Ill conceived, half baked. paper thin personality, cartoon, uninspired, and soulless.
Sorry too busy to read your post properly , I am farming champions
Ya just gotta ask why people play MMOs, specifically Guild Wars 2.
If the game—any MMO game—doesn’t provide essentially what people are looking for in real life, you’re going to see all the complaints people have raised in this and many other posts;
In a nutshell, the player wants some or all of these (Not in any particular order):
A) To experience, participate in, and affect the story, or a story relevant to all
B) To become rich and more powerful over time through effort and skill
C) To feel famously important, useful and needed
D) To portray themselves fully, the way they want, aesthetically
E) To conquer and rise above others either through direct combat or other means
Does Guild Wars 2 deliver?
A) Yes: Personal Story/Dynamic Events; but their meaning is significantly reduced due to the fact that no one else cares about anyone else’s Personal Story, and, Dynamic Events repeat too often, are too few, and have no real impact on the main story arc.
B) Yes: Level to 80 and get gear. but “every man and his dog” are at level 80, and once there, further vertical progression is miniscule to none. Legendary weapons are acquired almost purely through random means and provide no advantage over regular weapons.
C) No: Everyone is level 80 and everyone has the same ‘power’, therefore while Thieves and Mesmers are sometimes ‘useful’ or ‘needed’ in the general sense, they are so by reason of class ability, not for reason of the player’s personal skill and power.
D) Yes: Character customization is excellent, but there are serious issues with variety in armour, hair styles and emotes
E) Yes & No: Players can defeat others, in front of others, in a limited way (WvW and SPvP) but ultimately, theoretically (subconsciously) everyone has the same power. See ‘C’ above.
Final Answer
Guild Wars 2 delivers in part on most of the crucial points, however the “buts” are serious obstacles to true success that are bringing about a great deal of dis-satisfaction by players on the forums.
Finally, (and this is implied in the above already) rewards are disproportionate to effort and often ultimately irrelevant to each of the above points—i.e. that new weapon or armour makes no difference whatsoever to any sense of fame, fortune or vertical progression that anyone else needs to care about. Therefore, you see a large portion of people ignoring the greater breadth of the game to focus purely on grinding in a desperate attempt to satiate that desire for wealth, fame and power (gold, aesthetics, reputation). There is currently no other way to have these human needs met in this game.
(edited by Pure Heart.1456)
Only the most blind fanboy would still defend Anet at this point.
The game is a mess on most fronts. From SPvP, WvW to the PvE side. Not properly tested updates and badly designed content is running rampant.
Its players that are disappointed by ArenaNet
^This.
Its players that are disappointed by ArenaNet
Well, it’s not really the customers fault if they don’t implement functions to promote what they want their game to play. For example, WvW, there can be SO many additional changes to the commander tag function which could greatly improve the tactical variety. For example, different tag colours, commanders allowed to mark certain spots, so many excellent suggestions in the suggestion box. What do we get instead? buggy living stories.
The game at the moment is far from the most grindy but it also isn’t considered NOT grindy. Just think about the current living story, why is there tickets which are soulbound, waypoints which cost money, and require us to either farm for money to buy the sprocks to convert to tickets or grind for them with the train. If anet truly didn’t want a grindy game, they could have made any of these changes, remove tickets, make it cost 1s per entry instead of farming tickets, put a cooldown on how fast you can reenter a arena. So many other options than making us farm tickets to do an arena.
As for the events, I don’t believe a lack of positive negative feedback is bad. When you lack in feedback, it means that people didn’t hate it. That is already excellent feedback already, because it means you did something right, people enjoyed the implementation and are enjoying the game. So it’s really the amount of negative feedback you should be looking at and not the positive feedback since we all know, people will complain about bad things but not always commend good things i.e. silence is good.
I think anet is taking the cheap way out by using living story to force/attract players to play their content instead of focusing on perfecting their core elements of the game.
(edited by Lafiel.9372)
This has now been fully updated to reflect all gold rewards. In my humble opinion, this update by Anet shows little imagination or in fact understanding of their own dungeons and these rewards have absolutely no bearing on the difficulty or length of a dungeon in most cases.
Thanks for Liadri Anet. Games are way too easy these days.
I’m not a big fan of having to remember to mine and charge crystals every day either. It’s one more busy task I don’t really want or need.
There is not enough Diminished Rewards and daily-limited content.
Can we please limit Guild Wars 2 playtime to 1 hour a day, at which point it will automatically log out our characters?
Thanks!
And that excuse in and of itself doesn’t make any god kitten ed sense. It relies on the assumption that everyone who likes Keg Brawl is going to like Southsun Survival or Sanctum Sprint, but it’s not the case, since I don’t actually like either of those nearly as much as I like Keg Brawl. Keg brawl is far closer to actual SPvP than Southsun Survival is, since it relies on teamwork. Something that’s missing from both of the above mentioned mini games.
So it’s completely kittened to think that everyone who enjoyed Keg Brawl that can’t play it will go to Southsun for their keg brawl fix? or vice versa, anyone who likes Sanctum Sprint will suddenly be able to play keg Brawl instead? No, that’s not how it works. All it sounds like is you’re dumbing down these mini games to excuses for achievement points. You’re encouraging players to come in and break the content in order to farm it. But providing no means for players to make sure they’re playing with others who actually want to play the mini games, or worse yet, play with their friends. Y’know, the social connections that keep people playing a godkitten ed MMO.
(edited by Serelisk.6573)
The story is going bonkers.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto
When every highend team is running 1+ Warrior, I think then we can come back to this thread.
Fully agree with the OP. If they’d move dailies to be weeklies instead that would be a big step forward. That way you could keep AP gain the same as now, with more freedom to each player to do tasks when they got the time / feel like doing them.
As it is now, you have certain dailies pop up only occasionally. Like, do a story dungeon. If you happen to want to do one on that very day, you get rewarded with an AP. Do it any other day of the week – out of luck. That is poor design.
There seems to be a growing amount of once-per-day content. A few daily quests were fine, but now we have personal ore nodes and once-a-day charged quartz creation, and from a look at the upcoming crafting rumours it seems it’s going to get a lot worse.
Can’t we just play the game at our own pace? One of the great things about the game mechanics and the payment model is that it allows people to play as and when they want without penalising them. Once-per-day content ruins this.
Please don’t let this great game degenerate into a repetitive daily grind, inhabited by nothing but lifeless addicts, like certain other MMOs which will remain nameless!
You have a Legendary = You have NO problem
What a completely useless comment….
Anyways I agree with the OP, legendary weapons should be able to be moved from character to character without wasting fine transmutation crystals. I’m wondering if Anet is going to make legendary weapons account bound when they introduce the swappable-stat system.
Also since GS on warrior isn’t really optimal in PvE either (since Axe/Mace overshadows it in sustained damage), you might think of going for Frostfang or The Moot.
Nemata Sapshield – Dragonhunter
Lillian Estre – Tempest
In my opinion, targeting in this game is worse than any MMO I’ve ever played, and that’s all the way back to the origional Everquest. Targeting inanimate objects before mobs. When you want the mob that’s at your 12 o’clock, you get the one at your 9 o’clock. So forth and so on. It can be very frustrating sometimes. Maybe other people think different, but that’s my opinion.
I did not see this in the options so I am asking here. Especially in wvw, I am always targeting my allies when trying to target certain enemies. It would be nice to be able to deactivate friendly targeting so I don’t have to constantly click on the sky everytime an ally gets in the way of my enemies.
Anyone else feel the same?
First things first…I am not against stealth completely, just its in-combat usefullness.
This is becoming more and more of a problem in PvP environments and WvW.
Stealth fields, finishers, leaps, and stealth in general has gotten a little out of hand mainly due to the in-combat capabilities of it.
Stealth should be a tool to escape, initiate, even both but not be a constant hindrance to an opponent in mid-combat….with no cost, or penalty (no revealed does NOT count). This is simply bad mechanics.
Currently the amount of in-combat stealth some classes can bring themselves and allies can simply make for an infuriating experience. When initiating a battle, group or individual stealth is a valid tactic and can alter a battle every so slightly in your favor if used correctly. But when it happens several times during combat it simply takes away from any form of equality in terms of success and failure between the combatants. It no longer becomes an equal fight, it becomes a mess, tipping quickly into one players favor.
This is a tricky thing to alter since its applications are rather widespread, for example a simple Smoke Field would yield no effect with blast finisher or leaps when used in combat if it was removed completely, but they are a great strategy before a battle to position yourselves for an advantage….and the field cannot have in/out of combat applications without becoming too complex.
Causing damage to reveal a stealthed character or show a trace view/silhouette of them (similar to what the player/allies sees as stealth), or perhaps have a passive ability attached to one of the 4 primary attributes (such as precision) that allows you to detect a stealthed unit nearby would solve some issues.
This would allow players to react to a stealthed character if they have a quick enough reaction time, still giving the stealthed player enough time to effectively initiate and also allow the stealthed character to use distance to stay hidden and escape if they need to re-position by moving further from the target. This would allow agressive plays against stealth to exist, actively searching for the player in order to prevent another impossible-to-predict ambush.
I have always enjoyed stealth in games, I tend to play sneaky classes in most RPGs and Shooters. But when you get detected in most games, you need to react quickly, find cover and carefully plan your next move…not simply make your own cover in the middle of a firefight…(some games have this, but taking damage shows you so….its a poor move usually to do that.)
The issue is in-combat stealth, not stealth in general.
Please for the love of all that is holy or unholy …..
give medium males something that is NOT as trench coat. I am getting so sick of trench coats. Don’t any of the game designers have any imagination at all or do they just have a template and stick some decoration on the same stupid trench coat every time they make “new” armor?
Please hire some new designers and give us a shirt, a jacket, a vest or ANYTHING that is NOT a trench coat!
Now, if only all dungeon mobs/trash was as easy to take down and gave such loot there wouldn’t be any skipping going on …
This applies to both WvW an SPvP. The main reason why me, and many of my friends have given up on any sort of PvP (whether it is wvw, or sPvP, or tPvP) is
Stealth
As simple as that. After countless hours playing all sort of encounters, playing thieves ourselves, we have decided that the mechanic is too broken at the moment.
An example of stealth done “right” is mesmer, and this is arguable, but once you learn the mechanics of the class, you can get around pretty easily. Thieves on the other side dont, and here let me explain point by point why;
- Stealth offers many benefices
You can go unnoticed, scout, have the fights start on your terms, disengage at will, stealth your alies, stomp enemies without they even knowing you were even there, revive allies, get behind the front enemy line, kill someone before they have a chance to retaliate. Comes with boons like regen, swiftness. Which brings me to the next point:
- Too many benefices, no handicap.
In any sort of balanced game stealth comes with some sort of handicap (no, not being able to cap is not a handicap, if anything sometimes it helps thieves since if a capture point were to suddenly stop being capped you would know a thief is there), some of these handicaps are:
>not being able to use it in combat unless you use a very long CD skill
>decreased mobility
>a chance to get revealed
>damage reveals
>CC reveals
>some sort of item, condition, skill, circumstances that reveal them
Currently none of these have been implemented, and there is literally no way to counter stealth. AoE does not cut it, given that those generally speaking come with long CDs, are not guaranteed to hit and a thief have still swiftness, regen and teleports as well (if he is any smart) will move away from the red circles, which are now on CD for the enemy and the enemy still doesnt know if it were any effective, even if one tick managed to hit.
- Stealth is too accessible
A well medium to well played thief is able to keep constant stealth if he manages the skills well, this allow for little to no counterplay, and even if one were to win the fight due to focus fire from 3+ people (usually you cant afford this in a tPvP match) , the aftertaste is bitter, no rewarding feeling knowing he will be back in 10 secs doing the same. The only fun comes from the thief knowing they are giving a hard time. Which brings me to the other point;
- Fun ratio of stealther/defender is not there
Usually beating a mesmer, seeing through all the mirages feels good, stomping the real one feels good, both the attacker and the defender feel good about messing around with the fight. It allows for changing tactics, skills, making decisions. With thieves this is non existent. A thief can pop out of nowhere and end you before you can do much, if you manage to live all it takes is a couple of more seconds to repeat the process, unless you run. There is no fun in running (or dying) or having the enemy always run away when you manage to do something to him. The fun is sure on the thief part, none on the defender. Which brings me to my last point;
- Thief are too effective at taking down targets
As simple as that, the rotation is very simple 9 1 222 6 1 222 8, repeat until dead. Currently not even blocking the first attack can free you from the guaranteed 6-8k backstab that follows it. There is literally nothing you can do to prevent a thief with countless gap closer to get onto you and insta gib you. While you can survive and run, point of the matter is; once again, they offer too little of a window for retaliation
Solutions; well, for starter make block reveals thieves, CC get them of stealth (a guardian pull should do it, a knock back should do it, roots dont, but any sort of stun should). Reduce the damage of backstab, add it to skill that require some planning, some sort of “RISK”. To make up for this; give them some more team utility, it will fix their PvE problems as well as given them something to do in WvW and tPvP. Like I said, move the damage from backstab to other skills, and have backstab have an internal cooldown of 15 secs.
Legendary SoloQ
(edited by Fortus.6175)
Remove the lower half of the medium armor coat that’s hanging below the belt line, and that armor would have been great. (on both males and females)
The patch notes will probably arrive later today when Anet devs go to the office… just like they do every time without a thread asking for them.
The patch notes have never been up a day before the release of a patch, and the patch is coming tomorrow, not today, so it is highly unlikely we will see any patch notes today.
Krall Peterson – Warrior
Piken Square
Zerker works in all dungeons :o
And it’s fine really. Tanks get mitigation gear, healers get healing power gear and DPS get DPS gear. There’s no tanks and no healers in this game so everyone should get zerk (or rampager for condition builds) once they become good.
I’m pretty sure people run instances in other stats than zerker.
Scratch that, I know they do.
Maybe we should wait until we see things implemented before we make demands that make us look silly due to insufficient information.
The OP is simply asking for a reversal of purchase to compensate for the change listed if/when it is put in place.
It is a simple solution to a problem that arises with the change (if they make it), however I don’t think people trust Anet to do something that involves common sense in this respect.
IF they make the magic find change, I would also like a straight refund. They can just remove the amulet from my character and leave the space empty, and drop the laurels back into my balance.