Showing Posts Upvoted By Paulytnz.7619:

Edited: Thank you, so much.

in Guild Wars 2 Discussion

Posted by: Saviourslave.6715

Saviourslave.6715

I started playing Guild Wars 2 back when the game first launched, when achievement points were worthless and 100 gems were worth 50 silver. I played through the first few patches, I grinded my face against the mad kings clocktower until I could do all the jumps with ease and no tears, I entered a few guilds, I had a few laughs, I had so so much fun with this new, beautiful and bright game
Southsun cove came along. The area was massive and beautiful, full of little nooks and crannies to explore and be amazed by, new jumping puzzles that would infuriate me to no end, incredibly monstrous enemies, veterans that I couldn’t solo! Southsun Cove was a hint at where this game could go in the future. Then the karka event happened, I wasted 6 hours through lag, disconnect, disconnect, lag, crash, overflow, overflow and yet another disconnect WHILE in an overflow followed by a crash. I complained on the forums expecting to never get any compensation at all.
BUT THEY LISTENED. I got a Karka chest in the mail and got an exotic backpiece, they said they would remember their mistakes from that event and believe it or not they DID address those sort of issues about one time events Afterwards I was still slightly annoyed by the whole thing and got more immersed in real life, other games, etc. Then I tried playing SWTOR. The game that said FREE FREE FREE but ingame told you otherwise. You weren’t allowed to trade, you had to compete for loot with your friends, hell you couldn’t even create your first character without seeing how many races are locked to you =/ I kept remembering how GW2 didn’t extort money out of you or wave a red flag cause you don’t subscribe, how they said they would like to do a living world initiative, free huge patches every month, something MMO players usually dream about.

This Lurker's opinion.

in Guild Wars 2 Discussion

Posted by: Never.8571

Never.8571

I’ll preface by saying I don’t post here much. I mostly just lurk around, watching other what other people say about the direction of the game. Well, I finally want to add my input.

I don’t mind the way the game is moving forward. In fact, I like it a lot. I’ve only played a few other MMO’s, but I find this one to be my favorite. Actually, this is the only game I’ve been playing since I built my computer earlier this year. I’ve been having so much fun with it, the only action my PS3 sees is for the occasional movie.

Here’s where it gets sour. I absolutely loathe reading all of the “hate” topics towards the devs now. In my mind, I can’t actually understand why people are complaining so much. Maybe this game is everything for you? I don’t really know. I want to say, as this being my sole entertainment (videogame wise, and that counts for a lot) for the last 6 months, I love it.

I do get a little ticked at the quick rate of some of the content, as I don’t have as much time as I want to play. I do have a more than full time job, and a family. I suppose it helps that my wife also plays. But, it’s not a massive deal! Sure the AP are a big thing to get, but I don’t get terribly mad if I can’t get them all in the time allotted between releases. I move on. I play more of the game. I’m at 702 hours played and 3,510 AP, I just got my second level 80 geared, and I don’t see myself slowing down any time soon.

I do have an interesting proposition. If any of you haven’t watched The Guild season 6, I strongly suggest you take the time. It’s a short youtube series/season. I’m sure, beyond the humor, it might actually be what this team goes through on a day-to-day basis. The negative opinions these people have to wade through everyday affect them in some way or another. It can’t be good for their morale as team.

Anyway, that’s how I feel about the current standing of the community, as I’ve seen it change over the last few months. Time for me to go to work. Have a fantastic day in Tyria!

tl;dr — We’re not even paying subscription fees! Why are people complaining about content in a (after you pay a flat price) free game?

Some people’s kids..

But this game builds memories

in Guild Wars 2 Discussion

Posted by: Jack of Tears.9458

Jack of Tears.9458

So I’ve been playing Neverwinter Online along side this for a few months now and the other day I was comparing the two in my head, the way ya do, and realized that as much as I like some of the stuff it does and GW2 doesn’t – the way they gather resources, secret doors in dungeons, thieves can find traps – the game didn’t have any good memories for me.

In GW2 I vividly remember the first time we fought a Champion in the Swamp at Queensdale. I remember storming the new island to fight the Karka and the massive battles we went through – that was also the first time I played my Thief as a res spec. I remember our first Hold the Line mission and none of us having a clue what to do until we all started working together (and how that was one of the best times I’ve ever had in an MMO). And I also remember exploring Divinity’s Reach and how vast and beautiful the city was; finally finishing a jumping puzzle I’d been tangling with for weeks and getting the most amazing view; the first steps into Orr where you see the battlefronts, the war machines, the flying ships and it all takes your breath away.

I remember stumbling on Ebonhawke completely by accident, and climbing the fallen walls in Ascalon. Visiting places I knew from the first game and seeing how they’ve changed.

In Neverwinter Online I remember … doing a five man dungeon by myself. And … that’s it. It’s not particularly beautiful, getting from point A to B isn’t interesting and almost never makes you want to stop and just look around. I’m a compulsive explorer, but in NW I know there’s almost never a reason to go digging in the dark corners of the map – usually it’s just alot of wasted effort and fights which start getting pretty old.

Some of the quests are fun, but most of the time the same ole formula and even the same maps just recolored. The Player Made Adventures are a real selling point, I’ll give ‘em that, but when the marketing strategy of your game is, “the players will make it better” there’s something wrong.

And it’s not just Neverwinter, but alot of MMOs where there was so little that jumped out and grabbed me and lodged itself in my mind.

The Guild Wars brand has always had Heart, like it wants you there and was made with you in mind. There aren’t many games what do that, especially in the last five years or so.

So, yeah, the game has some problems and some things I wish would change and some things it could do better. But I won’t trade it for anything else on the market, and the memories will keep pulling me back.


I’m sorry I stepped outta yer box, don’ worry, if
ya whine enough they’ll put me right back.

[merged] Level 20 Scroll --> +20 Level Scroll?

in Suggestions

Posted by: Knote.2904

Knote.2904

Could this be made into a +20 levels instead incase you don’t have any alts below 20?

I’d be super grateful.

(edited by Moderator)

Complaining

in Guild Wars 2 Discussion

Posted by: Chyanne Waters.8719

Chyanne Waters.8719

I read these forums quite a bit I always find a lot of complaining about the living world temporary content. Why it makes no sense to me what it seems you want is well Underworld, DOA, and FoW back from Guildwars, or that gear treadmill from WoW and other games. When I played Guildwars I did those things along with others also, but I focused more on titles I liked to explore the world to me it was more interesting than constantly farming the same crap everyday in hopes to get that one drop I could sell for a few extra ecto’s . I could earn enough in basic drops usually and go buy one outright lol.

Anyway living story content yes some parts are temporary some get added in permanently does it matter Guildwars 2 is a completely different game from Guildwars and Wow. Why does it have to follow the formula of any game before it? What good does that super gear do you it? Does it make you play the game better? No not really because if you were a great player you would not need the Gear to be great you could do the content without it. Gear grind is a cop out and always will be. I cannot say anything about cosmetic gear grind everyone likes shiny cool looking weapons and armor but that is a choice not an advantage. No one should need special gear to do a dungeon skill should be what is used.

Stop complaining the people who made this great game they did it for you and all around you. I would like to see anyone come up with ideas like they have and pull it off. If you know anything about programming you would be amazed at what they have done. We used to have game boxes with awesome graphix, but you put the game in and you got computer stick figures. Now you get what is on the box itself and it plays better and faster than the stick figures ever could.

So what Guildwars 2 is not a WoW clone or even an upgraded graphic version of Guildwars. It can use some improvements yes but the game is only a year old now. Give it time to mature you will be surprised at what is gonna happen with it.

Guildwars 2 has so much potential more than any game in history. Instead of coming out with a new expansion every time it changes constantly. It lets the developers experiment with content that no other game does, and its live. Right now they are keeping the basis of the game the same, but who says that will always be the same forever. Expansions are a way to bring back people when they get tired of a game. Living story is meant to keep people playing because they do not know what is coming next. If you think that is grind and its not rewarding enough (with virtual items and gold), then this is not the game for you. I wish people would readjust their thinking and understand this game is different so should be thought of that way.

Call me a fanboy if you want to does not matter to me. Just remember its a game and the developers are trying new exciting things that no one has been able to pull off because gamers are too fickle to realize how great something can be without having to follow the style of other games.

It's easier to swap toons

in Guild Wars 2 Discussion

Posted by: SoPP.7034

SoPP.7034

I found myself realising that it’s easier to swap to a particular toon when I feel like a particular play style rather than having to re-trait, gear up etc. one toon.

With 8 lvl 80’s I have them all nicely geared up now in a particular way and they all have aspects that Ive specced into. Some have different armour/weapons etc. when needed.

However, one example is that I was on my guard and when a particular circumstance arrived it was simply easier to swap to my hammer warrior than it was to swap everything around on my guard to get him ready for hammer time.

Now before some of you emotional creatures on the internets reply. I do make this post with a degree of jest. I understand a hammer guard is different to a hammer warrior but for the nature of what it was asked for, it was the same.

This post is really, for me at least, just finding it amusing just how ‘clunky’ a feeling of having to respec a toon is in GW2, more than it needs to be. That unless you have a photo graphic memory its usually a case of “what trait was it again…?”. Coming from GW1 I would have numerous builds saved for one toon, with easy weapon swap system with relatively quick swap on armours.

/rant

A warrior, a guardian, and an elementalist walk into an open field…
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”

State of Control in PvE

in Guild Wars 2 Discussion

Posted by: Bri.8354

Bri.8354

The current state of crowd control (CC) such as stun and knockback is pitiful in PvE because of the unshakable and defiant mechanics.

Basically what goes on is that a single player uses a CC skill which typically lasts 1-3 seconds, then the enemy becomes immune to the next 3-25 CC skills (10 for a party of 5 in some dungeons).

From my understanding this was done to stop players from continually locking enemies with CC skills, trivializing the fight, but they went so far in trying to prevent this that they severely limited the effectiveness of CC.

The way ANet defines roles we have damage, support, and control.
Damage and support have nothing holding them back. You can take down a champion in under 30 seconds with enough damage (see CoF speed runs) and can permanently maintain boons and projectile blocks with support. Control on the other hand is impaired because of this mechanic, only being able to affect the boss every minute or two.

Just imagine if damage and support was treated the same way. What if after applying a single boon or heal to an ally, the next 10 boons and heals to that ally would be negated? What if after blocking/reflecting a projectile from a boss, the next 9 passed through? What if bosses became invincible for a time period if they took too much damage? Surely these wouldn’t be seen as good mechanics.

Unshakable and defiant need to be reworked. A mechanic like this is necessary, especially in large scale fights where people could be firing off CC every second, but making CC this much less effective is ridiculous.

(edited by Bri.8354)

Support in GW2 PvE

in Guild Wars 2 Discussion

Posted by: dekou.6012

dekou.6012

In this thread, I’ll be making lots of comparisons between GW1 and GW2. This isn’t because I want GW2 to be like GW1 (we all know that’s impossible), but because I think GW2 took some concepts from GW1 without putting them to good use. What I want to talk about is GW2’s lack of interesting support/crowd control skills.

GW1 players are familiar with skills like

http://wiki.guildwars.com/wiki/Ward_Against_Foes
http://wiki.guildwars.com/wiki/Clumsiness
http://wiki.guildwars.com/wiki/Ineptitude
http://wiki.guildwars.com/wiki/Weapon_of_Warding
http://wiki.guildwars.com/wiki/Cry_of_Frustration
http://wiki.guildwars.com/wiki/Blackout
http://wiki.guildwars.com/wiki/Broad_Head_Arrow

or even

http://wiki.guildwars.com/wiki/Animate_Bone_Minions

GW1 didn’t have real tanks, either. Some groups put a tanky character in front and hoped for enemies to target him, but generally you avoided damage by using a mix of crowd control skills and protective buffs. GW2 has some protective buffs, too, such as Aegis and Protection, but they are… well, boring, somehow. Aegis can be a life-saver sometimes, but those times are few and far between, especially because many special abilities flurry.

The Defiant effect is one of the problems. I know why it’s there, but there should be a better way to handle CC skills. Bosses should be able to survive CC spikes because they’re badpuppies and have a nasty team of minions, not because of an arbitrary immunity. Give them blocking skills, dodges, companions with CC, etc. Let them be smart instead of stupid AoE spammers.

Removal of interrupts as a skill type is a problem when combined with Defiant. GW2 clearly has some interrupt-like skills (such as Magic Bullet, Diversion and Headshot), but they’re technically dazes and stuns. As such, they’re affected by Defiant and practically useless against bosses. In GW1, a good interrupter could keep a boss from using its most powerful abilities quite well. That was fun and unique. In GW2, the only reliable way to interact with a boss is bashing its skull in, especially in open world events, where Defiant stays off for a whole second if you’re lucky. It feels like a step backwards.

Moving on, auto-attacking and spammable skills are too important in GW2 IMO. Well-timed, unique utility skills like Clumsiness should play a bigger role. Mobs should have “casting bars” or vastly improved tells for the players to identify those skills easily and be able to prevent them. I know you can dodge, but you can only dodge offensive skills (unless you’re fighting a Mesmer), so it’s not a good enough solution to everything.

In comparison, GW1 was too reactive. In end-game PvE, you just had to put some hexes on a mob and watch it kill itself. GW2 is too proactive. The only notable form of punishment (Confusion) sucks, you can’t effectively prevent bosses from doing their thing and PvE feels like a game of “whack it until it dies”.

It’s a whole bunch of issues that make GW2 a bit lacking when it comes to tactics and variety. Not because it’s not a Trinity game, but because it has too few interesting utility skills for both players and monsters. Skills like Feedback. Skills that have unique consequences instead of simply applying condition X for Y seconds with a Y*10s recharge. Of course, “normal” skills are needed, too, but having too many of them makes combat boring and simplistic.

So, in your opinion…
….am I just having a L2P issue and don’t understand PvE well enough?
…are GW2’s crowd control and support skills varied enough?
…does Defiant work well?
…should unique monster skills and interrupting them play a bigger role in PvE?

What's wrong and how it can be fixed

in Guild Wars 2 Discussion

Posted by: Insignya.8625

Insignya.8625

EDIT: I renamed this thread to better serve the purpose of what we’re trying to achieve. There are several long posts further down the comment section that explain the issues with Guild Wars 2 and offer various suggestions for fixing them. Feel free to contribute!

I want to enjoy Guild Wars 2 again, the way I enjoyed it when it was released.

This sentence will be the main topic of discussion here and as you see, I’m keeping a calm tone – this will not be a bashing of the game nor a childish outrage. This is merely the opinion of someone who’s already devoted almost 2000 hours to Guild Wars 2 and who, genuinely, feels crushed by what the game’s become.

What convinced me to play Guild Wars 2? I was not a die-hard fan of the original, in fact, I only played Nightfall. So that point aside, I take this franchise as any newcomer would – I became drawn to the idea of a fresh MMO that didn’t have that gray stamp on it that said “this is your job now”. I loved the manifesto, the deep lore presented, the charming world – and it’s all there! GW2 has one of the most engaging, sprawling and beautiful worlds I’ve seen in any game – for that alone, it deserves recognition. It could, at any point, have fallen into the stale, seen-it-a-thousand-times Eastern look of MMOs. But it didn’t. The A.net team have done what very few developers could – they broke new grounds in one of the riskiest genres to undertake.

In the beginning my enjoyment of the game was infinite – I hadn’t felt this strongly attached to a game universe since Fallout 3 and Skyrim. I would co-op with several low-level buddies and we’d go escort a caravan through Queensdale. Then, several more people would join, the quest would move on to a large group defense, finally culminating in a boss fight. No one cared that the loot was abysmal, no one wanted to “farm” events, people wanted to move on, see the world, explore, chat. In the beginning I had no idea there were town portals, so I wandered from The Grove in an attempt to reach Divinity’s Reach because it seemed so mysterious and enthralling on the world map.

Then, as I hit level 80, I purposely ignored the calls of my friends to abandon the game, that there was nothing to do, that it was all a pointless grind. I started going after 100% World Completion, I explored PvP even though I rarely do PvP in any game. World vs World felt daunting at first but, ultimately, learning how it all tied together was extremely rewarding. Despite my horrible framerate I started clearing camps, providing supply, just to be part of a greater effort.

This is where many people would find the game shallow but I was still mesmerized by all the opportunities. I farmed my full Arah set, I made 5 alts in addition to my main Sylvari Ele and I decked most of them out in Exotic Gear, my Ele and Thief in ascended even. To me, the Fractals were an amazing addition. I didn’t care about the pink item grind – none of them were arbitrary as most people claimed when they complained that A.net was turning the game into a grindfest. I refused to believe they could ruin such a magical concept.

(edited by Insignya.8625)

So I saw this video

in Guild Wars 2 Discussion

Posted by: CMF.5461

CMF.5461

Here is the funny thing…doesn’t that combat look awesome?

It is slower, more controlled, things die in fewer hits.

As opposed to us standing there letting auto attack whittle away as we wait for our bigger attacks to come off cooldown. Looks static and boring sometimes.

For balance reasons if you have multiple players combat might be trivialized with the ability to one shot monsters like that though. Yet, if we can one-two shot monsters, then in a slower paced combat system like that, they could too.

Also with the aspect of group play and things dying faster, swarms of mobs becomes more interesting and dynamic. More players are better to down the multiple mobs easier versus one player running out of attacks and getting overwhelmed.

Single target abilities are faster cooldown to be used more frequently while area effect abilities should be on long cast times or long cooldowns so that group content is not trivialized by one player with good AE.

Taking note of the elementalists pushing back skelks with water spells, now area control becomes more interesting to “buy time” for other attacks or to space out enemies better. This could open up more fight mechanics with area denial to win events and keeping enemies off your defense objective. Control and support players could feel beneficial instead of everyone needs to dps to win.

The only downside to a system like this is the prospect of projectile attacks “from” the mobs. Ranged combat would have to become more controllable versus just spamming from a distance. So max/min distance, blocks, and absorption could help protect players from ranged attacks.

For boss fights, there could be long moments of invulnerability and the players have to work to create openings using skills or environment. Much like the Super Adventure Box Frog King fight. He only took three rounds of attacks, but it caused the players to move and think a bit without focusing on high HP pools and cheap spammed mechanics.

Solo would be faster in some aspects because you would be fighting more mobs more frequently as you work your way into a cave, while in another point of view you have more time to think and use skills instead of just spamming things on cooldown for the most part.

Outgoing damage looks good in those videos, but the biggest question is how would incoming damage be dealt with so that players did not get constantly one and two show themselves.

(edited by CMF.5461)

This is why exploits ruin the game...

in Fractals, Dungeons & Raids

Posted by: Dawdler.8521

Dawdler.8521

Exploits are used because:

- Mobs give kittenty rewards to the point its not even worth killing them
- Mobs have a bazillion hitpoints and tedius mechanics
- Instances that are designed just to take time and toy with the patience of the player rather than be fun (harpy fractal prime design example, or swamp).
- Oh and did I forget to mention that mobs dont have any loot worth killing them for?

Make instances fun and worth it and you’ll see the level of exploits drop considerably. Skip all the mobs up to Lupicus by exploiting the left path you say? Give each of them a very high chance to drop 1-3 T6 dusts and you’ll have a whole community foaming at the mouth.

Will GW2 get paths?

in Guild Wars 2 Discussion

Posted by: Kichwas.7152

Kichwas.7152

Actually almost no MMO offers housing. Everquest II and …. not much else.

Most of them say they will pre-launch and then fail to deliver…

Its really disappointing. I’m with the OP on wanting housing, but I don’t think we should claim its a common feature when it isn’t.

We have a home instance which is more than most. But its still a sadly underused feature…

I’m sure I’m not alone in being the sort who would glady buy loot off the gem store to decorate my home instance for… no rational reason at all… other than to do it.

I remember being so excited on launch day when I saw the human home instance the first time. I ran up three floors of one little house in there thinking of what I’d be able to decorate it with “soon.” Then reality checked myself and remembered no such feature had ever been promised.

http://kichwas.wordpress.com/ – GW2 Blog Presenting the Opposing View
JAH Bless – Equal Rights and Justice for all.
Justice And Honor – Tarnished Coast.

(edited by Kichwas.7152)

Engi Backpacks

in Guild Wars 2 Discussion

Posted by: Ruzik.1308

Ruzik.1308

Am I the only one who wishes the backpack skins worked on the utility backpacks? kinda lame being stuck with the un-changeable, utility backpack skins.

What feature do you miss from your old MMO

in Guild Wars 2 Discussion

Posted by: KeyLimPi.9031

KeyLimPi.9031

The one thing I miss more than anything belonged to Silkroad Online. The “trinity” job system. You had traders, hunters, and thieves.

Traders would travel from town to town carrying “goods” in order to sell them. The goods would rate from 1 to 5 stars and if you carried more than 2 stars player thieves could attack you. NPC thieves would periodically spawn to harass and try to kill the transport holding your goods. Depending on how far you took the goods your price would increase. Town 1 goods sold decently in town 2, but if you made it to town 3 they were worth SO much more. Adding in the “trading economy” where if a town was oversaturated with a certain good you wouldn’t be given as much this was extremely fun.

Hunters were the body guards of the game, hired to drive away both NPC thieves and player thieves. Not much to this but still insanely fun.

Thieves however, my favorite… you would don the pure black thief outfit that screamed death at the enemies. Roaming the countryside looking for hunters to kill was a blast. If you found a 2 star or above trader you didn’t even think about it. You looked at them, they looked at you, battle commenced. You would NOT let them go. After you killed them and their caravan you would summon your own transport and steal their goods. When you were all loaded up you would pop a “thieves portal” scroll. It gave you a 5 minute countdown. After that 5 minutes you would be teleported to the den of thieves to sell your goods. During that 5 minutes however, oh god…it was a free for all. You knew the trader was coming back to get his stuff. You knew he was going to hire a hunter to find you.

Objective 1: Hide
Objective 2: Prepare for battle
Objective 3: Learn when to cut your losses

It was an open world pvp system that wasn’t required to be done! This meant people who had no interest weren’t effected, yet it held dynamic game value. Who could resist the taste of easy money? God some of the fights would be so epic when you got full on job wars outside of towns. Or when a guild of traders would caravan together forcing thieves to group up and ambush them.

I really miss this and I would kill for anet to place this in the game. It was SO MUCH FUN.

(edited by KeyLimPi.9031)

Dungeons not for casual fun?

in Fractals, Dungeons & Raids

Posted by: tigirius.9014

tigirius.9014

I also have a problem with MMO devs that make the basic functions of classes impossible to use in dungeons just because.

Want to dodge a boss’s attack? Forget it it holds you in place. Want to DoT a boss because you like to play a condition damage type DPS? Forget it they put a cap on that so most of your DoTs are not on the boss. Want to CC the boss in place? Forget it, the hold lasts 2 seconds. Want to heal? Forget it the AOE heal zone you just put down is covered completely by the bosses AOE attack and no one can stand in it.

Why give players abilities if you’re going to make them completely useless in dungeons.

This is part of the reason why we see only zerker build dungeon groups.

People come onto these forums and blame the players by telling anyone who complains that it’s their choice, but it’s not, it’s not the player’s choice to not be able to use the basic functions of their class, it’s not the player’s choice to be pigeonholed into a single build to run dungeons because of poor design choices by the devs themselves.

Balance Team: Please Fix Mine Toolbelt Positioning!

Dungeons not for casual fun?

in Fractals, Dungeons & Raids

Posted by: Hamfast.8719

Hamfast.8719

“Casual” has no strict definition, but I play every day for several hours. I consider myself above average in that I am a PLANNER. I spend a good deal of time out-of-game questing for answers to my GW2 questions, and more time tweaking my characters before I set foot out of town. My main(s) are fully exotic-equipped level 80s who can handle their own easily enough in most PvE situations, and I have proven victorious better than half the time in the several instances where I ran up against a WvW Invader 1 vs 1. But I have yet to begin enjoying Dungeon content because it seems too hard.

I would dearly LOVE to be able to do Dungeons. Mainly because I’m a mix ‘n’ match Armor-holic and that is the only way to get certain pieces. But also because everything in GW2 ends in a Dungeon. EVERYTHING. Halloween ended in a Dungeon. The Karka content ended in a Dungeon. Wintersday ended in a Dungeon. The Super Adventure Box was a Dungeon. Flame and Frost ended in a Dungeon. Even my PERSONAL STORY ends in a Dungeon. So if I can’t do Dungeons, I’m pretty much outta luck. I see the buildup of a story, and never get to experience the end.

So why can’t I do Dungeons? It seems to me that Dungeons are designed to be something that kills you again and again until you “learn the ropes”. I understand that, and am willing to take my lumps while I learn. School of Hard Knocks, and all that. (Some people just may not want to pay the price, Diva… perhaps that is why your friends didn’t want to do the Molten Weapon Facility. It can be frustrating dying all the time for little reward in sight.) Then (I assume) after I get to know the ins-and-outs of a Dungeon, I will be able to buckle down and enjoy it.

My problem is that I can’t get that much-needed initial experience. First and foremost, I am part of a tiny Guild of real-life friends, and it is hard to get all of us online at the same time to scrape up a party of 5. And playing with strangers is usually a drag. They are usually experienced, and want to run, run, run! I try to be “cool”; I skip cut scenes (but I WOULD like to see them at least once, to have some idea what the goal is), and I participate as best I can. But if I run, run, run it is hard to learn the tricks of a Dungeon because I’m so busy trying to keep up. And if I don’t, then I am afraid the more experienced folks will either kick me or leave themselves.

What we need (in my humble opinion) is DUNGEON SCALING to the number of party members. That way when just a couple of my Guildies are online, we could get experience, learn the Dungeon, and not be a hindrance when we DO join up with a full-sized party of more experienced players.

In the meantime, it would be nice to see people who are getting bored with the game step up and help out like Vayne. People in front of Dungeons offering their tutelage as party leaders to go slow, explain things, and be patient. (“Dungeon Master looking for students!”)

I feel I am a little more than “casual”, though by no means one of the “OMG this is soooo easy!” elite fanboy types. To me, the question of Dungeons being too hard comes down to my inability to get the needed experience to understand how each particular one should be tackled. I have the ambition (armor-holic / want to see how the stories end). I WANT to be able to do Dungeons, and understand there will be a learning curve for each one. I just don’t have a good avenue towards getting that education. And I can understand how the more causal amongst us just might not enjoy all the dying that an education usually entails. That’s possibly how your friends see it, Diva. If you have the manpower and patience to teach them, they might eventually learn to like it. As Vayne said, it’s hard until you know how to do it. But some folks will never like putting up with the “learning curve” part. You yourself admit you had fun until the part where you were dead 80% of the time.

Build a man a fire, and he’ll be warm all day.
Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist

Annoying thing about leveling now...

in Guild Wars 2 Discussion

Posted by: MrSmiley.1543

MrSmiley.1543

one of the towns in gendarren field is overrun with centaur, you have to secure 3 points and hold them, I managed to clear out one point with 5 normals and 2 vets, then more came including a champ before I could even start on another hold point. This is the most extreme one I have seen, but often times I am having to butt heads with an incredible amount of enemies just to have a town opened up, and the waypoints are always contested making porting around a total PITA on some maps

A Note about Phishing Emails

in Account & Technical Support

Posted by: Wynter.5431

Wynter.5431

To avoid the emails about it – a trick i have learnt is to:

Right click the email (not the link, the actual email) → then click “View message source” → proceed to read until you find an IP Address (usually on the second line) and copy paste IP into google and search for the country it is from (most fakes are from China)

Hope this helps keep people from clicking false links!

*Your* Wish List For Next Patch?

in Guild Wars 2 Discussion

Posted by: Ferguson.2157

Ferguson.2157

Playable Skritt race!

“What, me worry?” – A. E. Neuman

It's not the lack of a trinity

in Guild Wars 2 Discussion

Posted by: nexxe.7081

nexxe.7081

GW2 dungeons are too chaotic for beginners. Everyone goes into Ascalon Catacombs and gets facerolled because of the lack of a “target of target” feature, a lack of AI cast bars, and the visual cues are worthless, because you will die too fast with a 1-shot hit. It’s very unforgiving for new players. There are no entry-level dungeons for them.

Dungeons for leveling up and new players should gradually scale up to more challenging dungeons at max level.

Leaderboard link

in Forum and Website Bugs

Posted by: ForAce.1943

ForAce.1943

Hello. Can You add link do leaderboard into Your page? Can be placed right after WIKI link. After few days, when new news will appear, information about leaderboard will dissapear between other news.

I dont know where write about this, so i write it here.

http://www.gw2info.pl – All informations about Guild Wars 2 in one place. In polish.

Death by Fire...

in Guild Wars 2 Discussion

Posted by: tolunart.2095

tolunart.2095

Heh. I use the Air sigil on my main’s weapon and whenever I kill something with a crit it goes zzzzt! and the death animation is pretty funny… I actually like it more than the flame burst.

ArenaNet just made great content w/o gear

in Super Adventure Box

Posted by: Chuo.4238

Chuo.4238

That’s right. Best update ever since the game was released. and there was no need to add any tier gear, or gear grind.

THIS is what I’m looking for in a good, creative, fun game. THIS will keep me logging in and playing…not gear grind. THIS kind of thing will entice me to keep buying GW2 related things…because it’s different, creative, intelligent, and fun. It’s not the same old same old with MMO’s.

Thank you ArenaNet for finally listening to many of us. I hope any further Ascended/tear gear is tabled in favor of more great content like this. Let us keep our Backpieces and accessories…but there is no need to add weapons or armor.

Keep this kind of thing going!

SAB: Ok what kind of game is this?

in Super Adventure Box

Posted by: pixieish.9627

pixieish.9627

Need more serious in my GW2 like lets get Gears of War/Call of duty style!

Reiseiji, Guardian, Fabulous Spec
Kaschen, Engi, Nerfed Spec
Devona’s Refugee, recently arrived to F.Aspenwood

Why I think you're losing active players

in Guild Wars 2 Discussion

Posted by: Spiral Architect.6540

Spiral Architect.6540

Regarding dungeon difficulty, I’d have to agree with the OP, in regard to the “stupid, senseless way [dungeons are] made difficult”. For example, fighting a mob with a challenging mechanics or AI is, in my opinion, interesting and fun. Fighting a mob (or groups of mobs) that repeatedly knock down, immobilize, and/or leash players just feels cheap. When I’ve burned all my stability skill cooldowns, and I still can’t get up off the floor to fight, it isn’t all that hard or difficult, it’s just frustrating. Getting one-shot into downed state and knocked across the room into a red AoE circle where I can’t rez myself and neither can anyone one else isn’t difficult. It’s just frustrating. And there’s far too much of that style of mechanic in GW2 dungeons, in my opinion.

In other games, I regularly played hard modes of dungeons, and liked them. It’s good fun to get the “A game” on, and go take on a real challenge. From time to time, though, I like to run more relaxed, less challenging dungeons, and that’s also fun. I think GW2 could benefit a lot from having a couple of tiers of difficulty in dungeons, with scaling rewards. I doubt I’m alone in that opinion.

And speaking of rewards, dungeon rewards are just pretty dismal. Yeah, I know it’s not just about the loot, but seriously — vendor trash (blues) for boss rewards? Meh. But I guess that’s where the game developers want it to be, as it’s pretty much a reflection of loot in general in this game. It’s pretty uninspiring.

So, we’ve got frustrating, tedious dungeon mechanics, plus poor loot. Is it any wonder that people run CoF1 over and over again, and stay away from so many other dungeons and paths?

I don’t think it’s too late for GW2, but it’s going to take some design overhaul to retain players.

Why I think you're losing active players

in Guild Wars 2 Discussion

Posted by: Theftwind.8976

Theftwind.8976

I have been playing online for many years, more years probably then many here have been alive and it has always been the same with regards to end game content/dungeons. A certain portion of the population will run these dungeons over and over again and post on how they did it in 15 minutes. The next group has to better that so they will finish in 10 minutes and then state on how “easy” that dugeon is to beat for players of their “skill level”.

So the game developer makes that dungeon more difficult but forgets about the majority of their population that does not run them over and over again. Yet it is not about skill level at all, it is all about knowledge. Take the JP in the Wv3 borderland for an example. The first time I did it it took me upwards of 2 hours. Now I can run both halves of the keys and get to the chest in under 10 minutes. Is that skill? Not in the least. I am no more skillful with the keyboard then I was a year ago, or 10 years ago. However I do have the knowledge of which path to take, where to jump from, where to jump to, etc.

So we have people who can speed run a dungeon in 10 minutes and claim it is all skill when skill does not factor in at all. It is just knowledge of where the mobs are, which ones you have to attack, which ones you can bypass and so forth. If that dungeon was randomized each and every time do you think any of these skillful people could run it in 10 minutes? I am willing to bet they would not for they would once again lack the knowledge required.

So the developers make the dungeons more difficult but those players that regularily run them will eventually learn the knowledge to be able to run them in 10 minutes again. They do not become more skillful, just more knowledgeable. That however leaves the casual players at a great disadvantage. They do not have the knowledge of which mobs to kill, which to skip, where to hide, where to jump and most do not have the luxury of time to gain that knowledge.

So where does it all end? With a small group of “elites” telling others that an mmo is not meant for them yet those same elites would cry foul if the dungeon was random each and every time forcing them to utilize skills versus knowledge.

Theftwind (HoD)

Why I think you're losing active players

in Guild Wars 2 Discussion

Posted by: Blacklight.2871

Blacklight.2871

Completely agree with points one and three, and can see where you’re coming from on point two, although I still believe the difficulty of attaining gold isn’t all that huge.

Guild Missions are a disaster. Dungeons are not a disaster, but they could have been more forward thinking with them. They could have applied scaling to them as well, which would have allowed people to run them with reduced difficulty, but also for reduced rewards. But ANet wanted to be able to appeal to the raider types who absolutely thrive on being able to put themselves up on pedestals so they can turn their nose up at the heathen masses, without even tilting their heads. To some extend, ANet succeeded at this, but as it is with every raid ever created, once players learned the dance steps, their dungeons were put on farm mode.

Other players who might not be so quick with their fingers or aren’t looking for a tough run, don’t have many options. Grouping with superior players can easily result in a quick kick and grouping with other less-than-average players makes completing the dungeon unlikely.

But instead of implementing scaling to make sure that everyone has a shot at seeing all of the content, dungeons were tuned towards the upper levels of the skill scale. Which makes some folks quite happy (<psst> and I mean those raider arses again), because they want to be able to keep some people out of their exclusive little club.

And scaling instances is HARDLY a new concept. They’ve had that in DDO for ages, where you can select the level of difficulty you want to experience before jumping in. It’s simple stuff IF you want to make sure that all your players are getting the experience that suits them. If you don’t give a kitten and only care about the skilled people, you design for them alone.

Guild missions have been handled in largely the same way. They were designed to exclude large swathes of the player population, which makes those where aren’t left out, feel a little more special about themselves. Again, hooking it to a proper scaling mechanic would have prevented ALL of this garbage, but ANet has decided that some content should be exclusive to some players.

It’s very backward thinking and we should expect more from ANet, but I’ve been following this game for years (literally) and have finally come to realize that these devs aren’t the coolest kids in the class anymore. That’s personally why I’m not all that active anymore. What started off as a dream game has been ground down with bad decisions and inhibiting mechanics that just suck the life right out of it. I still enjoy the beauty of the world. In fact, I LOVE the world of Tyria. I just don’t enjoy playing in it very much anymore.

(edited by Blacklight.2871)

The return of vanquishing - dungeons

in Guild Wars 2 Discussion

Posted by: TheKillerAngel.3596

TheKillerAngel.3596

For those of you familiar with GW1, vanquishing meant killing every single enemy in an explorable zone. Many builds and strategies were designed for speed clearing particular zones, usually for gaining faction.

I feel like this might be an interesting addition to GW2 – applied to dungeons. If you went ahead and killed every veteran/champion in an entire dungeon (which, in a high level dungeon like Arah, is a LOT of work), you should get some interesting rewards for your efforts. The rewards should be unique enough to encourage people to try the challenge.

Think stacking and skipping trash is cheap?
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.

The gap between the rich and the poor.

in Guild Wars 2 Discussion

Posted by: Anchorwind.9016

Anchorwind.9016

Needs to be widened. How boring would it be if everyone had everything, everyone was the same?

You see the picture? Those are multiple sets of armor over the various campaigns and expansions. Some were considered more prestigious than others. Given they all had the same power level, I could [and did] swap back and forth freely based on mood and build requirements. It was fun. Nothing in there was particularly exclusive or incredibly out of reach. Nothing was unattainable. In fact, we helped each other get them. It wasn’t boring at all. We let our playstyles, personalities, and skills speak on our behalves, not some vain desire to look down our noses at the have-nots. Those days may be well and over, but everyone having something is always better than someone having everything.

Attachments:

Targeting Problems

in Guild Wars 2 Discussion

Posted by: oversoul soldier.1742

oversoul soldier.1742

Honestly the whole right click targeting should have an option for it to be disabled. I don’t know why this still has not been implemented into the game after all this time, maybe it’s not in yet because it makes too much sense. Really left clicking a target and the tab key is all that’s necessary; I don’t know who’s bright idea it was to include a third targeting option in right clicking which is also linked to camera manipulation.