I would love daily ‘quests’ of some kind. Something like the Zaishen quests. Or some kind of scavenger hunt…or something like Nick used to want.
A chest at the end would be rewarding to me…or even just another AP. /shrug
I know quite a few people in game who are constantly complaining these days how much work it is to get their daily achievements done (preferably all of them to not miss out on a single ap), pick up the daliy boss event bonus chests, do the daily crafting, harvest the daily nodes in their home instances, pick up the daily jp chests from jps where they parked a ton of alts, and maybe do some daily dungeon paths or fractal brackets to round out the grind. These people literally spend hours each night grinding out their daily bonus rewards that they feel forced to pick up and throw a fit if they happen to miss out on one of the rewards or another (due to lack of time or simply forgetting one step or the other).
Of course, it is their personal problem that they feel the need to pick up any daily bonus this game offers to them instead of just playing whatever they enjoy. But adding yet another daily bonus for whatever activity that possibly makes more people feel they miss out on if they don’t do whatever quest it is than it makes people feel additionally rewarded seems counter-productive to me.
The core of this game is not quest-driven but free exploration. You go out and do whatever you feel like, and are (in theory) comparatively rewarded no matter what you choose to do. There already are a lot of extra carrots around for people who prefer to be motivated by the rewards to do stuff. I honestly prefer to just go out and do whatever I want and to feel that I spend my time just as “productive” as people doing other things, instead of the game dangling (too many) daily carrots in my face all the time.
Extra daily quests for the sake of questing (like small scavenger hunts or solo bounties) would be right up my alley, but please no extra rewards. If the rewards are in the same league as regular dynamic events and possibly jp chests I’m all for it, but if it’s a reward system that adds to the “daily grind” for people then I don’t want anything like it.
Maybe now “Guild Wars” means “Guilds-that-go-to-War-against-other-stuff-just-not-other-guilds-like-the-first-game”? Not sure what happens if you aren’t in a guild. So, maybe it means:
“People-who-may-or-may-not-be-in-Guilds-who-go-to-War-against-other-stuff-just-not-other-people-in-other-guilds-like-the-first-game-unless-they-PvP-but-then-again-they-could-be-PvPing-against-people-in-their-own-Guild-so-we’re-not-really-sure-what-to-call-it”
But I don’t think that would fit on a box.
In fact, the title has no longer to do anything with the game.
People will tell you about the guild wars and you should read the lore, but honestly, this is so unimportant for this game that the title just implies that this is a sequel to a game called Guild Wars for whatever reason.
The Leveling & Open World Compendium
I know that there was a guild vs guild in original gw but I don’t see any specific guild related pvp but just fighting against other servers (WvW). What’s the point of being this game called GuildWars 2? Just because it is the sequel?
Are you looking to stir up trouble ? If so , incoming
Angela Sky , THE Guardian
Orochimarei , THE Necromancer
I can recommend using Artificier to craft highter tier of EoL to minimi clicking.
But i like idea of Use All Stacks button.
Wouldn’t it be nice- Lots of stacks of luck – One click Done – Instead of over and over and over- Same could be implied to other such stacks dumped in our bags- Getting tired of click – click – click -
Whoever wrote that scene in, might get in trouble now.
“You’ve made players think they’re going to get Greatswords on the Necromancer!”
“WHAT!? HOW?…. oh god…. what have I done….”
“You’re fired.”
“But but but, Trahearne has one!”
Trahearne has been using Greatsword and overall making us look like a bunch of kittening wimps for a long time.
WvW roaming with a team – very strong.
WvW zerging – strong.
PvP – strong.
PvE – ok, although if you are doing it with random people who want to finish 10 secs early, they might object.
YouTube Channel
Fxxked if I care whether we’re bad or not, I love my Necro(s). We’re good at being awesome (:
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
Omg. I love how he put this post out there to inform others that are fighting Necros, and the post got moved to the Necro subforum where mostly only Necros will read it! This is so priceless! Lmao.
This. Quoted for TRUTH — “When I started receiving the items for the backpiece, and saw that I had to explore the world to power them up, I thought to myself: “cool, I’ll do that”. But then I checked the wiki, and saw the horrors. More massive gold sinking. More masive grinding and farming. More crafting. The exploration was just a small trick, an illusion, a lure to make the whole thing seem more interesting than what it was.” --
I understand they want you to put a some effort into getting the back item. I think that’s cool. Makes it seem a little extra special.
IMO the perfect amount of effort was similar to the spinal blades back item. Multiple tiers, could upgrade as far as you wanted. Could get exotic easy. Hell they even made it so you could get ascended not to bad either.
But this…. This started out as a great idea! Scavenger hunt?!?! YEAH!!!
Too bad for the person like me (who can only plays 1hr or so a day, MAXIMUM). This is an impossible achievement unless you happen to be sitting on a mountain of gold. (Also, the vast majority of people who only can find 1hr or so a day to play aren’t sitting on a mountain of gold.)
I think if they had made it so you finish the story, have the story provide you ample amounts of the “special resource,” maybe get a couple of achievements, maybe pay a bit of gold, and then you could get the back it would be perfect!. This is all totally doable at ~1hr a day x 2weeks. Just like spinal blades.
This however is completely excessive, and quite frankly a huge disappointment. I really hope they do not take this approach in the future.
(edited by Gibbilo.3270)
well guys there is reason why gw1 is there where is it and wow where is it, also having the same gear for years to come don’t u think its super boring ?
And gw 1 had million skill combinations while gw 2 have nothing its more linear ,everyone is almost the same and u cant compare them on same lvl or even same type games.I mean come on gw 2 had 1 healing skill new in 2 years while gw1 had more then 1500 skills ,dual class system free set on skill not define by weapon (beside warrior,paragon)and whit just that it had more depth inside the game while i feel gw2 is more shallow and noob to CASUAL almost kitteneth friendly from a guy that got more then 17k achievement points and a guy that have god walking among mere mortals and 50/50 eoth in gw 1 so i know the difference a lot, also gw 1 was single player game, story driven whit multilayer aspects and trading not MMO .
must be my lenses wearing out, all I read is “I want to gank people with worse stats”. And “alpha male”, lol, yeah, the ladies are already swooning for those mad gaming skillz.
1) It was not a bug fix. Every transform skill currently in the game triggers the cooldown the moment you entet the transform. Lich Form has a CD of 180s, once it expires, the CD on the bar is at 160s. Same goes for Plague.
2) Why is DS the only transform skill to get all the restrictions of Transform skills (No access to utlility or heal skills, no weapon swaps) and yet gets further more on top (no healing), while not even getting the benefit of CD starting on enter? Tripple punishment for using class mechanics? YES PLEASE!
3) Gameplay wise it does make a huge impact. I Usually tended to let DS expire naturally, using lifeblast untill its empty, because i was able to use Axe #2 afterwards or any spectral skill and to be sure: I can use DS again right after, even if just for little, the 12% DS is enough for #5 or #3 or a well timed #1 if the enemy was out of our rather small damage range.
Furthermore it gives a huge window of opporturnity for a counter attack, the enemy now basicly always has a 10 second window to CC and burst us to death once we should ever leave DS. Before we had to make a choice, quit early, with CD, but save some Lifeforce, or let it run out, leaving us with no Lifeforce, but also no CD.
Thief for example is the same thing: they only get a revealed debuff if they attack from stealth. If they let it expire they can stealth again without punishment, they can freely choose this. This enables another way of playing and it does feel very rewarding.
Furthermore, facing our current sustain problems this was another nail to the grave. They push our entire sustain and defense mechanics into deathshroud, and now they keep on nerfing DS.
The recent direction of Necromancer balancing is very concerning in that it seems to be deviating from the very clearly stated purpose of Necromancer not only at launch, but also only a couple months ago and what they in the last feature patch. It seems they are changing Necromancer based off the reactionary feedback of other professions (because they got nerfed and realize they’re not all powerful) or out of willfully limited deliberation.
I thought it was clearly stated almost a year plus ago that exiting death shroud early was to be punished, while allowing it to expire/waste lifeforce is rewarded at the expense of starting back from zero lifeforce and having to restart its generation from scratch (I could be wrong). If it wasn’t clearly stated this was a good way for death shroud to work.
Why?
Because based off Anet’s own design philosophy, Death Shroud is supposed to be the ultimate attrition ability in combination with a Necro’s “zone of control” and our access to stability, boons, blocks, evasions, invulnerability and escape is limited because of this. The problem with Death Shroud has always been that the following:
a) It cannot absorb infinite damage and thereby does not scale with numbers of enemies like blocks and invulnerability do. This is especially bad since we lack escapes and when being focused we are forced to take any and all damage and crowd control save for dodge use. Other class attrition can not only absorb infinite damage for a duration, but can be paired with leaps and escapes to reset the fight. The result is Death Shroud is inferior against spikes than other more common mitigators.
b) Lifeforce regeneration can easily deplete or be seriously hampered by the realities of combat, leaving Death Shroud inaccessible unlike blocks, invulnerability etc. that are based on cooldowns only.
c) Death Shroud cooldowns, especially at 10 seconds, artificially hinder the flow of death shroud for attrition by blocking access to Death Shroud even though we may have successfully generated loads of lifeforce. We are left sitting ducks with no escape, blocks, invulnerability, you get the picture…
All the above means a Necromancer’s attrition can easily fall flat seconds into a fight where if you believe design philosophy, it should outlast the attrition of most other classes depending on each players defensive/offensive investment.
Nerfing the cooldown of Death Shroud on expire now adds extra seconds of exposure to health damage, with absolutely no counters, in all game modes, period. Sustain outside of DS has been mostly nerfed and now DS power builds will be nerfed both in sustain and DPS.
The only upside is that we Necromancers no longer have to think about whether to leave death shroud early or let it expire, thereby having it ready for re-entry before getting DPSed downed after some emergency LF gain. Now it doesn’t matter and those situations where we managed to pop back into DS will now just end with us downing. I guess Unholy Sanctuary gets indirectly buffed with this as carefully limiting your time in DS means extra lifeforce for it to have stored. Except with the 30 second cooldown you will only be able to do this once and then hit another 10 second DS wall. Unholy Sanctuary will still perform worse than pre-patch which seems to be common with most Necro changes direct or indirect these days.
My questions to Anet are the following:
“Does the stated design philosophy for Necromancers still stand? Has it changed? Is there even one being followed now?”
Any Necromancer experienced or not will tell you that based on your design philosophy it was logically expected that Necro changes would have made Death Shroud more versatile and lasting during combat, found a way to fix glaring problems with its lacking attrition in some cases, buffed Blood Magic more than it has been and not nerfed highly specialized/investment heavy support skills like Well of Blood etc.
“Why after more than two years are most Necros still typing out more or less the same logical proposals/changes that make sense and are in line with?”
Honestly there has been a good amount of movement in this direction. Unfortunately most of it was limited, has been reserved/nerfed since, or has been made unviable due to other skill/trait nerfs without proper rebalancing. Death Shroud attrition has been nerfed and it’s only true attrition buff to date is Unholy Sanctuary. The issues with DS failings and successes should be so obvious from simple play that it’s beyond me that the single greatest change to Death Shroud from this patch and the major feature pack was giving a grandmaster trait added functionality a cooldown down nerf today…
“If the changes and recent nerfs fit you’re design philosophy that you yourself stated, can you please explain it to us in detail how they do?”
It’s really hard to see it from here.
Sometimes people demand big things thinking those things are deserved, sometimes people ask for big things thinking those things are small. Sometimes people ask for small things when in fact the things they ask for are, well, small.
Yet this is not an excerpt from Great Expectations. This is a tale of frocks, pants and a medium more tedious then washing powder adverts.
There is seldom much creativity seen with general leggery. As a swath of gem store items will denote, the creative potential of helms, gloves, boots and back pieces greatly outweighs what one can achieve with chest pieces and leg wrappings. Gloves stick out, helms denote the intent of the user and shoulder pieces often consist of exotic (dolyak skull) ornamentation glued to the upper segment of the shoulder blades.
The smaller pieces of armor thus allow an extreme level of customization which chest and leg pieces seldom match. Near all female chest pieces offer little more variety then the amount (and selection) of chest which is showing – or in the case of the Zodiac armors’ percentages, the UNIVERSE!
Legs are possibly the worst of the lot. Past the heritage armors, the only notable variation in heavy legs pieces seems to be the size and shape of the loin cloth (both genders) in front of the heavy plate. Light armor leggings seem to unilaterally consist of baggy pants surrounded by a dress – with varying amounts of pant and dress lopped off per item.
And this is where the sadness enters my tale. While it can be disheartening sifting through the heaps of drab leggings left discarded in yonder wardrobes, it is truly unfortunate when a spectacular piece is lain low by pure silliness.
I talk of the Norn tier 3 light cultural leggings, the lupine leggings. What are these lupine leggings you may ask? Well, I might say, they are a kilt with crytally bits left dangling on threads.
Imagine that? Something creative done with a dress, no less. Doing something besides trimming the frock to bear serrated edges – actual Mystical Devices “TM” have been ornately strung from yonder pants.
The look is actually impactful, highly ceremonial, and given the textural detail of a tier 3 cultural armor. And then having gathered the… generous… amount of gold required to buy these lupine leggings, I encountered a snag. The crystals of the lupine leggings are not colour customizable.
This is quite odd. Obviously special effects are not something that should be customizable on armor pieces. The crystals of the lupine do not have any special effects however, they are just a very striking hue of blue. And so, the leggings which are potentially the most striking man-dress in game, are only applicable if you can colour co-ordinate your entire character to a fixed hue of blue – the likes of which I haven’t seen outside of limited time dye packs.
Why are these crystals not dyable in the dye section? Why is a forth trim colour not added to replace the swath of blue with the swath of colour of your choice? Why are these epic manly dresses not made applicable to men of all stylish preferences?
We may never know.
All I know is that my necromatic norn, with his glowing green eyes, spare mantle adorned green eyes and glowing green snake regurgitating knife thing if left with un-greenable crystals strung to his leggings. This brings my necromatic norn to tears – big, husky man tears.
- sad face
New players may have no idea what I’m talking about, but Personality was a character stat that was tracked for a very long time in the Hero panel. It was basically never used in-game, and it vanished sometime this year in an update. However, I think there is a good reason to bring it back now.
In the living story, dialogue now changes according to the choices made at character creation, which you cannot alter. So, for a human, it changes depending on whether you are nobility, a commoner, or a street rat. 3 options x 5 races = 15 possibilities to program for.
Without going into detail, there were 10 personalities – which changed according to choices you made. Most players won’t create 15 characters. However, if personality was what altered the living story experience, a player may end up having a different personality at the end of a story chapter or two than they started with — which gives them an IMMEDIATE incentive to play it again because it will play out differently this time. This isn’t difficult to implement, especially since it is currently being done for 15.
Say there’s a map that has three major bosses on it with very different battles. Depending on your personality, one of them will let you through without a fight. Replay it now with a different personality and the experience will be vastly different because one of the battles will have changed entirely. How much more interesting would the living story be if you could experience 10 different variations with the same character? Maybe you’d have to use 4 characters since personality is more difficult to alter entirely so quickly, but is still more likely than creating 15.
I like where you’re going with this. It’s basically an ability to customize a weapon through game play. However it should not be a bonus, even a limited application one such as you describe. That essentially is another stat, and undoes the equal-weights ideal for various stat combos.
Perhaps it could be a cosmetic effect. Either a reskin of the weapon to a fancier version of it, or a new particle effect or day/night change or an added swirling ribbon on the pommel or whatever. Or maybe it could get a morphing effect, keeping its same stats but giving you the chance to swap it between two weapon modes. That would save on inventory space if, say, a thief could change his/her equipped dagger into a sword and back again — go go Whispers telescoping tech!
Can’t find a place for suggestions, so I’ll post it here.
Just to add a bit more excitement to drops beyond skins, I think it would be interesting if there were weapons with unique effects in addition to their stats. The way I would propose that they work is that the effect would only be applicable in PvE and that the ability must be unlocked by using the weapon to accomplish some goal.
For instance, a weapon that has a 10% inherent bonus against dredge, but to unlock it the player must use the weapon to kill 100 dredge. This would make it so that the player can’t unlock the ability before selling it on the TP. It might also increase traffic in specific areas, if they have to complete a dungeon with the weapon to unlock the ability or something similar.
Just a thought.
It’s relatively simple. Anyone other than myself is skilled. I’m just a trained monkey who can dodge.
I have a solution! Include google translate into map chat! This way everyone can be confused
You could have the rats boarding a sinking ship, instead of the other way around.
I know I’m going to get hated for not bashing a game we’ve all decided to spend a lot of time in, but….
Guild Wars 2 has a lot of skip able content, unlike Guild Wars. Just because you chose not to do a certain thing in a game doesn’t mean the game itself really lacks content. I did my own comparison below in case you wish to see why I think so. The only thing I feel it really lacks, is PvP, it can’t hold a candle to Guild Wars PvP when it comes down to variety/content.
This doesn’t mean I wouldn’t like to see more content, who doesn’t? But I don’t agree Guild Wars 2 really lacks content per se, I do think they started too big and it simply gets boring after a certain while.
The way I’d compare them;
Guild Wars started with 6 classes and grew to 10 classes within 2 years, but Guild Wars 2 started off with 8 classes straight away.
Guild Wars had 5 challenging and long end-game areas; Fissure of Woe, the Underworld, Urgoz, the Deep, Domain of Anguish. Each could take an inexperienced group a few hours (and a speedclear group less than half an hour.) Guild Wars 2 has 14 different Fractal Instances, varying in time they need to be completed, 8 dungeons with 3 paths each, some take long than others, but it’s a considerable amount of content nonetheless, even though we chose to avoid any slow/challenging paths on a daily basis, such as TA Aether and Arah p4 and the community has adapted the Speedclear meta much more than in Guild Wars.
Guild Wars had 3-4 Storylines, which didn’t take that long to get through unless you got stuck on a certain mission. Guild Wars 2 only has the personal story, which in a lot of people’s (including me) opinion is a bit lackluster, it’s still quite a long story total (assuming you add up the racial stories.) On top of that there’s Dungeon Stories, which follow the NPCs Story, which is considerably longer than the average Guild Wars mission. Guild Wars 2 also has living story, which is comparable with the Guild Wars annual events (some people chose to farm Vaettir’s all week long, but some events had exclusive quest-chains aswell, similar to living story.) They also had bonus weekends, as simple as it might be, it was motivation enough for most of my friendlist to get out of their usual game-mode, atleast for a few hours. Definitely find it a better idea than Gemstore sales, which is about the only thing I can compare it with.
All in all, Guild Wars 2 might have much more content than you’re realizing since they gave you the option to skip it. Ofcourse you can argue Guild Wars had hours and hours, months and months stowed away in hunting titles, which was true. But all titles were, was playing the same story again, or cleaning a whole area, but this time the mobs hit a bit harder and have more HP. That’s like calling a level 1 Fractal completely different content than a level 50 Fractal, where-as it’s simply a bit more challanging. Guild Wars 2 arguably has this system in the form of Achievements.
The only thing I feel it’s really failing on is PvP. Guild Wars 2 PvP doesn’t hold a candle towards Guild Wars PvP. Guild Wars had multiple PvP-options; Guild v Guild, Arenas, Heroes Ascend, Jade Quary, Fort Aspenwood and Alliance Battles, along with a monthly skillbalance, often shaking up the PvP-meta a little. (Frontline builds changed and most of the midline.). Where-as Guild Wars 2 has World vs World with 3 identical Borderlands, Eternal Battlegrounds and Edge of the Mist, along with one sPvP-mode and one only (excluding a hotjoin only map) which is Conquest.
Guild wars 1 started in 2005, by this time (2 years later) we had 4 more classes, tripled the game size, and huge amounts of regular and endgame content were added.
Guild wars 2 feels almost identical to what it was like in release.
Farming cursed shores? Check
Same old WvW? Check
Running the same dungeons? Check
Fractals? Oh wow, finally! something new. too bad it has been beaten to death for over a year now.
So dear Anet i ask you, where is the real content? All you did was add biweekly zerg fest events where half the player base nearly broke their “1” key on their keyboard. And of course that content was removed in the name of “living story”.
SO now we are stuck waiting for 3 months for another chapter of “living story” which will involve another 10 min of going through walls of text followed by 2 min of actual ingame combat…
Again Anet i ask you, where is the real content? New classes, weapons, dungeons, real zones and dungeons. THAT is that players want. There is a reason why the forum is filled with these same topics. Because people feel there is an issue which is plaguing the game and has yet to be resolved.
I was just curious but since when did Amoxtli, part of the Trio Gixx sent to Dry Top, go from being a blue frog to a green frog? o_O I often like listening to their conversations ((Particularly when they bring up Sylvari)) and I had just noticed she became a green frog. I checked the wiki to be sure I was right in thinking she was blue and sure enough there’s a picture of her being a blue frog. haha
All things have a right to grow.
Act with wisdom, but act.
Lich is really bad atm it has so many flaws and it just puts a big mark on your head that you want to die XD
I just checked vs a bunker guardian just liching couldn’t get him below 50% hp within 20seconds and he still had 2 blocks and a blind left…. Half killing someone for a 180sec cooldown that makes you biggest focus in the game… Meh not worth it anymore
(Yes this was a good guardian,lol)
Lich was always easy to counter and never really strong unless you just stand still. What made it strong was Wells -> Lich because people were to stupid to stand out of the wells or to busy to do so ^^ which made the gameplay way better because you had to know when to wells/lich and really watch the cooldowns of the combination which made it fun for me to play. (and i liked the idea of 1 person dieing, others trying to ress and everyone dead XD)
But Lich has more bad parts.
-It is 2 big so it shoots over engi turrets. it completely misses them XD even when click on them to shoot at turrets.
- Same thing goes for roots. There is no way to get out of roots as a lich. That combination should be called DeathSignKillMePleaseScareCrow orso ^.^
- free stability for enemy thiefs
(in my opinion transforms should have an internal stability that isn’t rip/steal able, cus knocking down a giant makes no sense to me and that goes for every transform)
I understand that for ‘bad’ people lich was 2 op. Just standing still not knowing what to do getting 3-4 shotted is annoying. And I guess they don’t balance for the ‘hightier’ pvp. Where lich was SO op that I was the only one using it… kinda feels like a Seiishizo nerf in staid of lich ^.^
A well this is not a rant post or some complaint. This is just me telling that lich isn’t usefull anymore and that i’m sad about it.
Maybe the stupid golem will be my next love if he stops building sandcastles, picking flowers or just sadistically wants to watch when I die XD
But i will always love my dear Lich ^.^
back to the only necro build still viable——(thought they wanted to balance so more builds would be viable…?guess they don’t know how XD)
Btw: It’s Sey-Shi-zo ^.^