Showing Posts For mehcetylene.2376:
But then they would make less money on bag slots. Also you can make Mystic Forge Salvage Kits.
Welcome to Dungeon World Season 2. Maybe your skills and NPCs work, maybe they don’t…
I wouldn’t pay 50s for Living World anything.
Instead of addressing the real problems, let’s force people to take other gear because enrage. This would be laughable if it wasn’t the kind of lazy fix I’ve come to expect in this game.
You can also join the world boss train.
http://gw2sched.azurewebsites.net/
Look at the Dragonite Ore wiki page someone posted above to see which bosses give dragonite. To me this is still pretty tedious, but at least you know when to jump in.
Whether you end up with too much Empyreal or too much Dragonite depends on what content you do. The deficit you end up with is Arenanet’s way to force players to do content they wouldn’t otherwise do because it’s not fun in its own right.
That’s highly subjective. I’m drowning in empyreal from the fractals, and drowning in dragonite from my previous temple runs. WvW buries me in both constantly.
All these activities are fun in their own right.
I mentioned that this applies if you have a deficit. Many players experience this. If you don’t have a deficit after doing activities you enjoy, this doesn’t apply to you.
Berserker gear isn’t even the problem. Would you nerf PVT armor since everyone relies on that for world bosses that are immune to crits and conditions, or Condi stat armor since many classes rely on it for PvP/WvW?
There will always be a best setup to use. Making berserker less effective would just mean people would require different stat gear in their groups.
Honestly, whenever Anet even takes steps to nerf “berserker”, it just ends up hurting casuals more because stuff takes longer to kill and so more chances for them to die.
(edited by mehcetylene.2376)
Whether you end up with too much Empyreal or too much Dragonite depends on what content you do. The deficit you end up with is Arenanet’s way to force players to do content they wouldn’t otherwise do because it’s not fun in its own right.
I have 10 character slots, 9 of which were above level 20 when the first birthday gifts rolled around. I’ve since used ~3/4 of the L20 scrolls rerolling different characters and still have way too many of those L20 scrolls.
I don’t like Queen Jennah so all the minis of her are just wasting away in my bank (and I have 2 more of her to look forward to!). The birthday boosters were the only nice thing about the birthday gifts from last year.
I agree with others who say it’s a step backwards from GW1.
Yes and the only updates we get is temporary content that typically ends with a dungeon, how’s that for open world only gameplay as a choice when you actively have to search for a 5 man team and sit back worrying over whether or not you’re getting yourself into a pug of elitist zerkers who like to boot people? because that’s fun right?
When was the last time we even had a temporary dungeon? At least open world PvE still has people working on new content. The dungeons are neglected except when they think we’re exploiting them. Then they are “fixed” and forgotten about again.
Dungeons are the most neglected aspect of GW2 so the dungeon community isn’t anywhere near a priority for the developers.
Having finished the Festival meta achievement and going through the gauntlet again, I have no interest in going back to the Queen’s Pavilion because it’s not fun. Boss Blitz organization is hit-or-miss, mostly miss. Even when people attempt to organize, no one else listens and people end up becoming frustrated, which means they either quit, grief, or talk trash in map chat.
The title should be retroactive imo. Even though she seemed to be easier to beat this year, the fight itself isn’t particularly enjoyable because of the random orb spawns and lag. You know it’s not fun because you never see people who already earned the title/mini going back to do it again and again unless they’re going for Light Up the Darkness or whatever.
No. You don’t do raids with AFKers, Trolls, Noobs and unknown badies.
This. Many of us saw this problem coming before release and people argued it wouldn’t be an issue. Oh, how optimistic people were!
Master Crafter
…i guess they feel that the scroll that levels you to 20 was enough to boost character slot sales without having to add an achievement for having all professions at level 80.
I love playing lots of alts and currently working on having two 80s (different races) of each profession. It’s fun but seems like they want to discourage having alts that you play a lot.
Master Crafter can be done with one character.
That use of fiery rush (no target, against a wall or with lightning flash) is clearly not how Arenanet intended the skill to be used.
That said, elementalists are so underpowered in everything else that FGS/LH is their only means of outputting decent damage in PvE. To nerf that (or fix it depending on how you look at it) without buffing scepter/dagger MH or some other means of dps would just be a slap in the face to ele players.
This would be a step in the right direction, but not enough. I suggested a more extreme solution here.
EDIT: the reason it’s not enough is that teams want true 80s with full traits and skills.
You got a person who didn’t want to follow your instructions, and some other people that were probably growing increasingly impatient with how bad that dungeon run was going. I’m not surprised it was a bad experience.
If that one player (the ele) was disruptive to others actually willing to learn, might have been better to kick him as soon as it was clear that he would continually refuse to work with the group. Could have just told him to watch a video before coming back. Three out of four new players having a good experience would probably have been worth more than five players having a terrible experience.
“Now I understand why no one likes teaching dungeons…” Over exaggeration…
They have zero concept of effort vs reward. Consider the recently-implemented gold reward distribution for dungeons:
AC: 1.5g
Arah: p1/2/4: 3g, p3: 1.5g
Everything else: 1g
How does SE p2 and TAFU reward the same as CoF p1?
The consumable karma thing was always stupid, even when karma was character-bound. The original implementation of karma was terrible, and they are only gradually making it less terrible. Consuming “karma” doesn’t even make sense in a role-playing perspective.
Dungeons are a method for PvE players to gain exotic items. This is what the barter currency is for. They are not necessarily meant to be a cash machine for exotic geared characters. It the player community that excludes new players with gear checks. In that light, it’s not necessary to give players exotic gear to run dungeons.
For some players, dungeons aren’t a means to exotic gear. It is the type of content we enjoy. If players running dungeons had access to gear like in sPvP, people would do build checks instead of gear checks. Better for casuals and for more serious players because no one would be sacrificing their gold to tailor their build for different groups.
Characters should be instant level 80 (all traits and skills unlocked) with access to any stat gear, sigils, and runes. The rewards should be achievement-based such as unique titles, cosmetic gear, and time attack records.
Why should people that enjoy dungeons have to do non-dungeon content for BiS gear (unless you’re super lucky and all the weapons you need drop)? Why should players with top gear have to carry poor players with yellows? Why shouldn’t we be able to try out different builds without having to re-gear, pay for more sigils, runes, etc.?
If dungeons were like sPvP, dungeons can all be L80 and our stats would be consistent across the board instead of constantly being downleveled yet having way more advantages than a player who just reached dungeon level. If players want an extra challenge they can just take off their gear or not set traits. Handicapped gear should be a choice not a consequence of trying an alt.
Hmm, so in reality.. damage is reasonably balanced? I would expect thief to deal a little more damage than other melee because of how squishy he is, like a trade off.
Try to play an ele without using conjures. No damage, no survivability.
try to play an ele with conjured.
2 choices:
11111111111111111111111111111
Or
2………4……….2……….4………2……….4………2……..4
Don’t oversimplify it. Sometimes Lightning flash is required.
The biggest problem is that Anet’s philosophy on class design is “PVP only, PVE is easy enough that everyone can do it”. And that is true to a certain extent, but when you get into all of the other little factors, such as the shiny-oriented mindset that most players have, things start to fall apart.
Personally, I’ve only encountered the whole clkittene thing once. Most of what I see is build hate and player hate, so as a whole I don’t think classes have much of an issue.
The ironic thing is, sPVP is the one that is falling apart due to viability issues.
Yes, Anet supposedly attempts to balance for sPvP, disregards PvE balance, fails at both. What’s worse is their “balance” patches are few and far between even when there are glaring issues. For example, it took them over half a year to realize ranger projectile speeds were too slow for PvP and everyone could just sidestep to avoid most (if not all) of it. For PvE, they haven’t separated players’ condition stacks because it would require more resources then they’re willing to allot to it, even though it means two player’s conditions will be competing for spots in the stack.
Then there’s the fact that no matter what they do, someone’s always gonna be upset about something. They can focus 100% of their attention on balancing right now and the class forums will still be full of complaints.
This is why Living Story gets all the attention. GW2 looks like it’s getting tons of new content even though most of it is garbage, Anet gets more money because people want to experience the new content, players still play because the new content is easy and profitable, and if they don’t participate they’ll be left behind.
The devs will reply to this thread if we make enough noise, so make them come!
Nah, already tried in the dungeon forum. It was ineffective…
But I’m sure you like your Elementalist and want to keep it that way.
I’d rather have them nerf all conjures but buff ele abyssal dps. Instead, the former will happen while the latter not. And ele will be like necro, having no unique mechanic that could contribute.
^ As history shows, Arenanet is likely to nerf fiery rush and not compensate eles at all (just like they did with evasive arcana, lightning flash, mist form, etc.)
Sure FGS fiery rush probably isn’t working as intended, but all eles normal weapon skills which are working as intended have kitten damage. Fiery Rush + Lightning Flash relies on a skill with a 40s CD which is very situational and requires another utility slot which eles are already tight on (LH being required almost 100% of the time). Not to mention in less-than-ideal circumstances, they are extremely vulnerable during fiery rush.
I think it’s unlikely that (if) they did this, it was to sell your spot. I doubt anyone scans gw2lfg for coe spots.
The more likely scenario is they were unhappy with the way you were playing (low damage AH) or it was something you said, and decided to be jerks about it and kick you at the end.
I have all celestial armor pieces but they’ve just sitting in my backpack. The survivability you gain from it is negligible. The sheer amount of damage you lose is not.
aside your elitism in the bad meaning of it….you just said that fractal are not easy…
The debate was on fotm being not hard.
And fotm can be hard if you infact remove those safenetsAlso pugging require lot of skill
and can be fun if people is not too bad.
How can you enjoing doing the same dungeon in the same way with the same people everytime
_
?
It becomes stale fast.Fractals are not for PuGing. Fractals are specifically about coordinated team effort to beat content. In fact all of the GW2 Dungeons are that, very few of them reward mindless gameplay and non-coordinated group tactics that are associated with PuGs.
There is -nothing- a Guardian brings to the table that other classes don’t bring as well in one form or another. It simply requires knowing your class. PvE is the ability to counter the same mechanics that either hit harder/have more HP consistently, that’s it.
If you think a Guardian is required for anything in the game, then you simply do not know how to play your class well enough.
Although guardians aren’t required, to say that they don’t bring anything to the table other classes can’t also is a bit much. Unless you know another class that can provide reflects, LoW/RoW, perma-prot, on-demand aegis, group cond cleansing, while still providing respectable dps…
It’s a problem.
Succeeding in the event is hardly more rewarding than failing which is already incredibly more rewarding than doing anything else in the game. If it fails, everyone still has their stacks of champ bags and vendor trash for running around picking their nose.
This makes it more difficult for the people that actually play to beat content as opposed to just get more loot with minimal effort.
First, no to invisible walls. Invisible walls lead to bad camera angles.
Second, dungeons are made boring by lazy devs who think “how can we make this longer and less farmable,” instead of “how can we make this more fun and rewarding.” The new champ bags were actually a decent change to make champs more tempting to kill, but they are trivialized by the sheer number of champs that are farmable in open world zerg (why spend 1-5 minutes killing a dungeon champ when you can just zerg and kill ~5 champs in the same amount of time).
Seriously, I wonder how many of these zerg farmers would still claim it’s “fun” if they got the same reward vs effort as people that run dungeons.
The danger in asking for higher dungeon difficulty is they seem to think this means adding more boss HP, more invulnerability phases, and crappier camera angles.
Yes, dungeons should be harder. No, this will probably not come in the form of smarter mob AI.
Their intention was to encourage people to try other paths instead of the ones they’re comfortable with (even though they apparently have no concept of “effort vs reward”).
I remember before the token reward was at the end of the dungeon and each boss gave tokens. It was hard finding a group willing to continue past the first boss (which they farmed repeatedly), much less actually finishing the dungeon.
At least now people who don’t like to do the same path for hours on end are better rewarded.
The fact remains and isn’t up for debate that zerker is the best armor set for the fastest clears of dungeons.
And just because you can’t do dungeons in full zerker and not die doesn’t make it clueless/brainless. It just means other people are at a higher skill level than you that they don’t need toughness/vitality as a skill compensator. womp womp womp
The fact remains and isn’t up to debate that not everybody engages on speedruns, and that GW2=/= speed-running. Speedclears are a fun way to play for many, but certainly no the only way to play.
And making assumptions that players can’t dodge, don’t know hot to play because they use something else that is not Berserker’s is pretty arrogant, because you don’t know these people. Hickeroar, for instance, has many characters with Berserker’s gear and chooses to play other gear too.And finally, there ARE Berserker’s gear users who do so not because they are “leet” and “know how to dodge”, but because it’s “meta” and want a slot in speedrun clears-they are basically players who give Berserker’s gear a bad name by dying constantly over and over, but I feel bad for them because they are just trying to follow math’s “proven” logic and to find a place in the meta rather than playing with gear that would probably suit them better.
In regards to dungeons, I don’t feel bad for berserker players who go down in dungeons because they will learn what to dodge and get better at the game, and in doing so will contribute more. They are also more likely to play with better players who can teach them.
On the other hand, players wearing PVT stacking defensive traits are less likely to learn what to dodge because they can just absorb a hit or two and continue to do their low damage.
No, cof runners used to use omnom bars not because of the MF but because of the coin increase and because cof p1 is so ridiculously easy that no one needed consumables that actually contributed more to the group. Now bosses no longer drop coin so the value of the omnom bar decreased significantly.
That’s why I put parenthess (mostly for silver drop). I understand it’s not MF, but the idea is similar. You actually “gain” something that’s worth while to sacrifice dps.
It’s just not worthwhile to use MF in dungeon, unless that dungeon have alot of trash mob.
The reason omnom bars are acceptable in cof p1 is 1) farmers wore berserker gear anyway 2) p1 is so easy, dps consumables weren’t even needed.
That doesn’t mean +MF stat isn’t still a leecher stat.
well I dont’ have a problem with magic find. If magic find gives you more reward, everyone should be wearing magic find.
Infact people already do, for example cof runners use omnomberry bar(mostly for more silver drop). They don’t use dps food.
The problem is most of the dungeon don’t have many trash, and most of the loot come from chest and silver drop which isn’t affected by magic find.
So “group wise” it is better to not use MF. But personally wise you do gain more assuming everyone else is wearing zerker. So it really comes down to being selfish.
If it is really worth to wear MF in dungeon, everyone should be wearing MF and we wont’ have this discussion already.
No, cof runners used to use omnom bars not because of the MF but because of the coin increase and because cof p1 is so ridiculously easy that no one needed consumables that actually contributed more to the group. Now bosses no longer drop coin so the value of the omnom bar decreased significantly.
In my experience, people geared for with PVT or clerics or other “survivability” (survivability in quotes because doing more damage actually allows better survivability) gear in dungeons don’t even realize they’re being carried. They generally sit back at range, never learn to dodge, never learn dungeon/champ mechanics, and think they’re contributing because they blanket HoTs or res people actually contributing.
Players who use berserker gear have to learn boss mechanics and how to dodge out of necessity and generally become better players because of it. Mobs die quicker which is actually better for group survivability (as opposed to the individual survivability other armor sets offer).
Full berserker gear doesn’t stop someone from “supporting” the group. Important group support such as reflection, aegis, might, fury, prot, quickness, etc work better with berserker stats because the faster something goes down the less the group has to worry about long cooldowns or maintaining boons.
As for magic find gear, it should never have been allowed in group content in the first place. Arenanet finally realized that.
On one hand, getting more gold from dungeon rotation than before patch. On the other hand, whoever decided on gold reward obviously put zero thought into effort vs reward. Do we need any more proof that they don’t care about dungeon players anymore (if ever)?
Actually, the alt-hate started when they decided to make dyes character-bound instead of account-bound as they had first announced. Not a big deal, but it’s just gotten more alt-unfriendly from then on.
It’s fairly trivial getting story mode done as long as you’re flexible about when you want to do it. Wait for the weekend or a day when story mode is one of the dailies. Then check on gw2lfg.com every once in awhile or start your own.
It’ll be easier to find groups once they increase rewards. Also, if you haven’t run it before and you’re joining a PUG, I recommend having a guide/video open in your browser/phone in case no one wants to lead or knows what to do. That way there is less of a chance of people rage quitting or whatever.
Vitality helps against conditions since they do the same damage regardless of your toughness. Also consider using runes of the soldiers since you’re a warrior and can benefit from the 6th rune which makes your shouts remove conditions.
If pulling wasn’t a legitimate tactic then there wouldn’t be skills specifically for that purpose.
I disagree that players should be forced to clear every mob in the dungeon, and that players should be forced to fight bosses a certain way. Instead of forcing players to complete the dungeon a certain way, make both options (fighting and skipping) equally appealing.
Make trash mobs more rewarding and adjust some encounters to be more fun (like the commonly skipped first set of wolves in TA). This would reward players who want to conquer everything in the dungeon, but still allow people to skip if that’s the way they want to do it. Running past mobs is a fun challenge for some players, and eliminating the opportunity to skip would make skills such as the mesmer’s party-wide invisibility (which costs 30 sp) much less useful in PvE.
The issue in the OP seems to come down to a lack of communication in the group. Whenever I run TA, I always take the initiative to ask whether we’re fighting or skipping. I also communicate with my party when I’m new to that specific dungeon path so we’re all on the same page. I’ve always gotten an answer or an explanation whenever I’ve asked what the plan is (and I’ve run dungeons with plenty of different groups).