Showing Highly Rated Posts By MithranArkanere.8957:

Gw1's balancing elements

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

GW1 was arguably more balanced because of things that have no pressence in GW2:

- Movement.
In very few skills could be used on the move. When someone stands still, they become a target.
In GW2, most skills can be used on the move, and many skills fail if people get behind you, but they can still spam stuff while behind you. THe result is less skilled play in which people just runs around trying to get behind you and never have to risk leaving an opening.
Skills being used on the move need to be less effective in some way than when moving. For example, melee hits dealing less damage, projectiles straying more, AoEs taking longer to cast… these are just examples, but something must be done to give reasons to try to find openings to stand still.

- Spam:
In GW1, spamming was not possible. Skills that did not use energy took a lot longer to recharge or required hitting the enemy to get adrenaline, or some other condition to recharge.
In GW2, too many spam-based skills work too well too often. Skill usage should be more about timing and using skills at the right time. There has to be ways to ‘break’ someone’s sequence of skills like in GW1. There has to be skills more dangerous and slower for which you really want to save your interrupts for, other than healing skills and finishes. There has to be timing for conditions. Using them at the right time for maximum effeciveness and in the right order, instead just throwing them around aimlessly like candy in a parade. Boons should be usable less often, and be more meaninful. Spamming and stacking conditions and boons should not be the way to get more effect from them, but using them at the right time.
Hopefully Resistance will help a little against condition spam. But agaisnt the rest of the mindless spam I see nothing being done.

- Lack of autobalance measures.
In GW1 there was not enough autobalance but there was nice caps and downsides. If you you added an upgrade, it had conditions to work or downsides. Effect DPS and healing was autobalanced, and past a maximum cap you could not stack more on a target, and there was no generic attributes to spike stats towards offense or defense. You instead changed the way you fought.
In GW2 there’s no autobalance measures. There’s no meaningful caps you can reach. There’s no wasted efforts or overkill. You can go all out for damage and it’ll all be effective, you won’t go “Well, with these attributes I reached the Power cap, better use a different amulet”. That should not be the case. If your teams brings and uses too much of one thing, that should not be as effective as bringing less of that one thing and more of everything else.

But there was stuff that was wrong and still is. Like how cleaves and AoEs can hit through obstacles they should really, really not cross.

SUGGEST-A-TRON says:
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What if... [sorta spoilers]

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

I don’t think so.

Have you ever seen some sort of dragon thing that turns people stuck to them into husks…?

Of course not…

Wait…

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Frustrated by Queensdale champ loot train

in Queen's Jubilee

Posted by: MithranArkanere.8957

MithranArkanere.8957

Each champion and event that produces champions should have a node flag.

So you can only get boxes from each different one once a day.

People should be exploring the World! Traveling to exotic, distant lands. Meeting exciting, unusual people, and killing them!

Not sticking to 5 enemies in the same spot.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Spectate Mode should be removed from Hot-join

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Removing spectator won’t change the root of the problem. The source of the problem is people attempting to get wins for achievements.

It should be possible to join either team only when they have 0 points, and then only join the team with less points (less overall player score if both teams have the same score higher than 0), and there should be a cooldown on going back to play after spectating or jumping arenas.

Otherwise people will use spectate to force autobalance, or jump arenas trying to get to one in which there’s a free slot in the winning team.

People should stick to one arena and play the rotation there instead jumping around all the time between arenas that have almost finished for wins. Switching arenas should happen because things like trying to find other people to fight against, or because your friends are in another arena. Not to rack up wins for achievements faster.

Also, It may be a good idea to replace the monthly PvP wins with something else, like playing a full match start to end on each arena once or something. This will also help people have a look at any new arenas added that are not in the random or team arena rotations.

It may also help a little informing better people that they’ll get more rank sticking around even if they lose, and that they will get a win for achievements even if they lose if they volunteer for autobalance.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

[SUGGESTION] One-time cultural armor purchase

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I was wondering if anyone would be bothered if cultural armor vendors had one-time only stocks. Like the ones in the “One-time Purchases” tab in the laurel vendors.

The other day I accidentally bought some T3 that I already had. What’s done is done, but what if it could be avoided in the future?

With weapons, the karma cost is nice for some quick rare ones at those levels, but for armors, you can already re-apply the skins with the wardrobe, and the costs of all 3 tiers are rather high compared with other alternatives like dungeon, crafted, looted and WvW rares of similar level and stats.

Can anyone think any reason why someone would want to buy any of them twice?

If not, why not simply making them one-time purchases, so nobody else can make the same mistake as I did, and people can tell better which ones they are missing?

Oh, maybe with order gear too. Over 8 gold for a level 65 magi set? Who would buy that twice?

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Personal Story Restoration update

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Bobby, did you already pick rewards for the restored story missions?
If not, this would be ideal to bring back missing armor skins like the Apostle, Stalwart and Heavy Scale set. The chestpiece of those sets is personal story reward (somewhere in the lvl 40 arc), all other pieces are unobtainable and would perfectly fit as rewards.

That would not be fair for those who already did them with all their characters, since they can’t be replayed.

Those skins would be better given in a PvP track, the WvW skin vendor and karma merchants that have repeated skins already found in other maps.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

A question about GW2

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Some content had ‘key’ design objectives. For example, with the spider, you were supposed to addapt to crowds and heavy yet slow ranged AoEs. Once you learn to avoid the spit and the poison, the fight is very easy, even for melee.

Then someone finds out some faults in the design and the AI. And exploit them to make things easier.

Some of these methods can be quite boring for some people, and a few of them even require specific build philosophies.

The problem with that is that if you don’t do it that way, you may get kicked from parties that specifically exploit that for speed.

But it’s not like you have to join those parties. So that’s fine, right?

That’s their prerrogative. But they must keep something in mind. When one exploits faults in the design, one must be aware that those faults may get eventually fixed.
That is the downside of speedclears. You get too used to few bits of content, and to do them very fast, and when they change, the more you specilize, the harder it may get to adapt. And you will often lose speed.

If you are an skilled player, you probably were doing it the intended way. And faster than using the gimmicks, to boot.
If you are just grinding gold, you may do it slower. Less gold from the fastest grinders means higher value for the gold slower grinders have. So it isn’t all bad.

People get to use to mindlessly repeating single spots. So what we could really use is things lie:

  • Making the Dungeon Master achievement a repeatable one with no extra AP. And each time its completed, instead more AP, you get a bag with 2 stacks of a generic token that do not go in the Wallet that you can exchange for specific tokens by talking to the respective vendors.
    Can’t make the same 4 paths as fast as before? Do them all, and then get +500 generic tokens you can exchange for tokens of any of the paths. Use the tokens you don’t want for exotics to mystic forge and salvage, use the extra tokens for the stuff you want.
  • And in PvE, bounties for doing different things all over the world. Kind of a mix between Zaishen bounties, Diablo III’s bountiy and PvP’s reward tracks.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Commander Tag - Not a vanity feature!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

They treat commander tags like getting a collection of Ferrari cars.

Want a red Ferrari? Buy a red Ferrari.
Want a yellow Ferrari? Buy a yellow Ferrari.

But thing is, colors are not for show. They are to tell commanders apart. To tell people that people around your badge are doing something different. A means of communication.

It should be just like getting to drive in the first place, regardless of car.

Want to drive? Get a driver’s license and a car. ANY car.

Want to indicate you are doing something different? Switch the turn lights on in your Ford Fiesta.

You don’t need a freaking Ferrari Testarossa for that!

And colors are not enough. There has to be shapes too. And for little or no additional cost. So people with trouble telling colors apart can still tell them apart with shapes.

Want to have vanity in commander tags no matter what?

Ok, then get a free set of 1-5 icons, then make any additional vanity icons with fancy shapes and decorations cost more.

But at least 5 colors and at least 5 shapes must be a one-time unlock.
One that doesn’t require cash, but passing tests.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

About the Hexed outfit

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Yeah. I’d rather have a male and female version of both outfits.

I really don’t like when they are too different. Scholar class armor is the worst offender, with some light armors you can barely say it’s the same set.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Map Jumping Tricks

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Fix it! Fix it with the map editor!

At least if the other side doesn’t have a similar path.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: MithranArkanere.8957

MithranArkanere.8957

My problems with thieves are just two:
- Models are not preloaded when thieves lurk around, so they can deal several hits before they are actually visible. You should not be damaged by enemies you can’t see, unless they are cloaked, yet we have too many cases of invisible non-cloaked enemies hitting players that can’t see them. Fixing culling won’t fix that for thieves, as the game won’t load them until they are revealed.
- They can get away too easily from fights. Solo thieves tend to look for weak targets, and run away from fair fights. Even after the rebalance of level scaling that still works for them.
They have lower risk thanks to that, but the same rewards as the rest, meaning that the risk vs reward ratio of thieves is imbalanced compared with the rest of professions. Something must be done to compensate, like stealth lasting less while running away from enemies, or even stealth being removed altogether upon leaving combat (still being able to apply it again while out of combat, just removed when the arrows to change skills appear).
If you start a fight you should risk your own defeat, and they don’t. They just try for weak enemies and run away when they find someone they can’t defeat.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

"Key Maker" Daily Meta Achievement Broken

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

First I thought I didn’t get the point because I already had a stack of keys, so it was increased instead a new key added. So I got rid of the stack and tried again.
Nothing.
I tried several characters, and nothing. Either.

It seems that the achievement itself is bugged.

I demand my one achievement point!!! /fistshake

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Zerker nerf is not enough

in Profession Balance

Posted by: MithranArkanere.8957

MithranArkanere.8957

The problem can’t be solved by nerfing berserker gear.

The problem is inherent of the system.

Offensive stats should have been only in weapons, defensive stats only in armor, that way offensive and defensive stats would never compete with each others, and players would not have to choose between damage and defense, but between which kinds of damage and defense they want.

Now it’s too late. How could you make such a huge change?

Problem : increasing the rate of attacks and lowering their damage results in active defense such as block blind and dodge being significantly less useful, resulting in a far less engaging and active game.

Increasing the rate of attacks results in dredge which nobody likes.

People need to be careful what they wish for.

The problem with dredge is not that they hit fast, but that they hit hard and fast.
They have lots of rifles, which are really hard to avoid without evading (you can’t strafe to avoid their attacks like with slower projectiles), yet still deal pretty good damage.

As a rule of thumb, the harder to avoid an attack is, the less damage it should do, but direct hit attacks hard to avoid do quite some damage in GW2, which makes bosses like Robbari with his fast pistol attacks and Horace with his surekill flamestrike way, way, harder than any others, and enemies with lots of rifles and pistols like dredge a pain.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

If Canthan themes were scrapped because some producer’s decision, that producer MUST be fired ASAP.

Not having Canthan themes because of some bad corporate decision is an aberration.

Cantha itself may be closed and it may take a lot of time until they can bring it back, but if the Great Collapse was not based on lore but on some corporate decision, that’s unforgivable.

UNFORGIVABLE, I SAY.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Opinions about Orr [merged]

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

There should have been a series of events to create safe corridors for players to travel faster, setting perimeters and clearing pathways and such, and then stay like that for some hours before being overrun again.
I actually though it’ll be like that, advancing and taking enemy territory from their hands, making Orr safer and stuff.

But I’m yet to see anything like that.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

I personally disagree with random chance mechanics

in Wintersday

Posted by: MithranArkanere.8957

MithranArkanere.8957

Everything is RNG because there’s people who are fine with that.

Unless you find a way to prevent people from throwing their money in something that is a waste in hopes of getting something, they’ll keep doing that, because it works for them.

All I can do myself is only buy the things sold in a way I like which currently it’s only bank and character slots.

I will not pay for a costume unless it’s unlocked like in GW1’s, I will not pay for a miniature unless I can choose which one I’m getting, and I will not pay for consumables at all, ever.

If I’m paying for bytes, I’ paying to keep them bytes. They are not food or any other expendable product, they are not hard to reproduce indefinitely once created, so when I pay for digital stuff, I only pay for the work done to make them, not to keep them coming, and that means paying ONCE per piece of content.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Getting to Vistas

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

What annoys me is that they can push you down, but you can’t push them down.

I don’t mind not getting exp if they fall to their death, or if they take no fall damage and simply run back to me from down below.
I just want to be able to do to them what they do to me.
If I take out my hammer and banish them, they should fall like I fall when they push me.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Safe to delete Phase 1 event items?

in The Lost Shores

Posted by: MithranArkanere.8957

MithranArkanere.8957

So… can we get rid of them now?

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Behold, eles, we might get WARHORN!

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Well, if we are calling storms, those warnhorn skills better be sequenced, so using them once calls the storm, and you can still use them more. for additional effects under each type of storm or something like that.

Otherwise it’ll be too boring. Warhorn skills in the other professions are the most boring ones.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Hair accessory colors

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

Hair accessories ad underwear should be dynamically dyable, with all available dye colors unlocked by the character.

One should not have to get a makeover pack to make the hair ornament match the rest of the gear, and much less be limited to just the ornament colors.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

An option to disable right click targeting

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

Yup, mouse cursor disappearing during camera operation was another masterstroke from ArenaNet. It’s a far better idea than those other games that just leave the cusor visible and in place while you rotate the camera.

[…]

While you are in camera mode, two things happen:

  • Selection and aim moves to the center of the screen.
  • The cursor stays in place.

This means that ground targeting will happen where the mouse pointer actually is, but projectiles and auto-targeting will consider the center of the screen as the cursor.
So leaving the cursor visible would not be enough. There would have to be a crosshair too.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

What was the point of the 2 PvP events?

in Halloween Event

Posted by: MithranArkanere.8957

MithranArkanere.8957

The point was to have fun.

If you need some value increasing or some shiny to have fun, we have a problem here. And the problem is not an activity not giving achievement points or shinies.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

The hidden truth about the "Chaos of Lyssa"

in Festival of the Four Winds

Posted by: MithranArkanere.8957

MithranArkanere.8957

Impatience has its price too.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Make Selfless/Selfish Potions into infusions

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Please, no.

Make them unlocks into a new ‘visual effects’ section in the wardrobe.

Also add recipes to make unlocks out of all those infusions, upgrades, consumables and gizmos with visual effects.

Then, once unlocked, we’d be able to pick any 5 visuals that do not overlap in the visual effects view of the hero panel.

Unlocks are always better. No exceptions.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Should i delete some of my characters?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

If you delete characters, you will sacrifice many things. For example:

  • You will lose their birthday gifts.
  • You will lose any progress they may have, like map completion or crafting recipes.
  • You will have to level up all over again to try any new elite specializations.

Getting more slots is always better.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

10-Slot ToT Bag

in Halloween Event

Posted by: MithranArkanere.8957

MithranArkanere.8957

All I can say is that it should have been account-wide, and there should have been recipes with runes of holding to increase its size up to 20.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

The future of SAB

in Super Adventure Box

Posted by: MithranArkanere.8957

MithranArkanere.8957

You can’t compare rare digital goods with rare physical ones.

Recreating a prestige digital item is infinitely easier than recreating a physical one.
When you get a signed ball, and the signer dies, you cannot get more of those, unless you get your hands on a time machine. You could try and make a counterfeit signature and sell it, but the fact remains that it’s not the item.

When you get a digital item, as long as the data exists, it can be recreated. And as long as anyone has the item in-game, the data must exist.

With physical items, the warehouse is empty when the item runs out. When someone demands more, you can only /shrug, as nothing can be done.

With digital ones, the warehouse is endless, and if no more items come out of it, it’s just because the one who owns the warehouse wants to.

I can understand why limiting the access to the item creates rarity, but there’s no excuse for never, ever bringing a particular item back. An item can be available only for a few days ever year, or every several years, and still be rare.

“Gone forever” is not something you should do with digital goods.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

PSA Did some data mining

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

You forgot to change the “Ascended” line.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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so how do you kill ele ?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

The only thing that annoys me of the current PvP is the pace.

Too fast. Too much spamming. Too many instant activation skills used in succession.

No time for turning things around, attrition battles or your allies to come back unless they have things like portals. We are having 1-3vs1-3 fights going as fast as only 1v5 fights should go.

At the very least some instant activation skills should have an aftercast to let people get their bearings. This is not a game played in a lan party. There’s going to be lag hits. 1-3 seconds fights should simply not happen. The pace should be at least 5-7s.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

If real life was like GW2...

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

Could have been a guard too… they have the ability to use hammers…

Or a ranger, necromancer, or engineer.

Wait. What year is this?

Oh, nevermind. Too soon.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Why Skin Wardrobe should be a high-priority

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

This must be done.

Skin unlocks will ALWAYS be better than only being able to equip a single immutable set of skins. They add variety, freedom, long term goals that do not affect or limit combat.
Much like unlocked dyes are better than the old GW1’s fixed dye system, this is better than being limited to a skin.
Once you get a max tier, you no longer have need of better gear, and getting a new armor means you’ll have to get rid of older armors eventually, as storage is limited for them. And the game ‘stops’ for you in that area.

Adding a grindy tier does not fix that, because many people will see that tier as an unattainable goal.

But with skin unlocks, even if getting them all is unattainable for you, you can still go for some of them.

Getting some of the materials for an ascended is useless, they’ll be siting in your storage for ages until they are usable, but every skin you unlock gets to be used, making every step in skin progression a worthwhile one.
And once you have the skins unlocked, you can freely mix and match and wear the skins you like the most.

Something like this must be done.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

HoM skins - icon issues after transmutation

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Transmuted icons are bugged. They are not applied properly.
- HoM icons of some weapons are not always applied properly to the item in the inventory.
- ALL transmuted items will show the original item’s icon when show on a vendor listing. All of them. No exceptions. So make sure to doublecheck what you are selling, stats are names, or you may get a REALLY nasty surprise.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Hotjoin: it is time to let go

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Since the thread somewhat derailed from the original argument of hotjoin teaching bad habits to hotjoin giving too good rewards, here’s a fix to the OP’s title:

Rank and rating: it is HIGH time you let go.

Honestly.

Remember, this isn’t the GW1 of 2006 – everything (ranks, guilds, rating, competition) in GW2 was trivialized to the point nothing can fix it, even if you’d overhaul the entire point awarding reward system, because you cannot simply wipe clean everything players have farmed up so far.

Two words:

- Ladder reset .

I see no reason why that can’t be done in GW2.

Remember than there’s three “ranks” in PvP:
- PvP leaderboard rank
- PvP rank
- Glory earned rank.
They are three separate things counters.

You can be rank 30, have glory rank 50, and be very low in the laderboards.

But there’s some things they should do first before that.

1. Fix the inconsistency between the rank counters.
There’s 4 places where “PvP rank” is shown:
- The character selection Account Medal.
- The PvP rank title.
- The account rank bar at the bottom of the screen.
- The /rank emote.

While the medal and the title count rank, the bar and the emote count total glory earned. Including glory from extra sources such as PvP Glory Boosters.
Because of that, you can have situations in which you have deer rank and Gladiator title (not yet Mercenary), but already have the dolyak emote.

2. Add a way to show your leaderboard standing in-game. Like a /pvprank emote that makes a number appear above your head, or by showing the PvP leaderboard rank number or percentile instead your level while in the heart of the mists, as level is pointless in PvP areas. (Still hide it during matches until the end, so we don’t get leavers when they get paired with others of a low rank)

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Liadri alienates a lot of gw2 players

in Queen's Jubilee

Posted by: MithranArkanere.8957

MithranArkanere.8957

This is why Diablo III developers decided not to add achievements for monster power.

“Going an extra mile” should give its own rewards without putting anything out of reach from the rest.

In the case of Diablo III, if you can manage to do stuff in monster power 10, then you get better drops and level up faster.

But if you can’t, you can just tone it down and take things easier and slower.

Nobody doing monster power 10 feels unrewarded because there’s no achievements for it since they get other rewards.
And nobody who can’t manage monster power 10 is feeling alienated and frustrated about something they may never get because of things like poor Internet connection, a crappy system or not having two hands; because nothng drops in MP10 that won’t drop in lower difficulty settings. It just may take longer.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

An option to disable right click targeting

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

And not only for those vocal about it.

There’s many people who does not notice this is happening to them.

I cant coun’t how many times something like this happens at the start of AC story:
Me> “Careful with right click, you may open coffins when moving the camera.”
Some other player> “Aaaaah! So that was it! I though they opened at random!”.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Gw2 need more races and proffesions..

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

New professions are unlikely, but many of us still hope they eventually add a third Soldier-class profession.

As for races, at least tengu are a MUST.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Elementalists mist form

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]
That’s the issue, no other classes have a chance to go back into the tower. If you pull an ele off the walls and down him, you shouldn’t have to watch as he floats back inside again and gets back up.

If you don’t want that to happen, use immobilize right after or before they go down so it takes while they are not invulnerable.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Hype is real again!!!!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

So… when are we getting on ships to Cantha, Elona, the ancient ruins to the West and the faraway lands to the east?

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

New nightfury like shoulders this Wintersday

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Those should go in a separate ‘effects’ section in the wardrobe, not using up gear skins.

Same for other visuals that are potions now, like the Selfless halo. There should be a way to unlock them as effects.

I completely agree. Same with the polyundulating refractors and such. :\

Yeah. Like a mystic forge recipe or something to make an item that unlocks the effect out of the item that currently gives it. Cutthroat politics buttons, selfish and selfless potions, ghostly peppers, polyundulating refractors, preserved queen bees, the hylek hue potions, nightfury… they all could be turned into unlocks, rather than having to equip some item, using up skins, or carry around some gizmo or consumable.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Changing Guardian Renewed Focus?

in Guardian

Posted by: MithranArkanere.8957

MithranArkanere.8957

That skill should have been an instant activation stun breaker that gives a 2s invulnerability effect (3s with renewed focus), allowing you to do things under the invulnerability effect, much like elementalists under Obsidian Flesh, and renewing the virtues once the invulnerability ends, instead invulnerability being a channeled effect.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

What should I buy on the Gem Store?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Anything that is permanently unlocked with no future additional cost, not lost if deleted if it’s gear, toys or tools, and that it’s permanently available for all characters if it’s something they can use.

Right now this includes:
- Character slots.
- Bank slots.
- Collection expansions.
- Finishers.
- Basic Ore Node Pack
- Digital deluxe upgrade

- Skins require you to keep paying transmutation costs. So they are out. If you are going to pay gems for a skin, it better become free to apply on acquisition like HoM and AP skins.
- Bag slots are character-bound, and gone when you delete the character instead going back to an account bound pool of unlocked bag slots (e.g.: You can’t click bag slots in other characters to unlock as many bag slots as a previously deleted character had). So they are out too.
- Toys and tools require you to trade them with the bank all the time even if they are account bound, as there’s not “Toys and tools” collection tab in the bank from which you can retrieve unlimited copies of them, allowing each character to get and use their own. So they are out too.
- Boosters have timed effects that force you to stick to a certain task for their entire duration instead a guaranteed bonus effect pool that kicks in when you perform he related action, allowing you to do that action in your own time. So they are out too.
- Makeover kits won’t unlock styles. So you have to pay full price to go back to a previously set hair style, instead just some coins by talking to an stylist NPC, letting unlock some hair styles to change more often between them. So they are out too.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Mesmer is invulnerable but can hold a point ?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Mesmers have two separate effects that for some reason have the same icon: distortion and blur.

  • Distortion is a form of invulnerability despite what the lying description says. But at least it properly prevents capture.
  • Blur is an evade effect, but since there’s nothing ‘unevadible’ in PvP like some dungeon traps and boss attacks in PvE, it’s essentially another invulnerability.

You gain distortion with F3 and a trait, and Blur with Blurred frenzy and a well. While the blurred frenzy is ok as it locks you in place, the well lets you move around, and so it should give Distortion, not Blur.

They should also have completely different and distinct icons. Every single effect in the game should have its own distinct icon. Look at the Cultist in fractals, that uses a Protection icon for a freaking reflect.

The game is lying to you!

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Temporary or permanent content?

in Last Stand at Southsun

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

I’m not against new dungeons, but Southsun doesn’t need a dungeon.

Southsun should BE a dungeon. It may not be underground, but it’s a relatively small area, has few types of enemies, a single theme, neat places for boss fights and a story around it. Just like dungeons.
Also, it doesn’t have a “tunnel” structure, which would force the content to be less about getting to places and killing something there (and skipping as much as possible) and more about event completion, and would even allow to make it more non-lineal, like the Fissure and Underworld quests in GW1.

Not just that, all dungeons should have a “roaming” mode that is basically a version of the dungeon that is a level 80 shared instance with jumping puzzles and events and gathering nodes and stuff like that, that is placed in time right after all explorable paths have been completed.
Then, the current Southsun would become then the “roaming” mode of the Southsun dungeon, and a version of the Lost Shores content revamped for a party of 5 would become the “story” mode of the dungeon, retelling part of the Lost Shores tale.
Ascalon Catacombs has that partially made jumping puzzle and all.

I would go as far as giving a “Vanquisher” mode to each dungeon. Vanquishing in GW1 took ages, but it was really cool when you finished an area and you got the golden helmet icon.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Havoc's Heir Airship moved to Dry Top/SW ?

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

The Ship could move to whichever is the new area is added in living story.

In any case, whether the ship isn’t moved or not, it’ll be nice to have access to that area from both the Royal Terrace and the Ship.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Rampage needs looking at

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

It’s a long recharge elite. It should be powerful enough to turn the tide of a battle when used. If you are not prepared against it (namely blocks and blindness), you should try to avoid it.

Of course then you have things like mortar and basilisk venom that are used more often, but they don’t have Rampage’s recharge.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

*Precursor Rage*

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Sell or use. Never both.

And then the entire game’s economy collapses due to rampant inflation and lack of supply. Well done! You “fixed” it!

No. Don’t you think you can fancy yourself as bing right by using some economic verbiage.

Resellers do not provide supply. They take the existing supply and resell it. Resellers do not affect the total supply. The actual supply would be the same. Item sinks exist to keep the supply healthy so it doesn’t increase too much. “Sell or use, never both” guarantees a powerful item sink. If you buy an item, is to use it, once you buy it, it can’ be sold again, you’ll have to process the item (salvage, craft, mystic forge…) and sell the results if you want profit again out of it.

Inflation happens when gold loses value. Resellers cause inflation by decreasing the value of gold. How? Let’s say the economy has 10 people. 9 people have 2 silver and 1 apple each. 1 person has 20 silver and no apples. The 9 people set their apple to sell for 1 silver. The 1 person buys them all for 9 silver, and puts them back to sell for 5 silver each. That makes 1 person with 11 silver and 9 apples on sale, and 9 people with 3 silver each. Now, one of the 9 realizes that they need 2 apples. And go buy it to the TP…

But they have 3 silver, and the apples are now 5 silver each. Their coin that could buy 3 apples before now can’t even buy one. Their coin has lost value.

And that’s an example of inflation caused by reselling.

The 9 now have to go earn silver to pay for the 1’s prices, or go find their own apples, while the 1 just sits on his pile of coins buying and reselling. And the more they do that, the more they can do that, and less value coin has for the rest.

The only thing that can halt this process is how rare apples are. If they are easy to come by, the resellers will have to buy constantly to keep prices hijacked, and that’ll cost them because of taxes.
But if the item is rare enough, they don’t need to buy as often, and can keep prices inflated.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Please add end game raiding (10-20 mans)

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I disagree.

Women should be able to participate too in the entire of the game’s content. No exceptions.

Nothing should be for men only.

In any case, regardless of party size, what the game really needs is more risk of failure.

Wipe, and must start over.

Fail an event, and you wipe, and must start over.

Then bonus objectives that are harder to do at the same time and give bonus rewards when done.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Mounts/Addons/ and an LFD

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

- Mounts for running around have no place in GW2, because of waypoints and speed boosts. Mounts you own are no good, because they’ll have to design areas with them in mind. So, what kind of ‘mount’ is ok?
Temporary combat mounts, like golems, siege devourers, junundu, and the like that. Stuff you can use in a limited area for a limited time, that change your skills for a purpose.

- Addons require extra time and resources to screen them, and in many cases change the player experience and open the door to stuff like macros and automation.
Modifications are a very good idea for all single player and ‘private server’ multiplayer like many FPS and games like minecraft and terraria, where the extent of the mods are limited to people who like them, but for an MMO they are bad.
If anyone wants something to be added to GW2, they should go to the proper feedback channels and ask for it.

- If by “LFD” you mean “Looking For Dungeon” or ‘dungeon finder’ then no.
The game needs a better party search tool. That’s clear if you see how party finding sites like gw2lfg.com are popping out to fulfill that need.
But it must be one that works across maps and even across worlds once guesting is up (if it’s ever up at all), and allows searching for a party to do absolutely anything you can do in a party in the game, including things like personal story and PvP.
It most be something better than anything ever seen before, not just some crappy automated party former for dungeons as seen in some other game.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

[Suggestions] add fishing (and other demands)

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

It’s not enough to just say “add fishing”.

How do you suggest they do that?

Since GW2 is mostly an action game, fishing can’t be something you can do while AFK.
And since it’ll be basically gathering, it should not keep you at one spot for too long.

For example…

Put fishing “nodes” all over Tyria by water spots.
And put fishing rods as a new gathering tool in merchants (and the innevitable fancy ones in the gem store).
Also add fish recipes to cooking.
And don’t forget to make sea creatures have a chance to drop some of the ingredients you’d et by fishing, as well as putting things like coral, oysters and pearls in fishing.

Now, as for fishing itself… Remember the bell choir game?
Something like that. You use the node, your character takes out the fishing rod and you get your skills replaced. The camera aims at the water and you see a shadow in the water making moves like struggle, jump into the air, quick dive, splash wildly, and pull in several directions.
The shadow of the fish will quickly do 3-5 moves in 2-3 seconds, and you have to quickly press the keys to match it accordingly.
Each node has a ‘quota’ of 3 tries, but they get used up if you succeed on any of them.
If you succeed, you use up the quota of the fishing spot and get your materials. You could even get masterwork to ascended boot drops, although very rarely.
If you fail, you’ll get consolation prices like Worn Garment, basic or fine boots, enemy spawns like a disgruntled drake, angry krait, hungry skelk or an orrian attacing you.
Once all 3 tries are used up either by failing all 3 or succeeding in one, the daily quote of that fishing spot is used up, and you must find another fishing spot.
If you use the wrong fishing rod, you’ll get broken hook trash items.

This way fishing is quick and requires a bit of skill.

Additionally, the Tyrian Explorer’s Society could keep track of the biggest fish you caught, and give you a booklet with all kinds of fish and your biggest catches, and an achievement for matching the TES’s record for each fish. The booklet could be added as an achievement category in your list, and keep track of your biggest catch even when you maxed each achivement by matching TES’s records. You’ll getachievements like “Trout”, “Bass”, “Sturgeon”. But not achievements like “Shark”, “Dolphin” or “Whale”. Those are protected, do not fish them!

This is just an example. Now give yours.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

[Suggestion] Legendary essences of luck

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

When players reach higher luck levels, essences of luck no longer feel as rewarding as before.
500 luck is something you can easily get by salvaging a few Fine items, after all.

Why not making them give also a small percentage % of the current luck bar? Something like 10%.

10% a month is not that much at lower levels when 500 luck is still noticeable, but it’ll be much more noticeable and rewarding when the other essences no longer raise luck that much. And just 120% of a bar a year won’t get anyone’s luck maxed in little time.

That will keep legendary essences of luck rewarding at all levels of account-wide luck.


Oh, and I know some people could be tempted on hoarding them them to use them at higher levels to make the most of the 10% boosts. You can only get 12 of these a year, but if that’s a problem, the effect could be added directly like exp and coins when the monthly chest is opened. Same with karma. Why are we getting the karma in a bottle is it can’t be traded and there’s no reason to hoard them, anyways?

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)