At this point I would be happy with any new zone. Just something, anything!
~Sincerely, Scissors
Dear ArenaNet and fellow tyrians.
In my opinion.
The absolutely most fascinating and impressive work of MMO craftsmanship I have ever seen is Orr. From a gameplay and design perspective I love the fact, that you have a Keep in Straits of Devastation as a base of operations that you use to push towards the once holy city of mankind – Arah. Now home to Zhaitan – a huge Undead Dragon. I have played through each event in each of the three zones several times, because I love how the buildup is in these zones.
What I’d love to see is that each patch – maybe every 3rd patch? – adds a new zone, that we as players have to push through. Lets say that the beginning of S2 starts with a huge natural disaster from Mordremoth. This disaster ravage the Maguuma Wastes, and qucikly spreads throughout Rata Sum, The Grove and Divinity’s Reach. Beyond the Brisban Wildlands is a dense and and thick jungle, full of corrupted beasts now doing Mordremoths bidding.
I imagine start of season 2 being a raid against the bandit camps at the edge of Brisban Wildlands to setup a base of operations (much like Fort Trinity). From there expeditions into the wilds will happen, guided through a narrative involving the pact and Destiny’s Edge 2.0 (Brann, Rox, Marjory etc.). From there on we start exploring – and learning more about new dragon minions and most importantly – the whereabouts of Mordremoth. Each zone has a chain of events. Like defending camps, assisting explorers and pact soldiers. Most importantly there should be 3-4 major locations that had huge boss battles much like Priests of each god in Orr. Each zone would have it’s own distinctive storyline, that will help the narrative of the overall storyline.
For example:
- First zone: What kind of minions do the dragon use. Hints at Mordremoths own Pale Tree
- Second zone: The whereabouts of corrupted Sylvari, fighting them throughout the zone
- Third zone: Home of Mordremoths lieutenants – new World Boss here
- Fourth zone: Mordremoth’s Lair – a huge canopy labyrinth leading up to a new dungeon which has the final fight against Mordremoth in it.
This is of course hypothetical lore progression, but I use it as a way to examplify how you could structure the introduction of each zone. Also I believe this could add following satisfactory content to the game:
- New Zones to explore
- New Lore to explore
- With the recent nerf to champion trains in other zones, this could be a new place for farming high ranked mobs – thats actually makes sense from a lore perspective. We are killing dragon minions in order to survive in these areas.
- New events that could unlock new skins or items.
- An excuse to add challenging end game content for players seeking it out.
I would love to see this, and I hope this is the direction S2 will go
Norn Guardian
So, here’s another idea on the table, an endlessly updating zone that has small new additions every living story update, the Endless Labyrinth (Working Title).
What is the Endless Labyrinth?
The idea behind this between myself and a colleague was a giant maze like open dungeon accessible to every player in the game at any given time that has the first real sign of vertical progression in the game, agony atunement.
In order to enter the Labyrinth you only need to be level 80 and have finished at least 1 tier of fractals, allowing players to enter at any given time with huge zerg like raids designed for large groups and difficult encounters.
An idea of the Layout
So, imagine if you will, entering a large room which everyone enters as a form of open lobby, and at any given time you or anyone else can just waltz off into this endless maze, there is only one way point in the entire place which means that if you die alone you’re going to spend a while going back the way you came.
The zone winds into many different tunnels all with singular rooms specifically designed with miniature world bosses, each one a very tough and challenging encounter designed specifically to be progressively harder the deeper you go with yourself and your group.
Not only are the bosses more difficult, have more HP, do more damage, but in addition you require more agony resistance to progress deeper into each layer of the maze, giving you a reason to go back to do fractals of increasing difficulty, while returning to this endless open world raid for the real challenges of the hardcore.
Sounds fun, but what kind of rewards would I get for killing the bosses?
The Bosses would each contain a very specific skin drop that has a guaranteed chance to drop for any player that defeats them, but for obvious reasons, each one would be more difficult to attain than the last.
These skin drops would range from armor skins shared by all three classes, to weapon skins only attainable by downing the boss.
In addition, later and more difficult bosses would have chance to drop exotic and even ascended quality materials needed for crafting.
How many Tiers would the place have?
There is a reason it is called the “Endless” Labyrinth, so one can assume the tiers literally never end, however, obviously due to game play implementation there is only so much one can add initially and later on.
The idea would work along the lines of this:
Launch Tier: Ten Bosses, three at the first tier difficulty, two at the second tier, and then one for every subsequent difficulty beyond that.
Additions Tiers: Every Living Story patch a new boss is added to the dungeon at an additional tier, with even greater difficulty and new weapon/armor skin additions.
This essentially means that when you enter the open raid, there are three bosses for the easiest challenge, two for the moderate, and from that point onwards, only the hardcore would really dare to keep progressing onwards.
Boss rooms and between encounters would grow progressively harder as you go deeper, with agony resistance and a 3% increase to every random mobs stats for each tier.
Technically we already have Fractals for this kinda thing
We do, but Fractals are five man dungeons compared to a proper end game style raid, this is more of a challenging, zerg scaled tactics heavy gauntlet that requires a lot of planning and preparation for the end game guilds and essentially adds just that “the end game”.
In addition, there could be a leader board for the guild/players that kill the bosses the fastest, thus giving a form of pve competition to the end game.
I also feel this would be a great way for A-net to add new assets to the game subtly, as each boss room could be filled with elaborate in game detailing allowing for texture map tests and subtle teasers to new scenery they may be playing with.
I highly suggest you stop working against yourself. part of GW has always been “status” even if a super rare weapon or armor piece looks like trash to you, if its super rare.. your going to show it.
well.. my examples of this in GW2 is Liadri mini, and for more of an example. even the Black Lion weapon skins.. stop releasing minis and items, giving us a date to get the stuff by, and then 4 months later make them available again. its a huge slap in the face for playing YOUR game. you did this in GW1 too and has upset many players. like the festival hats from early years that even a new player can now get? common! horrible. many people I know feel the same as me, and it means enuff for me to get angry at my monitor and get GW2 off the dang screen so I can come to the forums and throw a kitten fit about it.
STOP IT.
take the panda, how dare you to ignore those cute pandas
^^ Everyone needs one xD
With all respect to the panda, i need to look awesome :P
From 10 months ago.
https://forum-en.gw2archive.eu/external?l=http%3A%2F%2Fwww.mmorpg.com%2Fgamelist.cfm%2Fgame%2F473%2Ffeature%2F7597%2FGuild-Wars-2-ArenaNets-Master-Plan-for-2013.html“What’s more is that the team is also working very hard finding a way to make it so that every profession has access to every weapon and their own weapon skills for those previously locked weapons. Engineer plus Hammer? Check. Again, there’s no specific timeline for this, but a new progression system is coming. Finally those level 80s you’ve been hoarding will get some use, as they’ll be adding more and more skills and traits to the game for years to come and on a regular basis for players to obtain.”
If they ever add greatsword to necros, I have a chiroptophobia skin waiting.
Ahhh, fair enough. I’d love a sword and shield for my Elementalist.
I still don’t see how a Scepter and Focus would work for professions that aren’t based around magic though. Well, maybe not ‘work’, but make sense thematically.
Idk. I could see scepter on a warrior if it had the right skills.
Auto attack: hit it with your scepter, hit it again, hit it so hard your scepter breaks.
Skill 2: stab target with your broken scepter.
Skill 3: block attack with the handle.
Did they say every weapon? I have a hard time seeing what use a Warrior, Thief and Engineer would have for a Scepter or Focus.
Whacking stick.
Thwap!
Meaningless Multiplayer
And this is the second and exceedingly jarring issue I have, how utterly meaningless and trivial multiplayer is in this game. Which as far as MMO’s goes I consider this to be a cardinal sin. If your multipler gameplay in a massively ‘multiplayer’ online game is poor, then you’ve kind of missed the bloody point haven’t you?
Which is exceedingly bazaar, since in many respects Anet actually did a wonderful job of making it easier then ever to actual play with people without silly little hurdles or contrivances getting in the way, which is fantastic. And yet when you actually do play together, nothing of note ever actually happens.
It’s like everyone is in a bubble roll-a-ball, you can see each other and occasionally bump into each other, but you can’t interact in any meaningful sense. You have no roles, you can’t rely on anyone to do anything specific, nor be relied upon.
You can’t effect anybody in any meaningful way.
Everyone is designed to only ever care about themselves and only themselves, screw everyone else around you. Even if you wanted to help others, you can’t. Not in any direct, or effective ways. At best you have entirely indirect, impersonally, and often trivial means.
The only direct help you can offer is rezzing their sorry backside. Which naturally takes no skill or effort whatsoever.
And what is maddening is that the game is so bloody close to actually pulling off a new and innovative way to have support/cooperative multiplayer interactions, in a way that could be tremendously fun. And yet it just doesn’t. It has everything it needs to work, the door is wide open, and yet it refuses to take the steps to go through.
It seems Anet are so scared of making mistakes that they instead opt to do nothing at all.
Overall I think multiplayer is a few steps forward, and a few steps to the side and off a cliff. You undermined the entire point of multiplayer, and that is bloody disgraceful.
I never thought you could screw it up this badly, but apparently I was mistaken in giving you entirely too much credit.
I’ve had a much more involved and enjoyable multiplayer experience in Dark Souls 2 kitten .
I figured it was high time I took the time to explain why I am no longer playing GW2, and I seriously don’t expect that I will be back anytime soon.
It’s the responsible thing to do I think, since most players that leave simple go silent without saying anything. So take this for what little it’s worth.
I used to be a tremendous fan of Arenanet’s, since Guild Wars built up a large amount of good will with me. Sure it had a few missteps and wasn’t a perfect game by any stretch, but it did good by it’s player base, and had a fair bit of depth to it’s mechanics.
-
And as excited by Guild Wars 2 as I was, and as good as it was at launch, it has since then just become a continuing source of disappointment. It squandered all of my good will, to the point where I simply just don’t bloody care anymore.
I could list off my considerable list of issues I have with the game, but I will restrain myself to only my two biggest bug bears.
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Direction of Content Creation
First is how Anet go about their content creation, or rather how they don’t.
Anet seem far, far more preoccupied with polish and temporary content ala the Living Story then permanent content to the world or professions.
As small as the world is, is a small as it will continue to be. And your stuck with the same old content between LS content, which is take it or leave it at best. And any innovation or improvements to content, such as better telegraphing never makes it’s way to the rest of the game. It’s like an entirely different game that’s be cut off, it’s very odd.
And there is only so long you can play the same content before it’s no longer interesting, assuming it was interesting from the beginning.
The pace in which actual new permanent content is added to the game is lethargic at best.
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What’s worse I for me is what has been done with professions, which is next to nothing. They occasional get tweaks and balance changes, which is expected, but half the time they when they fix something they break something else or don’t actually fix it.
Many bugs and dead skills/traits have been so for at least 6-12 months, sometimes longer. This might not have been as much of an issue if Anet continuously added content to the professions, since they did go out of their way to future proof it.
But of course they haven’t.
The amount of content that has been added to professions coming on two years now has been absolutely laughable…. if it wasn’t so pathetically sad.
And coming from Guild Wars which had a great deal of content to this poultry amount is jarring to say the least, I don’t even recognize them as the same company at this point.
Needless to say, but I’m going to say anyway, I am not a fan of this approach. It’s going nowhere fast, and I can’t expect it to improve. And no amount of polish is going to rectify this.
Death Shroud is our 1200 Power Weapon in my opinion
Hopefully, Dark Path doesn’t bug out so you can get into range and do some damage.
Would love to see Shield implemented, could offer more attrition capabilities.
It’s just that in certain tpvp situations, playing a necromancer becomes a liability to the team. This concern is beyond one’s gaming style. Despite the setbacks, I really do enjoy playing it. A condi necro has nowhere near the sustainability of a condi engi, warrior, ranger…so on. Either adjust the sustainability of the class (i.e. warrior signet heal) or improve its attrition/dot. We lack real stability and an escape but I’m fine with that because I gave up believing they will ever be added.
Condi & DPS Ranger, Spirit Guard
We have far to much as it is…ty
Forget balance. The more pressing issue is:
Necromancer is boring as **** to play.
So it doesn’t even matter if necromancer somehow become balanced. It will still be the most boring class in the game.
Nothing really excites me about the GW2 necro. Nowhere near GW1’s necro, which held my attention for 7 years.
I’m sorry but why are you here then? That is your personal opinion and has absolutely nothing to do with this threads topic. I enjoy necromancer the most out of any profession in the game. Back to topic please.
Because in GW1 I used to have the option to sacrifice 33% of my maximum health.
Because in GW1 I used to be able to keep my WHOLE PARTY nearly immune to conditions.
Because in GW1 I could shut down people like mad.
Because in GW1 I had epic skills like Grenth’s Balance and Dark Aura.
Because in GW1 using minions was actually an ART.
Because in GW1 I could combo Animate Bone Horror+Death Nova+Ancestors’ Rage+Putrid Flesh
Because in GW1 I could combo Malign Intervention+Putrid Bile on masterless minion+Holy Spear on masterless minion.
I could go on. But I don’t feel like explaining myself too much. I played GW1 necro for 7 years. I cannot possibility tell you everything. But it is very sad for me to see how the awesome GW1 necro was totally ruined in GW2. Like EVERY SINGLE ASPECT of it.
I am not trying to show off. But sorry pardon me that I feel the GW2 necro are boring as ****. The profession’s skill ceiling is way too low, and there is little room for improvement or creativity. Let’s be honest. Nearly every necromancer uses the same 2 or 3 builds.
I used to write a lot. But nothing changed. And so I gave up.
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
(edited by CHIPS.6018)
After playing the Necro it always feels like people from other professions are complaining with their bellies full.
From my experience, elementalists complain about their cooldowns. I didn’t feel like anything had a very long cooldown. In fact since I could swap into 4 sets of weapon skills I always had something besides auto attacks available and multiple answers for each situation.
Who needs a large health pool when I can dodge, block and heal like mad?
The Necro feels unfinished, unpolished and sloppy.
Our class mechanic interferes with what should be our “unique” form of sustain, namely life steal. We are the “attrition” and yet have the worst sustain in the game.
The game is founded on active attacks and counters, we only have passive defenses.
Warriors have the same large HP pool and shared our sustain problems for the first year of play, namely I can never refill my HP. Suddenly they got that fixed AND their philosofical condition/mobility weaknesses solved becoming crazy OP.
When Necros got damage- Dhuumfire- after clamoring for survivability we got hotfix nerfed in sPvP and slowly shaved for the next year. Now Dhuumfire is "balanced"and nothing removed was reverted. Healing signet got a 8% shave.
WTF ANet?
I agree with Bhawb that say our Bleedstacking compare to a Ranger with Krait Runes is very weak, we are bad at most Condition stacking when it comes to speed it applies, we however are superior in the way we can “flip” them Deathly Swarm, Corrupt Boon, epidemic, Plague Signet aso. I Consider Necro still an ok Class when it comes to Condition all-in-all just not in applying.
I strongly disagree with CHIPS about Necro being the most boring Class to play and imho the only reason I still play the game or even visit this Forum is cause I love to play the Necro in good or bad times. Tought that were the case for most of us here tbh.
Necro only excells in 1part of this game atm and its WvW specially big Guild runs, when we run out with 25ppl we tend to have 4-6 Necs and our co-ordinated Well-Nuke kills more then anything else on the Battlefield its just a fact.
Servant of Dhuum
Forget balance. The more pressing issue is:
Necromancer is boring as **** to play.
So it doesn’t even matter if necromancer somehow become balanced. It will still be the most boring class in the game.
Nothing really excites me about the GW2 necro. Nowhere near GW1’s necro, which held my attention for 7 years.
I’m sorry but why are you here then? That is your personal opinion and has absolutely nothing to do with this threads topic. I enjoy necromancer the most out of any profession in the game. Back to topic please.
Bloodwell if you want to support. For minion master builds you can take bloodfiend (though i probably would take consume conditions). Fo alle the other builds consume conditions. And never take signet of vampirism. It is the worst heal in the game.
Signet sucks harder than anything hoover has ever produced. Consume Conditions all day.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
Its fairly standard practice to say that your class is broken and everyone else’s is OP.
I find, as a player, its best just to do what you can and adjust your playstyle instead of arguing class balance opinions. Really have to rely on stats and not opinion for balance.
Logan with Jennah is another lesbian relationship tb
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
I did test the vampiric build and it has great potential, except 25 stacks of might increases its damage by… 1.
I’m not sure to understand. If you mean minions don’t get might you are right. Though you still get it and most of the damage came from the Dagger, not from minion. Again I use their damage to mitigate the loss from a pure berserker build but i don’t rely on minion’s damage and it’s not the goal of this build to deal our maximum damage.
The way i dealt with my necromancer was, i made him my bank mule until further fixes to the class make him not detrimental to the group (have other 80’s).
Is that your answer to our problem? “Do not play Necromancer”?
Sorry but this is not an answer.
I play for fun. And I found the other classes boring.
I prefer instead keep asking Arena Net for some changes and/or fixes.
By the way, what do you think, guys, if I send every day a bug report about the broken Minion AI? What about if we all do it? Do you think they will listen to us?
Last time an user sent a cake and it seems it worked. And it’s not a lie.
I would agree with the person above me. Grenades are better. But you didn’t post about grenades. You posted about the flamethrower, and thats what brought me here lol.
I like to play with the toys I enjoy most, so I have done my best to make a flamethrower build that is fairly reliable and fun. (I mean, c’mon! It’s a FLAMETHROWER. Something so awesome has to have SOME use!) As an engineer, our greatest strength is in making work what we want to work. Versatility is our greatest weapon, adaptability is next, as it goes hand in hand with versatility. So flamethrower can work. It just requires some work.
Before I post this, I want to state that I was an engineer that never ran, nor really cared for turrets. I just didn’t use them, save for the occasional Healing Turret. But the new trait for turret boons opened a few options, and brought me to the build I am about to post. It isn’t perfect. It may not do uber damage like Grenades. But it’s fun. I enjoy it, and it WORKS.
The Elixir B sometimes gets subbed out for whatever I may need. Also, I’m not sure if this has always been the case, but the Mortar gives me Stability. I wrote it off as useless before I toyed with this build, but it’s not terrible, and if you trait elite supplies over Power Shoes at the proper times, Mortar becomes a decent ranged weapon when you lack for one so badly with a FT. It’s my go-to weapon against Fire Ele and Jungle Wurm. Not always the best, but it has uses.
The might stacking is darn good though. And the on demand fire field can set up even more might stacking possibilities.
Best of luck!
And my Alter-Ego- Kyoryu Gold, Mesmer, Thundering Hero, wielder of the Legendary Meteorlogicus!
(edited by Nabarue.3290)
Exactly. A good engi asks "how can I make this work?’ not “this sucks, why bother?”
I have run my FT build in dungeons before, and while some people have asked me about it, the results speak for themselves.
Good luck with the rifle, i swear by Jump Shot. And it gives you yet another knockback to help you should you need it.
And my Alter-Ego- Kyoryu Gold, Mesmer, Thundering Hero, wielder of the Legendary Meteorlogicus!
You can easily hit 15 stacks of might with bombs or grenades and with some effort even 20-25 stacks. What is again the point? FT still sucks.
The point being that it’s a game, and as such, not everyone is in to running the OMGWTFBBQ SUPER UBER BUILD that people say is best. People can run whatever they want. (Sorry, I wouldn’t have quoted you specifically, but for every FT thread, there is someone like you who makes a completely irrelevant post like this) Some people (like myself) enjoy running the flamethrower. Also, I am lead to assume that you did not look at his posted build because he IS running the Bomb Kit.
Now, to the OP. Looks decent. I would suggest running Rifle. The Rifle 5 skill, Jump Shot, is wonderful in conjunction with the fire fields you will be running. It can give you the Fire Shield off the Leap Finisher, which burns enemies and grants you might when struck. Pistol/Shield is solid, but if might stacking is your aim, go all out and give the Rifle a shot. If you happen to run a Sigil of Battle in your Rifle, you will gain 3 stacks from swapping from FT to Rifle, then the fire shield, and whatever other finishers those around you may provide. Might everywhere!
Best of luck, OP. Nice to see other FT engis out there making this awesome weapon feasible.
And my Alter-Ego- Kyoryu Gold, Mesmer, Thundering Hero, wielder of the Legendary Meteorlogicus!
(edited by Nabarue.3290)
Do we want a crop of level 80 players whose only experience in the game is running the train in Queensdale? Is that healthy for the game’s ecosystem?
Yes, if they like that (and since the train in general does not hurt anyone), it is healthy for the game.
If there are indeed players whose experience is limited to running QD train (and i seriously doubt it is as common as you think), then it is only because they did not want to learn anything else. Besides, most of the “new players” in the train are not really new, but alts. As are most of the “new” players in queensdale in general.
And the train (and Behemoth) are the main reason why the zone seems alive. Are you sure that presenting to new players a near empty (even on megaserver) zone would be better for the game?
Remember, remember, 15th of November
(edited by Astralporing.1957)
Just did a full AC run- Got kholer chest for p1+p2, but not p3 o.o
Look for your chest in HotW. Maybe they put it there for the sake of consistency…
Oh gods.
I died laughing. Will you come at my funeral?
Just did a full AC run- Got kholer chest for p1+p2, but not p3 o.o
Look for your chest in HotW. Maybe they put it there for the sake of consistency…
“You’re a bitter man," said Candide.
“That’s because I’ve lived in the dungeon forum,” said Martin.
^ Full reader comps are OP. pie pie pie