fans hate Joffrey. They hate her the way Star Wars
fans hate Jar Jar Binks.”-not a direct quote, but still true.
Boo, boo, it’s Mary Sue.
Let her rot. What can we do?
Burn the fields and salt the Earth.
Let all know what she is worth.
Until she lies in a shallow grave
no path to mirth will she pave.
Shesh, I must be in the minority about hating most of the previous patch stuff.
Ascended weapons: a needless expensive grind, just to combat the inflation they let go in the game from the prior months grind fest. There was no reason to include ascended weapons or the armor they plan to soon.
Account Magic find: another needless grind that just sucks money out of the economy. If they just made it so you couldn’t use MF gear in dungeons most people would have stopped complaining. But instead it’ll take 2-3 months to get my MF back to where it was in open PvE and karma gain was nerfed because of it.
Nerf Karma acquisition: not that big of a deal, but it effects newer players worse than older ones. But I would have preferred they introduce new things to get with karma instead of nerfing the amount we can get (and introducing the new ascended mats that require obi shards).
World Bosses Buffed: Champ farming was already more profitable than world bosses, now even more so. Did some of the world bosses go down really quickly, yes. I don’t care that much about more hp or more damage (I actually like the more damage part), but the timer along with the hp increase makes them very hard to kill at off peak hours, which is pretty stupid. I’d rather they balance the event around ~10-20 people to kill in 5-10 min, and then have it upscale with more players, with no timer. I hope/can’t wait till they make champ drops 1/day.
Teq: I still think this was a pointless change. Based on what is available in game there is no reason Teq gets stronger after Zhaitans defeat (unless he “ate” the dead dragons magical energy or something, which was never stated and just my wild cherry picking). From a game point standard, the fact that you need to organize ~120 people in team speak and spend 30-40 min to coordinate, with specific food buffs, nourishments, other consumables (the fire elemental dust and/or the mortars), skill/build/stat selections (5 stats are completely useless to Teq [condi dam, condi duration, precision, crit damage, boon duration] and only so many people with those builds can defend the turrets [and still be “useless” vs. the fingers]) is just bad game design in my opinion. Also all the trolling that can be done with people going akitten a turret or not. The lowest I’ve seen him go in an uncoordinated (no voice chat with 30-50 min of prep) event was 80%. Plus if you do manage to kill him, the loot is completely not worth the time and effort. (I’d argue even a guaranteed random ascended weapon for everyone would barely make it worth the time it takes.)
As for the new update, yay scarlet? I’ll wait till I see/play it to pass judgement.
A solution would be to create a item for gems that allows you to pick dyes that you currently own on one character and make them account wide.
Just want to further expand on this, like an idea were you can buy a kit from the black lion and its like you can make 5 of your current dyes account wide and make it cost like 400-500 gems. This way Guild wars 2 still can make their money from gems. It is just me but I think this is a fair compromise. Like my main character has 190 dyes it is not a lot in comparison but I have all of the expensive ones and I finally decided I wanted to level a alt, but when I noticed this I literally was like nope. Just because then I would have to sacrifice getting cool armor on my main toon to just make my others look decent.
No, the “hint” is to go looking for any bugs involving footwear, so that these will have to be fixed by adding the “hide” option.
Simple. Asura’s three-clawed feet clip through virtually all footwear. I’ve assumed that this was due to launch deadlines and would be fixed eventually, but since it hasn’t been, how do we get this entered as a bug?
I’ve also heard about some very weird bugs with pants…
I’m tired of all those l2p and “ozmg it’s the most difficult content ever” topics. Tequatl is NOT difficult, nor challenging content, the only challenge is, well, logistics. Those who beat this boss, beat it not because they are good at the game, they beat it, because they have access to a large pool of human resources – big guilds, high pop servers and so on. It doesn’t really matter if those 100+ started playing a week ago or if they were playing for over a year, the only task that one needs to do is stand in the predefined place and spam skills, now this can’t be performed in low pop servers, because there’s not enough people and it can’t be performed with a bunch of randoms, because they usually don’t listen to anyone and everyone just scatters all around the map, making it impossible to effectively heal/buff with turrets, res and so on.
I’m not necessarily complaining about this type of content, though it’s not really my cup of tea, I’m only annoyed by “omg I beat Tequatl, I must be the best player ever now” attitude.
Solo’ing dungeons is difficult, being near the top/at top of PVP rankings is difficult, winning 1 vs 3 encounters in pvp/WvW is difficult, SAB tribunal mode is difficult, high level fractals/some dungeons can be somewhat difficult. World bosses atm are not difficult. If you’ll get enough people to stand in predefined places, you’ll beat any of them, it doesn’t require skill, just people, who are able to listen/read.
Not only do they need to adjust condition caps (I think they are trying things out with the “everything stacks in intensity now” stuff) but they need to rethink defiant, if the control part of the new trinity is ever going to be a real thing then we need to see ways to control other than maybe interrupt one attack that you meant to and the rest of the fight the boss occasionally stops moving for half a second when his stacks go down.
I understand that being able to stun lock a boss is lame, but there are many ways that can address this, it has been suggested before that the buffs work backwards, and control effects do their thing as per pvp until the boss has been hit by a few, and then it becomes immune to those effects for a duration, then back to the start, hey even call it enrage or something, give them a temporary speed/damage boost, give them more/different abilities to use during this period of time, make them call in adds, or make the players do a jumping puzzle style dodge (like the laser room in MF), maybe even make the changes last till a certain condition is met (like the dredge fractal boss being dragged under the molten iron/lava/whatever it is). Suddenly you introduced a new layer of strategy because the players have to plan for the boss’s boosted phase. That way people designing their build around control have something to do.
That way you also don’t have “dead” skills in a fight, on my support guardian when I have to switch to range, I use my staff. Do you know which skill I never hit in a typical boss fight? You guessed it line of warding! Why? Because it is useless, it doesn’t remove stacks, it isn’t a combo field, it only wastes time. Sanctuary is also nearly useless, and shield 5 (those two are good for most ranged attacks but still). So many skills that we as players are forced to take, don’t even work against bosses, which is how you end up with people complaining “every fight is skill 1 and strafe till it is dead”. My suggestion, maybe remove the damage on a lot of the skills and make their effects better, why not make the cripple last longer, or shorten the cool down, the player isn’t using dancing dagger for the damage, so let them use it when they want a cripple, and make it be worthwhile for them to stop using their damaging abilities.
If even half of those changes happened we would start seeing build diversity, and actual strategies involving skills between players.
I know that seems like a rant, and there is a lot of frustration in this thread, but honestly I love this game, that is why I am passionate about it. I want this game to succeed, and be fun as possible, we need these kind of changes to make it feel more interesting, as it is right now, in an effort to make all professions equal it feels we have swung the other way. There are no unique play styles, no unique resource management opportunities. Sure there’s death shroud, but that is little more than an extra weapon that gives extra health, it’s the necro kit if you will, or conjured weapon. Initiative should feel entirely different than the other professions, but because only a few skills are worth using most of the time, it’s kind of foolish to not spam those skills.
Edited: Grammar
(edited by Icarus Pherae.4680)
This is not as simple as you think. Yes, primarily, a skin wardrobe is a quality of life thing. But it can influence PvE a great deal in a way, you might not realize.
The following is how I see it implemented (this is just my vision, which can obviously be improved by smarter people than me)
Why it’s needed: Keeping armor/weapon skins in the bank is messy and very inconvenient. It’s also impossible, due to space limitations, and a high price of buying new tabs. That’s why we don’t see anybody collecting armor skins extensively. Also, GW2 has an appearence-based progression. As in skins. As in the end-game boils down to getting more skins. /nuff said
UI: A new window, with 5 tabs: Light Armor, Medium Armor, Heavy Armor, Weapons and Costumes. In each tab should be a list of all of the available skins in game, corresponding to that tab. They should be organizable alphabetically by name, by type (chest, hands, axes, bows, etc.) and by set name (applicable only to armor and costumes tabs), and should be greyed out at first.
As a skin is added (unlocked) to your collection, it should be available to use by any character on your account. There should still be limitation on light classes not being able to wear heavy skins for example, but any class should be able to add any skin to their collection, so that their alt can use it.
The process of unlocking skins can be done in different ways. My proposition – use transmutation stones, as they are already in the game, and are currently not used at all. Make it cost a different amount of transmutation stones, depending on the rarity of the skin. And make the original item be destroyed as you add the skin, to prevent people buying items on TP to just get the skin and re-sell the item. Using the skin that you’ve already unlocked however should be free and infinitely available for any character on your account, as it’s done with the HoM rewards.
Good things this will do for A-NET bank account: People will start buying transmutation stones, and using them up. Plus, all of the following directly profits Arena.
Good things this will do for players: Provides a new type of goal, to collect all (or as many as possible) skins. You’ll be amazed how many ppl are obsessive completionists, just eager for a new check-list to fill. It will also allow for people to change their appearance more easily and frequently, meaning a more visually pleasant and varied mass of players, instead of everybody wearing CoF armor.
Good things this will do for PvE: Throw more people in different dungeons. Right now, everybody is running 1-2 most profitable/quick dungeons. This will urge people to collect tokens from different places, to get different and eventually all dungeon armor sets. This is especially important now, since with the introduction of Fractals, the normal dungeons are turning into ghost-towns (not that Ascalon).
Also, it will create a new use for karma, as currently, people are just banking it in hopes to get legendary weapons one day. Now they can use it to buy skins for karma
You can even go a step further, and add zone-specific skins that can drop only from mobs in a certain zone (make it zone-specific instead of mob type-specific, so to prevent farming hot-spots). Those drops should be soulbound, so that people can’t buy them on auction house, and should have a small (but not frustratingly so) drop rate. This will throw a huge wave of players to all of the zones of the game, if each of the zones has a unique-looking set that drops only in that zone. No more complains of the world being deserted.
Show your support for this topic, so that we can get some attention to it from the devs. I honestly believe it can be a great benefit to the game.
TL;DR
Skin wardrobe is good. Convenient way of keeping and organizing unlocked skins. A new goal at endgame – collect all skins. More people will do unpopular dungeons, and other areas of the game, if they can unlock a new skin out of it. Unlocking the skin should destroy the item, but make the skin permanently available and free to any character on account.
NEWS
Well, I have some good news for you, guys. It looks like ANet are aware of this issue, and are thinking about doing something very similar to what I suggested with this thread. In the recent interview Colin Johanson even mentions a wardrobe and how collecting skins should be supported. Here’s the link to the video with the timestamp on that question:
http://youtu.be/Jy7CcwnfUdU?t=19m40s
So cheer up, hopefully it won’t be long till we can close this thread.
(edited by gibzy.7329)
In GW1 there were also Hero’s Handbooks (http://wiki.guildwars.com/wiki/Hero's_Handbook) for redoing the story in the Eye of the North expansion. You redid them and if you completed every “chapter” you could turn them in to a historian who would pay you for each completed book (you could only have one on your person at a time, of course). It’d be cool to have something similar to that.
Just an idea of mine. How about on September 17th, the next patch day, we try to organize an engineer sit-in in Lion’s Arch. I was thinking around the Mystic Forge. We all guest into the same few servers, equip or favorite (or least favorite) kit and hang out, spamming our displeasure in map chat, perhaps singing our little protest songs, and generally making ourselves known.
Arena Net has made a habit of ignoring these issues for far too long, giving us at most two half-hearted and uncommitted responses over the last year, so let’s do something they can’t just sweep into some sub-forum and wish away. Screen shots and youtube videos encouraged, obviously. I, for one, and tired of this crap, so I say we start taking steps to force them to acknowledge this issue on a wider scale. Comment below to RSVP or offer any suggestions you may have. Clearly we need to pick a server for each region ahead of time, so suggestions for that would be helpful. Obviously we need a server that isn’t always full so we can actually all get in.
in Super Adventure Box: Back to School
Posted by: Ceribrocanasans.4135
I decided I would do speed clear videos of tribulation mode without dying.
World 1 – Zone 1 (2:53): http://www.youtube.com/watch?v=7-C9VRaZKEE
World 1 – Zone 2 (4:55): http://www.youtube.com/watch?v=UJWXcOvDNvo
World 1 – Zone 3 (4:47): http://www.youtube.com/watch?v=EA4D_EEA75M
World 2 – Zone 1 (8:39): http://www.youtube.com/watch?v=ZD90o1DN-nQ
Do you even SAB, bro?
(edited by Ceribrocanasans.4135)
Why do human men avoid sleeping with female Sylvari?
BECAUSE THERE IS A STIGMA!!! =D
Hi all,
Currently, the logic is that since Elementalists have 20 skills per weapon set, the idea of a swap weapon set button for combat would be too strong. Understandable, but today people still switch weapons all the time. Once out of combat, you can open the inventory screen and just change equipment.
My suggestion is to add the second set of weapons in the hero panel (like all other professions) and put back the weapon swap button for elementalists. However, make the functionality different: the button does not work in combat and will only work when utility skills can be switched. It would only work out of combat. Obviously it would not go on cooldown, because changing equipment never goes on cooldown.
This is the exact same as the current system, only the player is opening the hero panel and switching manually. The would be a quality of life improvement that is minor in nature, but pleasant if implemented.
While looking at current pet list, only thing that comes to mind is : mess.
Pets are not set there by any order, just thrown like that.
So I just setted them by their families.
Terrestial
Aquatic
Dear Anet;
Our owner is asleep right now, but none of us here in the [K]ennel can sleep tonight, so we broke open some [Abyss dye] we found in our Master’s bag, and found a stack of 14 “Giver’s Darksteel Imbued Inscriptions”…we didn’t think he’d miss just one.
Over the last couple of months our Master has been growing into quite the hero! Together, with us faithfully by his side, we’ve seen the world, slain the mighty Zhaitan, and even got into a few tussels with some rival servers and players! It seems like so long ago we were just ordinary juvenile beasts, roaming the countryside…before our dear Master chose us…over all our siblings just a few yards away in either direction. We never dreamed that after the effort and time he took training us, and naming us, and relying on us…that our bond would fade.
Lately, our Master hasn’t been very satisfied with our performance…he always seems upset, and he never wants us to protect him anymore! We try to tell him. “Let me at ’em! Imma tear them apart!” but he says “Not now, why don’t you be a good pet and [Avoid Combat] for now…this fight requires careful positioning…and I can’t have you accidentally getting the attention of that mobile patrol over yonder!” We try to let him know we won’t mess up like we did all those other times…but…we still do. I guess learning from our mistakes isn’t something us beasts were designed to do.
He keeps talking to his hero friends, and we can hear him muttering about us being “Ignored by the developers”, and “Poor Pet Ai makes them mediocre”, and even “I wish I could just not have a pet in exchange for higher damage on my bow”. It’s not Mr. Brown Bear’s fault that he stood in lava till he died last week! It’s not Mrs. Jaguar’s fault that even though she can go invisible…and shes one of the most agile and nimble creatures known to man…that she can’t dodge/roll away from an aoe attack.
All we want to do here in the [K]ennel is see our Master happy again…happy to see us…and not complain that they can’t stow us more permanently. We feel that writing to you ANet is the only way to improve ourselves…so that Agony doesn’t instantly kill us anymore…When our Master wants us to use our special moves he should only have to ask [F2] once. Please help us! Even some of our Master’s hero friends made comments, that he doesn’t bring enough utility to the party…and we can’t stand to see him looking so dejected and depressed. We see our Master less and less these days….and we wondered…if there was a way for us to be better companions…maybe he’d like us more…and spend more time with us….and not forget our names everytime he put us in the [K]ennel for awhile.
Thank you Anet for taking the time to read a letter from us pets.
Sincerely;
The [K]ennel gang.
(edited by Cole Winters.2764)
My pet died instantly when a champion looked at it.
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