First off let me say I really like all the Legendary weapons that are in game now…they are awesome and I will soon have mine.
But is seems like they went a little to “good guy” on most of them.
I think all those “good guy” legendary weapons need a “bad guy” counterpart.
Lets say instead of ponies shooting out of a bow we get fire breathing stallions!
Instead of being surrounded by a rainbow we get surround by crows and as we walk leave behind a trail of black feathers!
And so on…post your ideas!
P.S. Does ANet have plans to do such a thing as I have suggested?
It makes events like this feel that being lucky is better than having actual skill.
Unfortunately, that describes a lot of encounters in the game. Without a real aggro or heal mechanic, sometimes thinks are just “lucky”.
Also, to those of you who say temples need to be hard and challenging for skilled players, etc….you really need to think about the difference between dungeons and temples. Temples were meant to be done in open world PVE with the people in the zone and maybe a group of guildies or friends. The problem is the amount of coordination and luck required to finish these things is somewhat absurd for the environment. Even then, the rewards aren’t worth the effort put in.
Eh, I kinda like the fact that you need a team of players that know what they’re doing to get it done. Makes it feel like more of a skill-needed challenge, and not another mindless event where there’s 20 players using their auto-attack. And they should definitely keep in the final cleansing event, because when it goes right it’s a heckuva lotta fun, and it gives more drops than the rest of the chain combined.
My wish is that they’d fixed the boss aggro to where they wouldn’t target Jonez unless all other players were downed or dead. That way they wouldn’t have to nerf or buff the bosses, how the event scales, or the amount of mobs thrown at you. It would still be challenging, (Those bosses can almost one-shot when it’s scaled up) but it would also make it more fair. This way players would have a chance to beat the event based on their own skill, (they would have to stay alive before Jonez would get aggro) and the game’s mechanics wouldn’t just decide when to have it fail.
The cleansing event (spiders repeatedly kittening Jonez) should be removed in my opinion, we already have a lengthy quest chain to get to the temple and killing Grenth’s priest isn’t exactly easy.
[NOX] & [Coma] – Gunnar’s Hold.
I see two issues here. One is aggro and they need to fix it game-wide. Aggro is something we understand in our gut and it’s not just gaming experience here, rather it follows IRL experience. Aggro doesn’t feel right. It’s mysterious and triggers a visceral response that screams that something is wrong here.
The other issue is with how events scale and who they are addressed to. You shouldn’t need to avoid other players because they will likely fail an event. That’s just an indicator that the event is not well-designed for open world PvE. I’m not saying the events need to be designed with an absolute beginner in mind, simply that they should be designed with open world PvE in mind.
So I’m in a team with two other people. We’ve gotten pretty good at beating the Grenth events just by ourselves. Killing Grenth has become pretty easy, but the event afterwards is what’s been giving us trouble lately. Usually we like to keep the event scaled down so Grenth doesn’t produce as many shades, then shout-out to the map when he’s about to die, so that we have more people for the final event.
However, we’ve run into the same problem three times today. It seems Jonez is a Spider magnet. Ya know, the Champion Risen Spider that spawns about two-minutes into the event? Yeah, well it loves him. Loves him so much in fact, that it completely bypasses 10 other players to go straight for him. With all our AoE heals and whatnot, he can only stay alive for 4-5 hits. What I don’t understand, is why this freakin’ thing is ignoring all the players and going straight for him. Even more annoying is that it doesn’t do it right away. It waits a little while, fighting other people, then it just randomly decides to kill Jonez. You can literally what the watch the expression on it’s face change as it turns around and thinks, “Hmm. I really don’t like that guy.”
I’ve watched Jonez, and he doesn’t really seem to do anything to warrant this kind of aggro, or at least nothing different than he’s usually doing. Another thing that’s annoying is how no amount of damage or CC can stop the Spider from completing it’s objective. There is literally nothing you can do, except try and heal him with AoE and then cry when you fail.
I really don’t agree with this for one main reason: It makes events like this feel that being lucky is better than having actual skill. You could take 10 of the best players in the game, and put them in that situation, and there wouldn’t be anything they could do when the Spider decides it hates Jonez. You just have to keep hitting it hard and pray that it doesn’t go for him. This doesn’t seem right to me. Anybody else agree?
Serious question to developers: How are you supposed to get the precursor for the legendary weapons?
Right now we have to farm 15 hours a day for 3 or more months until we have 700 gold and waste it all on the TP. But here is the catch, if you find a good farming spot to gather tier 6 materials and gold, you can’t count on it because Anet will nerf it (“disable it”) as soon as it becomes popular. Serious paradox there: The game encourage farming but does not allow it when the player doesn’t feel he’s wasting 10s of hours of his life.
We can also use the Mystic Forge and throw 500 worth of exotics in there, which is like playing a lottery you may never win…
Anyway, why haven’t the developers thought of a way to get the precursors that has to do with playing the game and having fun, like everything else. Perhaps after doing all the dungeon paths or something? Or getting to a certain fractal level. Or crafting it, using all crafting disciplines.
Because the way it is right now it is NOT fun.
Since many people got their legendaries by farming CoF p1 for endless hours I thought that legendary weapons could be added to CoF token vendor in Lions Arch. The number of tokens would have to be extremely high but weapons could be offered with berserker stats instead of soldiers. I am sure a lot of people would like this to be implemented.
Buy any 4 pieces of temple karma armour and put it all into the Mystic Forge, then you get back 1 exotic piece of armour that you can sell or salvage.
tl:dr
“I already have my (insert whatever rare weapon here) so I think it should be harder for everyone else to get one so that I feel more special about mine.”
lol pretty much this.
Heavens Rage
WvW Coordinator
I don’t want to completely ruin the surprise but you should hear something big from us in the coming weeks about this very topic.
You forgot to tell them to ask again next month to hear an even more obscure answer.
D’oh! You caught me there. Let me spruce it up some. In the coming weeks, nay months, you’ll see many changes to WvW. We should have something to announce regarding the matchmaking in the coming weeks. If you aren’t happy with those changes, I’ll be more surprised than the Imperial Japanese Army was by Marshal Georgy Zhukov at the battle of Nomonhan. I think that fits the criteria. Sort of.
(New guides in second post)
Hey everyone! So I’ve seen the questions asked dozens upon dozens of times “where can I farm XXX Lodestone?”. Now the thing is not all Lodestones are able to be farmed and not all of them are able to be farmed reliably.
My hope with this post is to make some of the information surrounding farming these and acquiring them in general easier to obtain and become more “common knowledge” if you will.
Let’s start with the easiest and most well known one, Corrupted Lodestones. Now before I get started just one quick thing. I will give a small bit of information on the farming location, generally where to find it and farm it which is really all you would need to get started. However if you’d like more information I have videos covering each of these locations and long write ups on my website. I’ll be providing links to both of these with each location.
Corrupted Lodestones
These can commonly be farmed in Frostgorge sound by Icefloe WP (central Frostgorge) and up in the Drakkur Spurs portion of the map in northwestern Frostgorge. They drop from Icebrood Colossus.
Youtube Video of this location: http://www.youtube.com/watch?v=-ssGMllzN9s
My Website’s Written Guide: http://www.almarsguides.com/gw2/farming/locations/icebrood.cfm
Onyx Lodestones
Onyx Lodestones can drop from Earth Elementals in Malchor’s Leap and Cursed Shore but only Malchor’s is reliable to farm. The Earth Elementals aren’t always up and can be found west of Pagga’s Waypoint when they are.
Youtube Video: http://www.youtube.com/watch?v=cKnHSU2vn94
Written Guide: http://www.almarsguides.com/gw2/farming/locations/onyxlodestone.cfm
Charged Lodestones
There are three different locations in the game for players to farmCharged Lodestones. Two of these locations are in Cursed Shore and one is in Malchor’s Leap at the Cathedral of Zephyrs; both are only available when your server has control of The Cathedral of Zephyrs in Malchor’s Leap. The Sparks which you’ll be killing for a chance at the Charged Lodestones spawn in two different locations of Cursed Shore. One of these locations is far to the north above Caer Shadowfen Waypoint and another location is just west of Arah Waypoint. Both of these locations can be found below.
Written Guide: http://www.almarsguides.com/gw2/farming/locations/chargedlodestone.cfm
Video Guide 1: http://www.youtube.com/watch?v=vkiMEgXvztY
That’s all I have for now but I am working on getting other guides up for the other Lodestones. I should have Destroyer and Molten done by the end of the day today if not tomorrow.
Molten Lodestones
Added Molten Lodestone Farming Location in Malchor’s Leap – http://www.youtube.com/watch?v=N2xuEho-Hn0
Destroyer Lodestones
Mount Maelstrom – http://www.youtube.com/watch?v=7kLMBoqHJrk
Update From Griswold (Jezath):
The fractals dungeon drops all types from its mobs… Usually they drop from the tiny lil golem men in the maw instance. They also drop in other areas from the golems and bosses tho. Also chests there drop them. Its a veritable cornicopia I tell ye!
Another Update: You can also ‘Gamble’ with bags for Lodestones!
Heavy Miner’s Bags give Destroyer Lodestones
Heavy Supply Bags give Onyx Lodestones
Heavy Icy Bags give Corrupted & Glacial Lodestones
Heavy Ritual Bags give Molten & Crystal Lodestones
Also Lost Orrian Jewelry Boxes have a chance of giving all the Lodestones
(edited by guide.1487)
Too bad Arenanet just replaced the holy trinity with the holy unity: They dumped healers and tanks but kept the DDs in the game.
Unfortunately, I can’t disagree. I wish I could, but I can’t.
3000 toughness feels pretty tanky to me. Healers are hard to do, but tanks are still here.
I’m not disappointed in the lack of a “holy trinity”, I’m actually happy with that design choice. I’m disappointed in the lack of a depth to content that promotes anything beyond the aforementioned “unholy unity”.
Sure, we’ve got Damage, Control, and Support. But most content is designed in a way where the only thing needed is Damage, Damage, and more Damage. Why would anyone take a Control-spec’d engineer or a Support-spec’d ranger when two more Damage-spec’d warriors will get the job done more effectively?
Note: none of the above is referring to PvP.
Everything from GW1 – literally.
Well designed quests, strategy, real challenge, excellent story, enjoyable combat, awesome pvp with tons of modes, healing and protting, rewarding pve & pvp, costumes I can combat in, heroes, Cantha and Elona. Glint, Palawa Joko, trolling RA with frenzy mending and heal sig, hamstorm, epic voice acting so bad it’s good, running people for dem platz, power trading in spamadan, vanquishing, my Assassin, guild alliances, watching Dhuum own people when they get banned http://www.youtube.com/watch?v=3fFYug8nXcM
Too bad Arenanet just replaced the holy trinity with the holy unity: They dumped healers and tanks but kept the DDs in the game.
Unfortunately, I can’t disagree. I wish I could, but I can’t.
I like GW2, and how they tried something different, but for me, the one feature I sometimes miss, (especially for the harder content), is trinity. Some times I wish we just had a true tank + healer option. I played a healer before and it was always my favorite class. Oh how the old school days seem so bright
(Played MMOs for 14 years)
I could live without the trinity, if Arenanet had thought of something else to structure the fights and keep them interesting (except from tons of HP, oneshot-mechanics and dodge & kite). Also as a immpassioned healer I miss the possibility to support my party. In fights I often feel like everyone is playing for themselves and I miss the feeling to play as a team. And I miss the part where the party has to think of a strategy to defeat a boss. In GW2 most of the strategies seem to be about how to skip trashmobs and how to annul game mechanics.
Too bad Arenanet just replaced the holy trinity with the holy unity: They dumped healers and tanks but kept the DDs in the game.
-Mike Obrien, President of Arenanet
No RNG…very little luck involved
Real powers that always worked
Death mattered and rarely occured
There were incidences where you could actually be a hero and save the day.
A level was a major achievement and was announced to the zone
No private instances
No guilds
No auction house
Playing merchant-class was considered devoid of honor
Zones and escaping to the zone line yelling “train” that you were coming in hot
Camping
….and best of all, Rangers had the powers to be a real puller, mezzers could actually mez, tanks were actually tanks, and clerics healed and never worried about soloing, and if you threw a snare to save the cleric, the mob always agroed on you. You formed a group, you knew what everyone was going to be doing.
(edited by Anwar.2018)
This is actually the first MMO I’ve really played, besides Final Fantasy XI, and that was only for a few months.
I guess one feature I thought was cool in Final Fantasy XI, was that I could switch my character’s class (or job). So I could have one character that was a level 10 Red Mage, switch that same character to a Warrior, and level the Warrior job stating at level 1. All on the same character. That was pretty niffty.
I miss
From Everquest:
- longterm PVE character progression through skill points (AA in EQ) beyond just buying all the skills at 80 (GW1 also did this better)
- huge non-instanced dungeons where several groups can roam through for coop play (important difference to instances: no or little scripted encounters, difficulty through mob density and respawn times)
- factions that like or dislike your character based on his actions (probably impossible the way GW2 is set up)
- a useful LFG feature (like EQ ca. 2002, not auto-dungeon finder like WoW)
- more camera options for screenshots
- Epic weapon quests (a legendary weapon that deserved the title, with a quest chain to obtain it)
From WoW
- hunter pet taming variety
- mini-pet and mounts (for collectible / Show-off / Style reasons, not move speed)
From GW1
- multiclassing (balance nightmare so understandable, but I miss it)
- MOAR skill choices
In general:
- the home instance being a variety of player housing with trophies or changes based on the characters in-game accomplishments
- deeper more useful crafting (different stat spreads(?), more skins)
- more content suitable fo 2-4 players, most of the game is solo or 5 player oriented. Open world dungeons would suit this since the players can decide with how many they go as long as different parts are more or less difficult
- more traps and pit traps in outdoor dungeons, illusionary walls and so on. I think a guild puzzles goes in that direction.
I could probably list a dozen more things if I thought about it for a while.
Being able to heal, yes, I said it, trinity.
AoC Fatalities
Oh yeah, possibly one of my favorite features ever.
Also from GW1
Build templates that you can swap out with no hassle
Costumes
from WoW
limited loading screens from traveling zone to zone. If there was one thing I missed from that game it would be this.
Arenas and Raids, especially 10 man raids.
I really miss being able to get 1-2 people together and do something competitive in PVP.
1. Trinity (I loved healing!).
2. Dueling (Something to do while waiting for guild events/dungeons/ect.)
3. Being able to run friends through dungeons without being downleveled.
5. Challenging content.
6. Fishing!
From first couple years of eq1:
1) player run economy:
other than vendors for selling trash items, players ran the economy, buying and selling by trading between players. You got ripped off once in a while, but those who ripped you off got blacklisted and no one would trade with them.
2) longer levelling times. It was an achievement to get to level cap(months, and sometimes years for the casual player) not this hit level cap in 2 days thing we see now
3) death meant something—you died and had to retrieve your corpse or you lose your items. death also meant exp loss, you could lose your newly gained level, even.
4) Even friendly NPC’s could kill you. Hitting the “A” key while talking to your class trainer meant you got one shot.
5) KoS status—if you were the wrong race in the wrong city, the guards would attack you. You had grind faction (even though it was time consuming)to get them to be ok with you.
6) No flying, mounts, or instant ports (other than player ports)—you walked or ran everywhere. Certain classes could speed you up (can I get a SOW please?) to run to your destination. Wizard could port you to certain cities, also.
7) Rare mobs that dropped things you needed for quests or items: it was a pain in the butt, but if you wanted to do your epic quest, or get a coveted item (like jboots), you had to do it.
8) Fippy Darkpaw!
From DAOC (pre TOA)
1) player crafted items were as good and sometimes even better than drops. You could customize your gear for the stats you wanted mostly through player crafting. This gear was good for both pve and pvp.
2) Easy access to raid level content—players organized raids on dungeon bosses. My first DAOC raid was a Legion raid. I wasn’t even level cap and no one cared. After successful raids, the designated lootmaster would hold the loot, and lotto it off.
3) Duels—honed your skills and gave you a challenge
4) No communication with enemy players—couldn’t chat with em, or group with em. None of this friendly duel other realm stuff either. “If it’s red its dead!”
5) Guild alliance system
6) realm ranks and titles—you knew who the elite players were because you could see their realm title. They were more powerful than you as well, because of +1 skill point for each realm rank.
7) emain!
I preferred the DAOC system to the eq1. I had a life, so the time required to excel in eq1 was out of the question. But the pre TOA DAOC game was the best time I ever had gaming.
Skill system.
Heroes Ascent.
Hexes.
Skill system.
Enchantments.
Cantha.
Skills system.
8 Player parties.
Elite missions.
Skill system.
Elona.
Monks, Ritualists, Paragons, Dervishes.
Good Story.
Skill system.
Guild Halls.
Old Arena Net.
Skill system.
Team play.
Hard content.
Skill system.
No In Game Store.
Skill system.
Skill system.
Skill system.
Skill system.
My primary MMO of choice was the original Guild Wars. Things I miss include…
*Heroes
*Ranger spirits that were actually worth using
*The ritualist
*Guild Halls
*A complete lack of half-hearted, annoying, and personally offensive “stealth” just because rogue classes are “supposed” to have it
*The dual-profession system
I like GW2, and how they tried something different, but for me, the one feature I sometimes miss, (especially for the harder content), is trinity. Some times I wish we just had a true tank + healer option. I played a healer before and it was always my favorite class. Oh how the old school days seem so bright
(Played MMOs for 14 years)
Well, after months of time, and repeated threads by myself and others, Arena Net has still said absolutely nothing in regards to an issue that is hurting the so called “end game” for many players, and all but killed it for myself. So rather than create another thread in the suggestions sub-forum to be swiftly buried under requests for stupid crap like race changes, mounts, and rifles for the ranger, I’m just going to outline the issue one last time here, and open it up for general discussion to see where the community at large stands, and if Arena Net remains blind to it.
In a nut shell the issue is that to the vast majority of Engineer players those coveted (pretty much sole form of PvE endgame) legendary weapons are completely and utterly worthless. And most haven’t even figured that out yet. I could rant and rave about it, again, but instead I’ll just cut right to the chase; kits. Most engineers use kits almost exclusively, and indeed engineer base weapons are widely regarded as being unimpressive. Because of this all the hard work and time put into a legendary would be completely meaningless because we would never actually use the thing, yet we have nothing equivalent to work for.
What this means is after we’ve done everything, seen all the dungeon paths, and finished our stories we pretty much are better served turning the game off and never touching it again. Unless you like running Fractals (personally I hate endlessly repeating the same dungeon, but to each his own) there is absolutely nothing left to hold you to the game once you finish the story and dungeon content. This is disappointing to most, disheartening to some, and downright frustrating to a few of us.
Ever since day one I was standing up to defend Guild Wars 2 against accusations of “no endgame” and yet now I feel like an utter fool because, at least for me, it actually doesn’t have any. I’m left without a goal or an interesting narrative to keep me invested in the game. Yes I could play an alt, but in all honesty I really just only “kind of like” a few professions, and flat out hate others. Plus I’ve already seen the story, so after level thirty or so the game would be just a re-run. This is unfortunate, and made more so by Arena Net completely refusing to even acknowledge the problem.
Well that’s the issue. That is the main Guild Wars 2 related topic on my mind right now. Discuss.
(edited by Arkham Creed.7358)
Every subscription based MMO was overcharging.
This.
WoW for example charges 10 pound approximately per month per subscriber.
With lets say an average of 10 million plus subs for just a year thats a income of 100 million pounds – MONTHLY.
Now take into consideration they have at least 4-5 years with that kind of sub number or more…
And the inital cost of development (supposedly) was around 60 million.
Now you see how overpriced that game really was.
(edited by Parlourbeatflex.5970)