Showing Posts Upvoted By Bellatrixa.3546:

Why does Lege armor have to be tied to Raids?

in Guild Wars 2: Heart of Thorns

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Why only raids? If we can get legendary weps in a variety of regular pve content why not the legendary armor? Not everyone likes raids and a top tier of equipment shouldn’t be exclusive only to those who want to raid.

Will there be other options and ways to acquire legendary armor is this the only way?

Simple answer is if they put it in PvP it’s going to be extremely easy. Kill this many enemy players, play this much of this hero and get this many kills with this profession. Get to this PvP tier. Use the PvP currency to get materials from PvP vendor. Mystic forge. GGWP.

How’s that going to fair to PvE players? It takes 3 months just to get all the time gated items. All PvP players did for legendary backpiece is take advantage of PvP mach making mechanic by abusing it and jumping to higher tiers much faster. Easy legendary back piece.
What did PvE players do for fractal legendary backpiece? 3 Months of pain staking research page farming. If you missed 1 day that’s 30+1 more day to complete your backpiece. All you have to do in PvP is win match and get to higher tier. That’s it. How is that fair?

Devs made a big mistake by making PvP legendary backpiece. Hopefully, this will be the last time. I suppose they had to throw some bones to ’’SLOTH’FUL’’ PvP players whom refuse to play main game content.

Seeing how it was a 3 month minimum time gate for pvp players to get their wings your argument holds no substance.

hahaha! my argument is dismissed because they both take 3month to complete? Most University Bachelor degrees also take 3 years. But as we know some are more difficult to study than others. It’s the same thing with legendary backpiece. It’s way to easy to get PvP legendary backpiece. There isn’t any item requirement to reach higher PvP tier. No agony infusion. You don’t have to spend 70g on agony infusions or 150gold on Ascended armor. All you do is join PvP match and get to higher. You can adjust your stats for free any time. Hmm, very difficult.

Getting wins against players is harder hanngetting wins against AI, gold needed does not equal difficulty just saying….. weakest argument ever

And it was 3 months minimum if you achieved Legendary the first season and got enough wins to advance, which the majority of people did not do and right now the Ascension is no longer available while you can get Ad infinitum without any restrictions on time or skill level

2 New player just bought GW2. Player A decided to get PvP legendary backpiece. Player B decided to get PvE Legendary backpiece. Who’s going to get it first?

Now repeat that part about ‘’gold needed does not equal difficulty just saying’’.

Gold needed does not equal difficulty.

Pvp back piece is no longer obtainable, you can still get The Pve backpiece.

Again Gold does not equal difficulty!

And the pvp player has to learn how to play against players to get wins to advance to get the backpiece within a very short time window unlike the Pve player who can incrementally get there’s all day every day

Why does Lege armor have to be tied to Raids?

in Guild Wars 2: Heart of Thorns

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Why only raids? If we can get legendary weps in a variety of regular pve content why not the legendary armor? Not everyone likes raids and a top tier of equipment shouldn’t be exclusive only to those who want to raid.

Will there be other options and ways to acquire legendary armor is this the only way?

Simple answer is if they put it in PvP it’s going to be extremely easy. Kill this many enemy players, play this much of this hero and get this many kills with this profession. Get to this PvP tier. Use the PvP currency to get materials from PvP vendor. Mystic forge. GGWP.

How’s that going to fair to PvE players? It takes 3 months just to get all the time gated items. All PvP players did for legendary backpiece is take advantage of PvP mach making mechanic by abusing it and jumping to higher tiers much faster. Easy legendary back piece.
What did PvE players do for fractal legendary backpiece? 3 Months of pain staking research page farming. If you missed 1 day that’s 30+1 more day to complete your backpiece. All you have to do in PvP is win match and get to higher tier. That’s it. How is that fair?

Devs made a big mistake by making PvP legendary backpiece. Hopefully, this will be the last time. I suppose they had to throw some bones to ’’SLOTH’FUL’’ PvP players whom refuse to play main game content.

Seeing how it was a 3 month minimum time gate for pvp players to get their wings your argument holds no substance.

hahaha! my argument is dismissed because they both take 3month to complete? Most University Bachelor degrees also take 3 years. But as we know some are more difficult to study than others. It’s the same thing with legendary backpiece. It’s way to easy to get PvP legendary backpiece. There isn’t any item requirement to reach higher PvP tier. No agony infusion. You don’t have to spend 70g on agony infusions or 150gold on Ascended armor. All you do is join PvP match and get to higher. You can adjust your stats for free any time. Hmm, very difficult.

Getting wins against players is harder hanngetting wins against AI, gold needed does not equal difficulty just saying….. weakest argument ever

And it was 3 months minimum if you achieved Legendary the first season and got enough wins to advance, which the majority of people did not do and right now the Ascension is no longer available while you can get Ad infinitum without any restrictions on time or skill level

(edited by BlaqueFyre.5678)

Why does Lege armor have to be tied to Raids?

in Guild Wars 2: Heart of Thorns

Posted by: Warcry.1596

Warcry.1596

That is not what I was asking. Answer what’s asked, I know Vale is easier than other bosses

That is NOT Gorseval. Gorseval requires a minimum DPS due to updraft usage. Everyone can beat Vale Guardian, but that isn’t the ENTIRE raid. Beat 100% of all threee wings with ZERO DPS gear, otherwise you aren’t answering my question.

“He shall make whole that which was torn asunder.
Restore that which was lost. And all shall be as one.”

Why does Lege armor have to be tied to Raids?

in Guild Wars 2: Heart of Thorns

Posted by: Warcry.1596

Warcry.1596

I’m fine with it being raid only. Those that want it, can work for it. Those that don’t want it, like me. Don’t have to. The raid is boring and uneventful for me =/
I personally have more enjoyment out of content where one’s equipment didn’t determine pass/fail

“He shall make whole that which was torn asunder.
Restore that which was lost. And all shall be as one.”

Why does Lege armor have to be tied to Raids?

in Guild Wars 2: Heart of Thorns

Posted by: ProtoGunner.4953

ProtoGunner.4953

It’s also an incentive for players to do the raid. It makes it something special and people know you did the raid, separating them from those who don’t do it. And that’s just a fracture. Expect a lot less legendary armor wearers than weapon or backpack wearers.

‘would have/would’ve been’ —> correct
‘would of been’ —> wrong

Why does Lege armor have to be tied to Raids?

in Guild Wars 2: Heart of Thorns

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Why only raids? If we can get legendary weps in a variety of regular pve content why not the legendary armor? Not everyone likes raids and a top tier of equipment shouldn’t be exclusive only to those who want to raid.

Will there be other options and ways to acquire legendary armor is this the only way?

Why do all Legendary weapons have to be tied to open world Pve content? And exclusive to people that play Pve?

Feedback: Heart of Thorns (1-Year Follow-Up)

in Guild Wars 2: Heart of Thorns

Posted by: DoctorDing.5890

DoctorDing.5890

@OP If I was a footballer I’d be with the point about adventures at least 200% but as I am an engineer I’m restricted to 100% agreement.

To fight/dodge you way through to an adventure point and then find it not available is frustrating. To play an adventure/mini-game that you don’t enjoy just because because you want/need a mastery point is not entertainment.

I actually like the mastery point system and I’m happy to take my time and to only get those masteries that I will use. Or at least, I was happy until the XP rewards came back. I don’t particularly need the spirit shards but it does irk me that if I want to gain anything from all the XP I keep earning then I will have to complete masteries like raid and legendary weapons, both things I will never use in the game. I find it strange that some of the new story stuff awards big chunks of XP immediately. The devs must know that the majority of players have no use for that reward.

Best parts of HoT: Gliding, gliding and more gliding.
Worst parts of HoT: The difficulty level and the really bad maps.

Feedback: Heart of Thorns (1-Year Follow-Up)

in Guild Wars 2: Heart of Thorns

Posted by: Vayne.8563

Vayne.8563

I agree with much of what you say. Gliding is awesome, adventures are lame, and everyone should earn spirit shards for experience regardless of their mastery progress. I otherwise enjoy the mastery system, but I would make the additional suggestion that bounce mushrooms and updrafts should have been granted as baseline via the storyline.

Along with gliding, players would have the basic tools they need to begin exploring the jungle and I think it would have felt a lot less restrictive.

The tradeoff is loss of progression.

Anet didn’t raise the level cap. They didn’t introduce a new tier of gear. Masteries replace the leveling system in other MMOs, and it’s supposed to show progression.

In all reality it takes roughly a couple of hours to get your first three masteries, particularly if you use boosters. That’s updrafts, gliding and mushrooms. So you can save someone a couple of hours, but at the end of the day you lose the feeling that you’re unlocking stuff that matters, and I don’t know that that would be the best trade for everyone.

I agree with what you are saying here. That feeling of progression is important, and admittedly while many people feel that the pacing might have felt off when they had to fill their first mastery bar before continuing with early story, though the plot itself had a sense of urgency to it, it can feel good to unlock new potential. And I actually like that the new Living World zones (Bloodstone Fen and Ember Bay) have some small amounts of similar progression to them.

The problem my original post addresses, however, is the problem that only reveals itself after a long time playing the expansion. The final tiers of masteries require a dozen Mastery Points. There is also a set of masteries that require raids to get. The system in place right now says that until you 100% all of that, you cannot earn any more XP, and therefore cannot get Spirit Shards.

Before Heart of Thorns launched, everyone got the equivalent of a Spirit Shard whenever they leveled-up post-80. They were called Hero Points back then and were a currency, not like they are now. But they changed it so that those who 100%ed all of their masteries are able to regain that functionality. However, those who have not 100%ed every mastery yet, but have filled up the maseries they have available (hit a wall of running out of Mastery Points) earn no XP, and therefore no Spirit Shards.

Bloodstone Fen and Ember Bay both count as expansion zones, and in Bloodstone Fen one of the big rewards you can get is https://wiki.guildwars2.com/wiki/Bloodstone_Empowerment – an ability that increases XP gains. You have to be level 80 to reach this zone, so it is clear that they intend that to confer a benefit to post-80 players. So it is particularly frustrating for a player who has run out of Mastery Points but who has not yet maxed out every Heart of Maguuma Mastery Track, because at that point the game halts any XP gains and grants no Spirit Shards.

While I know a lot of people had complaints about the early-game, this particular issue is one that manifests in late-game, and I think any of my proposed solutions could alleviate that issue somewhat.

Yeah I"m not disagreeing that everyone should get spirit shards and the ability to do so should not force you to have to raid. That’s not what I’m saying at all.

I’m simply saying that giving people those three masteries early on would take something away, as well as giving something, and I’m not sure it’s worth the trade off. It wouldn’t have been worth the trade off for me, since I’m mostly progression driven.

Feedback: Heart of Thorns (1-Year Follow-Up)

in Guild Wars 2: Heart of Thorns

Posted by: AlienMenace.7516

AlienMenace.7516

I agree with much of what you say. Gliding is awesome, adventures are lame, and everyone should earn spirit shards for experience regardless of their mastery progress. I otherwise enjoy the mastery system, but I would make the additional suggestion that bounce mushrooms and updrafts should have been granted as baseline via the storyline.

Along with gliding, players would have the basic tools they need to begin exploring the jungle and I think it would have felt a lot less restrictive.

The tradeoff is loss of progression.

Anet didn’t raise the level cap. They didn’t introduce a new tier of gear. Masteries replace the leveling system in other MMOs, and it’s supposed to show progression.

In all reality it takes roughly a couple of hours to get your first three masteries, particularly if you use boosters. That’s updrafts, gliding and mushrooms. So you can save someone a couple of hours, but at the end of the day you lose the feeling that you’re unlocking stuff that matters, and I don’t know that that would be the best trade for everyone.

I agree with what you are saying here. That feeling of progression is important, and admittedly while many people feel that the pacing might have felt off when they had to fill their first mastery bar before continuing with early story, though the plot itself had a sense of urgency to it, it can feel good to unlock new potential. And I actually like that the new Living World zones (Bloodstone Fen and Ember Bay) have some small amounts of similar progression to them.

The problem my original post addresses, however, is the problem that only reveals itself after a long time playing the expansion. The final tiers of masteries require a dozen Mastery Points. There is also a set of masteries that require raids to get. The system in place right now says that until you 100% all of that, you cannot earn any more XP, and therefore cannot get Spirit Shards.

Before Heart of Thorns launched, everyone got the equivalent of a Spirit Shard whenever they leveled-up post-80. They were called Hero Points back then and were a currency, not like they are now. But they changed it so that those who 100%ed all of their masteries are able to regain that functionality. However, those who have not 100%ed every mastery yet, but have filled up the maseries they have available (hit a wall of running out of Mastery Points) earn no XP, and therefore no Spirit Shards.

Bloodstone Fen and Ember Bay both count as expansion zones, and in Bloodstone Fen one of the big rewards you can get is https://wiki.guildwars2.com/wiki/Bloodstone_Empowerment – an ability that increases XP gains. You have to be level 80 to reach this zone, so it is clear that they intend that to confer a benefit to post-80 players. So it is particularly frustrating for a player who has run out of Mastery Points but who has not yet maxed out every Heart of Maguuma Mastery Track, because at that point the game halts any XP gains and grants no Spirit Shards.

While I know a lot of people had complaints about the early-game, this particular issue is one that manifests in late-game, and I think any of my proposed solutions could alleviate that issue somewhat.

Feedback: Heart of Thorns (1-Year Follow-Up)

in Guild Wars 2: Heart of Thorns

Posted by: Vayne.8563

Vayne.8563

I agree with much of what you say. Gliding is awesome, adventures are lame, and everyone should earn spirit shards for experience regardless of their mastery progress. I otherwise enjoy the mastery system, but I would make the additional suggestion that bounce mushrooms and updrafts should have been granted as baseline via the storyline.

Along with gliding, players would have the basic tools they need to begin exploring the jungle and I think it would have felt a lot less restrictive.

The tradeoff is loss of progression.

Anet didn’t raise the level cap. They didn’t introduce a new tier of gear. Masteries replace the leveling system in other MMOs, and it’s supposed to show progression.

In all reality it takes roughly a couple of hours to get your first three masteries, particularly if you use boosters. That’s updrafts, gliding and mushrooms. So you can save someone a couple of hours, but at the end of the day you lose the feeling that you’re unlocking stuff that matters, and I don’t know that that would be the best trade for everyone.

Ecto's at an all time low.

in Guild Wars 2 Discussion

Posted by: juno.1840

juno.1840

2 days and half of halloween,nobody is doing multiloot and look ecto price,spiked 3s already and keep going up

Pls anet wake up

It’s also a possibility that the prices are rising due to Anet taking “a step back” from market controls per JS’s message a few weeks ago.

Part of me thinks that someone in ANet was thinking “hey, wanna see something funny? Watch this…”

Mad King’s Labyrinth update

in Guild Wars 2 Discussion

Posted by: Redfeather.6401

Redfeather.6401

I logged in just to respond too, Bilaal.

This sounds pretty awesome as I’ve never done the labyrinth before. Maybe I will join the other players and use my owl tonic, and sing “Magic Dance” while everyone is fighting all the baddies.

Mad King’s Labyrinth update

in Guild Wars 2 Discussion

Posted by: Mike O Brien

Mike O Brien

President -- ArenaNet

Hi all,

You’ve probably noticed that the champions in the labyrinth haven’t felt as challenging this year as they did in previous years. The only actual change to them was a bug fix to the lich to keep him from summoning unlimited minions at high event scaling. But they all felt easier because they hadn’t kept up with the power growth of the player base. We gave them all quick buffs today.

Additionally, with this map being as profitable as it is, a lot of players have started triggering diminishing rewards. That’s just not cool. So we disabled diminishing rewards on this map.

Mo

Squad Join disabled for blocked player

in Guild Wars 2 Discussion

Posted by: Astralporing.1957

Astralporing.1957

What if the commander is the jerk rather than player?

Then don’t join his squad. Eventually he will end up alone in it.

Basically, if you’re making a squad, you should be having a bit more control over who can join without needing to put it on lockdown.

Actions, not words.
Remember, remember, 15th of November

Squad Join disabled for blocked player

in Guild Wars 2 Discussion

Posted by: MoarChaos.8320

MoarChaos.8320

While I understand what OP is saying, I feel that a 300g vanity tag shouldn’t have that kind of power.

I completely disagree. You can’t make a bigger squad without that tag. Good commanders have to deal with trolls because they obviously only did it for vanity?

I understand that there may be a lot of bad commanders out there, but why would you want them leading you in the first place? Their existence shouldn’t take away the rights of players attempting to put something together.

What the hell even is this class?

in Necromancer

Posted by: Silv.9207

Silv.9207

Every other Class Mechanic had a Power Up in HoT, but more frequently had a increased effect (dragonhunter) or an extra choice (mesmer).
Necro is the only class that had a Rework over his mechanic without a real change on it but only some Needed improvements. It got a Power Up, but that powerup was only mandatory to our really bad situation. That change added stability, a faster attack (to work better with our traits -Dhuumfire-), a finally viable condition application and a CC, all things that was good but that don’t really changed our mechanic. All things really needed for the class.
What’s the difference from a Gh and a reaper? The DH had already a comproved and perfectly functional mechanic and obtained an even better one, we had a problematic machanic and obtained only the right version of it.

With all the other classes ANet improved they’re already strong mechanics, with our they just fixed some of our problems without removing them or changing our mechanic. We still have LF generation problems and are Forced to use the staff and the Soul reaper Traitline to obtain the Trait for marks to obtain a good LF generation also in bad enviroments like WvW and PvP. We still don’t have any defensive skill. We still lack of movement (RS2 is good but have an aftercast that frequently make it useless to flee when an enemy is chasing you and also if the enemy move you miss him why the final hit of the leap need x/4 second to active, making you miss the enemy if he just move away).

At last a F1 DS + F2 RS can be a better way to add a better versatility between melee and ranged situations, granting us much more build diversity, gameplay and adding a sort of choice to what to use and when, adding a more “player skill” factor on the class.

We’re still struck in that Shroud that don’t grant us any new mechanic and make us unable to obtain defensive and movement skills.

What the hell even is this class?

in Necromancer

Posted by: KrHome.1920

KrHome.1920

So when did we start hating the Necro AGAIN? :P When HoT came out everyone was crazy about the Reaper. I don’t really follow updates and don’t use meta builds so I don’t know what’s going on…

Season 2:
-Mercenary Amulet (Power, Condi Dmg, Vitality, Toughness),
-50% Rise!,
-easy perma chill on target (totally destroyed targets rotations, cleanse not possible),
-chill alone (besides its nasty slowdown/cooldown effect) dealt 600+ DPS,
-8 seconds stability every 20 seconds in shroud

Season 4:
-Carrion Amulet (no Toughness),
-chill duration halved (no perma chill),
-33% Rise!,
-chill only deals significant dmg. when you land RS 5+4 combo,
-only 5 seconds stability every 25 seconds in shroud

Condi Reaper was clearly OP. Unfortunately the Rise! and stability nerf hit Power Reaper hard too. That’s was not nessessary.

(edited by KrHome.1920)

What the hell even is this class?

in Necromancer

Posted by: Ghataka.1604

Ghataka.1604

The real problem with necro right now is that it’s considered a “faceroll class”, the recommended class for everyone along with warrior. The real truth is that when taken into competitive gameplay you have A LOT of mechanics to work with in order to be efficient, and that makes it one of the most complex classes.

If you want to emulate a warrior with a power build or a pure condition build you’re gonna fail, i’ve come to realize that necros need to “split too thin” in order to work fine when faced by other human players. Necros have a lot of resources but no burst, if you find equilibrium (not talking about gear, i mean utilities, traits and personal knowledge) you’re going to last forever while making 1vs1 or group detrition battles you’re speciality.

I didn’t want to mention “the meta” because it’s an insta-trigger, but i’ve been playing necro for a week after being ele for a year, and i’ve noticed just what i said above, necro is one of the most complex classes to play against other players, and i’ve ignored “the meta” because it seemed ridiculous in a pvp environment.

No necro should die with just one burst, and that’s not Anet’s fault, that’s a player choice.

What the hell even is this class?

in Necromancer

Posted by: KrHome.1920

KrHome.1920

boon corruption or condi transfers only work if you play condi necro.

Why?

(playing power corruptionmancer for ages now)

if you play necro in wvw its funny to see that EVERY ONE tries to focus you, best thing what you can do… bait enemies into a group of usefull classes of your team^^.

What WvW? Zerg? Solo Roaming? Small Scale Roaming?

Ich play a lot WvW (Rank 1400) and I don’t know what you are talking about.

(edited by KrHome.1920)

What the hell even is this class?

in Necromancer

Posted by: MeinUguu.8256

MeinUguu.8256

Seems to me that you have a l2p issue

Shows over, folks. He posted a screenshot of one match. GG no re, no more changes necessary from here until the game dies.

What the hell even is this class?

in Necromancer

Posted by: Cecilia.5179

Cecilia.5179

I ask myself the title of this thread every time I go into WvW on my necro.
Honestly, we are designed to be a punching bag that becomes dangerous when we corrupt boons. Also, if you are using regular condi necro without reaper, you basically deserve to die, because base condi necro is awful, and it has been that way since the specialization patch. Pray for the second coming of Geesus and wait.

Necromancer Rights Advocate
Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate

Power Necro buffs Oct 18

in Necromancer

Posted by: Vlad Morbius.1759

Vlad Morbius.1759

My thoughts on this balance patch:
greatsword: They really must have pulled out all the stops here. A 0.06 and 0.11 second aftercast reduction. Fantastic 0.06 seconds faster to your chill and 0.11 seconds to your gravedigger after the chill.
Axe: because extra boon corruption is exactly what necro needed the most.
Blood is power: We don’t need enemies we can now kill ourselves even faster with this 33% cooldown. Now combine this with master of corruption and we can apply four stacks of condition and to our enemy and ourselves ever 13.3 seconds. Which is faster then any transfer skill in the game so now we have synergy with 2 transfer skills instead of one.
Jagged horrors: because Lich condi builds are so overpowered and it is not that actual minion builds synergies with healing the minions.
Conclusion: great job. Couldn’t have done it better
/sarcasm

Bravo could not have said it better….likely angrier but not better. I think Anet needs to force devs to play each build for each class and then come to the table for balancing. Necro balancing right now is like bringing your car to a brain surgeon and asking him what the rattle is in the front passenger side, then having him advise the mechanic on what exactly needs repairing lol!

Vini, Vidi, Vici, Viridis…I came, I saw, I conquered…I got a green??

Diminishing Returns in Lab

in Guild Wars 2 Discussion

Posted by: Valoofx.1798

Valoofx.1798

It is not that hard for botters, they just follow the same rules you do. Swapping characters, waiting the required time, swapping maps. If you know what helps, bots can easily be programmed to do the same. In the end it comes down to: Anet doesn’t tell us how DR works exactly to prevent that, we test it, we find the rules, we play by those rules -> bots use those rules. It’s a meaningless race that in the end only hurts players (and we know that DR is not in the game to prevent botting.. ).

(edited by Valoofx.1798)

Diminishing Returns in Lab

in Guild Wars 2 Discussion

Posted by: mrstealth.6701

mrstealth.6701

Loot/event DR isn’t something I’ve ran into very often in normal play, but it becomes an issue very quickly with the farming that is practically a requirement if you want the rewards from this event. With account bound RNG rewards that have tiny drop chances and items that require over 100,000 candy corn(or over 1000g you are willing to spend), DR has no place in the Labyrinth. It needs to be a farming free-for-all for the short time it’s available each year.

An event like Halloween should be about having fun and playing the content to get rewards, not being restricted by ineffective anti-farming measures that push you into using existing funds to acquire the event rewards. Opening up your gold wallet should be the last resort after being unlucky with RNG, or an upfront decision for instant gratification. Instead, it’s the corner the game backs us into by trying to make getting rewards from playing not a viable option.

Footsteps Of War [FoW] | Yak’s Bend
Seer Of The Divine | Sarina Starlight | Tireasa | Caedyra

Guild Wars 3?

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

I’ve seen several of these threads and the impression I’ve gotten is that they think it’s going to be fast. The devs will announce it and in a year or two, gw3!

It’s not going to be fast. It will be years in production.

The devs will have to decide that the engine no longer fits their needs. They will have to willing to take the sure income loss when they stop actively working on this game to go for possible income years away. They will need to take on millions of dollars in loans and hire extra staff. In effect, they’ll be trading their bird in the hand for 2 in the bush. That worked out for them when they transitioned from gw1 to gw2, but there’s a lot of completion in games out there and leaving a sure thing for an unsure thing with all the losses and costs tied to it is not likely.

The game is only 4 years old. There are MMOs that are far older and still running. Maybe in future years they’ll announce gw3 is in production, but even when they do it will still be more years before the game launches.

So, don’t hold your breath on it. Any gw3 is years from now.

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

Guild Wars 3?

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Posted by: Windu The Forbidden One.6045

Windu The Forbidden One.6045

What I meant by that is that MMORPG’s are often meant to have a much longer lifespan. They are filled to the brim with mechanics meant to keep people in the game, progression that can last for years (like Achievement points, collections, Masteries etc.). Throughout the years these games usually get expansions and content updates that allow people to progress their characters more and more. With MMO’s a company will milk a game as long as possible, even if it takes many years (like wow for example).

Gw1 did something very similar, but it was CORPG. It contained a lot less grind and progression mechanics. You could reach max level in a day and it was a lot easier to get prestigious gear, there were no extensive progression mechanics. Which is perfectly fine of course, but that’s not the way MMO’s work. With GW1 every ‘expansion’ was basically a full blown standalone game (except Eotn). That’s really cool and all, but it’s also a lot more work.

You also don’t see
World of Warcraft 2, 3, 4
Runescape 2, 3, 4
EVE 2, 3 ,4
ESO 2, 3, 4
These games are all meant to run for many years (some already do) and gw2 is no different. That’s the way I prefer it, I’d like to see my characters grow over the course of many years, not start all over every 2,5 years.

Dear A-net: Please nerf rock. Paper is fine
~Sincerely, Scissors

(edited by Windu The Forbidden One.6045)

Guild Wars 3?

in Guild Wars 2 Discussion

Posted by: Windu The Forbidden One.6045

Windu The Forbidden One.6045

In case you didn’t notice the OP said he had came from WoW and I was pointing out that WoW, which is a much older game and a much more dated game, doesn’t have plans to be remade. This game isn’t even 4 years old yet and there are posts asking for it to be essentially abandoned by the Devs

With that argumentation you could also ask why they’ve abandoned Guild Wars 1 and started GW2 instead of releasing GW:Utopia. They decided to put parts of that into EotN while adding other parts to GW2 (asuran regions) or HoT (chronomancer).
GW1 has been 2,5 years old when they released the last part – EotN.

and for us all to be sitting around with no expansions or major content additions for who knows how many years while they make another game.

If people didn’t ask for an add-on we wouldn’t even have had HoT released. That request lead to a rushed concept, cutting content and a the ‘half expansion’ many people called it at release.

It’s both an annoying post as well as a pointless one as the Devs aren’t going to drop this game and the income from it to chase after another version of gw while this game is so young and they are still working on improving it.

Again, GW1: 2,5 years. They scrapped the last campaign Utopia and started GW2. So it happened before.

Guild Wars 1 is a CORPG, or Competitive/Cooperative Online Role Playing Game.
Guild Wars 2 is an MMORPG.

You can’t really compare the two like that. Different business models/rules for different genres. MMORPG’s generally run a lot longer, and they should considering it takes a lot longer to ‘complete’ it.

Dear A-net: Please nerf rock. Paper is fine
~Sincerely, Scissors

(edited by Windu The Forbidden One.6045)

Guild Wars 3?

in Guild Wars 2 Discussion

Posted by: Wolfey.3407

Wolfey.3407

Sorry I am not familiar with the lore yet or the entirety of the game for that matter. It’s just a great game, I wish content was pumped out faster while still being quality. 3-4 years and only 1 xpac? I came from WoW, played since vanilla. But the game is just stale, mostly from slow release dates and killing off all the good characters. This game is fun even without knowing anything, I could whirlwind around aimlessly and enjoy myself. The weapon art on the Halloween models are fantastic!!!

Glad you are liking the game :P

If you want to be even more blown away by the game, I would suggest diving in the lore a bit. You can start from the very beginning in Guild Wars 1.

You can still purchase and play:
Guild Wars: Prophecies
Guild Wars: Factions
Guild Wars: Nightfall
Guild Wars: Eye of the North

Plus, while learning the lore of Guild Wars, you are able to earn Rewards and Achievement Points for Guild Wars 2.

Official Store:
http://store.guildwars.com/store/gw/cat/categoryID.67871700

You Can find them much much cheaper on:
Amazon
Game Stop/ EB Games (depending on your location)
A Mom and Pop Game Shop (Pensacola Example being Homefield)

Hall of Monuments Calc:
https://hom.guildwars2.com/en/#page=welcome

If you don’t want to spend any cash and just want to read the lore you can check out the original wiki :
http://wiki.guildwars.com/wiki/Main_Page

Once you know the Lore from Guild Wars, you will find Guild Wars 2 lore more interesting and would appreciate some of the smaller things. It would also make a lot more sense why certain races behave in certain ways

Not to mention, it’s just cool to see how the maps changed from GW1 to GW2… some for the better, some for the worse.

Former PvP Forum Specialist
2015-2016
Fort Aspenwood

Guild Wars 3?

in Guild Wars 2 Discussion

Posted by: Grim West.3194

Grim West.3194

GW2 still has a lot of life left. I’m looking forward to the next expansion. Assuming they learned some lessons from the failure of HoT.

Hopefully these lessons:
1. metrics suck.
2. WvW pays the bills.
3. expansions should be EXPANSIVE (bigger than HoT).
4. cash grabs turn people off, and away.
5. GW does not mean GRIND Wars.

(edited by Grim West.3194)