Prediction:
*Chorus of yeses on the forum
*ANet puts in their updates “Good news! Commander tags now account bound!”
*People post complaints about wasting hundred of gold buying multiple commander tags.
Hmm okay, I was also interested to see what the community felt about stacking. And at least from the responses here, it seems like everyone likes stacking lol.
It’s not an issue of like or not like. It’s like saying “Oh, I see you use a hammer to hit nails into the wall. You must like hammers.”
The tool is there. It makes the most sense to use it in certain situations.
Line of Sight is Line of Sight, and is not stacking. You can use LOS tactics and not stack, and you can stack and not use LOS tactics.
In my opinion, I view stacking as the overlapping of character bodies. This also tends to mean an overlapping of hit boxes as well. I actually would say for the game’s sake that limbs (swinging swords, kicking or movement of feet) can be safely ignored and just the core of the body considered for what is overlapping. This is simply because actions are scripted and not dynamically affected by their surroundings. (Hundred Blades looks the same whether you do it in an open field or next to a tree where your blade clips the tree.)
P.S. To those saying things like “The definition of stacking is when you stack things,” using the word in the definition doesn’t help at all. >_<
(edited by DigitalKirin.9714)
When lacking luck, play smarter to increase your wealth.
Mystic forge = lotto. Lotto requires luck. If you think you have no luck… stands to reason you shouldn’t throw your money away on it (unless you’ve done the math and reeeaaaally know how to earn profit on it in the long run).
Edit: Also, don’t worry about what other people get. Too many people worry about “keeping up with the Joneses”.
Actually, I think that overall, not much will change with most player’s attitudes towards others in PUGs.
Those who thoughtfully and kindly explain basic strats will continue to do so. People who go above and beyond and make helpful videos (thanks Wethospu o_o)-b) will most likely continue to do so because they enjoy doing that.
People who want experienced players only will probably continue to demand experienced players only on gw2lfg.
Personally, I for one am always down to help someone out so long as they’re willing to keep an open mind for learning. And I’m always willing to learn something new from those much more experienced than I, should that opportunity arise.
While I agree it should be something Anet should consider, I think we as players need to take responsibility for ourselves and work on building each other up instead of always tearing each other down. But that’s just my personal opinion.
Interesting! Well at least they didn’t reset everyone’s WvW level down to 30.
I don’t care how much damage I do – that’s not my role.
Would you be okay partying with a thief who tells you, “I don’t care about using my heals to keep myself alive – that’s not my role.”?
Well.. this isn’t even a proper analogy.. I didn’t say “I only heal myself, screw damage and everyone else”.
I said I play support – my damage is not my first priority, Keeping everyone alive and buffed IS. And last time I checked more people alive with higher numbers getting hit by less damage is better for a group than one selfish zerker guardian swirling around with a greatsword.
This is a perfectly reasonable analogy. In this game, every character has responsibility over three roles: DPS, Support(boons/damagebuffs/survivabilitybuffs), and healing. You willfully choose to give up damage to produce as much +healing and +survivability, right? So why can’t a thf give up one of those roles (healing) to focus on one of the other roles? If your mindset works as intended, then his damage should make up for your lack, and your healing should make up for his lack.
The misconception you have is that doing damage is selfish. This is incorrect. If a monster dies faster, then it can deal less damage to the team. That actually means that increasing the speed of kills in a dungeon will help your teammates out.
Let me put an example before you:
Would you rather have a 15 second fight with 5 seconds of protection and 2 aegis, or would you rather have a 3 minute fight with permaprotect and 5 aegis uses? Which one do you think would actually lead to someone being more likely to die?
Edit: Regarding “Selfish zerker guardian” You do know that even a full zerk guardian can provide aegis, protection, reflects, heals, etc. too, right?
Double Edit: “I said I play support” You also said “I don’t care” which to me is an insult to anyone in your group. When you’re on a team, every action the team does matters, and to say that “you don’t care” about one aspect is really disrespecting your team. Keeping your team alive matters, absolutely. But so does making things dead before they can kill your team.
(edited by DigitalKirin.9714)
Would you kick me?
I’d kick me.
I’d kick me hard.
It puts the zerk gear on its body or it gets the hose again.
Was your party a described party? You only get what you ask for as a general rule.
Dub
1
Lilith
2
her friend
3
her guildmate
4
and myself
5
its not about speed run its about having fun my friend
What if the people in the video are having fun? You know… playing the game the way they want to play?
FusRoDAH!
/15charodah.
Getting a Zojja’s weapon chest is like gold. Getting just about any other weapon chest is like getting a gold.
What quantity have you lost from this thread?
You’re not the only one wondering. There is no news on the horizon. Not a hint. Not a rumor.
I’ll leave it up to you all as to organizing your feedback threads (whether it’s updates/fixes to existing dungeons or a thread to brainstorm about new content). Whatever you all decide to do as a group, I’ll provide that feedback to the dev team.
Preface
Hi all. I contemplated deeply about whether to make a thread that would be a “brainstorm about new content”. There are a lot of dungeon forumers who feel that given that given the most recent announcements as well as ANet’s past inactions that creating a suggestion thread as this might be pointless, perhaps a waste of time.
There’s a saying, though, that “time wasted in enjoyment is not time wasted.” I simply ask that if you choose to participate in this thread, engage in it simply to enjoy talking about what could make a dungeon great, and not to worry about what ANet will or will not do with this thread.
That said, the purpose of this thread is to collect ideas and boil them down to a bullet point list of what specific elements could potentially be added into a future dungeon to make it great. Additionally, I will be putting subsections with bullet point lists of elements people feel detract from a dungeon run.
Thematic Elements
This section deals with storyline, characters, and motivations. How might you go about integrating a dungeon into the world of Tyria? What makes a character likeable, and what makes a character annoying? (I’m looking at you, Varra.) Why does this dungeon exist?
Boss Mechanics
What makes a boss fight engaging? Are there elements that an “average” person can learn easily, but master only with great practice? What makes boss fights suck, and how would you avoid that pitfall?
Non-Boss Mechanics
This section includes “trash” mobs. If you were adding trash mobs into a dungeon, why would you put them there? Are they loot piñatas? Are they elite guards that bar entry to the next boss unless you’ve practiced skipping them?
I’m also including non-combat puzzles in here. I considered giving non-combat puzzles their own section, but I think a lot of responses that would go in that section would be “don’t put those in dungeons.”
Gameplay/Flow
What gameplay mechanics would you want to see in a dungeon? What elements improve the flow of the dungeon?