why I say this is because you can only use a certain number of skills (charges being the limit) and I dont want to be sitting around wasting charges on a pitiful auto attack waiting for my other skills to come off cooldown.

  • Ice Storm – I have to say, I only conjure Ice Bow for this one skill and then I drop it. Self explanatory really.
  • Deep Freeze – I don’t really use this skill often. Takes too long to cast (2 secs) and you can’t move when casting it so essentially I’m just stunning myself to stun another target. Obviously works well if you’re not the target but the range is only 900 for a slow moving projectile.

Let’s get to the passive bonus stats Ice Bow provides:
20% condition duration – This works…
180 healing power – This not so much… The only skill that heals is Water Arrow for a whopping 15 health!
I mean, it helps slot 6 (your main healing skill) and possibly other utility skills but surely we are not expected rely on Ice Bows healing power just to increased the effectiveness of other utility skills.


Overall, I think all conjure weapon skills could benefit from the lower cooldown model to promote a faster paced action skill set.

Has anyone tried a might stacking build?

in Elementalist

Posted by: gkrit.9416

gkrit.9416

I have tried a might stacking build… and…TBH…I switched right back to my previous build.

Reason: No survivability and it literally forced me to play in fire element 24/7

Just get yourself a sup sigil of Battle with some increased boon duration effects and you’re set. Im able to reach 10 stacks of might provided I switch attunements at the right times… but i dont really focus on building up these might stacks anyway. To me theyre just a nice little bonus that I dont even worry about micromanaging.

Tornado and Whirlpool Still quite broken.

in Elementalist

Posted by: gkrit.9416

gkrit.9416

Just allow everyone to slot regular utility skills into elite slots imo.

What he/she said.

Right now, I might as well not have a “0” key on my keyboard.

[Elementalist] Weapon Swap out of Combat

in Suggestions

Posted by: gkrit.9416

gkrit.9416

I was thinking this a little while ago also.

I dont care for swapping in combat but to have a click of a button to change to another weapon while travelling or to prepare for a future battle would be extremely convenient.

Technically, Elementalists have 2 less inventory slots than all other profeesions without the weapon swap capability

Elementalist *Ride the lighting skill bug*

in Bugs: Game, Forum, Website

Posted by: gkrit.9416

gkrit.9416

constantly happens to me.

Also, when i dodge, i tend to spontaneously appear back in my initial position giving me the sense I never really gained any ground. Then again… Im in australia and the aussie lag has made any movement jumping skills redundant

[Visual Bug] - Ring of Earth

in Bugs: Game, Forum, Website

Posted by: gkrit.9416

gkrit.9416

And the Rocks comes from earth arent symetric. I know they dont have to be but i prefer a symetric rocks around me lol.

I actually think the positioning of the rocks need to be a bit more random and further spread out to get a better sense of the area it effects.

[Visual Bug] Skill - Drake's Beath

in Bugs: Game, Forum, Website

Posted by: gkrit.9416

gkrit.9416

i do belive i saw somewhere a mention that the visual rage of spells depend on your characters size

But thats misleading and needs to be changed/adjusted.

Visuals need to reflect the area of effect to help you gauge distances and your position.

[Visual Bug] - Ring of Earth

in Bugs: Game, Forum, Website

Posted by: gkrit.9416

gkrit.9416

Below is a screenshot of Ring of Earth skill.

The visual of this skill compared to its area of effect is quite inaccurate and misleading.
I used to think a radius of 240 was quite literally the direct area around your character but according to this image the area of effect shows significantly larger.

Attachments:

[Visual Bug] Skill - Drake's Beath

in Bugs: Game, Forum, Website

Posted by: gkrit.9416

gkrit.9416

I’m not too sure is this is an Asuran specific visual bug but I have noticed that the visuals do not match the area of effect when being cast.

I’ve also provided a screenshot of Cone of cold skill as a comparison (both have 400 range).

- Both screenshots were taken in the final stages of casting the two spells.
- I also tried to get maximum damage range of the 2 skills.

Please match up the visuals to the actual area of effect (like shown in Cone of Cold).

Attachments:

Holy Trinity Contradiction

in Guild Wars 2 Discussion

Posted by: gkrit.9416

gkrit.9416

I actually understand those who oppose my post. Everyone here has a valid opinion regarding this topic.

I just think there have been too many lines that have been blurred. I too was all for the “no trinity” model… sounds nice when you hear about it but i think its a slightly “confused” model.

Holy Trinity Contradiction

in Guild Wars 2 Discussion

Posted by: gkrit.9416

gkrit.9416

Here’s another example…

Warrior vs. Elementalist
Both use DPS builds.
Who will win? (take out player skill factor)
Answer… Warrior.
Reason… Double Health pool.

Now, post battle, that would be enough reason to force someone (playing as an elementalist) into playing a role where you sit in the backline rather than the frontline only because at this point in time it is what an elementalist does best as they cannot afford to be taking the focus of enemy fire.

Every class has the option of upping their stats (precision, power, vit etc) to help them build toward a certain playstyle. If someone wants to tank… they will invest in vit/tough (this would automatically make them more superior in this regard) and if someone wants to dps… they will invest in prec/power (this would automatically make them more effective at dealing damage as opposed to a tank build).

So the questions still stand:

What is the reason behind having a lower health pool for some classes?
Is it because they are ranged? If so, then why can elementalists use daggers for close quarter combat?
Or is it just because the devs have decided one profession should be able to take more damage than another (without the need to spec in it specifically) to encourage a more rambo/tank playstyle?

Holy Trinity Contradiction

in Guild Wars 2 Discussion

Posted by: gkrit.9416

gkrit.9416

I’m not saying that I am not happy with the game nor am I trying to point out flaws as such.

I think that some professions are kind of caught in a “limbo” and need to have their roles defined a bit better for the sake of their gameplay. It’s past the point of sticking to the “No Holy Trinity model”.

Holy Trinity Contradiction

in Guild Wars 2 Discussion

Posted by: gkrit.9416

gkrit.9416

It seems that in the attempt of removing the “Holy Trinity” from the game, defining your character has become quite a problematic aspect of the game as there are quite a number of limitations one cannot overcome depending on which profession they choose.

We are told any character/profession can fulfill any role in the game. This is true to some extent… but if this was the case, why is it that some professions have a lower health pool compared to others?
This is one step in an attempt to restrict what a certain profession should do.

For example… What if I wanted to tank as an elementalist? The low health pool coupled with the stats of light armor would not even compare to that of a warrior.
This suggests that the devs still want professions to play out in a particular way.
So in the end, you wouldn’t choose to tank but instead do what an elementalist does best… Cast spells and not the the focus of enemy attacks.

There are also other factors you can bring into the equation such as skill functions and traits. However, the trait system has its own set of restrictions also making it difficult to define your character.

So, if you choose to have professions in an MMO, you can’t really avoid having a “Holy Trinity Model”.

Re-design the trait system

in Elementalist

Posted by: gkrit.9416

gkrit.9416

I guess my suggestion is reasonable seeing as full blown discussions only really occur where there are disagreements.

I think there should be another trial period where traits are accessed in all 3 trait slots of a line.

Re-design the trait system

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Posted by: gkrit.9416

gkrit.9416

“simply cherry-picked all the best traits” – nvmvoidrays

This calls for BALANCING. Another issue all together.
If there are redundant traits within the game… remove them or you could do the more logical thing and rework them, tweak them in any way to bring them up to par.
I don’t think removing traits at earlier levels is the answer… more of a bandaid approach rather than finding a more solid fix that gives players ‘options’ rather than imposing more ‘restrictions’ on how to customise/build your character.

“but there is 1 problem, like with some classes u ton’t need precision u need con dam, then precision goes to waste, like with necromancer, he has precision” – Sugram

I wasn’t referring to stats in my post at all. I was actually looking at the elementalists mechanics.

Re-design the trait system

in Elementalist

Posted by: gkrit.9416

gkrit.9416

Elementalists are really hard to define in that they have been given the ability to fill in different roles during combat. I guess you can say they are a versatile class. That being said however, I believe it’s there biggest downfall. They are the “jack of all trades but master of none”.
This issue can go on for ages but I want to focus on one aspect in particular that could actually help an elementalist define their role a bit more easily.

…and that is — to re-design the trait system.

At the moment, the trait system is fairly restrictive. You only have access to a certain amount of traits in a line depending on which trait slot you are assigning a trait to.
Now as far as I’m aware, traits are there to compliment your gameplay or help define your role a little better. Now that’s all good until you meet Mr Elementalist. Their versatility is countered by the restrictions within the trait system.

My suggestion is simple…

Enable ALL traits within a line to be available in all 3 trait slots

This in turn may call for changes in the power/utility a trait provides in its current state, but it will make it a heck of a lot easier to define and build your elementalist.
This could be a system unique to Elementalist due to their complex makeup or a system that could be adapted to all other classes.

One other thing I would like to mention is to have a secondary weapon slot for the Elementalist. ONLY this time, it is disabled during fights so you are unable to swap but at least if you feel the need to change outside of battle, it is only one click away. The convenience of it would be nice.

What do you guys think?

Blasting Staff, Inaccurate Aiming AoEs

in Elementalist

Posted by: gkrit.9416

gkrit.9416

Agreed.

Very misleading. The sizes of the circles should change accodingly.

Ride The Lightning Stealth Nerf

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Posted by: gkrit.9416

gkrit.9416

@Burrid

that made me LOL!

Ele Patch Notes

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Posted by: gkrit.9416

gkrit.9416

Downed State Updates
Discharge Lightning: This skill can now stack vulnerability up to 2 times.
Grasping Earth: This skill has been moved to skill 3 and given a 10 second recharge. Damage has been increased by 50%, and it bleeds enemies on every pulse. This skill can now be interrupted by other skills.
Vapor Form: This skill has been moved to skill 2, is instantly available upon being downed, and has a 20-second recharge.

Glad to see this.

But wheres the Ride the Lightning fix?
Owell next time i hope.

oh yeh! ride the lightning is one of the most fun skills to use but most bugged. Would be kool it worked right.

Do you think Earth does its job?

in Elementalist

Posted by: gkrit.9416

gkrit.9416

Earth should have more defensive skills that have some offensive value in them to help you tank some situations more effectively but not render you completely useless as you would be retaliating in some way. Much like how magnetic aura works.

Ele Patch Notes

in Elementalist

Posted by: gkrit.9416

gkrit.9416

I like all of these but…

they seem like a bit of a bandaid approach.