RIP hope of dev reply 2016
Can we get some feedback or Anet thoughts on the matter from any of the devs?
They can’t do that; it would have sweeping repercussions. All we can do is hope that they’re hearing and make adjustments accordingly.
They seem pretty active to take the credit when some die-hard blush blush fans are projecting them into heaven because of random cosmetics or similar gameplay-irrelevant items.
That’s basically why this request to buff raid re-run rewards was made in the first place. Absolute trash rewards for 2nd/3rd+ kills, while 1st weekly kill isn’t profitable as well. Yesterday for example when we did a weekly clear, there were 3 or 4 people who didn’t get anything but worthless exotics for one whole month in a row. I believe we had 0 ascended armor drops as a group and only 2 asc weapons.
I’m fine with kittenty drops, fractals are basically the same, but something has to be done with this weekly cap.
Considering how frequently anet can pump out black lion ticket skins – a new weapon set for a new dungeon seems like a very lazy argument.
New Dungeon weapons would be obtainable through gemstore only anyway xD
The most challenging content in the game should be the most rewarding content in the game.
End of story.
Agreed. Multiply all pvp rewards by 10, cut everything else in half. (Joking, mostly.)
More seriously, I certainly wouldn’t mind seeing raids get a slight increase in rewards, in particular allowing people who enjoy them can get reasonable reward in gold or items from repeated runs. It can’t be enough to cause notable inflation that would hurt non-raiders, but given the portion of the population that raids I don’t think a small amount of extra gold/high tier crafting mats/etc. per run would have a tremendous impact on the game economy as a whole.
If the raid rewards got buffed to 5g per boss and extra mats/loot it would not impact the economy. What is impacting it is the amount of people that farm Tarir Multi loot every day. 30-70 ectos per 15minutes of work is too much if you ask me.
I would totally understand this argument against the rewards, but nobody can take it seriously when there is so much brain afk farms out there that outprofit raids/fotm by kitten tons.
As for the what’s ’’hardest’’ content in game it could be a debate :P everyone has his own taste.
same way as you don’t get capped at 1 PvP win.
sPvP has a daily coin reward cap.
https://wiki.guildwars2.com/wiki/Structured_PvP#Rewards
Many other content (dungeons, open world …) has daily reward caps as well.
None of them have a weekly cap. I bet hell would break loose if you saw 1 win per map per week cap in sPvP
And what you mentioned just supports the whole idea to remove the cap or introduce better rewards. Much easier content (dungeons/fotm) have daily rewards which in most cases are better than weekly raid rewards (except if you get really lucky with ghostly infusion and that’s a once in a life occurrance). So easy content = daily restrictions = more profit vs. raids = weekly cap = medium/low worth of loot and re-runs = kitten.Guild mission.
Too valuable comment to even comprehend it. Thanks for thy input!
I’ve checked a part of Teatime the other night and they had a few interesting ideas about extra rewards.
a) keep the ‘’1st clear of the week’’ lot for all kills, with a shard cap and smaller chance of ghostly infusions, ascended gear etc.
b) unlocking a higher weekly shard cap via raid merchant for shards themselves
I believe Boott and Brazil came up with those 2, respectively.
Not sure if everybody saw that episode but still worthy ideas, any comments, replies etc?
I would 2nd, 3rd, 4th, 5th, etc this if I could. I LOVED running dungeons. I still love running them but its nearly impossible to find a PUG. My understanding is that they wanted to push people towards fractals. This is fine, I do the daily T4s and enjoy them quite a bit. However, its a variety thing from my side. They nerfed rewards so hard that people would rather run fractal 40 for three hours than do a dungeon tour throughout Tyria. I’d love to see it become a point where people can do their content of choice because the gold efficiency is similar.
Sadly, I doubt it will happen but wanted to share my opinion in the event this is read and considered by the devs.
Generally you are right. But only thing I’d have to ’’correct’’ you would be that dungeons do make a lot of profit. 5g per 8 paths and kitten tons of tokens of your choosing + the gold and tokens from dungeons themselves. That’s major reward. Problem is that people don’t want to run content that has been the same for the past 4 years, everyone who did them for a while is burned out atm, sadly. Same is going to happen to Fotm or even raids, if they leave them as they are for a while (aka new fotm maps and reward fixes on current wings with introduction of newer wings).
I understand your points. I would not mind having current weekly limitations if we had different situation regarding PvE. Like a new dungeon or Fotm map release every quarter of the year or any other progress in content PvE wise. I know we are getting places, but slowly. Took about 4 years to get a decent FotM system, not to mention 3 years of same old Dungeons which eventually got cut off. But give credit where its due, they did make raid wings in a bearable time. Anyway 8 old Dungeons, lets say another 6 new ones (with one or two paths), current number of FoTM with 4 new maps. That would be a pretty strong end-game content if you ask me Remember the guild wars days with UW, FoW, plents of Eotn dungeons, DoA, Urgoz, Deep, SF, ToPK,…
Still, right now it seems like they are artificially stopping us from doing stuff with weekly limitations, which wouldn’t even be bad if again, we had some other end-game content (dungeons, fotm same old).
(edited by pranker.3748)
Dungeons were active because they were extraordinarily lucrative. I don’t agree with the way they nerfed gold rewards, but the fact that basically no one played them following the nerf was very telling that people on average were running them strictly for loot and not for the content itself.
Actually Dungeons were primarily ran because of the different themes each dungeon had, because of the story behind it, different weapons and armors, challenging etc. I remember doing dungeons in the first few days all in rare gear, mixed stats, could barely get past AC graveling. As time passed people got better at them, yet Anet released no updates nor did they release new dungeons. It was like that basically for 3 years. Towards the end they were primarily ran only because of money, I agree, but at first it was more to it than just that. Lack of new content (dungeon wise) made players hate them and everyone was just searching for new ‘’to go too’’ PvE place after a year or so post release (which came with Fotm 20/30/40/50 but same story happened as with dungeons).
Don’t think there would be anything wrong if we got new dungeon every now and then. Even if it’s based on LS or personal story areas and mobs. We need to scratch that ‘’wonder whats in that chest today’’ itch and some content is just so dull and seen one too many times.
They recently stated that designing an instance for 4 paths wasn’t a good use of time and resources, but why do we need 4 paths in an instance? I’d be happy with just one if it meant we would get some of the dungeon-type content for HoT maps…there’s so much potential for follow-up stories!
Like:
Assaulting a Blighting Tree to plant Auric bombs at the base or something, and Malyck would be the final boss. That would even tie up the loose end that everyone has been complaining about, and have a good opportunity to show what the Exalted can actually do rather than be in trouble pretty much incessantly.An actual Defense-oriented dungeon where you have to hold out in VB night against increasingly difficult waves of foes in order to defend the survivors of a pact wreck that were unable to escape with the rest of the injured refugees and unable to link up with any of the Pact forces that continued on into the jungle.
In Bloodstone Fen, a dungeon centered around White Mantle and Jade Armors to help bridge the narrative gap that non-raiders missed in terms of lead-up to the actual explosion or something. Maybe chasing Lazarus’s sarcophagus or whatever he was being kept in while the White Mantle try to remove him from the area (timeline-wise, occurs at the same time as the 3rd wing of the raid) in order to protect him from the raiders who are attacking the keep. Heroes fail, but they learn important information about what the White Mantle are really doing (not soon enough to prevent it from happening, however).
So much room for so many small stories to be told, especially with the new and amazing mechanics Anet keeps adding.
Actually a few missions within the HoT story could quite possibly work as ’’longer’’ dungeon paths I guess. They’d only have to design the area for story purposes and then use the same thing for dungeon, while adding a few mobs, gates and bosses (which should not require any special design, since there is already plenty of different boss alike mechanics). Wouldn’t be bad to have a few more dungeons to run
I don’t oppose daily rewards or anything, but I do think that for the average raid player you go through everything once per week and then by that time the weekly reset has hit and you can do it again. It also serves to extend the lifetime of the content if you’re incentivized to do every different boss/event only once per week. I seriously don’t think it’s realistic to expect that a majority of raiders finish all 9 bosses in 2 hours Monday night. Adding a daily reward I could see a number of my friends running 9 bosses daily and then quitting the game after a couple of months (a number of my friends are pretty obsessive about always getting maximum raid rewards). I’m pretty sure the weekly lockout is specifically to discourage those burnouts.
I also think this will be even less of an issue the more raids get introduced, which is definitely part of the design. The raid team, by my understanding, is going to keep producing raids at the pace they always have, and we should see something before the end of the year from them.
Furthermore, I still stand by my previous post that as a raider who clears everything generally every week, I feel pretty well rewarded by the content. I get a lot of gold, great gold value out of the guaranteed exotics on average, good ascended turnaround, magnetite shards converting to gold or to ascended gear, etc. It feels good as it is. Now granted that doesn’t take into account a player beating a boss repeatedly back-to-back, but still.
I don’t think you fully understand the problem at hand. Right now you have a wave of rewards from cleaning the wings, after that it’s complete kitten. The elite content gets wiped a side by some brain afk meta map event chain.
You say it has to do something with Anet wanting to prevent burnouts. So burnout from raid should get prevented, while burnout from new maps is promoted? What bothers us the most is Anet trying to make decisions for us on what to do with implementing stupid weekly lockouts on elite end-game content. The problem with the whole game is they want to prevent people from farming something and rather just give massive reward per day/week/month and then leave the content in the dark.
To some point limit the rewards and profit people can make from certain content, sure. But don’t make it complete trash so that you spend 1 week waiting only to be mildly satisfied. Don’t think anyone would like weekly cap in wvw/eotm/pvp/meta maps.
Honestly I’m really hoping for a constructive debate how, why, how many times you can get loot in reruns. Hopefully we can get enough attention to show that rewards are a major problem in raids atm.
Right now if I got it right (correct me if wrong) we should keep the spirit shards cap as it is, keep the original clear rewards, add some sort of 2nd/3rd clear rewards in the form of t6 materials/liquid gold/better overall rewards. As a 2nd solution it looks like it could be smart to remove weekly restrictions for rewards and make them daily (while shard cap stays the same). Point is to incentivize players to do more raids, get properly rewarded for doing so yet not force people into having ‘’yet another chore’’ to do.
I’m not sure if one has to be a rocket scientist to understand this whole conversation is taking place in a PvE world.
Shardwise the cap should deffo stay as it is. It should take time to gather up on a bunch of shards and it would be a wiser idea not to spread 150 shards through 7 days of the week, which would basically do the same kitten current dailies do, force people to do some random content.
150 shards: weekly.
individual boss chests: daily.Possibly with added: can open wing to any boss^. Since they would reset daily now and it would make getting to sab/matt/xera much more difficult for many.
^Requires clear up to that boss at least once to open?
Sadly I still see requiring to find 9 other players the biggest problem with raiding, not the loot. This would alleviate some problems, for a while but risks burnout much faster.
100% agree on shard cap! The daily reset would probably be turn off for some people struggling to make a full clear, so might as well just leave it as it is and after the wing has been cleared it resets.
Other than that I’d prefer to quit the content because of burnout than because of incapability of Anet to create satisfying and ’’fair’’ (loot wise) content.
The most challenging content in the game should be the most rewarding content in the game.
End of story.
No. That would make the problem of raids being designed for a small minority of the population even greater.
Or did you mean pvp? Which at the competitive level is far more challenging than raids?how about the thousands of dollars pvp players can earn? yeah sure i would like some dollars for raiding as well
Those rewards are sponsor-based and not part of the game itself. Apparently there’s noone interested enough in raids to sponsor them the same way.
If we consider the game itself, then pvp is way underrewarding compared to the challenge it provides (and that’s even when top level pvp is way, way more challenging than raids). I haven’t seen Chaos, OP or you complaining about it, so it seems neither of you is really about increasing rewards for “most challenging content”, but merely increasing rewards for content you, personally, like.
That is true, none of us showed the desire to increase rewards for PvP and that’s probably because we dont have any major interest in PvP and PvP offers great deal of rewards as is, not to mention regular seasons. Also nobody is arguing against your idea that PvP is under rewarding, rather stating raids are even lower beyond what apparently PvP is. Also you have not mentioned the fact that none of us 3 went on PvP forum and complained how certain aspects in PvP be it match making/rewards/balance need nerfing nor did we shut down any ideas about possible fixes.
I prefer minding my own business and taking part in contributing in an area of game I like (raiding) and not interfering with other aspects. While on the other hand I’ve noticed a lot of non-raiders kittenpost raid posts either here or on reddit 24/7. You tell me whats better
I think they could Bird the reward idc about Gold , ghostly and li’s , but i like the feeling of killing a Boss and get Loot , i dont think that there is a weekly cap for asc stuff
I bet you meant buff xD But yeah, I always mention gw1 since every ’’dungeon’’ and elite area gave a chest after completing, and a lot of people got somewhat addicted to that. Felt awesome anticipating the loot, and occasionally getting surprised with great skins etc. that you could sell for profit.
same way as you don’t get capped at 1 PvP win.
sPvP has a daily coin reward cap.
https://wiki.guildwars2.com/wiki/Structured_PvP#Rewards
Many other content (dungeons, open world …) has daily reward caps as well.
None of them have a weekly cap. I bet hell would break loose if you saw 1 win per map per week cap in sPvP
And what you mentioned just supports the whole idea to remove the cap or introduce better rewards. Much easier content (dungeons/fotm) have daily rewards which in most cases are better than weekly raid rewards (except if you get really lucky with ghostly infusion and that’s a once in a life occurrance). So easy content = daily restrictions = more profit vs. raids = weekly cap = medium/low worth of loot and re-runs = kitten.
Seen some runs w/o herald and only chrono with modified armor to upkeep the quickness. Kill times were same or even faster than the ’’meta’’ comp
Sorry for the derail :/
I think it’s important to question why lockouts were put in content in the first place. Look at the old game, where people just chained CoF over and over. Lockouts were put in to prevent people from farming just the easiest/fastest option. In that sense they’re good.
So if removing lockouts is the answer, then I think the next question would be ’why do Matthias when you can just do Gorseval again?"
I absolutely agree. But if Anet is to take that philosophy towards PvE content, then they NEED to put restrictions on rewards for new HoT maps as well. Instead those maps are totally unlimited rewards wise while raiders get almost nothing for completing hardcore end game content. Official stance for the PvE content atm is cheering for casual open world events, while they want to hype the population with raid releases and kittenty limitations on rewards. It’s a crime to have elite end game content yield literally kitten on re-runs, while weekly runs are not far from that and on the other hand brain afk Tarir ML/Silverwastes which I can do while watching series and get kitten tons of loot + they are repeatable per hour!
Also I believe cof p1 or arah p3 1st bosses farm (like the early days) could not happen in raids. It still takes roughly 10 minutes to complete a boss and once you kill it, you would have to search for an opener. Not to mention some teams failing, then time to re-open, clear pre-events etc etc. 2g + rewards do not seem that bad for 15min+ of killing ’’hardest’’ bosses in game.
___________________________________________________
re-clears should just drop t6 bags 2-5 of them per boss cause they are needed for legendary armor anyways and droping materials doesn’t inflate the economy which seems to be anets main concern
I guess it would be a first step in the right direction.
Pls no de-rail.
Chaos put it well, hardest content should have best (“better” in this case) rewards. I highly doubt it once people will have obtained legendary armor, the raids will be forgotten. In my original post you can get a sense of where raids are right now. Pretty popular but only for a period of time, if you dont count dedicated raiders. And thats a problem. If EB/sPvP/Tarir/eotn/… can have unlimited rewards why not do the same for raids? I bet pvpers would mind a lot if the rewards were capped at weekly win for each map. At the same time it wouldnt mean raid re-runners would get vast ammounts of gold, on the contrary, they would get what they deserve for time spent. Like if you want to get kitten tons of cash you go to tarir ML/ flip tp, we just want raid re-runs to be worth a bit more than just souce of blues and greens and to be treated like the content it was ment to be (hard end game and not some “thing yet to do this week”).
Pretty annoying to swap armors tbh. Maybe go for condi Necro, they are in quite a big demand lately both fotm and raids.
It’s true that down the road when there are more wings out, it would become impossible to get all the kills daily. But that doesn’t mean they should limit the rewards and preventing people to actually profit and get rewarded for playing the content. Same way as you dont get capped at 2 WvW keep chests or level up chests, same way as you don’t get capped at 1 PvP win.
As for the ascended loot, you must be pretty lucky to get that plenty asc loot from raids. Personally all my stuff came from fractals and maybe 10% from raids.
Hello!
What I’m about to post has been mentioned in a couple of Reddit posts already, but due to its controversial nature the posts have been pushed up front only to get downvoted. To some point the community there was right, that content should be posted here, for a group of PvE players to see, discuss, share ideas.
Personally, and quite a few other raiders believe that raids at the moment are not as rewarding as other easier, more casual PvE open content is (speaking about pure rewards, no ‘’satisfaction’’). Anyone who has been around for a while knows that maps like Silverwastes and all HoT released areas, including Bloodstone Fen are pretty profitable and do not require any special skillsets nor effort to achieve a decent level of profit. For example Tarir multi loot can give from casual 30 ectos to ‘’hardcore’’ 100 ectos per run and it only takes for about 20 minutes or less. As for the raids, they are supposed to be an end-game content which requires a higher level of skills than any open mats, meta events, dungeons, FoTM, and the weekly rewards do reflect that to some point (I’d rather skip the fact that 95% of the drops are trash). The problem a lot of be it casual, semi-hardcore or hardcore raiders are faced with, is the fact that after a weekly clear there is not much incentive to do a second or even third run, simply because not many raiders want to spend hours only to get a few boxes of green and blue loot, which doesn’t even cover the food expenses. Right now only people I see re-doing raids are dedicated raiders who enjoy the content, test new stuff and people helping their friends.
Because I don’t want to only bash and trash, I’d suggest a few changes or ideas to work on so that we can improve the whole matter. At this point I’d like to copy/pasta a few points a guildie came up with that would incentivise more people to repeat raids (resulting in more parties on LFG, more opportunity for newer players to get in, more experienced raiding community), while adding a few of my own ideas and thoughts.
- After killing a boss (anytime), there should be a chest that would work the same way as it does now. 1 gold for older wings and 2 gold for new wings, including chance to drop exotics and rares. Anyone who does weekly raids knows that keeping those chests unlimited or daily even, would not break the economy, since most of the exotics are worth less than 60 silver, and all the rares from a single wing yield maybe 5 ectos.
- To address the special rewards in the likes of ghostly infusions, portals, ascended gear, I would personally make them daily loot, same way as FoTM (with decrease of chance to drop a Ghostly Infusion). Why is that? At the moment I feel like FoTM has a higher chance of dropping Ascended gear than raids and plenty of people have their mule characters filled with useless ascended gear. Not to mention that kind of gear is account bound so no real influence on other players (except if you get really lucky with salvage). Or perhaps keep helmet, shoulder, gloves, boots pieces as a drop from FoTM and chests, leggings as a raid drop, just an idea.
- A really important point here, re-runs of raids at the moment serve only as boss practice runs or something to do with guildies. I guarantee you nobody does re-runs for the loot. While if the loot got a bit better or the daily/weekly limitations removed, it would spark incentive in general raiding community to attempt more raids! Lets jump back to first 3 years of GW2, whole dungeon run in 3+ hours could add up to 50g per person and it was not an economy breaker, neither would unlimited raid rewards be. Not to mention not every person that does raids would actually complete all 3 wings multiple times, yet would get rewarded and incentivised if they actually tried (rather than mindlessly farming ML or some other brain afk meta maps).
This set of changes would benefit the general PvE and raid community in a few ways. First off like I mentioned before, more people attempting raids, increasing general raiding community and more opportunity for newer players to try raids via LFG or guilds. Those who are already raiding would do raids more often, with that increase their skills and knowledge, push for better times and create somewhat of a competitive PvE content. Not to mention rewards and the feeling of actually getting fairly rewarded for time spent. If at this moment we jump back to Guild Wars 1, it has plenty of end game content and the rewards are farmable basically every second (if you possess the skills). From FoW, UW, DoA, Topk and other dungeons, the rewards were all ‘’unlocked’’ and rewarded the players with a chance to win unique skins, profit with general crafting mats, etc. Like in raids nowadays, not every group actually made it to the end. And to put minds at ease, unlimited rewards would not mean hardcore raid guilds would mindlessly farm via this method, because lets face it 6 gold from wing 1 and 2 and 6 gold from wing 3 is not that much money for 2+ hours of work. You would literally make more money in dead end content, dungeons.
At the end of the day, if we look at the current state of raids we can conclude they offer somewhat under 15g of profit per 2+ hours of play PER WEEK, about 3-5 gold for re-runs. Personally I miss the feeling that I got when we finished the likes of DoA or FoW and getting a crack at the chance to get a special, rewarding skin. Right now it’s just those few blues and greens and that’s it.
Please do share your ideas, constructive criticism, your views and hopefully developers see the problem and address it.
I hope for more nerfs to ele and thief, so other classes are viable for dps roles in Raids.
Thief is still 2nd fiddle to ele. Only reason to ever bring a thief is if you don’t have anyone capable of playing ele.
But as long as thief maintains high dps by turning off your brain and auto attacking, they might as well just nerf it into the ground and be done with it.
My eyes are bleeding.
From what I’ve seen in the raids post patch is Thief offers a lot of DPS. Most of our times were as the usual in some cases even better. And as for CC, its ridiculous with Basilisk Venom.
Why would u make easy mode raids? They were meant to be a hard core content not some open world event anyone with five minutes of time can do.
‘’I want to participate in PvP tournament final but its too hard, anet do smthn pls.’’
I am in the same boat.
I guess people who “seem” to not understand the situation are people who never bothered to create a +5 +5.
Good to know Anet is working on a fix. Just wish the fix comes sooner rather than later.
Anet was also working on new Legendary weapons and we saw how that turned out
Went through this plenty of times. If your time/work/family or any other element of your life does not allow you to experience raids that’s sadly your problem. Raids are meant to be ‘’elite/hard/advanced’’ PvE content (or w/e you would call them) and were created with the possibility of some people never achieving full completion.
Works same with me, as a PvE player, who will never experience all classes 150 ranked wins or rank 1000 in WvW.
Know that we wouldn’t be making noise if we didn’t care about GW2.
Absolutely agree. I know this, and live this, every day. It’s a pleasure to serve a community of players who care so much about our game. Constructive ideas are welcome. Passion is deeply appreciated!
Please don’t give every single person more ideas to complain and Q.Q under cover of ‘’constructive criticism’’ or ‘’constructive ideas’‘. If it’s a bug or a glitch, report it so Anet staff can fix it, if it’s about the game and especially it’s DIFFICULTY, leave it where it is. We don’t have a say in it.
Probably same people cried over Spirit Vale difficulty when it came out and guess what. It can be cleared in under 30 minutes.
Raids overall are meant to be hardcore PvE content, don’t expect to clear it in a night. If you don’t have the time to do raids it’s completely your fault. Pick what’s most important in your life and sacrifice a bit of other things to reach the most important thing. Easy as that. But don’t try to change everything you touch for your personal gain.
Hello everyone!
I know this is probably not straight on topic but the ideas posted here were superb, that’s why I’d really love to see it being implemented in other aspects as well.
Easy mode raids you say? Excellent idea!
Can that be implemented on WvW as well? I feel like myself and plenty of my friends are being excluded from it due to complicated builds and armor sets we’d have to acquire and to be fair we are pretty busy with Fotm and Raids so there is not much time for competitive WvW. Could anet somehow implement PvE version of WvW so that we, PvE players can experience the fun people have in WvW? Like special map where gear and armor doesn’t matter, probably has a door or 2 we can break and every now and then a zerg arives so we can wipe it. Also needs to have commanders. So basically it stays the same but people who are really hardcore in WvW can pick the usual version and people who just want to experience WvW but are somehow kept away from it(due to gear, time,…) get to pick this easy version?
Also same idea could apply to PvP. Can they make a PvP where you actually go against NPC’s so I don’t have to play meta builds and actually use that much skills, preferably get carried yet still achieve legendary backpiece?
Thanks for many wonderful ideas and I am looking forward of what Anet thinks of it.
…..
Seems to be fixed for me now
A bit of a bump so we don’t get smashed by the choo choo raid hype train today
Pushing to the top!
Hello!
After the patch I’ve noticed a weird bug while I move my characters. It seems like when moving my character it has some what of a lag or weird twitching that makes the whole movement/travel really rugged and harsh for the eyes. (edit: I can see majority of other characters move smoothly, yet again others not).
LINK https://youtu.be/PaIJXvvtu4A
I tried re-logging, restarting game/pc, selecting different character, traveling, checking my internet connection (ping under 50), lowering graphics settings, disconnecting all other appliances from the wi-fi, closing everything but gw,…
If anyone has any ideas on how to fix it let me know as game for me is unplayable atm
Hope nobody is having same issues.
(edited by pranker.3748)
Pure DPS is nice but sometimes ppl should look further then the couple 100 DPS lost. I have had somany parties only focussing on DPS only to get downed or even die due to nobody having acces to cleansing or boons other then might and if I’m lucky fury.
Sounds like a poor application of general idea of meta builds etc. Certain classes have different jobs to cover withing their DPS role. If you go all guns blazing tunnel vision on VG you are going to have a kittenty day, while if you have a class taking the tanking job, somebody else on healing and the third on seekers control, then you might have a crack at it. All completed within maximizing DPS (as much as your role allows you to).
DPS meter being one of the problems, cries of community to at least soften the rules. But nope. They dont want to even approach us.
Problem overall is anet’s ideology to push for Casual friendly game. I only focused on 1 aspect which is raid and trouble within (dps meter).
Hello!
I haven’t been cruising around the forums and this sub-topic for a while now and might have missed previous similar debates, so excuse me if I make a ‘’re-post’’ worthy of negative influence points or a post deletion.
Quite a big chunk of players clearing raids on weekly basis, and those who haven’t had the chance to clear it yet, are showing interest for a DPS meter on a daily basis. Because there isn’t any progress on that specific field some people go out of their comfort zone and make programs (which Anet should provide anyway) which measure personal and group DPS. They are doing Anet’s job.
Why has there been no progress on that field? Does Anet feel it would cause rupture between the casual population and those playing with a certain goal, organization, discipline, leading to the ’’casual’’ being left out of the ’’content’’ they release?
Sure it might be their ideology not to become yet another ‘’copy/paste’’ MMO and to be casual friendly but in all fairness to the tested and worn-out models, they at least keep players around and busy. While on the other hand Guild Wars 2 has an awesome foundation to push to the top but seems to be limited by narrow vision of power horses in the Anet’s engine room. The lack of love for the end-game content and willingness to move away from the ‘’casual friendly game’’ idea is making anyone who has spent a certain amount of hours in-game leave because everything they do has been:
-done so many times before,
-doesn’t leave much option on what ’’content’’ to do,
-is too easy,
-pushes for only 1 gameplay style, which is DPS (might have forgotten some).
Because of that people in the past took it upon themselves to create content and competition among each other (record clears, limiting number of players, solo’s,…). Again those same people doing Anet’s work.
Back to topic. Another step lately has been introduction of Raids yet no release of DPS tool. Firstly Raids were cleared in hours by many half-abled guilds, which don’t even call themselves hardcore/semi-hardcore but were rather made from people that experienced raids in other games. Only thing time limit in raids did was to push groups into going pure damage/condi damage and a tiny tiny tiny bit of healing. Sure mechanics were okay, you have to glide/move/jump/get in the area etc. But similar stuff has already been seen in fractals where area on the ground dictates how you move (aether, coe,…). Secondly no official release of DPS meter made things a bit confusing. People had to again spend their time and work on calculating the DPS, checking if results were correct, checking with other people, re-checking DPS, then you had to find somebody else to do other professions and repeat the process. At that point ’’meta’’ builds were released and team composition building came in (repeat the process x4). But hey some of us like to do that, no biggie, the problem was not having any help from Anet in the form of DPS meter.
In the spirit of Raids being a high level, challenging end-game content where a lot of coordination, communication, organization is required, we were left in stone age relying on SEEING/speculating what professions do the most damage, who performs well, what else can be improved and we were generally left in the dark (which is avoidable if you go out of your skin to create your own programs and invest a ‘’full-time job’’ into it). If you want to have high level end-game content such as 10 man raids, make a bloody DPS meter or something similar to show progress and effectiveness of group members.
These failed attempts to create challenging end-game content, at the same time banning all 3rd party measuring programs have lead up to a lot of once dedicated, skilled, loyal players leave the game for good. It might be time to re-think the ideology to support gliders, wings, BL skins in order to satisfy the casual players because at some point they will want more than meaningless PvE event farm or 2 modes of PvP and will want to dedicate to something. At that point their needs wont be satisfied and will do like many before them and leave.
I wont give out any ideas because there has been plenty on the forums, plenty of ideas in other games but nothing happens. This is just my humble opinion on a tiny aspect which is significant to dedicated raiders/fotm-ers/dungeoneers and atm is the cause of a lot of players changing to games like Bewbs&Babes, etc.
By all means offer constructive criticism, points to debate on and your personal ideas.
Thanks,
a player who is slowly giving up.
STATUS UPDATE
We are still recruiting Raid, Fotm, Dungeon enthusiasts in our ranks!
There are 4 SPOTS OPEN for initiates position, after spots are filled we will close the application for testing.
Desired professions:
-Tempest: Low
-Scrapper: Medium
-Dragonhunter: Medium
-Chronomancer: High
-Reaper: High
-Druid: High
-Herald: Low
-Daredevil: Medium
-Berserker: Low
Youtube channel for in-game footage: https://www.youtube.com/watch?v=TUwUe7g5npE&index=1&list=PLMi2iliUYIFLq52pNoSKSrFo2-XXYyoIe
BDO looks certainly good, but it seems it will get boring pretty fast what I read about it. I’ll try it out maybe. After a short trip to BnS I noticed the high quality of GW2 which almost no other MMO has (except maybe WoW).
The problem with GW2 is not the quality but the lack of content.
By the way, raids are too easy with a dedicated group and a nightmare with pug (in the case you are willing to spend an hour to set up a group).
The content itself then is big enough, but if you look at it from a casual’s point of view. It might take another year for a random player to get a hang of raids, while more organized groups and hardcore players get over it faster than Anet anticipated.
And concluding from all the known factors right now, it does appear like Anet is trying to keep GW2 a casual game. With that comes lack of high level end-game content.
Satisfied to see a)no lbow, b)actually hammer, c) GUARDIAN!
Will be fixed with the next expansion. Same as with fotm leaderboards
Thanks for fixing UW AR.
Have they increased the fractal gold reward?
What I have noticed up to know is you should get at least 40s from daily fotm lvl 30+, then it comes down to RNG to decide if you deserve the more profitable merchable junk. Did all fractal dailies, got tomes, a few extra gold and infusions. That’s it.
Personally I still believe Thief is way above what people think of it right now. I don’t mind having an Engineer in the party but lets face it instant blinds, smoke fields, blasts, unlimited cc, dps, boon removal and ability to skip ahead to activate the endless monologues in dungeons should not be so easily discarded. And yes Engi can provide all but not as fast as Thief (CM, TA, Arah).
HoT is not out just yet :P !The marked parts can be done by an engineer as good as by a thief or even better.
Engi can’t outrun thief, period. Unless you’re one of those l2p issue people who rely on toy axes then sure you can outrun everyone with super speed.
You can’t replace Thief in CM and Arah without being slower.
Engi is better everywhere else unless you aim for a record then Thief mobility might still be better in few places.I didn’t highlight the mobility part.
Still takes a few seconds for engi to get the field ready with quite a long CD (nice call stambogazili-dredge) and as Rising Dusk added to what I forgot, pathing.
Personally I still believe Thief is way above what people think of it right now. I don’t mind having an Engineer in the party but lets face it instant blinds, smoke fields, blasts, unlimited cc, dps, boon removal and ability to skip ahead to activate the endless monologues in dungeons should not be so easily discarded. And yes Engi can provide all but not as fast as Thief (CM, TA, Arah).
HoT is not out just yet :P !
All your other points aside, why the hate for sw?
Well whoever feels the need to farm boring SW can do that 24/7 and get their souls obliterated (aimed towards CF). Plenty of people I know prefer to do fotm/dungeons, rotating their professions daily, trying out ’’new’’ things and pushing their professions to the limits. The gold comes on it’s own, the only downside of it is the fact that you have to be a bit more prepared for it. 1 1 1 2 1 1 1 4 5 1 1 heal 1 1 1 while watching Flash wont do it (GOKU be gone if you are reading this!).
Dungeons are a pvp reward
Oh, well kitten it! Then we must demand errrr PvP rewards obtainable in PvE!