Showing Posts Upvoted By Bellatrixa.3546:

Another Patch of more PvP nerfs to PvE

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Posted by: Endless Soul.5178

Endless Soul.5178

As a PvE only player, I was scrolling through the patch notes, dreading to see the necromancer section. There didn’t seem to be one…this time.

Also, as a necromancer, I know exactly how many of these nerfs in other professions feel.

Asura characters: Zerina | Myndee | Rissa | Jaxxi | Feyyt | Bekka | Sixx | Akee | Tylee | Nuumy
| Claara
Your skin will wrinkle and your youth will fade, but your soul is endless.

Make GWAMM characters from GW1 Heroes in GW2

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

1. GW1 was pretty much a single-player game what with instanced zones.
Umm, no. Do you know how many people(players)i helped with heroes vanquish parts of the game that they couldn’t do themselves? Every town would funnel players together for the content in that area. I don’t know how you can say GW1 was a single player game, with or without the heroes.
2. Adding heroes made it 100% a single-player game.
Again wrong, many times trying to fill an eight player party you could substitute a player with a custom made Hero, which was a vast improvement over the henchmen’s preloaded skills. You were not forced to play a single player game.
3. There was never any reason to group with other players except for some very tricky missions.
Again, Biased opinion. Me and a buddy i have known for well over 25 years did actually play a lot together. I would bring three of my heroes and he would bring three of his and we would have fun creating builds and trying to optimize our synergy. And when someone else logged in we would both kick a hero and take a third player with his choice of hero.
4. In my opinion heroes basically ruined GW1.
That is your Opinion. Your entitled to it. But don’t think that your opinion counts more than any other players. Just because other players were enjoying their game without You, without having to listen to You, and not taking orders from You, does not constitute a GW1 was ruined by heroes rant.
5. Seven little buddies that you could finely control and use their skills whenever you wanted were a lot more useful than most players, sadly.
Actually we found two teams of four, each self sufficient with their own healer were way more optimized than one person with seven hero/hench. We could actually pull mobs in different directions and scatter in different directions.
6. There’s absolutely no reason for heroes in GW2.
Again Biased, I would love a hero. A lot of other players would like a hero, this whole “bla bla bla Heroes ruin the game” is rubbish.
7. There are always other players.
I have to disagree with you here. Playing off hours trying to get a dungeon group is not very easy.
8. If you want a single-player game, why not just play one?
Guild Wars 1 and Guild Wars 2 were never a single player game, but you shouldn’t bash other people for playing how they like to play.
Your Gwen Stephani “This world is forcing me to hold your hand.” mentality is what makes some people leave the game.

I’m afraid you’ll never change the minds of some of the hero haters in this thread.

It’s a total myth that heroes ruined GW1. They actually augmented it and they meant that you could beaver away at all those lengthy titles without dragging someone along for the ride. And they were not designed in from the start. There were always Henchmen but Heroes came along much later.

I believe GW2 could accommodate heroes in some form or other and I would not be surprised to see them introduced one day, probably in the form of a single companion that would have a basic level of controllability (attack, defend etc) similar to a ranger pet except they would occupy a party slot.

Sources of future forum outrage, in no particular order:

1. Introduction of mounts
2. Introduction of heroes
3. Nerfing of HoT.
4. XPac2.

hehe

And what are heroes if not henchmen that you could customize, and had added control options? Guild Wars 1 was designed around using henchmen as an option. Customizable henchmen (heroes) and better controls were added later, but that doesn’t change that the game was designed with the idea that players could be using full sets of NPC allies.

Be careful what you ask for
ANet may give it to you.

Make GWAMM characters from GW1 Heroes in GW2

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Posted by: World War III.3869

World War III.3869

You can faceroll through HoT with the correct builds/equipment… I haven’t met anyone who can not complete it(ignoring bugs of course). Plus, That’s what the GUILD in Guild Wars stands for. If your guild doesn’t help maybe it’s time to shop for another one.

I think the biggest problem is that in GW1 most everything was done in it’s own personalized instance. Here in GW2 it would create too much clutter. I loved my heroes sure, but there’s a lot of other things need fixing and implementation. I could see hero reward tracks(like the pvp ones), black lion ones, gem ones etc. Just doesn’t fit to me in current climate. Maybe all it needs is a buff to the useless NPCs in HoT Story mode. I thought they were supposed to make the dung story modes soloable? Maybe that’s a start in the direction some of you want.

PS: Add me in game, if not busy or leaving soon, I’ll hook you up with a guild that helps orr help you myself with HoT content.

/signed anti social club guy that soloed(even a ton before heroes) most if not all (minus The Deep, etc)of the GW1 content.

Reports of banditry have increased in Kryta.

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Posted by: EphemeralWallaby.7643

EphemeralWallaby.7643

Either they heard about afk farmers, and are starting their search for some easy pickings….

…or someone told them that there’s punch and pie.

~EW

Make GWAMM characters from GW1 Heroes in GW2

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

The game could easily take a limited number of heroes in open world – one per character.

In what way would this be ‘easy’? The game would need new AI, new UI for managing these ‘pets’, some sort of build and gear management, and an entirely new sort of culling process to account for them. Of course, it can be done — the question is whether the value to the community is worth the effort (and is more important than any other projects that would have to be postponed, due to lack of resources).

I know heroes are something that divide the crowd but the introduction of heroes in GW1 extended my enjoyment of that game by at least a year, probably more. It could do the same in GW2.

No question that heroes both ‘saved’ the game (making it unnecessary for new players to play with others) and ‘ruined’ the game (making it harder for everyone to find folks to play with).

But GW2 is nowhere close to the point that GW1 was at when Nightfall and EotM were launched. There are plenty of other changes to the game that will serve the community better, some for far less effort.

Heroes were (and are) one of the best features of GW1; that doesn’t mean they would even be a good feature for GW2.

John Smith: “you should kill monsters, because killing monsters is awesome.”

Hall of Monumental Frustration.

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Posted by: LunarRXA.5062

LunarRXA.5062

Quite possibly the most entitled Hall of Monuments post I’ve ever seen. I spent about 300 hours playing GW1 while waiting for Heart of Thorns and I don’t regret it one bit. I got 32/50 points in the Hall of Monuments with help from /r/GuildWars and really enjoyed the game though I made a lot of threads asking for help from time to time.

Honestly, if you don’t have any patience then you shouldn’t play GW1. Getting into it this late in the game requires that you do your homework, be patient and most of all persistent. It’s not an easy game, and as Gendou said, the majority of the upper-tier rewards are reserved for GW1 Veterans.

I’ve seen plenty of players since I played waltz into /r/GuildWars and get their Fiery Dragon Swords with relatively little effort. The Hall of Monuments isn’t designed to be accessible to beginners; it’s basically an end-game achievement system…

Hall of Monumental Frustration.

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Posted by: Gendou.9620

Gendou.9620

Lets get something very clear here, the hall of monuments system was not made to honor anyone who bought GW1 as a sort of pay-to-acquire extra gear. Arenanet clearly stated the hall of monuments was implemented for long time veterans who achieved a long list of titles, mini-pets, special weapons etc within the GW1 game. This was never intended to apply to anyone who just owned the game and rarely played. It was to reward players who dedicated themselves both time-wise AND money-wise to the growth of guild wars following into the second game.

You are confused? Well then the feature wasn’t made for you is the obvious answer. I myself spent thousands of hours in guild wars 1 and feel great with the rewards I got, and I am glad Arenanet made a feature to appreciate players such as myself that stuck with them through all the years and success they achieved. Why should you be entitled to rewards without any work put in? People worked hard to get these rewards, so either get over it or put in the time to get them yourself(Don’t expect anything from delving in for a week or two; players like me spent YEARS, they are called “achievements” for a reason).

Change AFK farming spot in Mount Maelstrom

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Posted by: Teofa Tsavo.9863

Teofa Tsavo.9863

I…don’t understand why people care about this. Please, help me understand. You barely get anything worthwhile even when actively farming the core maps, can’t imagine it’s significantly better if you AFK farm for an entire day. There’s got to be better uses for your electricity and PC processing power than that.

This has got to be a free player issue. I feel like everyone else who owns the game is just…above all this.

A “free” player with Pact Mastery? Hilarious. Always blame the FTP, right?

Ley lines. The perfect solution to deadlines and writers block. Now in an easy open Can.

Change AFK farming spot in Mount Maelstrom

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Posted by: Rhyse.8179

Rhyse.8179

There are already anti-farming measures in the game.

https://wiki.guildwars2.com/wiki/Diminishing_returns

They completely prevent active farming (I can trigger it in about 5 minutes, by killing many things rapidly, with only about 15 mins to full loot lockout) but do nothing against AFK farming because of the slow kill rate. So part of the problem is that live players CAN’T farm, making AFK the ideal method. If you fix this, the corresponding price drop/competition will make afk farming a lot less attractive and reduce the problem a fair bit.

“I care nothing for a festering industry that wantonly refuses to
provide a service that I’m willing to purchase.” – Fortuna.7259

Change AFK farming spot in Mount Maelstrom

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Posted by: penelopehannibal.8947

penelopehannibal.8947

I’ve been killing afk farmers in multiple games for a while. If they are specced efficiently its fairly easy to end them. If they spec for tanking, well let them be, and report. I used to afk farm on my engie (5 minutes at a time with turrets) when I had to afk during world completion. I first used them as defense, but then I noticed I got loot and xp. Very cool. For rangers and necros, well they could get the same 5 minutes despawn timer if they are afk. But, in all honesty, this doesn’t bother me at all. When is the last time you ran SW. My bags are super full in 30-45 minutes, tons of loot. I feel like afk farming is slower than slow, its more of an offshoot from trying to keep the game fun for pet classes.

I say leave it as is. However, I sure hope they continue to work on botting. It’s different if you don’t get logged out eventually, because a program is moving your character. Then you can farm all day, which is already against the game’s rules. Botting is not the same problem as afk farming. Unless there is some trick I’m unaware of, but I figured after 20/30 minutes you get logged off for being afk?

It’s not about how much they can get. It’s about getting it whilst being in bed or at school or work whilst not actually playing.

Blood & Merlot [Wine]

Change AFK farming spot in Mount Maelstrom

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Posted by: penelopehannibal.8947

penelopehannibal.8947

This has got to be a free player issue. I feel like everyone else who owns the game is just…above all this.

It’s not a free player issue, since you have to own HoT to have the Pact Mastery line to get the loot whilst AFK.

Blood & Merlot [Wine]

Mystic Coins again

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Posted by: Siobhan.5273

Siobhan.5273

Found this post on Reddit made on April 28 (18 days ago) interesting:

Brodernot2 18 days ago
“Trade post baron” here. It’s nothing new that we have insider information. We’ve had it since launch and will always have it. I’m not going to give away my source, but as far as I am aware, Anet is alright with it. I’d know because they’ve contacted me about it in the past.

Further, they need players like us for some important reasons. For example, we are a major gold sink. Every time I dump an item at 5k gold, 15% of that is disappearing. Most players won’t sink that much in their entire playtime but we do it daily. In addition we modulate supply and demand in order to keep valuable skins valuable.

Oh, if you’re still doubting me, take a look at what’s going to happen to mystic coins next week :-)

Now, not really having need to purchase coins, I don’t know if this user meant the price was going to crash, or rise, but I thought the reference interesting considering I’d just read that somewhat recently, then saw this thread pop up.

Hopefully, the prices stabilize soon.

No news since October 28th 2014. Question asked straight up! 473 times. 647 days and thread locked..

Mystic Coins again

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Posted by: Ayrilana.1396

Ayrilana.1396

Players can get obsidian shards from there at a rate of 1 commendation for 5 shards. Sometimes the large bag is available letting you get 10 shards per commendation. I don’t see anyone making a fuss about them being available from a guild vendor.

Not every system added will be available to all players. If it were map rewards then players who don’t have the time to farm events would be left out. It also doesn’t help that the coins would likely not be that plentiful to begin with or as frequently available.

Anyone can be a member of a guild that does guild missions. It’s just one other source that can affect a larger percentage of the playerbase while giving them another reason to do guild missions.

It also allows players to get more mystic coins than from map rewards or increased daily frequency. There are several timegates in place to prevent a sudden flooding of the market and we can be sure that there will be future recipes that require them putting a strain on supply. If the price drops too much, Anet just has to release a new recipe for a skin that requires 50-100 mystic coins.

(edited by Ayrilana.1396)

Make GWAMM characters from GW1 Heroes in GW2

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Posted by: PopeUrban.2578

PopeUrban.2578

Oh because it’s not YOUR playstyle it’s inappropriate. I love these elitists.

Uh, no, because it’s literally not a feature of the game, and making it so would be a massive power imbalance between those who have it and those who do not.

You’re asking for heroes, right? In essence you’re asking for a system which effectively doubles (or more) the survivability or damage of any given character. Then you’re suggesting that it should somehow be made available to only a select few, based upon effort in a completely different title.

GW1 was a game designed specifically around requiring certain roles to be filled any time you attempted combat. It was a game designed around strict party requirements that assumed at a basic level everywhere you went in its instanced world you were travelling with a pre-arranged party to fill all of the requisite combat roles.

GW2 is a game that assumes that in most of the game you are organically meeting up with other players for short periods of time to complete content, or are capable of journeying through these areas alone.

This has nothing to do with play style. You are literally asking to have players combat power doubled (or more) in a system that has no upper limit on number of players contributing to a given event, and not at all changing anything about the way the game is played.

Adding such a system assumes that every player has access to it, which in turn assumes it needs to be made widely available and assumes the content is designed around players possessing it.

What you are suggesting is that on virtue of having grinded a bunch of titles in a different game, you should be equivalent to two or more characters in this one. There is a reason Arenanet did away with the concept of NPC companions very early in developement. They add nothing to open world style content aside from requiring the addition of even more enemies to the world to counterbalance them.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Make GWAMM characters from GW1 Heroes in GW2

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Posted by: Redenaz.8631

Redenaz.8631

Imagine if everyone in the game had a Ranger pet, and Rangers had two pets. Not temporarily, but all the time.

Seems to me that either these heroes would be too weak to help you do HoT group events by yourself, or they’d be too strong and the game would warp in weird ways around them.

I like GW1, but I don’t think GW1 players need any more rewards than what they have. It’s hardly in Anet’s best interest to divert existing GW2 players back to GW1, especially when they’d have to dedicate seriously non-trivial resources to do so, by building a major new feature into GW2 for it. If they were going to all the trouble of implementing a “partner” character or a hero, that’s a major, sellable feature that could headline an expansion.

~The Storyteller – Elementalist – Jade Quarry~

Make GWAMM characters from GW1 Heroes in GW2

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Oh because it’s not YOUR playstyle it’s inappropriate. I love these elitists.
How about the hundreds of players that thought HoT was too hard and cant be solo’d?

It’s “inappropriate” because, unlike GW1, this game is an MMO and everyone shares the same instances — the type of game just doesn’t work with the same mechanics that made sense in the older game. It’s not elitism; it’s game design.

And it doesn’t matter if “hundreds of players” thought HoT was “too hard” — the game is played by millions. Back at launch, people thought that Orr was too hard, that the learning curve between L70 areas and L80 was too high. And mostly disagreed — they changed the mob density and reduced some of the CCs, but on the whole, it was still much more difficult than a lot of people were used to.

So what happened: some people stopped playing, some avoided the area for a bit, and some (like myself) looked at how we could change to measure up to the difficulty.

You have the same options: try another game for a while, avoid the HoT zones, or change how you play.

John Smith: “you should kill monsters, because killing monsters is awesome.”