“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.
There is a quest where you have to remove centaur traps…and when you’re done, the traps disappear.
Permanence is relevant in MMOs, but they’re trying to do it in a subtle way that won’t disrupt gameplay for those that haven’t completed the event yet.
In Kessex right? Those traps don’t actually affect anyone. I was really expecting an NPC to get injured by it or something.
The mines in that weird house in Gendarren on the other hand, had some sort of purpose.
You know that lodge north of the frozen maw, theres this event where wurms are assaulting the lodge door. When culling is on, it’s one of the most horrific experiences in GW2. The event finishes, and you’d have about 5 wurms popping out of the ground and instantly falling dead, constantly all over the place.
This event alone qualifies GW2 as a survival horror game.
The living story is supposedly happening for the first time with part 3 of 4. I don’t want to look for it, but one of those Dev guys said that, as far as the actual living story goes, part 1 and 2 were precursors.
Just gotta wait and see, I suppose.
Nothing about part 2, couldn’t be done in part 1.
Man are you gonna make me look for it now?
Huh? I’m just saying, part 2 feels just as prelude-ish as part 1. It should’ve just been part of the prelude.
The living story is supposedly happening for the first time with part 3 of 4. I don’t want to look for it, but one of those Dev guys said that, as far as the actual living story goes, part 1 and 2 were precursors.
Just gotta wait and see, I suppose.
Nothing about part 2, couldn’t be done in part 1.
It was common in GW1, and they had even less to offer back then.
I think the Gathering part of the title referred to the item collection.
Its not bannable, but because of Arenanet’s ban first ask questions later policy you’re likely going to get banned.
Can’t tell if serious. Yes I read the blog post. No this is not the first time they have claimed to have dealt with culling.
My toggle town clothes button has collected so much dust I don’t recognize it anymore.
Cut the Rope is considered a casual game. Requires thought.
Where’s my Water is considered a casual game (it uses comic sans font). Requires thought.
Angry Birds is considered a casual game. On the surface level it requires minimal thought, but the leaderboard mentality helps promote mastery. (getting highest scores possible)
Casual games aren’t all brainless. GW2 can be played without using your brain (mostly). To call it casual is an insult to the casual games industry.
(edited by kKagari.6804)
Assist the Charr guy in killing 250 invaders.
Assist the Norn guy in killing 250 invaders.
Collect 100 trinkets.
Destroy 50 portals.
How would you fit what Elemental Surge does in a single tooltip? It seems to behave differently for each individual skill.
Show another ‘skill tooltip’ above the arcane skill tooltip, like chain attacks.
I think GW2 is a conscious move away from “build wars”. The problem with enemies having synergistic builds is that it starts imposing requirements on players builds. eg. “we need to take boon stripping for this encounter” or “we need to take stuns for this encounter”.
it becomes even worse when some mechanics are only available to certain classes, then it becomes “looking for more, monks only” all over again.gw2 was designed to be more accessible, with fewer limits on what classes or builds could participate in content. Unfortunately the tradeoff is that the game becomes more casual – now it matters much less what build you run or what classes you bring.
So, moving forward, if we want hardcore content that offers a special challenge, it’s better to create challenges based on actions/positioning rather than builds. Make success based on what people DO rather than what they BRING.
Fractals are perhaps an example of this, although personally i don’t like the puzzle element to the fights there. i prefer to encourage combat tactics like flanking, formation depth, spreading out vs clumping up, focus fire vs spreading fire, etc.
From the monster design point of view, that means monsters need more physical mechanics that players need to deal with. eg. phalanx enemies that are strong when close together. You need to split up their formation to defeat them more easily.
It’s a big pity body blocking was removed from GW2. it would have offered many wonderful physical based mechanics to play with.
For inspiration, Anet should look at enemies in various console action games. For example, I’m playing MGR revengeance right now, and it has many interesting combat mechanics and enemies that don’t revolve around “build wars”. Other games include Dark/Demons Souls, the Devil May Cry series, God of War etc.
GW2 is actually more equipped for what you described as a shortfall. For instance, if I needed boon stripping its very likely the skillset I’m using already can do just that, or I can simply swap out a utility. Couldn’t do that in GW1, which made some PvE encounters Build Wars as you put it.
And I agree, the GW2 engine is robust and could easily handle putting boss encounters like Monster Hunter in the game, but its constantly plagued by bad decisions and we’re left with these boring enemy encounters.
Changing tooltips is a very difficult task. Back off Arenanet and give them some time (two years) ok?
Amen to that, and that’s not the only big mistake in this game.
But its just business. When the game gets stale is when they’ll start introducing these permanent convenience items for sale. One big last push for money.
If someone wanted to ‘collect everything’ they can still do it now, it’ll take up more inventory space and they’d have to get more storage slots just for the armor.
try tell that to someone who want to collect all
armor skins
all prefixes on all armor skins
all runessay, major types of armor skins:
http://wiki.guildwars2.com/wiki/List_of_armor_sets
cultural – 3 types
dungeon – 8 types
42k karma armor – 1 type12 types, not including crafted armor types and others yet.
prefixes, not sure, say at least 15 types of stats
armor runes, at least 52 typesat least
12 skins
15 prefixes
52 runesthere is not enough storage for all.
You get 1 set of AC armor, then you transmuted as many times as you want. If you want 2 sets of AC armor, with different stats, then you run the dungeon again.
No convenience = more time spent repeating stuff. That’s how they make you play the game more. Notice how all their permanent convenience items are RNG (permanent trading post pickup contract for example) and the ones that are temporary are absurdly priced. They really don’t want you to have convenience
If someone wanted to ‘collect everything’ they can still do it now, it’ll take up more inventory space and they’d have to get more storage slots just for the armor.
Anything that borderlines ‘convenience’ is making Arenanet lose money in the long run.
Then what the hell is the point of transmutation stones? You know, one of the things people actually buy from the store. You know, a source of income for the developers.
You said it before I did. I was about to add ‘terrible idea’ (from a money making perspective) though.
I abhor the ‘its too hard to do .’. we streamlined it’ approach developers take these days. God forbid setting challenges for yourself and following through with them.
Is it that it’s too hard to do, or is it that every time they do something, half the people in the game complain?
A lot of things people want done, that makes perfect sense to them, would completely turn off another segment of the population. When you invest your money into a game development company, and you see that a majority of players are very casual, how would you go about programming?
A lot of stuff isn’t hard to do, but is more accurately translated into it would take too much time (read money) to put this in while we have other things to work on. It’s a developers nightmare. The game Anet really wanted to make they had to change several times. There would have been a whole lot less hand-holding in the game for example, if they didn’t have problems during early play-testing with people that just ran by events and did nothing. It’s why they added hearts, as one example.
Developers aren’t free to do anything they want to a game. They have to make sure people play the game. And sure sometimes they get that wrong. But it’s not just about something being too hard to do. It’s about how much it costs to do.
I’d argue that removing an aspect of the game that was extremely well received actually hurts your pockets more. People complaining hasn’t deterred them this far, i.e. they completely ignore the people anyways.
What part is that?
We’re talking about the streamlining of the skill bar here, I believe.
I disagree. Its one of the things I didnt like about GW1 was the constant feeling of playing PVP in the PVE enviroment. Factions was a prime example of this. Everywhere you went each encounter was essentially an AI “team” that all had synergistic skills. This showed up the huge gap in player vs enemy skillsets, and was one of the reasons so many players were turned off Factions/Cantha as a whole. PvP is fine for those that like it, I have nothing against it and participated in plenty of PvP events. But when I am playing PvE, it is BECAUSE I dont want to play PvP and do not want the “same” experience with the game.
Thats why Nightfall didnt have this as much in PVE. Yes there were numerous encounters that were the same as factions but there was also plenty that were also just “units” and not entire teams.
Its why I believe that in this respect Gw2 is far superior. Much less enemy skill synergy, no PvP bleedthrough in the PvE enviroment, and much easier to understand enemies skillsets.
If PvE is like PvP for u, than you are saying that the AI’s in the game is smarter than you as a person.. Cus i don’t really get it.. If you see a group of mobs, you need 10 minutes to kill it in normal mode… cus that’s PVP.. so i find it really sad for u, but for normal people it takes 5-20 seconds to kill a group of mobs.
What? I cant really make sense of your post other than that you seem to want to attack me. Other than making a baseless assumption on my skill level in the current game or the previous one, could you make your point more succinctly.
Just so its clear to you what my actual point was; In Factions, world exploration and encounters were designed around PvP style combat. The developers Anet specifically said that Factions was heavily PvP focused in its design and implemenation in all areas. That means that a single encounter by you and your team was almost always a “match up” against an AI controlled team. Not individual units who are in the same area, a TEAM with synergised skills and AI tactics. It became nothing short of tedious that nearly every encounter was the same thing repeated over and over ad infinatum.
This is not the case in GW2, which is for the better imo.
You’re doing that, right now. I started a mesmer recently and was thoroughly amazed that the game got slightly harder compared to my necromancer. I didn’t care for who I fought when I was a necromancer. Every encounter could be done with staff 2 3 4 5 1 1 1 1 1 1. ad infinatum. Every encounter on my guardian would be greatsword 3 5 5 4 2 1 1 1 1.
Ok, not every. 99.9%.
(edited by kKagari.6804)
I abhor the ‘its too hard to do .’. we streamlined it’ approach developers take these days. God forbid setting challenges for yourself and following through with them.
Is it that it’s too hard to do, or is it that every time they do something, half the people in the game complain?
A lot of things people want done, that makes perfect sense to them, would completely turn off another segment of the population. When you invest your money into a game development company, and you see that a majority of players are very casual, how would you go about programming?
A lot of stuff isn’t hard to do, but is more accurately translated into it would take too much time (read money) to put this in while we have other things to work on. It’s a developers nightmare. The game Anet really wanted to make they had to change several times. There would have been a whole lot less hand-holding in the game for example, if they didn’t have problems during early play-testing with people that just ran by events and did nothing. It’s why they added hearts, as one example.
Developers aren’t free to do anything they want to a game. They have to make sure people play the game. And sure sometimes they get that wrong. But it’s not just about something being too hard to do. It’s about how much it costs to do.
I’d argue that removing an aspect of the game that was extremely well received actually hurts your pockets more. People complaining hasn’t deterred them this far, i.e. they completely ignore the people anyways.
I abhor the ‘its too hard to do .’. we streamlined it’ approach developers take these days. God forbid setting challenges for yourself and following through with them.
The difference between Guild Wars 1 and 2 has nothing to do with the quality of the AI. It has to do with the fact GW 1 was instanced and GW 2 is open world. Saying this AI doesn’t exist in Guild Wars 2 shows me people that haven’t looked at dungeon and fractal groups. The team synergy there is pretty strong, trust me.
Like in CM explorable mode where you have riflemen who do more damage to moving targets, while you have bombers who make sure you have to move, or you get blown up. Or thugs who heal and buff allies. The dredge are another good example of various roles that do various things.
But even Guild Wars 1 players like me, wouldn’t be happy or stand a chance in a game where you have mobs respawning that have that kind of synergy. That’s why groups like that have to be reserved for instances.
You might argue that they should have more groups like that on a longer repawn timer, but that wouldn’t work either, because once you kill the group, the next guy running through will have nothing to do.
Well, I’m not really sure why I should trust you I ran dungeons enough to get a full set of armor from each.
Think of it in terms of the events then. When bandits or whatever assault a camp, they could very well play the group synergy card here. Enemies could very well assault a camp not clumped together to get AoE’d down. I’m not saying theres none of this in the game, but it is very shallow in the scope of the whole game.
As for general running around in the field. Why do brackish skale have to inhabit the whole area. The diversity of the enemies and the nature of engaging ‘world’ mobs could be so much better if they had a few types of these guys around, rather than just one.
If you want an engaging challenge, do dungeons or Fractals that are designed for multiple players. The rest of the PvE enviroment in general is designed for solo or team play. The choice is the players, not an enforced one by the game.
The only thing that caters for team play according to Arenanet in GW2 is higher hp pools. The challenge in fractals and dungeon is hardly engaging. You can’t do more with the limited depth available to the enemies in this game. I also think its incorrect to argue that solo players should not face any challenges at all. It can be as simple as giving svanir mobs attacks that have greater effect on chilled units, therefore engaging the player to remove the chill asap.
(edited by kKagari.6804)
Nightfall had it just as much as Factions. The issue with Factions might have been that the ‘curve’ was steeper. The tutorial area experience gain was sped up, people didn’t like that, so they addressed it.
There were the kournan military, the djinns, the hekets just to name a few. Their synergies might not be as deadly to the player, but they were definitely present.
Nightfall had much less instances of “full team” encounters in the world itself. Yes as I said there were plenty of them in the game, however most were reserved to set piece events in the instance/quest chain. Generally when on “walkabout” you would encounter groups of 1 or 2 types of enemies.
In factions however this was not the case, it was ALL teams making it essentially PvP with an Ai team as opponents every encounter. The slums are a perfect example of this, almost every gang was a team consisting of wars/eles/mes etc all synegising as a team. Even when you thought it wasnt, and started combat there would be a pop-up team to “complete” the units you were fighting in to a team.
As I said I dont mind PvP and quiet enjoyed playing various events in GW1. But PvP is PvP, and should not ever bleed across in to PvE. Which is why I like the current enemy arrangement in GW2. It tends to be groups of one type, supplemented by one or two units of another type making the enemies composition less of an issue.
Well, agree to disagree. I think a lot of people would agree the AI in this game is insufficient for any sort of engaging challenge. I’d like to not be able to play this game with my eyes closed.
I disagree. Its one of the things I didnt like about GW1 was the constant feeling of playing PVP in the PVE enviroment. Factions was a prime example of this. Everywhere you went each encounter was essentially an AI “team” that all had synergistic skills. This showed up the huge gap in player vs enemy skillsets, and was one of the reasons so many players were turned off Factions/Cantha as a whole. PvP is fine for those that like it, I have nothing against it and participated in plenty of PvP events. But when I am playing PvE, it is BECAUSE I dont want to play PvP and do not want the “same” experience with the game.
Thats why Nightfall didnt have this as much in PVE. Yes there were numerous encounters that were the same as factions but there was also plenty that were also just “units” and not entire teams.
Its why I believe that in this respect Gw2 is far superior. Much less enemy skill synergy, no PvP bleedthrough in the PvE enviroment, and much easier to understand enemies skillsets.
Nightfall had it just as much as Factions. The issue with Factions might have been that the ‘curve’ was steeper. The tutorial area experience gain was sped up, people didn’t like that, so they addressed it.
There were the kournan military, the djinns, the hekets just to name a few. Their synergies might not be as deadly to the player, but they were definitely present.
Dynamic events are about changing the world for a time.
You save the village so the centaurs do not have it. You can see what the results of your victory, freed villagers.
You could’ve let them all be wiped out, and you may of seen the bodies on the floor like the Giant of Dissea plateau.There have been permanent one-time events.
These had destroyed the fountain of Lions arch, which is now repaired, and brought about and shaped the Southsun cove from a place with a bunch of trees which were then cut the hell down on our way to level the place and destroy the Ancient Karka.You don’t get one-time events often, partially because players hate missing out on content.
The living Story atm is also not permanent, steps will be removed so your contributions today may be significant to you as you won’t be able to go back once the world moves on.
I’m sure any MMO can be sold on that same spiel then. WoW adds new maps every now and then. SWTOR adds new maps every now and then. I mean seriously, Arenanet can sell the idea to themselves how original it is and all, but they’re doing the same thing every other game is doing.
There are only two ways I know to achieve permanence of events (or the illusion of such).
WoW has/had a phasing scheme where you would complete certain events and then you would be permanently shifted to a different “phase” where something that changed on the map would stay changed.
Of course, this is unsustainable for a large number of independent events, and it has some really annoying quirks like being unable to see party members who are standing on the same spot on the map who have a different set of completed events than you.
The other alternative is true permanence, where the outcome of an event for one group of players actually changes the map for all players. This would allow each server to organically change according to events that occur and do so in any number of ways. It involves allowing for NPC deaths and building/terrain destruction.
The potential issue with this is if your world/realm/server gets into an irrecoverable state – for instance, if Jade Quarry decided to sit out Claw of Jormag events, only to discover that the dragon wiped out every waypoint on the map, with no hope of allied forces re-taking them.
Imagine starting a game months (or years) after release, only to discover that the game is unplayable because of the state that previous players left it in. Or just as bad – there’s nothing to do because the previous players already eliminated the enemy.
Ah, I think the general consensus on the phasing idea from WoW was that it didn’t work. I guess they are sort of doing it with the living story thing now, but at the rate its going, I don’t think many people are interested in it anymore.
Prophecies enemies lacked depth (but still light years ahead of GW2 enemies). But before anyone retorts with, well GW2 is a new game, just like Prophecies was. They’ve had 5 years to build on what they learnt in GW1. Now it just feels like they threw all that knowledge out the window.
I agree that events need to be repeated. But tbh, I think they should have done away with tiny non-chain-events and went with several (note; several, not 1 or 2) meta events through the area.
For instance:
5 villages need to get saved. They are attacked at the same time. Due to the amount of players in the area, not all 5 can get saved at the same time. The villages that do get saved, will produce a militia, which will be different to the militia other villages produce. The militia will continue with you to fight off the raiders. If enough militia survives the encounter afterwards, you get different rewards.
With a lengthier chain event, it prevents the event from feeling like it will restart, just as soon as it was finished. Other players can easily join in mid chain and still continue to the end, and so on and so forth. The meta-events in the game right now are OK, the non-meta-event chains are completely stale.
One of the best, and most refreshing things in GW1 is that enemies used the same skills that the players used. This was a really big thing. You’d have games like WoW where the only enemy skills vaguely similar to the players was the projectile animation of an autoattack.
The game started off with enemies using a basic skillset that had little to no synergy. As the game progressed, enemies’ stats surpassed the players, and their skill pools became more complex. Often different enemies of the same family will have a core theme in their skillsets and synergized with each other with deadly efficiency.
Not only does this provide a refreshing challenge everytime a player meets new enemies, it sometimes even provides inspirations for team builds for the players. This culminated in what I think was the best ‘expansion’ of all (in terms of enemies); Winds of Chaos. Enemies were able to use abilities from two classes allowing for ridiculously powerful and innovative combinations.
Fast forward to GW2. What do we have? Svanirs? Chill attacks. Dredge? Occasional knockdown. Flame legion? Burning. The homogenized nature of the enemies doesn’t provide for interesting encounters. Even if we got 1000 skills to work with, nothing challenges the player to go into more complex attacks over auto attack.
‘I swung a sword. I swung a sword again. Hey! I swung it again.’ This.
Pretty sure it is in reference to the dynamic events.
There are some events where you defend an outpost from an onslaught of Centaurs. If you fail or are not there, another event will come up to take it back etc.
Then why mention the permanence at all? None of that is felt in the brief 5 minutes before the event is restarted. I’m not saying events shouldn’t be restarted, but aren’t they working with an idea that can never come to fruition?
Saving a village that stays saved.
Are they talking about renown hearts? And if so, are the gratitude you receive in the mail? Then the few lines of changed text the NPCs spiel afterwards?
What is so amazing and original about this? Pretty much every other MMO has this. I save a guy from centaurs in WoW, he won’t offer the same quest to me afterwards; he is saved. Permanently.
It doesn’t very heroic when you go around feeling for pockets of gratitude from all over the map. In fact, the way the NPCs shower you with money afterwards makes you feel a lot more like a sellsword than a hero.
I did it with 5 torches and a really terrible MF ranger. We still got through OK. Never wiped during the zone defense, we all just got a bit angry at the MF ranger not being able to fight off a few mobs during the torch bit.
I think that most of us really hoped that at least 60-70% of what they were saying were true. But its not.
One of my favourite claims are that they are against mobs respawning 10 minutes later to be killed. Oh I understand so 1 hour is better right? Well it is 6x more. This contridicts what they said about that. And yes no one cares if we killed it and yes thousands are doing the same thing. How do I know? IN MY OWN SERVER I get put into overflow server because so many are doing the SAME event.
I feel like they just made me notice it even more. Hey I saved that seraph group from spiders. I went to the bathroom, I came back, I had to save them from spiders AGAIN.
I find it hilarious when colin johansen said that infamous “I swung a sword” phrase. I feel what he described, in this game, more than any other game. This game alone has you repetitively using the same attacks over and over again more than any other game, simply because autoattack is enough to fight most enemies.
I appreciate that the link led me to other trailers for other games which I’ll get and play instead of this kitten.
When you got to level 20, everything just got harder afterwards, more challenge, more ways to try new builds, more playstyles.
It’s the same in guildwars 2 from 1 – 80. I swung a sword, I swung a sword again, HEY I SWUNG IT AGAIN. HEY I CAN SWING IT WITH 20% LESS COOLDOWNS
Had a funny fight with a thief from ABI yesterday. Dodged both of his basilisk crippling daggers and thought “YES! thank god they patched it!”
There is obviously alot of grinding in the game. The argument that you “don’t need to” is completely redundant. There is only so much content in this game. Seeing Anet implementing all these carrots on a stick for people scares me. Why? Because its a clear indication by them that they are not intending on giving this game the development attention it deserves. They brought out a pretty good game. Now they are dropping it like a dead horse. It saddens me.
1. How is it redundant? Because you can’t argue against it?
2. There is only so much content in EVERY game.
3. They are giving plenty of attention to the game. Not all updates are well received but the fact that they are updates proves how wrong you are.
Why the heck is WoW a grind to you then? You can wait for the next season to get the previous season’s stuff with gold. Which is abundant and easy to come by. All you need to do are dailies for gold to buy gear that is capable of getting into the next raids.
Oh and by dailies, I mean that they are the easiest way of accumulating gold, certainly not the only. In fact if we all fly with the ‘you don’t have to do it’ argument, WoW is much less grindy than Guild Wars 2.
(edited by kKagari.6804)
Some people say the chance of ecto does not increase with the kit used. If only someone will try this with crude salvage kit!
This. Especially the fail conditions part. I have no idea what they were thinking making any event without fail conditions.
Escort NPC to destination. Revive NPC. Escort NPC to destination. Revive NPC. Escort NPC to destination. Revive NPC.
We have a decent sized guild at 248 members. We have just enough influence to be able to queue guild treks when our economy level 6 is done. However, we keep losing members to guilds that already have other types of missions unlocked. We run bounties at least twice a week right now, but these other guilds are hostile towards us when we try to claim our bounties.
We have only had 1 player ever leave our guild before guild missions existed. Now we seem to have at least 1 per day. Those who respond to me when i ask why say they have joined a larger guild on our server that run these missions at least once a day.
Was this Anet’s intention? Our ability to unlock further missions relies on our active members. However, those members are the ones leaving to join larger guilds. I doubt we will lose more than 10% at any point, but this is still a knife in the heart.
GUILD WARS
Except all the war that gets done is verbal abuse. If they threw in guild bounties in WvW, that’d be funny.
To me, grinding is relative to the person, and yes, it does have to do with enjoyment of said activity. But enjoyment and grinding are not mutually exclusive. You can enjoy grinding, but that’s you, and it may differ from person to person.
My definition of grind is when an activity is repeated that offers no avenues for the player to improve upon. When the challenge in doing a certain activity is lost, there simply is little to no motivation to do it. If said motivation is only supplied by the shiny at the other end, then this is exactly the grind that feels unrewarding and boring.
As such, there is a lot of grind in Guild Wars 2. Heaps. Its a stark contrast to a game such as the first Monster Hunters, where I might slay a boss 30 times just for a particular piece of item, but the challenge is there every time, keeping the experience fresh.
In that game, I can reduce the feeling of ‘grind’ simply by changing weapons. This is often less true with GW2 because the amount of investment required in changing a build. More often than not, you will be repeating a simple activity using the same build. This is not rewarding, and feels completely grindy.
IMO.
Guild missions is a pathetic excuse for new content. The bounty mobs aren’t fun to kill, more often than not they just stir up trouble amongst guilds and completely singles out small guilds. They should have started with guild treks TBH. At least there’ll be no quarrels over that. That said, I don’t expect much from Arenanet these days, they just make one bad decision after another.
Agony mechanic is pretty dopey, keep it locked in the fractals and let tier 1 of the verticle gear ladder be a lesson in how not to implement it.
No disagreement here.
I just don’t know if the devs will end up thinking the same way. They went through the trouble of creating a brand new special dynamically scaling condition just for this dungeon….so it would strike me as odd if they only intended to use it in the Fractals and never anywhere else. Doesn’t seem like a good use of resources.
They could’ve just done fractals with randomized enemies, even that would be more fun than agony.
RNG enemies would have made for the best forum threads!
I think that happened when diablo 2 did that with act 5. lol.
Agony mechanic is pretty dopey, keep it locked in the fractals and let tier 1 of the verticle gear ladder be a lesson in how not to implement it.
No disagreement here.
I just don’t know if the devs will end up thinking the same way. They went through the trouble of creating a brand new special dynamically scaling condition just for this dungeon….so it would strike me as odd if they only intended to use it in the Fractals and never anywhere else. Doesn’t seem like a good use of resources.
They could’ve just done fractals with randomized enemies, even that would be more fun than agony.
You cannot participate in level 50 fractals without ascended gear. o m f g. level 50 fractals is not level 1 fractal, they are different. You get different loot, you get different enemy arrangements. You get agony. If a person wants to do level 50 fractals, they will need ascended gear.
I don’t care if you can do fractal 1 naked. It is irrelevant to the discussion.
As an altoholic myself, I’m in a similar situation to the OP, but I’ve gone about it from a totally different angle. While all of my characters are on the cusp of level 80 (79, to be exact), the highest level zone I’ve visited is the 15 – 25 zones.
So you’ve been playing Trade Wars 2 in order to fund craft-levelling all your characters?
Sorry if I’m completely off the mark but, how else did you manage level 79 on all chars in only the low level zones?
The low level experience gain is still pretty good, especially with the dailies now. I’ve gotten two alts to level 40s just doing dailies in lowbie areas
Level 50. Read. Take your ascended gear off and do level 50. You can do level 1 without asc gear. Yes. We are talking about level 50.
Stop deflecting. I’m going to ask you this one more time, and I’m going to make it as easy on you as I can by making it multiple choice.
Can I participate in Fractals of the Mist without Ascended gear?
– Yes?
– No?
You haven’t answered our original argument, you original deflection. Can you do Fotm 50 without ascended gear?
Unbecoming.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.