for there you have been and there you will long to return.
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The way I see it, my time is wayyyy too important.
I charge a 100 gold consulting fee for guilds to recruit me. Thus, 100-10 = 90g
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Thanks. Now, I do acknowledge the fact that it is very hard to “measure” wvw activity as opposed to just residents but it is a good start as it is a difficult undertaking.
This will definitely help combat half the problem that megaservers may have created for wvw, the 2nd half would be to deal with intra-server communication, but one thing at a time, of course. Slow and steady > rushed as previous experience has dictated.
Previously there was a lot more variation in the matchup selector, and there were also seasons which would lead to a number of varied matchups as well.
But given that matchups with servers even one tier apart resulting in ridiculous blowouts, there is much reason to keep the matchups the same; since blowouts still even exist even amongst servers that are closely ranked.
We unfortunately just don’t have the population for variety, at least when it comes to NA.
So there is a certain point of validity for wvwers that don’t want to do pve vs pve that don’t want to do wvw. Of course, I have no idea why a wvw’er wants to put a “kill me” sign like that, but I digress!
The difference is that pve content does not fluctuate in difficulty aside from some events. There’s always a certain amount of veterans of certain strength or whatnot guarding skill points. There isn’t suddenly going to be 50 enemies and especially not other people that are going to stop you.
Basically, you can complete pve maps at any time, given that you have a certain amount of skill and knowledge. Even if you can’t solo the content, you can guest on another server for free. You can’t do that in wvw without paying out gold. In WvW, being able to reach a location in most cases is somewhat out of your control.
Note that the “Gift of Battle” (500 badges) never attracted the same kind of issues and it wasn’t until recently you could get mass badges outside of WvW. Why? Well, it’s inherently a wvw thing.
I’d also like to context the exploration part. First off, it’s in the mists and you don’t actually explore anything. The map is already revealed to you, and we don’t have to explore pvp either. And it’s pretty ludicrous to think people don’t go into wvw to fight other players.
My point is that when a wvw’er doesn’t want to pve, it’s by choice that they don’t get that content. They can do it at any time. If pve content isn’t open, they can guest for free. When a pve’er doesn’t want to wvw, it’s possible to be out of their grasp even if they do it. No amount of skill is going to let you invade keeps when you’re massively outnumbered. Moving server costs quite a bit.
It could also be argued that the legendary hunt is optional, and isn’t about things under your control but just luck and grinding. If that’s what they want it to be, then so be it.
WvW is a large part of the game, refusing to take part in it, at all, is your choice, and you’re not punished for it, but you’re not rewarded either.
But that’s just it, players who just want 100% world completion are not contributing. They don’t want to be in WvW at all. They are just taking up space in WvW.
Ah… But are they? Lets say a small squad spots them and gives chase, they run of course, the time they’re being chased, is time that that particular group or player isn’t taking a supply camp, or killing reinforcements trying to reach a keep.
Lets say they spot for fellow player trying to solo cap a supply camp and they help, and why not? It’s free exp and karma right? And they’re contributing.
The point is, whether they want to or not, whether they’re helping take a camp, defend a keep, or just fodder for the wolves, they’ll assist in some small way most likely.
And if they manage to avoid all that? Well, I promise you, there are plenty of other useless people in WvW, so no hard feelings.
I agree with you in theory, but sometimes useless people are worse than useless, thanks to the way how rallying works. I really don’t want to fight alongside people who don’t want to be there and will just serve to be rally bait as they are most likely wearing their DPS DPS kitten kitten Zerker stuff in here as well.
Personally, I spend most of gw2 in wvw, and will eventually complete the map. But that’s only because I want to be there. I really don’t want a bunch of pvers who don’t want to be there around— it’s the same reason that JP in wvw is just as silly too. In the end, I’m a strong supporter of taking pve out of wvw. Of course, there should still be stuff like gathering, mercenaries, and events, but those things were meant for wvw’ers to get stuff that they’d normally have to pve for or add some tactics to each map. Didn’t anyone notice there’s 3 dailies meant for wvw every day so we don’t have to go out and do too much boring pve? And yes, I really don’t like it when I do have to go out back to pve. I can only imagine the same for pve only folks.
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Unfortunately, the creeper thing is a real issue. Even as a guy, I get really creeped out because people can act very strange when they seem to be like OMGZ A GURL. It really doesn’t help when people blurt out insensitive kitten and the such.
Yea I know it’s the internet, but trying to justify that is also why a lot of people won’t touch those same netfolk with a ten foot pole.
Yea, the combo is the best. If a heart takes too long to do, I skip it and try to find hearts that have events near them. You can end up with double credit (event + heart) and whatever mobs you ended up killing.
The exp rewarded for just running into new areas is quite a big chunk, so I prefer to move fast and only stop for events/hearts/dailies. Hearts are the lowest priorities since there’s way more than enough to reach 80.
They are not. It is the easiest way to get them.
All 5 maps give you unbound magic, and the trinkets are more or less similar so it more or less comes from just playing the maps.
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What would you throw away in Archon Wing’s screenshot? The siege because you don’t play WvW? The armor because you only use one set in one game mode? More than half my inventory is full before I even leave LA with stuff I use regularly.
And then the bag within a bag plagues the rest of my experience.
The funny thing is a lot of serious pve’rs would note the lack of dungeon specific potions stuff and multiple redundant weapons with night sigils or whathaveyou. That kind of stuff gives me headaches, and I’ve spent many of my years playing this game trying to think of stuff that doesn’t need to be there.
More casual folks are still going to have instruments, tonics and toys that they would appreciate easy access to. This isn’t even about hoarding. This is about using the expensive toys they paid gems for.
And also note that I’m usually the one to go to people “omg throw that away; how do you even play with 120 slots taken!” And yes, I know of people that keep random story items because one day Anet might remember! I also think it’s a really stupid idea to devote bank tabs storing t7 mats, and hearing people buy tabs for that is pretty cringe.
But yea, with a few exceptions, I can explain fairly easily every single item is there. And if I were to suddenly add 1-2 more builds I wanted to use, then that would suddenly bloat things fast.
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Well, guesting exists, so I don’t see an issue.
Assuming that you could play on content hosted on a server regardless of where you came from.
Hot adventures suck but Orr gathering? Really? There’s so many random nodes in there and a lot of them aren’t near enemies; not that it should really be a problem. HoT maps; just grab a friend or two or use LFG for a meta map or even just a map with any organization. Or just ask in chat for help. if it’s really that hard; but it really shouldn’t be.
For any quick daily Orr gathers, I usually start right outside Fort Trinity. Especially for herbs. I have to wander a bit for mining nodes, but it’s done in relative comfort. Lumber ends up being pretty quick if you find one of those circles of trees everyone parked at for Foxfire Clusters. So yeah, Orr gathering, not so difficult.
I’m ambivalent about the Adventure dailies. On the one hand, most of them suck. They suck even more when everyone is flailing around, blocking LoS or turning the entire field into a poison-laden death zone. But at least it reminds me that they’re there, and if I haven’t done it before, it provokes me to getting at least Silver so I can get the mastery point and never do it again.
I use that area near Fort Trinity too as well. There’s a giant collection of cheap plants. I forget which kind; think it’s lettuce or asparagus to the north and also very few enemies. Also, it has a good amount of wood. Mithril is a bit harder; I usually head towards south of Caer Shadowfain Waypoint which is a pretty open area if you choose not to engage anything; it also has good amounts of elder wood. In general I prefer Orr dailies because there’s a high chance you’re going to either run into a temple run or champ train run as well which means you can snag that along the way. It’s really as free as it gets when it comes to gold.
HoT event completer is easier than central tyria for the most part because events are denser, and scale better so you don’t have 50 people scrambling across the map to tag an enemy that dies in 2 seconds. I could understand why DS event completer would suck though, given the restrictive timer of the map.
Adventures have a number of problems indeed. A lot of them don’t even clearly show their boundaries so the race ones tend to be annoying. Shooting gallery, while not that hard to get bronze is disoriented and also happens to be very deep in the middle of nowhere where players aren’t going to go…. unless they’re going to shooting gallery. Finally VB adventures have the big issue of not being available half the time, but I guess it is better than before where you had to unlock it via a tedious event chain and then it’d close in 10 minutes anyways because it took so long and night is approaching.
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Eh….
Let’s assume you spawn camp and kill 100 people an hour. Every hour.
7 days x 24= 168 hours
168*100 = 16800 points.
This is also the same amount you would get for holding a keep, or two towers and a camp.
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So, basically every player that buys the game after this is going to have pay a thousand gems just to have access to the maps and be cut off from a dozen mastery points. And unlike in Central Tyria, these masteries do significantly affect gameplay.
And I won’t have to excuse to say “Well, it’s just the story! Just watch it on Youtube, and the rewards aren’t that great anyways”.
And this is going to keep increasing…..
So pray tell, do people that don’t unlock the story have access to the “Ancient Magics” masteries? Because if they can’t fill those out, and it is quite hard to do so using only HoT map masteries, then they’d be stuck with useless XP.
This isn’t a new game. I don’t think finding more ways of separating the population is going to help things, considering it’s already separated by expansion.
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At 2000 hours played I still manage to forget to swap weapons and thus spam weapon skills for the wrong weaponset.
Most of us do stupid crap often, so no need to worry.
And some personal story parts are unusually more rough than others. The difficulty varies widely and can throw inexperienced players off.
lol, you’re in a bad spot, unfortunately, OP.
They can’t even do something as simple as provide all combos on trinkets. Yet they want to rush these things out.
Color me skeptical. >.>
Oh, so the game needed more reasons to make leveling alts less attractive.
Whatever.
My thoughts…
“Wow, I actually want to level an alt now! I can feel rewarded for exploring everything again, and grow in strength and ability as well! It’s like Guild Wars 1!”
Amazing how opinions can differ, eh?
Of course opinions differ. I don’t like leveling at all, and prefer my progression to be built sideways. There’s simply too much content balanced around max level characters these days and thus starting a new character seems simply gated to me at this point. Adding stuff like WxP for WvW, my most common activity, is still soulbound and yes, I think this going to make me care even less about alts. I only have 2 alts atm, of which one was my former main so doesn’t really count. I do have several level 20 scrolls and a dozen level up scrolls so most likely I will ignore most of this anyways.
If I were to have it my way, the level cap would be 20, but that’s just how I feel.
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Not sure what’s the problem. That’s why you immediately respawn instead of lying there being useless.
You could also try not dying too.
Only thing on my mind: Do not repeat the mistake of HoT. That nearly killed the entire game for me, and there are people I will never see in this game because of it.
The most important thing to me is whatever there is gets beta tested in a timely fashion and they need to take the feedback seriously. Don’t just grab random streamers, but people that actually play WvW. They did not heed the warnings people posted about the DBL and nobody was surprised when it actually happened.
I think Anet has learned a bit of things since then. Just don’t forget.
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Ah the rewards were just as terribly designed as the season itself. Well, at least I hope that will discourage the multi-hour long queues next time around.
Well, WvW isn’t strictly pvp. It’s more casual, and playing with large groups of people can be fun. Coordinating said group has its own appeal when done well. There’s also a vague notion of server/guild pride.
Also, bad players can hide in a zerg and proclaim their superiority over other players as they are a l33t pvp’er which is of a higher caliber than your pve player even though most of it was not done by them.
I would dispute that zealot is the best gear for wvw. Soldier is better for zerg play, and dps builds don’t make good use of healing power.
It looks like a gear set meant to be mixed in with other pieces. You wouldn’t want to go pure zealot for example, because you would be so squishy that the healing wouldn’t help you. What’s the point of healing when you get oneshotted and your health drops fast anyways?
Healing power doesn’t scale that well with many things and is poor with low toughness. On the other hand, high toughness can benefit from healing power as each health point recovered is worth more. But at the same time conditions would eat away at the guardian’s naturally low health pool and isn’t mitigated by toughness. Poison, in particular which reduces healing would be lethal.
It is however true that zealot’s gear does the 2nd most damage next to zerker (I’m just going to ignore assassin as it doesn’t really hold much relevance to guardians) since it is power primary which gives it an advantage over knights or cavalier, and beats valkyrie because that’s power/ferocity. So it’s a potential substitute for these things. For example, you could go soldier armor and instead of zerker trinkets/weapons, you could sacrifice some damage to go zealot weapons or something.
The final issue is finding things that actually scale with healing power and that tends to be the death of it. The primary forms of guardian self heal, altruistic healing and monk’s focus aren’t too hot with healing power. Regeneration, dodge heals, and mace attacks do, but that is pretty niche. All, and all healing power points to a group support guardians, as healing power improves group heals like selfless daring way more. In the end, I see more opportunities on zealot gear on my thief than my guardian…
TL;DR Zealot’s gear is possible as a supplementary addition on specific niche builds that have very high toughness/vit and would like a bit more damage, and have traits/skills that scale with healing. But in most general cases, I think you’re better off with something else.
So maybe something like this (just throwing crap out there):
http://gw2skills.net/editor/?fVAQJASWlsApWoNDxVI8DNRCBl5M+P2fYFl4yAsAA-TVSBABBt/wZKBXVp3VKDOVXQlq/swhAQjrAAAPAgAAIAhNDAZAW2CA-w
or
This would use energy sigils to perform tons of 800’ish as opposed to 400ish roflcopter heals and make use of battle presence. Damage isn’t half bad with 2k base power, defensive stats are a bit weak but not particularly squishy.
Another possibility is to sprinkle a little more survivability in a damage build.
http://gw2skills.net/editor/?fVAQNAsdRlsApcoVDxbI8DVR8gkjNVFAznJv+XwcA-TlSBABWqqSg7PQpaFrq0zMlgXpMAP9BLcIA04JAAwJAgMALbB-w
Not too happy with my theorycrafting, hopefully someone else can make use of it.
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I died in the acidic water and gave me an achievement.
For some reason that was sorta funny.
Sooo I log on the necro for the first time in 2 months and this interrupt crap plus the other nerf really sucks. Well, that and flesh golem doing nothing for like 20 seconds.
Seems like this class gets broken more each time I log on.
Well, in that case, I am questioning why it is even in the game.
Why not just extend Supply Capacity to +10? It’s not like people don’t have spare points……………
It’s just so dumb and unfair to make WvW guilds spend all those resources and time. This puts them at a disadvantage against a pve guild lol.
“Victim” to their own laziness? Yea I’ll blame that. So yes, both the user and the creator should take responsibility.
It’s my own bias against terrible scouting. People give vague/late calls and then rage when people aren’t psychic and understand what they’re doing. If you aren’t putting the effort to clarify yourself, then don’t cry when nobody understands you.
Anet screws up like, 80% of new features. This is true. Call them out on it and demand a way to know where the user came from. It could definitely be better. But at the same time, don’t you think that if we all have to design programs like it’s a padded cell because people are just too lazy to figure out how to use things, it’d prevent new features from being made due to this fear?
Tools can only be as good as the person that uses them. But I guess this is why you have to dumb every thing down these days. That still doesn’t mean it’s wrong to add more tools.
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It’s a stunbreak on a shorter cooldown then most of our crappier options (even more so when well cooldown is traited). That’s the main point. Well of Power could do nothing but offer 1sec stability and stunbreak, and just crap out rainbows, and it’d still be a useful option.
It’s not as good as stability, but that was never the point. The point was to give necros a fighting chance instead of getting stunlocked to death.
Actually if you lay dead (not downed, but defeated), you are hurting the fight, because people may accidentally select you over a downed (not dying) ally that is still contributing to the fight. You also run the risk of people that don’t know any better that hard ressing takes longer, putting themselves in danger and getting themselves killed because they were being considerate! Yes, they can manually select, but you’re still making it hard for them. WP back.
I think it should be like in WvW where you can’t res dead people in combat (and should remove the option as well as that gets annoyed).
And yes, picking where to die is a good skill too. ie, thieves and eles can reposition themselves so that even if they die, it’s out of the fight.
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Obvious golem/gold/badge sink event.
But really, out of touch really does go with it. This is quite the opposite of what should be done.
And remember, wvw isn’t meant to be balanced, so it’s apparently okay to go willy nilly.
:/
1.) Because the great heroes of Tyria shouldn’t be homeless
2.) Make stuff in the personal story actually matter.
3.) Polish
I’d rather they focus on guild halls.
Flesh of the Master lowered to 25%.
WTF? I’d understand in PVE but in wvw they don’t get a boost!
And lol@ vampiric master nerf.
Bad zerkers will definitely fall fast. But a good zerker will often output enough damage to make up for this or not even die at all. They can dodge and greatly reduce the incoming damage done to them.
On the other hand, someone in Soldier gear, regardless of skill will do much less damage even if they get higher uptime and are able to “facetank”.
The thing is support is dependent on your traits and skill selection, not gear besides boon duration and healing power. And unfortunately, healing power scales poorly compared with other stats.
That being said, it’s reasonable to say that a subpar player in nonzerker gear is better off than in berserkers and that you can’t expect ideal situations from random people or your casual friends. It really depends on what they’re doing with their higher survivability. My personal opinion is that people should gear for the highest dps possible that doesn’t land them on the floor. And honestly, if they can’t do it in zerker, well they shouldn’t. But I doubt this threshold is at PTV gear either. From what I’ve read of the class forums that I play, a lot of people aren’t aware of the potential their profession has. In fact one of the best advice I recieved was that Altruistic Healing for Guardians wasn’t mandatory. That advice wasn’t good because it was stressing “omg moar dps”, but because it opened a lot more flexibility in builds and suddenly there are more options then if you lock yourself into thinking certain things are required.
This is of course assuming you’re partying with randoms. If not, then realize that grinding for virtual currency is also a time waster anyways, and it doesn’t matter. But in the end this tool would help quite a few people. Regardless of what you’re doing, there’s often a “sweet spot” that can be more closely measured. As for the people that would abuse it currently; honestly, they already are doing this. People have been chasing the “best” play ever since the beginning of video games, after all.
In the end, I feel it’s not reasonable to expect anything from randoms who have a wide variety of skill levels. Certainly, I don’t want any griefing or AFK’ers or people who don’t communicate, but if we’re going for efficiency, then you will need to find people you know and trust. Doing otherwise is like running to the corner of the street and expecting the next person you see will be able to stack and dps. For anyone that prizes efficiency and then goes out to find a bunch of subpar randoms while proceeding to rage at and abuse them, I think that’s honestly a very bizzare gap in logic and they themselves might be subpar in some aspects too.
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As I’ve posted many times, Guilds should not be prioritized in WvW, period! Worlds need to be a cohesive military force. Buffs need to be available to every soldier of a World because they all matter equally. Not gating buffs to social cliques, especially to only the largest large social cliques at that.
The entire design concept of gating WvW buffs to guilds is a complete failure….
I have to agree that gating potentially critical functions to social cliques is quite a problem.
Thanks, that’s a definitely a talking point and I should have fitted it under point #3— it’s a key reason why PvE and WvW cannot be compared directly.
If you walk around Verdant Brink, it’s fairly hard not to be rewarded. Pretty much everything you do will contribute to participation and earn you some steel chest of some kind. This includes helping people out with champs that guard hero points… And that gets your masteries done and you can progress. This encourages cooperation. This is simply not the same for World vs World. It’s just extremely rare in PvE that you will come out with nothing or less than you already had, except in the most difficult of content and that’s mostly a player issue. And you really don’t want people to feel they wasted their time.
On the other hand, Wxp generally rewards selfish behavior more, but that’s an entirely different can of worms.
Sure, I understand a lot of people don’t care about the reward system, but often times it’s the thought that counts. And while some of the HoT maps few like a nicely gift wrapped present, WvW’ers get…. Well, I wouldn’t mind a lump of coal at this rate.
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Hey, no, I’m not letting this go.
I sort of regret doing the dungeon tracks. The rewards are neat no doubt and very profitable but having to pick out of a list can get very tiresome. Not sure what can be done.
- Step 1 : allow dungeon boxes to stack
- Step 2 : apply the select stats system to dungeon boxes content (no need to even change the final choices). It’ll reduce the list to a third.
That would be a nice beginning !
Amazing suggestion. Thanks.
Just have options for like, 5x Siege Guides, and 10x Siege Guides. One confirmation window.
Also, if people intentionally disable a warning message, that’s clearly their fault.
Absolutely atrocious. Megaservers are fine for pve maps, but cities, the central hubs for server communities, wvw alerts, and guild recruiting? I can’t believe just went ahead with it while just ignoring all these concerns.
I don’t want a “greater chance” to play with my server mates. I want my server mates to be there.
This is probably one of about a dozen times I’ve ever been truly disappointed in this game. Granted, that’s a pretty good track record, but this time I’m just flat out hating it. Combined with the new leveling system, that’s two strikes in a week.
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Some people call their servers home, and some don’t care about wvw rank. If you’re going to abandon the smallest servers, then people will just move to big servers, and then the process of bigger servers getting all the transfers continues. We don’t need more stacking.
If anything the servers need more spread out population. Transfers to low ranked/low pop servers need to be heavily discounted.
Unless of course, you enjoy skill lag.
In any case, there are people playing on those servers— I think they should be the ones to decide?
Oh, so that’s what the user does to go faster. >.>
Ah, it’s their first step to removing this class from the game.
They hoped nobody would notice. They were wrong.
I’m sorry. I just find this happening to be pretty hilarious.
Stagnancy. The borderlands did have some good bloodlust additions, but the thing is that maps are still largely the same. We need more map rotations.
It’s a miracle this game mode is still alive.
Friend requests shoukd really be a thing. The follower’s tab feels creepy.
There are many legitimate reasons to talk with an enemy player. And salt whispers tend to be something to hang on the wall anyways.
Evrn in pvp where there is cross team chat, the salt tends to come from one’s own team more. That being said, how many of you would like a cross server chat that is unchecked by default?
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You could practice fighting without arrow carts!
Because they can. Sadly people do all comes of ridiculous things when nobody is looking,
That being said, the term exploit is hugely vague. It doesn’t make any sense for players to know rather a random aspect of the game is working as intended when it’s clear the developers don’t know what working as intended means. For example, Blizzard clearly lists out what exactly is considered unacceptable behavior.
Let’s say I mine an ore node and for some reason it gets me 20 ore. Let’s just say every node starts doing this. Do I have to look up how many they’re “supposed” to give. And stop mining after 3?
Or let’s say I am doing a dynamic event. For some reason the event is bugged and does not end so large mobs keep spawning. What am I supposed to do here? Maybe the event is stuck, and I have to keep killing the monsters and it will be fine in a bit. Hey, I want this event chain to continue. Is it an exploit if I kill 40 more monsters. 400? I am not familiar with every event in the game, and you can’t expect people to be as well.
And banning people for exploiting boss glitches by taking advantage of safe zones is just ridiculous. How about actually making the AI functional instead of punishing people for broken mechanics? I’m pretty sure some would brand those people that would knock a koopa shell in world 3 of Super Mario Bros for infinite 1 ups to be terrible people that should burn their games.
Let’s use Starcraft as an example, where exploits in a competitive game negatively impact others. One bug allowed a player to push a worker to illegal positions very early . This proved gamebreaking and obviously was out of the bounds of regular play— thus it was fixed and exploiters banned. Another glitch allowed a certain unit to hold their fire at will and release for massive damage in a straight line to unsuspecting enemies. This glitch however was never fixed and was in fact embraced by the professional community, despite it being by any definition, exploiting something that was clearly not intended.
The later example is critical. A lot of what I dislike about Gw2, is reminiscent of what I saw in Diablo 3. Different game I know, but I just got the vibe through changes is that the developers kept patching the game to enforce their will on the community, on “how it should be played”, regardless if people like it or not. One can just look it dailies and monthlies and note that they are trying to push whatever new gimmick at us, rather than the old generic dailies that could be achieved anywhere— sure we can exclude some but previous options were lost. Meanwhile players were promised a “no grind” philosophy. And umm… then we have class balance, which seems to be more akin to whack a mole on whatever is popular as opposed to making the classes more interesting
And frankly, I really don’t care if you think I “should” be getting 15 silver from this or that 5 gold. Get your own game right first before blaming your players.
In the end, if you wish to deal out harsh punishments for cheating, Fine. But just as traffic signs are there to tell you what’s wrong and what’s not then everything else must be as clear if Arenanet gets to serve as judge, jury, and executioner. Telling the players to just “figure it out” is insanely irresponsible and merely pushes that responsibility to the player base that should have the expectation that a game should actually work properly while playing it. Notices need to be on the initial login in screen instead of buried in the forums.
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Try making like 42K silk. It’s one of those things where you leave your character for a few hours and just check back every 50 minutes to move them a bit so they don’t get bumped to the login screen.
And there is a logical reason why you needed to craft that much silk bolts all at once? You are outside of 3 sigma of the general population who craft in terms of amount, too bad, your needs don’t get catered to.
While that’s an extreme scenario and even the idea of storing all of it scares me, even removing a dight would be quite an issue, considering you need 2400-3600 silk bolts for a single set of ascended armor… and then there’s also the elonian, and then there’s also something else. These things just come in such large quantities no matter what.
The other thing is that not doing it all at once doesn’t actually save any time, if I have to do something for 5 minutes 6 times, or 30 minutes once, it’s still the same amount of time. If anything the former method spends even more time if we count the time spent for loading in with your crafter, or sending a character to the crafting station. So I’ve found it best to do the procedure exactly once and just let it rip since the more times I have to do it, the more error prone it gets.
OTOH, it was worth it in the end, since I was mostly venting off excess materials. Originally I was going to just make damask and elonian and sell them, but I then found out I could combine it with all those HoT materials to make jeweled damask patches for a bit more gold while getting rid of useless things like Airship Oil and Obsidian shards, the later of which i really don’t know how I even got so many.
(edited by ArchonWing.9480)
Well, i guess I can throw away those Karma boosters from achievement chests. =p
But yea, at this point remove karma jugs and just directly give it to us. :S
And sure, I’m complaining because siege and food can be easily done by individuals, so yea the complaints are different. I didn’t complain about +5 in the old days, because an individual could provide it, so yea, try again.
Oh, and by the way, even if your assertion is true, I don’t actually take any pride or some kind of superiority in having “worked” for my food and siege. Not to mention, if they did have out of balance food or siege to that degree, I’d complain the same if not more. If there was a new tier of armor that was 50% stronger than the last, or a 100% condition duration food, you’d bet I’d be calling it out for exactly what it is— a pve based crutch.
And let’s be honest and post a general question to those reading. How many random pve’rs that are just here for the daily capture willing to drop superior siege, when the tower rewards less than the siege?
Yeah, I made small havoc guilds for +5 camps and making guild cata with in the old guild system. It was helpful and way more fun than the new system. And actually made you feel like it was important to have guilds. Now, its more like “Oh you don’t really care about me, you just care about guild upgrades and getting people to spend gold and gems to make your guild better” type attitude…
I would too complain especially if they came out with anything that is better than ascended level gear. Worked my tail off and spent large amounts of gold to just get my ascended gear, and if they were to make any new gear that is 2% or higher better than the ascended level gear, I most assuredly would be leaving this game permanent. The one major reason I play this over other games is cause once you gear grind once, you don’t have to do it again unless you just want to. Otherwise, I’d be playing something else instead…
Oh yeah, on a few servers I was on in the past, few commanders ever wanted the followers/pugs to drop siege, it was always the commander’s job. Therefore, even active WvW non-commander players aren’t even likely to drop siege. It is even worst now that things upgrade to fortified really rapidly and anything from reinforced to fortified (gate/wall) takes a long time to break down with anything short of Guild/Superior siege.
P.S. – I miss T3 towers, keeps and SMC having only reinforced gates, but oh, well…
Well, definitely with HoT, it’s been harder for individuals and small/havoc guilds to contribute. This issue goes a bit beyond WvW too.
And yea, I wouldn’t really appreciate having my efforts diminished by yet more pve grinds. Sure, it was sorta amusing planning on what materials I needed, but with 6 other characters still in an exotic/ascended mix, I don’t need to repeat that on the same characters. WvW is for the most part pretty easy to set up. Ascended gear is nice, but not needed. Weapons and trinkets are good enough and somewhat affordable. And food? Well, if you buy the non-80 versions, there’s tons of bargains. Not too hard to have a stockpile of food for months without spending that much.
Finally, as someone that often helps out group of 2s and 3s and sometimes even solo players who are banging their head against a reinforced gate in the southside of the map praying that it’ll go down before that outnumbered buff appears, I really do understand that feeling.
Terrible behavior. Report them for exploiting you like that.
After 3 years, I finally got 100% map completion! And 100% for VB too!
I hate to say this, but unfortunately in terms of quality, HoT is strictly a pve upgrade. WvW is still fun during evenings and sometimes early mornings, but it’s definitely very troublesome at times and most of the action is skewed towards reset night. Which is on Saturday, btw.
jajajajjajajaaj
^
What about limiting various boons to specific maximum durations only in WvW? That way you could still share boons, but it would restrict prebuffing to a certain degree.
Yea, lol. I meant light fields. :p I edited it now.
But yea, the retaliation is just way too short for it to be of use. It’s hard atm, since I feel mace 2 would be better off having no field.
And yea, agree with everything else as well.
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