snapshots, screenshots.. whatever you want to call them
get them in before lion’s arch is annihilated.. goodbye creepy merlions
Lion’s Arch survived the charr, the mursaat and the rising of Orr, but not the crazy butt-stabber alliance of mutants, robots and UFOs brought by that godkitten bi…
Hope everyone dies and this part of history is forever forgotten.
Scarlet has mentioned missing Faren in his skivvies…
Perhaps it’s just unrequited love?
Faren, the fool, is fawning over Kasmeer…
Meanwhile he’s got a female Sylvari that was willing to kidnap him, undress him, and put him in a jacuzzi…
I think its Trahearne hahahaha
Thoughts? She’s awesome – She’s promising Asura Progeny personified.
Anet – props for making that adorable little ball of snark.
Yeah. Taimi’s probably the best thing in this patch.
Remember, remember, 15th of November
If I showed up to the bank and saw Rytlock Brimstone mumbling to himself while going through his collections, that would be awesome
Suggestion for small correction to Ascended Weapons crafting Recipes:
2-Handed weapons remain unchanged. They fill 5 skill slots and effectively require 500 dragonite ore, empyreal shards, and bloodstone dust.
Off-hand Only weapons (e.g. focus or torch) replace the Vision Crystal with a Lesser Vision Crystal. They fill 2 skill slots and require 200 dragonite ore, empyreal shards, and bloodstone dust.
Main-hand weapons replace the Vision Crystal with a new “Medium Vision Crystal”. They fill 3 skill slots and the new crystal is made with 300 dragonite ore, empyreal shards, and bloodstone dust.
This brings parity to the effort required to craft 2-h weapons vs. 1-h/off-hand builds. Using a main hand weapon in an off-hand slot is slightly overpriced using a 100-mats-per-skill-slot model, but its still far more forgiving than the 1,000 mats it takes now.
Last step in a perfect world would be to refund the excess 200 (for main hand) or 300 (off-hand) of each combined material via mail. These could be returned in their 100:1 forms (ingots, stars, and bricks).
If the system can track ‘chest’ weapons vs. crafted weapons they could be excluded, though there is a case to be made that a chest should always grant 1 weapon and the appropriate ‘left over’ mats to prevent chests always being converted into 2-h weapons…
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
(edited by Nike.2631)
The race specific stories are fun, after that it’s pretty terrible. I have 3 80s and I’ve only finished on one.
This.
The pact story is good played once up until Claw Island, but even then, the pact stories are nowhere near as engaging as the race specific ones.
That infamous picture of the story tree also highlights that as it progresses, the choices offered the player narrow down at every branch until everyone is funnelled into the same resolution.
I understand from a narrative point of view why this was easier to develop, but I can’t help but wonder how much more engaged we would have been if the story structure was inverted, so that everyone started off the same way but gradually diverged as the story progressed.
It would have meant a different story for every alt, and would have felt a lot more personal, as fewer players would have experienced the same story as yours.
But hindsight is twenty-twenty as they say.
Therefore I may take some time replying to you.
“In the December 10th update, you’ll be able to earn gold in PvP as a match reward. As an extension of that, you’ll also be able to spend glory and gold to purchase account-bound Tomes of Knowledge, which grant a level each and will allow you to level up any of your characters. The Tome of Knowledge will be found on a new glory vendor that has several items available for purchase with both glory and gold.”
Just kitten in my pants.
Chars : Exa Flare | Exaflare | Aurora Wall | Aurora Sword | Azure Flame God
I completely disagree with the opener.
1) When there is a lot of kitten going on and a lot of particle effects on screen, especially in the tight corridors of the tower it is extremely hard to see those red circles that let you know you are standing in something.
2) Players have fewer dodges available than number of things that need to be dodged in the tower.
3) Some of us either lag or just have kittenty reaction times. We are being penalized for things that are essentially out of our control. And then you are calling us crap players simply because we aren’t you.
This content wasn’t challenging, it was just way overtuned. There were too many mobs doing too much damage with too much hp who were given too many CC and debuff abilities.
LadyRhonwyn.2501
“I think the learn to play card is played way too often. I know exactly how to play this game, but that doesn’t mean I should like OP effects we see in the tower: massive respawn rate, elite foes when there’s only player around, massive AoE without any place to hide. I think it’s a cheap way of “increasing” difficulty and, at least for me, absolutely not fun. And the average player might be able to deal with two of those effects, but a third one might just confuse them so much, that they’ll start making stupid mistakes they wouldn’t make during normal gameplay.”
Yes I have to agree with this, there’s only so much you can do to combat all the stuff going on, often trying to get through a trail of mobs left by other people.
I don’t find it fun, or clever of Anet, and agree it’s just cheap “content” if you can even call it that.
The design of the tower is brilliant, but there’s no real tactics, it’s just a mess of mobs, mines and overlapping red circles, when you can even see them.
Anet can do better, lets have stuff where tactics and planning come into it, like UW and FOW in GW1.
Edit…………….
Just seems every post I read when people say they are having problems or don’t like the content is the same, L2P, zerg it, get in a party, guest to another server, I killed the champ/elite/everything solo, I ran solo to the top in 10 minutes with my level 63 (Insert prof here).
(edited by Solid Gold.9310)
The problem is the game doesn’t teach the players these things. Unless you go to PvP or WvW or (later on in your levels) do dungeons, there is absolutely NOTHING that shows you how to use the game mechanics or how to do anything in the game. The personal story doesn’t even tell you anything, and its the first “quests” players take.
The only way to learn in this game is through experience, and given that you have to be experienced to begin with in order to be accepted into the things that teach you experience (such as FotM and dungeons), it creates a negative feedback loop that results in the majority of the player population being kind of dumb.
Combine this with most of PvE being mind-numbingly easy due to the developers taking to many shortcuts to make mobs seem hard when they’re not.
Introduce a set of hands-on tutorials at the start of the game and as players reach higher levels and you would see things get alot better. The strange part is, almost every game has this except GW2, Anet just skipped it for some reason.
Its like blaming a kid that can’t write instead of his parents for not schooling him.
I’m usually really sweet… but this an internet forum and you know how it has to be.
/i’m a lesbiab… lesbiam… less bien… GIRLS/
(edited by Hannelore.8153)
Hard content, easy content, whatever you want to call it to me it’s just not fun. I enjoy hard content. To me, this isn’t hard content for the sake of being fun. It’s just annoying. Why do I need a group to get to the top of a tower to an instance I just solo anyways? Fractals are hard and fun (certain ones… okay just lava). This tower is just obnoxious.
To me it’s more frustrating than anything. I feel that I have given the LS a lot of leeway, but the story just feels so out of place in Tyria right now and I’m really tired of zerg first updates.
Jade Quarry
Of course, some will go with the “solution”: join a guild and ask hep. This kind of answer strips you off your dignity as a hero and transforms you into a beggar at others mercy
Precisely. We are the heroes, we should be on par with the Champs. It is we heroes who should have to be raided by the mobs and not the mobs who have to be raided by us.
The Tower of Nightmares is an open-world map designed to challenge even the hardiest of groups. Fighting side by side, players will need to rely on each other to survive.
It clearly says “GROUPS”. Not “SOLO-PLAYERS”.
And then they go on to talk about solo instances, with the end result being mixed signaling.
Enemies have a tendency to take turns spamming their CC skills. So as soon as one immobilize runs out, the next enemy casts it on you.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
I think they’ve even added immobilise skills to enemies in PvE that didn’t have it before because it seems every 5 seconds I have it cast on me. This along with knockdowns, stuns and 30 second limps make for a humdrum experience.
Are they just incapable of creating difficulty without taking control completely away from us? When I spend 5 seconds of a fight unable to do anything even with a Guardian because every single monster has these attacks it doesn’t make me think “This is challenging!” it makes me think “Yawn! How cheap, annoying and tedious!”
In the earlier Final Fantasy games I used to class these type of skills as the boring skills, things like Stop etc. ANet have taken every one of these types of boring skills and based almost every monsters attacks around it
(edited by Paul.4081)
The 3rd floor should have a group event at the entrance, to discourage the bad behavior of trying to run through solo. Open world needs to direct people, no matter how much the forum neckbeards complain about hand holding casual content.
All living story updates that have added challenging content, or content that requires a lot of players to complete, have ultimately been abandoned by the community in a very short time.
- Southsun is mostly vacant even though the mega Queen event was added.
- The Queen’s Pavilion became a ghost town for the last two weeks it was in the game.
- Scarlet Invasions were only popular enough when people got a lot of champion bags (and then they wanted to farm instead of win).
- Tequatl is (almost) only being killed by organized guilds specific to that purpose.
- SAB World 2 had low player numbers due to the difficulty and length.
- The Halloween labyrinth became a ghost town rather quickly.
The tower is already starting to be abandoned. People will do it for the achievements and that will be it. If you cannot get in there now to get the achievements, you’ll have a hard time trying to do it later.
Part of the community asks for more challenging content but they abandon the content quickly when it does not provide interesting rewards that match the risk involved. Everyone else who wants to try to do the more challenging content after the others have abandoned it are just left frustrated.
I liked Tequatl much more when it was easy. I don’t think open world content should be super hard and require a huge effort of concentration, save that for dungeons (where are the Underworlds, Fissures and Urgoz/Deeps of GW2, btw?).
1. Casual-friendliness
For the daily achievements, all of the five tasks have to be completed the same day. It could be made more casual friendly, if one could complete for example 2 of the tasks one day, and 1 task another day, and so on, until 5 tasks are completed. (Just as one example of a change that could make something more casual friendly).
2. Roleplaying
3. User interface (also sounds), and immersion.
Some of the new sounds for achievement rewards and such are a bit loud compared to the other sounds in the game. (At least for me, maybe it’s different from person to person. I had to turn down the volume a lot, and I kind of miss a lot of the sounds from the game, since I had to turn the volume down. It would for example be nice with a slider so achievement sounds could be turned down.)
It would also be nice to be able to hide the xp and wxp bars, the WvW score bar (the big one that is also in sPVP), and make some of boxes to the right smaller, and the achivement chests smaller, to be able to see more of the game world.
(edited by Haworth.4561)
TL/DR: We need more ways to acquire Ascended gear, so that players of all types are rewarded with progression.
I’m a casual player. That doesn’t mean I’m a bad player, but I have limited play time so I cannot participate in all game activities. On top of that, some activities just don’t appeal to me as I would assume with most players. I’ve been able to acquire Ascended amulets, accessories, and rings through dailies, guild missions, and WvW. However, I find it very difficult to acquire Ascended weapons and backpieces.
For the weapons you are required to craft them through a crafting profession. This can be a long and arduous task (read grind), especially if you don’t already have the required crafting profession at level 400. As for the back pieces, they require that you participate in Fractal of the Mists dungeon runs.
Endgame gear acquisition has a radically shift from Exotic to Ascended. Exotic gear can be acquired via Karma vendors, loot drops, WvW Badge vendors, Trading Post, crafting, Dungeon tokens, etc. Ascended gear doesn’t offer that diversity in acquisition, and that needs to change.
I believe that endgame progression should be achieved by just playing the game as you did from 1 to 80. Over time, your character(s) should be become stronger without feeling you are grinding. I think Guild Wars 2 achieves this more so than other MMOs, but with Ascended gear this is changing for the worse. Again, this needs to change so that players are not forced into activities they’d rather not do and grind them over and over again.
Thanks!
-Cowboy
[EU] Gandara
Twilight Assault, not Twilight Hangout.
First of all, this is just a game, the game made for fun
Agree with DoctorOverlord, it would be nice to finish the new path to see the whole story. But I won’t.
I get to Ooze place group fails it a few times and whole group just quits.
I was looking forward to this update a lot today after how much I disliked the Teq update. I used to really enjoy this game and think this game is definitely for me. With each update this game feels like it is less and less for me.
Would anyone pay for this dungeon update if it was DLC?
I am a good player, and I ran this dungeon with a good group. I am disappointed that eight hours of good effort was not enough to succeed. We got through everything pretty fast untiI we got to the end boss, Clockwork, where we spent the bulk of our time.
I am left wondering, did we fail the fight because we’re mere good players, not great ones, or is the boss not working as intended. If I knew for a fact, the boss was bugged, I could just come back later when he’s fixed. Without some official word on the matter however, I can only wonder if perhaps the game is going in a direction that is not fun for merely good players like myself.
If this dungeon was designed to seriously challenge great players, ANet may have succeeded. For me however, all I got was a case of buyer’s remorse for all the gems I bought this month.
The biggest problem, ArenaNet does not feel human.
It was pointed out by an earlier poster that the feedback in this thread has been overwhelmingly helpful, since a dev started it by reaching out. I think it ties into your point. I understand that the attitudes in these forums are sometimes such that no individual would willingly dignify the flaming by noticing it, but… if one is angry enough to kick something, and it appears that all there is to kick is a deaf wooden post … the post is going to take quite a kicking. When the post becomes a person, civility reasserts itself.
This could be a really exciting experiment, guys. In ten years, we might be saying; ‘Yeah, well remember when Arenanet decided to throw corporate stonewalling to the wind and let us help make our own game?’ It could turn out really well.
Because the dragon’s are actually friendly, and we are the bad guys… They land like, “Hey everyone, what’s going on? OMG OUCH STOP POKING ME!” and we are all like “Hahaha evil dragon, taste my awesome fury” and then it’s all like (in Tequatl’s case), “Man forget all of you fools, can’t even get me limping, I’m going swimming and this time I’m drop some dead fish heads on your land… You Tyrians are so mean…” and then he does a few leaps and is gone for a few hours hoping that when he returns, someone nicer may greet him.
The End.
The Lost Shores was the single worst event I’ve participated in.
BTW I Like FotM but the underlying principle behind it makes me sad. It was the introduction of ascended items and in turn ANet making it clear they supported a gear creep (something they had previously spoke against).
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”