Showing Posts For recklessjive.7940:

Auto Loot Dosen't work on death...

in Guild Wars 2 Discussion

Posted by: recklessjive.7940

recklessjive.7940

Doesn’t matter Anet doesn’t update anything in wvw anyways good suggestions or otherwise so who cares. Not to mention I have no idea why wvwers would object to an update to auto loot that would result in getting more loot. Especially when all wvwers complained about for years was no loot/rewards…. but whatever lol.

This is one of those suggestions, where if Anet just changed it so you got loot no matter what every wvw would say, “we like this” or “good job Anet more loot” but because I’m suggesting it, it’s an absolutely horrible idea, for some reason which nobody can figure out.

I mean at best it’s more loot, at worst it’s irrelevant, but you know keep up the good fight.

People object because it encourages people to lay dead on the ground instead of releasing and running back to the fight.

right….. so loot auto going into your inventory = you are encouraged to stay dead? Im not seeing the connection. Seems completely unrelated to me.

I can’t recall ever playing a game where, when you died (essentially when you failed in some way), you still automatically were given every bit of the loot you would have acquired if you stayed alive, contributed to the fight, got ressed by a comrade, or used other mechanics (like WP) to rejoin the battle. Maybe I’m misunderstanding, but shouldn’t death have a death penalty of some sort? It’s modest enough, with the mechanics in place, but should it be zero?

Yes, I do believe that such functionality would discourage active play. “I’m dead. I’ll just lie here and gather all my goodies while I go order a pizza. Doesn’t cost me a thing to be inactive — I’ll still get 100% of the loot either way.” Does that even make sense? Or am I misunderstanding the suggestion?

Couldn’t agree with this more! Well spoken Gaile.

Jumping Puzzle Dailies

in Guild Wars 2 Discussion

Posted by: recklessjive.7940

recklessjive.7940

Some people take joy in helping other players. I think it makes for a positive community.

Heavy damage and how it impacts support roles

in PvP

Posted by: recklessjive.7940

recklessjive.7940

It is very clear the main feedback ArenaNet received from last season was that the bunker build was boring and slowed game progression. The twitch stream of the league finals reflected this.

As we know, ArenaNet is becoming more focused on eSports and they want to ensure matches are fun to watch. So the latest balance patch saw the removal of stats and nerfing skills that made up typical bunker builds. Some decisions I agree with, such as nerfing the diamond ele build which was just a little too impervious to damage.

I play a supportive role in matches and do my best to communicate with my team. My main is a hybrid support/cc/shout warrior, but last season I had a lot of fun with a supportive bunker chronomancer and a condition druid build. I play alongside an offensive role and we usually do well together, communicating heavily with each other.

As a supportive role I am doing a lot of micromanaging, focusing on condition cleansing, healing/rezzing downded allies, noting down enemy buffs and cool downs for effective interrupts, as well as team rotation and having good map awareness. Often in fights I need to keep a third eye on another point so I can quickly rotate to contest it.

Now, the current meta favors heavy damage output, specifically from the elite specializations. I can no longer actively support my team as well as I could in fights because by the time I attempt to cleanse allies I’ve been struck with insanely high hits. When you weigh up the casting time of your supportive skills in comparison to damage per second from the enemy team running meta builds, in most cases it’s just not a good option to waste time on defensive/supportive skills because damage reigns supreme. The damage output is much more than what you could possibly sustain. You can expect fights to end with you or your team wiping instead having an opportunity to fall back and form a new strategy. Even trying to hold a point while you wait for backup is unrealistic.

I enjoyed longer fights, it meant that I could keep a player occupied if need be, rotate with my team, or bait them into a strategic spot. Instead now each battle now is more about who can deal the highest damage. The beauty of bunker builds was the obvious trade off in damage output so you needed to know how to still be an asset to the team.

ArenaNet has always been good at allowing any class to play any role they wanted, some classes could do it better but I always believed if you knew a class well enough and practiced you could still be as effective, which is why I’ve always loved warrior.

Players will obviously favor high damage because it’s easy and quick. Power hungry players will boast how they could beat you in a 1v1, to which I respond by reminding them the game type is 5v5, sure you could beat me 1v1 but that’s not my purpose in a team, so why would I even give you the satisfaction of letting you kill me when my build is about team support. This new balance patch actually reinforces the mentality and behavior of damage always wins!

ArenaNet, you’ve done a great job with the matchmaking system, and the league progression is really enjoyable and rewarding. I had a lot of fun last season, but I think something really needs to be done about damage intensity. If you say that any class can play any role they want, make that happen, because I think the latest balance patch has actually deprived more players from playing classes and roles they want to play than offer more options.

Thanks for your time.

Can't finish last file of Nov 5th patch. [Merged]

in Account & Technical Support

Posted by: recklessjive.7940

recklessjive.7940

The VPN trick worked for me too.
Location: Australia.

Thanks Nautzera!

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: recklessjive.7940

recklessjive.7940

I enjoyed the nature of this event. It was engaging and the mechanics for each event were different and easy to catch on to. I’m pleased to see Arenanet create content leading up to HoT and are listening to the community for feedback.

Issue: The event was first described to be an event that encouraged guild participation, but the only incentive is for the individual player to selfishly abuse the participation buff by simply tagging each event and leaving.

Suggestion: This event would work best with a similar system to the events in Dry Top, which encourages players to work together to finish events, and the whole map is rewarded in return! This would create some highly engaging moments as the entire map will be rooting for other teams to complete their designated event on the other side of the map as the countdown nears 0, and when that moment happens, everyone is rewarded and celebrates that win of hitting a specific benchmark together.