Showing Posts Upvoted By Ataraxis.6098:

why do people forget about dungeons?

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Posted by: rizzo.1079

rizzo.1079

Because dungeons aren’t fun.

Are you honestly saying WoW 5-man boss mechanics were any different? They were also huge piles of HP with gimmicky attacks. Not even heroics were hard, same deal, a few new mechanics, still the same braindead encounter. Atleast in GW2 you need to be aware and dodge/block etc.

Don’t play WoW and if the dungeons in it are less fun than the ones in GW2 then I’m glad I never got into it.

Retribution Expectations

in Flame and Frost

Posted by: Brutal Arts.6307

Brutal Arts.6307

I have no expectations, somehow I will still be disappointed.

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

Personaly, I don't think Dailies are a good idea

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Posted by: stayBlind.7849

stayBlind.7849

Dailies are a lazy replacement for actual content.

Why I think you're losing active players

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Posted by: Aeonblade.8709

Aeonblade.8709

I love how this thread turned into people defending the shoddily designed dungeons, fractals, WvW mechanics, and class bugs rather than actually reading the OP.

The game is fundamentally broken unless you hardly ever play or play 24/7. There is no reason to casually play this game 2 hours a day at max level because you can’t accomplish anything noteworthy. The difficulty slides between laughably easy to stupid hard just going to the next heart/dungeon/ what have you depending on what monster you are fighting.

Basically this game has a hardcore legendary weapon grind for people with infinite free time, or enough content that Johnny playing twice a week will never finish or catch up. Meanwhile 90% of the rest of the players in the middle ground are screwed.

I think I have managed to actually put a dungeon group together twice, and we even almost finished one once!

Anarai Aeonblade [GASM] – Guardian – DB
RIP my fair Engi and Ranger, you will be missed.

Why I think you're losing active players

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Posted by: rizzo.1079

rizzo.1079

I’d love to see how those “casual” players play the game if they struggle with the difficulty of dungeons, an actually video about a “casual” trying to get through a dungeon like hotw. The way some people describe them makes me think that they are physically disabled people with mental issues. No offense but I still think that people use this whole “casual” argument because they want to run through every dungeon first try in 20minutes.

I wouldn’t consider myself a ‘casual’ player, since I’ve been playing video games for almost 30 years and generally put at least 4 hours/weekday and 8-10 hours/weekend day in, though I wouldn’t say I’m hardcore either. That said, dungeon design rewards rote memorization, cheezing and cheating, not player skill. I can solo just about any champ in open world pve. I don’t expect my first time to take 20 minutes, but I would like my first time in a dungeon to not consist of an hour + of me res rushing(before) or battles where I’m dead, laying there and only a burden for the other 5 guys on the team. Especially with the no wp during combat change(meaning I can’t even learn how whatever downed me did it and how to avoid it, very bad design decision) I have no reason to even try to run dungeons, I’m just dead weight for any team while they vainly try to down the boss with only 4 players or res me.
Not to mention that the dungeon runs aren’t nearly as profitable as a few decent karma train runs, the gear is nothing special(I’m not into the dressup thing they have going) and the fact that I must play with other players, there’s no good reason for me, personally, to even attempt a dungeon.
I play the game to have fun, none of the experiences I’ve had in a dungeon in this game can be considered anything close to fun. The best, least foul adjective I can use to describe them is ‘frustrating’.

(edited by rizzo.1079)

Why I think you're losing active players

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Posted by: TooBz.3065

TooBz.3065

I agree with almost everything you said. Regarding the economy, I think the problem is more the scarcity of resources than the amount of gold. You alluded to this in your post, but I want to be painfully clear.

Give people more gold chasing the same number of goods and the price will rise. The problems with the economy can only be solved by changing the drop rates.

Anything I post is just the opinion of a very vocal minority of 1.

Why I think you're losing active players

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Posted by: Avigrus.2871

Avigrus.2871

Agree with everything you’ve said.

My guild of 20 is now a guild of 3/4…

If you don’t like dungeons, there is very little to no end game. I find myself waiting for hours at dragon spawn points so i can get some rares to make some money to save for a pre-cursor… which seems to go up in price every day – it is just ridiculous. Not even taking into account the loadstones i need to buy because they have a drop rate of 0.0001%. I have about 10 loadstones in approximately 1,100 hours of gameplay across my 4 level 80s…

Sometimes i feel the makers of this game are sitting back and laughing at us farming away for this stuff which never drops… oh but you can’t farm because of DR right? That’s another winning idea.

The dungeons are challenging, but most are do-able for experienced players – i completely agree with your comment on this regarding casual players however.

Dungeons are annoying as hell in this game… you know which game had great (raid) dungeons… EQ2. They were so challenging my guild worked for days/weeks on particular encounters… but they were fun and didn’t consist of red rings covering an entire room that 1 shot people (subject alpha i’m looking at you).

80 Necro (5), 80 Guard (4), 80 Mesmer (3)
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)

Why I think you're losing active players

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Posted by: yohoia.1850

yohoia.1850

+1 here too. You are absolutely right. Particularly about the economy. One of the few fun things that you can do with your lvl 80 (if you don’t pvp, and I don’t) is to test out different builds/gear-combinations. As it is now, you just can’t because you just can’t afford it. You cannot even change your outfit/appearance in an affordable way; to do that you need to pay money (stones) every time you want a new style for your gear making it less appealing to do it on a daily basis.

Why I think you're losing active players

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Posted by: shaktiboi.5194

shaktiboi.5194

Started reading this with my crash-helmet on, expecting another one of “those” posts. Instead, ended up with +1. I’m still enjoying the game, and expect to for a long while, but… all of your points resonate to some extent. I do wish that you hadn’t, even calmly, trashed Robert Hrouda. In the end, it makes it personal and detracts from the thrust of your point, which I believe is:

Your dungeon content has no “middle ground” difficulty level for less skilled players.

Your point was made eloquently and bringing him in didn’t add anything to it.

That’s a fair point, and I did think long and hard about that aspect of the feedback. However, Robert has made it clear on many occasions that he fundamentally believes that dungeons should be very hard. I fundamentally believe that he’s wrong, and so do 500-ish other people that I’ve interacted with about the dungeon content over the past 6 months. I fundamentally believe that if you have only a “very hard” tier of dungeons, you exclude a huge portion of the audience that funds the game development.

If the dungeon design were more casual friendly, some how (perhaps by having multiple tiers of difficulty), then my casual guild would still be logging in at least once a week to play together by crawling a dungeon together. We’ve done that for years in other games. We’d still be logging in regularly, having fun together, and occasionally spending money on vanity items or gems to convert to gold to try some different gearing options, or whatever. For the long haul. But as it is now? There’s no reason to log in weekly and get together in GW2. We’re looking for other games to give us that excuse now. We’d LOVE to have a reason to keep logging in weekly to GW2, as a guild, and doing things together, but there is literally nothing left for us to do that’s interesting or engaging.

(edited by shaktiboi.5194)

Why I think you're losing active players

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Posted by: shaktiboi.5194

shaktiboi.5194

Just some simple feedback to Anet; not looking to trollbait or debate folks who reply here. And FWIW, I’m a “fanboy” and think GW2 has been truly one of the best MMOs since the genre began. I’ve been playing them for that long and have played or beta-tested most of them. And I have 5 level 80 chars here in GW2 with three of them fully-tricked out in exotics or better. And I have participated heavily in all end game content, especially WvW. (Well, I never bothered with SPvP; not my thing.)

GW2 had the potential to keep me, my spouse, my longtime casual “family and friends” guild of 9 years, and my longer-time -very large and successful- hardcore PvP guild of 13 years still actively playing even now, past the 5-6 month mark where most of us have finally hit the saturation point. Even in the face of all the new 2013 MMOs that are about to come out (I’m beta testing no less than 3 different ones this weekend.)

But your endgame content frankly fails on three very simple accounts:

1. Your dungeon content has no “middle ground” difficulty level for less skilled players. Some of you will flame this post and say that the dungeon content is “too easy” even now, but I’ve got 20 people from my longtime casual guild who will beg to differ. A guild that did fine even on the middle tier of The Secret World (“elite” difficulty) and in other games struggled -greatly- with the overall difficulty of all GW2 dungeon content. Fractals were a bit better (easier) in the lower sub-10 difficulty levels, but the time investment to finish all three + jade maw to get any substantial reward is too heavy to accomodate the realities of gameplay windows for casual gamers. I’ll say it plainly and frankly: I know he means well, but Robert Hrouda should not be influencing or guiding your dungeon design in any way, because he does not understand the needs or capability of the typical “casual” gamer. Every one of my 20-member casual guild universally hates the standard dungeon design here: the stupid, senseless way they’re made difficult (and too much so), and the terrible “all or nothing” reward design. I’ve never heard good things from my large PvP guild either. Not -one- compliment for the dungeon design here out of the nearly 500 people I know who have played this game. Robert: Are you listening? Do better next time.

2. Money is too tight and the economy is too expensive. I’ve invested more than 1000 total hours in the game and have 5 level 80 characters. I’ve -never- had more than 20 gold in reserve at any one time. I have no hope whatsoever of ever attaining a legendary weapon for any one character. The costs are just way too far out of reach. Outfitting a single character in full exo gear is just stupid expensive and I’ve always resorted to grinding slowly for yellows, breaking them down with BL Salvage kits for ectos, and regularly scouring Orr and FG for ori and ancient wood. It’s slow and time consuming. Ultimately, it has made it -impossible- for me to experiment with different builds and gearing combinations. I’ve had to make a decision every time: will this character be focused on WvW or on dungeons? I couldn’t try the same class in both environments because I couldn’t acquire the two sets of gear necessary to do so.

3. Your “guild challenge” content completely excludes small casual guilds from the process. The unlock costs are incredibly and urealistically high for a smaller casual guild. After 6 months of spending our influence on very little (overall), we couldn’t even afford the very first unlock when you rolled that content out. That was the final nail in the coffin for my small guild. We didn’t enjoy your dungeon content as a group activity, and we were holding on only to see if the “guild challenge” content would keep us engaged. Nope: you left us out in the cold.

Anyway, I’m trying to keep this feedback relatively short. At this point you’ve lost my entire casual guild and my hardcore PvP guild. There are a few of us who still log in a few times a week to mess around and check whether the Daily that day will be fast and easy, but that’s about it. Most of us are already looking for the next game. I suppose you could say “hey, keeping you around for 5-6 months is pretty good for an MMO these days”. And that would be totally true. GW2 is a really strong game. The real point of this post is that if your end-game design were more casual-friendly in the three aspects listed above, you would have kept us engaged for much longer than that.

(edited by shaktiboi.5194)

Why I think you're losing active players

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Posted by: JaironKalach.4938

JaironKalach.4938

Started reading this with my crash-helmet on, expecting another one of “those” posts. Instead, ended up with +1. I’m still enjoying the game, and expect to for a long while, but… all of your points resonate to some extent. I do wish that you hadn’t, even calmly, trashed Robert Hrouda. In the end, it makes it personal and detracts from the thrust of your point, which I believe is:

Your dungeon content has no “middle ground” difficulty level for less skilled players.

Your point was made eloquently and bringing him in didn’t add anything to it.

I play on Maguuma
Uru Kalach (80-War)/Kalthin Leafletter (80-Rgr)/Kalfun Gai (72-Guardian)
Leader – An Unexpected Kinship (AUK)

New Dailies

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Posted by: WeLoveKanjimari.6725

WeLoveKanjimari.6725

You cannot solo the kill combo daily which is kitten me off pretty hardcore. You can’t even do it with strangers, you HAVE to add people to a party to do it.

They made these achievements sound like a reason to come back to the game, but…yeah. No. This is really stupid.

New Legendary Effects - Share your vids/pics

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Posted by: Fay.2735

Fay.2735

Great, now the Dreamer shoots my little ponies.

I think its the most awesome thing ever

•— Fay Everdunes | Fay Erduna | Lilyfay (Fay.2735) — Mesmer/Revenant — [NA]FA — 8k±Hrs Played —•
Have you heard of the city? The ancient uru? Where there was power to write worlds

Let's debug minion AI

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Posted by: Drakent.9605

Drakent.9605

you know is sad that the community is able to find the problem and solution better then the ppl who are actually getting pay to do this and what makes it worst is that they try to fix game issue by doing the exact opposite of what the community tells them.

Let's debug minion AI

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Posted by: Druitt.7629

Druitt.7629

Don’t mess with my cheer squad.

I feel much more important and the ego boost is greatly enhanced when my personal audience only decides to help once I shown them for 10-15 seconds that this truly is a worthy fight.

How about if they fix the problem, but then allow you to trait for it? Call the trait, “Admiring Minions: Your Minions will not enter combat for 2 + 0.1 * Level seconds after you do, but will instead emote randomly. You receive the Admired boon, which makes you feel proud of yourself for 20 seconds or until out of combat.”

Shortcomings of the Necromancer

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Posted by: CHIPS.6018

CHIPS.6018

I was running away from a zerg in wvw. One of my minions got hit or started attacking. I instantly run much slower. Then the enemies (in non-combat running speed) caught up and snared me. The rest is history.

I was fighting a guardian 1v1 in wvw. I started winning and got him to 25% hp with my minions, and he started running. I snared him and bleed him, but he just won’t die due to my low damage. My minions cannot catch up to him, so they can’t hit him. After a minute of chasing he found a group of zerg ally to help him out. Now I started running. I didn’t make it home.

I was defending a wall. Since I cannot cast my marks on enemies below, I had to jump onto the edge. A second later I was pulled down. I was chained, frozen, crippled, knocked down, bleed, poisoned all at once. Didn’t make it back up.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

(edited by CHIPS.6018)

Shortcomings of the Necromancer

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Posted by: Troodo.9315

Troodo.9315

I agree in most of the problems listed above.
And to add my own.
I really REALLY hate how my minions sometimes stands around doing nothing while I fight, or even worse (flesh golem being really bad at this) runs off on their own to pick a fight… I though that I was supposed to be in control of my minion? Guess not

Shortcomings of the Necromancer

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Posted by: XiL.4318

XiL.4318

I really dislike fake Guru’s jumping in rational well articulated threads just to feel Guru. Especially when they just ramble misleading and often completely false information and defend it rabidly.

Also Quill is 100% correct. Save the semantics. If you dissagree with anything stated by Quill in the OP you are dissagreeing with reality and no one needs to know what you think about your own imagination.

Shortcomings of the Necromancer

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Posted by: Martacus.4085

Martacus.4085

Yeah, I’ve also noticed that going into Death Shroud cancels my might from Blood is Power…

Wat do, Arenanet?

Shortcomings of the Necromancer

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Posted by: Quillixx.7034

Quillixx.7034

The mechanics behind Death Shroud also needs to be looked at. The fact that having a staff equipped in the background directly impacts damage over the other weapons is a problem. If you don’t use staff in a DS build, you are limiting your DS 1 damage output. The currently equipped weapon shouldn’t impact damage output.

It seems like most utilities or traits the necro has, are watered down, or mechanics in play work against the design of the profession. So many traits affect only power based builds, while the profession is heavily designed around conditions and condition manipulation, yet no traits that bolster +condition damage itself, because evidently the mesmer needed them more.

Of the 75 total trait options, both minor and major, there are only 4 that actually increase damage, not duration, for conditions builds. 2 traits are an increase because they apply conditions, Barbed Precision has a 66% chance to add a bleed on crit, and Weakening Shroud casts Enfeebling Blood at the necro’s current position when entering Death Shroud, and has a 15s internal recharge. The other 2 add might; Reaper’s Might, and Signet Power which adds 3 stacks of might when using a signet. And no, I don’t count Siphoned Power in this lackluster list, because no one has actually ever found a means of using it what-so-ever to actually benefit necro play.

There is so little direction and continuity with the necro profession. The profession honestly needs a complete overhaul on traits, utilities, and mechanics. But the downside is, I don’t see that happening, just ANet doing bandaid patches, which ultimately won’t fix the profession, even long term.

(edited by Quillixx.7034)

Shortcomings of the Necromancer

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Posted by: wiazabi.2549

wiazabi.2549

You forgot how Death Shroud, Lich Form & Plaque disables the ability to watch your cooldowns.

Shortcomings of the Necromancer

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Posted by: Aenesthesia.1697

Aenesthesia.1697

Necromancers are suposed to be the one that master fear, yet our only skills that do fear are 1s long when Warriors or Thieves get 3s+ fears, seems legit .

and, for what i’ve seen, our 1s fear doesn’t affect bosses any longer? now we can’t even use it as an interrupt!!!

Shortcomings of the Necromancer

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Posted by: Syko.3726

Syko.3726

Necromancers are suposed to be the one that master fear, yet our only skills that do fear are 1s long when Warriors or Thieves get 3s+ fears, seems legit .

Shortcomings of the Necromancer

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Posted by: Swadow.6213

Swadow.6213

You forgot:
*The only profession that requires a Grandmaster Trait to get Stability
*The only profession that doesnt have access to any blocking or evasion skills

Shortcomings of the Necromancer

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Posted by: SallyStitches.4096

SallyStitches.4096

It’s all really unfortunate, as I wanted to love my necro at the beginning. She was my first 80. I so badly wanted to use axe/dagger, but sadly, the axe still hits like a wet paper towel. Are we just forever stuck as having condition builds be our only option?

How can this be fun? Legendary grind

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Posted by: Nuka Cola.8520

Nuka Cola.8520

A legendary item must drop from a legendary boss/dungeon and not made in mystic toilet. At least that’s how i see it.

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

How can this be fun? Legendary grind

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Posted by: Narkosys.5173

Narkosys.5173

What they said pre Nov 15 doesnt exist please remove that from your memory. This is anet 2.0 and manifesto 2.0. Grind vertical progression boring bad game play in 1 spot 24/7.
Just in case you have an idea not to do the above they made sure you will get 0 loot reward and wont be able to waypoint back to the start area since you wont have the money.
Legendaries are a side product meant to keep the vanity going nothing more but added a little enticement of stat increase. Buy gems you will hmm?

How can this be fun? Legendary grind

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Posted by: CrassBippy.4619

CrassBippy.4619

Hint: it’s not fun, which is why a lot of people don’t care
About it.

Bi Furious [Fist] YB

Why are all the active guilds WvW?

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Posted by: Vol.5241

Vol.5241

There is just no incentive to have a PvE only guild. There are no raids here, and dungeons are limited to 5 people. Meta events usually have more than enough people, so you don’t need to grab all your guildies to do it.

[Permabanned on Forums]
[Currently Inactive, Playing BF4]
Magic find works. http://sinasdf.imgur.com/

Would you like the skills from GW1 in GW2?

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Posted by: kryo.3586

kryo.3586

I know the game has it’s problems elsewhere. Content, Grind, Economy etc…

For me the best part about GW1 was the diversity of builds that you could achieve with your character. I remember the first time 55HP monk was discovered. It opened up a whole lot of farming options for your monk that you never had available before. Underworld was brilliant fun farming ectos alone. The best part, When the devs discovered the farming the didn’t just outright nerf the build, they added monsters to make it harder, but not impossible.

I also enjoyed the skill hunting aspect. Exploring the world looking for Random bosses to steal the Elite Skill. Not only was this good Solo fun but it almost made you re-enter story missions to capture the Skill you missed. If this was implemented in GW2 it might help alot of lower level characters get a Story group.

The biggest benefit to the GW1 skill system was PvP. It made PvP dynamic. When touch Rangers were first introduced it was a nightmare and it forced you to find ways to deal with such builds.

I feel GW2 moved away from GW1 in the wrong direction. The skill caps and proffession changes in GW1 were what made the game great.

Agree/Disagree?