“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”
Are you whining about whining? Makes a lot of sense.
Just because you didn’t like the skin doesn’t mean that everyone else doesn’t like it as well. Conversely, just because you like it, doesn’t mean everyone else will.
You didn’t like the ascended skin, so you transmuted it to a skin you like. Now, you’re unhappy because ‘everyone else won’t know!’ Honestly, how many people do you think care? Sure some do, but I think the majority of players probably don’t. As long you are happy with your level of stats (given what is attainable) and with the looks you chose, that’s all the truly matters, or should anyway.
If you want people to know, ping it in chat.
It’s not like anyone cares though.
[…] ppl like goals.
I never have a lot of faith when a post opens with a fallacy.
When has goal-oriented stuff ever been mutually inclusive of grind? I’ll bring up Saints Row IV again — I completed that easily, and I had fun with it. My “goal” was experiencing more of the story, and seeing what fun toys they’d throw at me next. Grind is an excuse for proper content.
Yes, people like goals, but only poor, brainwashed sots think they genuinely enjoy grind. With a quality game, you can have goal-oriented gameplay with no grind at all. The grind in Guild Wars 2 is just to disguise the copy-pasted content. It’s a known scientific fact that operant conditioning works on us, so it’s a pretty cheap shot to use it in place of actually making your game fun. And that it works so successfully that it’ll have people like you defending it?
That’s depressing.
Vertical progression is how the big games have survived this long.
Then explain why many ancient FPS games, even older than WoW, have gotten by without it. This is a fallacy, because you’re assuming that grind is essential to an MMO having a long life. Correlation does not equal causation.
You don’t need to be a basement dweller to succeed in gw2.
That was never the argument. You’re creating a straw-man here because you’re building constructs to argue against which are easier for you to combat.
The argument is that ArenaNet claims that casual players can be on equal footing with everyone else. Yet the reality of the matter is that in order to grind for Ascended, you would have to be a no-lifer, a basement dweller with nothing else to do other than play the game. In the sporadic periods a normal person would play Guild Wars 2, they’d probably not see an Ascended weapon before 2015, and that’s being generous.
This means that there’s content that’s locked out from them, just because they don’t have the time to grind that a basement dweller does. And the content is designed in such a way that it’s inaccessible unless you have the key to pass it, the cheat, as I described. And instead of just obtaining the cheat, you have to spend a nontrivial portion of your life grinding for it. You have to grind for a cheat to bypass an otherwise impossible segment of the game.
If the game was skill-based, then you wouldn’t have sections that would be impossible to bypass without a cheat (gear).
You know, it’s funny. Jet Set Willy on the ZX Spectrum was never completed, so there was a room you could never get past. Up until that point, you could play the game with your wits and skills alone. What if you had to replay the game 500,000 times before you could get a cheat to move onto other sections of the game?
That’s what MMOs (including GW2) are doing, and it’s unacceptable.
Noone is forcing us to get ascended/legendary items/weapons.
Except for the content that requires it, you mean? Do you like shooting yourself in the foot?
It still comes down to skill level, not stats.
If that’s true, then please enlighten me, what non-gear related skills are involved in playing GW2? I’m very interested. Please elaborate!
You were probably hoping that this would be a throwaway point that wouldn’t be picked up on, but I’m calling you out. I want you to tell me exactly what skills you’re talking about.
I highly doubt gw2 would’ve kept even half it’s player base if they never introduced ascended items and new content.
So, grinding and new content are mutually inclusive, now?
That explains why the content of most single player games is riddled with grind that takes months upon months to even come near to completing! …oh, wait. Single player games aren’t like that at all!
Now, let’s drop the silly inclusive comments, shall we?
Ppl woildve gotten bored having nothing to strive for in a game.
You’re turning a video game, a source of entertainment, into work. Oh, you poor thing, you actually believe what you’re saying, don’t you?
Then this must mean that I need to ‘strive for’ something when I sit down to watch a movie, or read a book, or listen to music. Perhaps I need to push a button on my TV 5,000 times before I can watch a show. That’s how it should be, right?
That’s what GW2 is, pushing a button on your TV 5,000 times before you can sit down to enjoy a show.
You max out and then your at a level playing field… Then what…
Then new content is brought out to justify money being put into the game. Most games do that with DLCs. You might have heard of them.
Guild Wars 1 did just fine doing that, and it’s still alive, kicking, and healthy.
If this thread proves anything, it’s that us humans are brainwashed via operant conditioning with worrying ease. It completely screws up our concept of quality and value because of our brain’s work-reward design. This is why “gamification” has unfortunately become a very real consideration for workplaces. Mixing the correct amount of grind and reward leaves to people who become slaves to the endless hamster-wheel of it all.
There are plenty, plenty of games out there which offer fun on either a reasonable curve, or with completely horizontal progression. Those are examples of fun games. If, by playing a game a couple of hours a day, you can’t be on the same footing as everyone else then the game design is bad. Not everyone can be a basement dweller with no job, no social obligations, no partner, no personal hygiene considerations, no health and fitness considerations, and no cares in the world other than the game.
And some of us are grown up enough to realise that we have enough grind in the real world, that we don’t want it in our entertainment. To be honest, I’d love to see more games actually do away with vertical progression, and just make the game more fun as you play it with horizontal progression, by giving you new toys and different ways to play all the time.
To me, the grind is just an excuse for not having varied and different ways of playing. They could have included mounted combat, they could have done more with the tanks, they could have had vehicles play a more pivotal role, they could have done more fun things with the technology of the Charr and the magic of the Asura.
But the content is all the same, just reskinned!
Let me give you an example: You’re taking materials to repair a mortar cannon to fight the Shatterer. How are you doing this? By means that could only be considered medieval! Why not use a train? The charr have that sort of technology, so why not? Why not make it a rail-shooter segment where you have a mounted minigun with which to fend off hordes of things?
I know some people are precious about “mah high-fantasy” but that’s already ruined by the charr having tanks. So why not?
Because grind is easier. Grind is cheaper. And people are easily brainwashed.
It’s like how Puzzles & Dragons rakes in two million dollars a day, for what? For making the game easier via microtransactions. Why grind when you can buy? A recent top iOS developer tweeted that ‘content development is for suckers,’ because people are more interested in grinding, and then sometimes paying not to grind.
We’re less indicative of a truly sapient, self aware race, these days. Most of humanity seems to be comprised of sheep. As much as I hate saying that, it’s true.
So there you go.
If they didn’t have ascended gear, or even legendaries for that matter. EVERYone even casual players. Would complain about the lack of end game gearing.
This is false.
If Guild Wars 2 released with the Ascended tier in place, there wouldn’t be anyone complaining about it.
This is false.
Exotics just simply don’t cut it for that ’I’ve reached the last tier’ feeling.
For you perhaps.
They explicitly said they wouldn’t add tiers above this -
Source please.
Tell the devs what you want out of end game
We want there to not be an ascended tier. We want Anet to return to the original intent where grinding would be restricted to cosmetic items and characters would have max stat gear by level 80. Those complaints that you are complaining about (nice bit of hypocrisy there) are doing exactly what you claim…telling the devs what we want out of end game.
Part 3: The Problem Cont.
Right. Okay. Let me put things in to perspective:
Pre-Ascended Gear:
Played since Beta and 3-day Head Start. I took my time leveling and enjoying the wonderful world created, immersing myself in my character and the story. It took me a bit longer to get Exotic gear compared to my friends because it took me longer to level up, but I was okay with that.
I finally got level 80 with my Mesmer! I got her, her level 80 Exotic gear! That moment was exhilarating for me, because I knew I never had to worry about her gear again. I started looking at what awesome weapon and armor skins I wanted, cosmetic stuff to make my character look awesome. I even kind of started planning what Legendary I wanted, if I wanted any from this batch or if I wanted to wait.
Sure things could of been a bit polished here and there, but the game was still brand-new! All launched games aren’t 100% perfect day one and forward, but that’s okay!
I was having fun with the game.
Then… the Lost Shore content came along.
Post-Ascended Gear:
I played along, ever so casually getting the Ascended gear on my terms. But on my terms meant I would be getting it one-two months after ‘hardcore’ people had theirs. I didn’t do dailies every-single-day. I didn’t do FotM every-single-day. I didn’t ever level past level 10 FotM for the longest time.
I knew I was falling further and further behind those who already have the released Ascended gear. What would happen when the rest of it finally came out, since I didn’t adhere solely to what was required to get the first few?
I, was going to get left behind. It was already happening.
That put me off since I felt shafted. I already had the words of “This is just the beginning.” lingering in the back of my mind and it wasn’t helping. I felt out-dated, despite playing the game every day or nearly every day. What if Ascended gear progressively became more of a pain to obtain? What if Ascended gear wasn’t the end of it? Then I would really be falling further behind and not just by a few items; instead by an entire tier.
One of my fears have come true.
Now, In Present Time…
I’m a concerned player that worries about the road that the game I love and supported way before it was even made, has taken. Am I the only concerned player? Of course not! There are many others as well.
But I’m considered to be a part of a minority now? Because we asked questions?
The only ‘grind’ I wanted to do was for cosmetic items(EX: Legendary’s), titles and the like. Because you know that’s what we were told would be the case.
(edited by Irrodesia.3907)
Part 3: The Problem
Pulling three quotes from Is it Fun? Colin Johanson on how ArenaNet Measures Success
When your game systems are designed to achieve the prime motivation of a subscription-based MMO, you run the risk of sacrificing quality to get as much content in as possible to fill that time. You get leveling systems that take insane amounts of grind to gain a level, loot drop systems that require doing a dungeon with a tiny chance the item you want can drop at the end, raid systems that need huge numbers of people online simultaneously to organize and play, thousands of wash/repeat item-collection or kill-mob quests or dailies with flavor text support, the best stat gear requiring crazy amounts of time to earn, etc.
But what if your business model isn’t based on a subscription? What if your content-design motivations aren’t driven by the need to create mechanics that keep people playing as long as possible? When looking at content design for Guild Wars 2, we’ve tried to ask the question: What if the development of the game was based on…wait for it…fun?
- Fun impacts loot collection. The rarest items in the game are not more powerful than other items, so you don’t need them to be the best. The rarest items have unique looks to help your character feel that sense of accomplishment, but it’s not required to play the game. We don’t need to make mandatory gear treadmills, we make all of it optional, so those who find it fun to chase this prestigious gear can do so, but those who don’t are just as powerful and get to have fun too.
Ooh really? Isn’t Ascended gear basically prestigious gear, now? Considering the obscene amount of materials, effort, time is loaded in to it? Two weeks for one weapon, for one character? I have 8 weapons on one characters…so four months to get all her weapons? Maybe longer since I don’t spend 16-18 hours a day on the game. I mean you are making us jump through all because people want having their final tier of gear to be a time&money sink so they can feel like it’s special? So much for that being reserved for cosmetic and legendary items.
Oh and by the way, I have three max level characters. So close to a year to get all three characters their weapons.
If our model was subscription based, we might be spending all this time racing to add as much filler content as possible to keep players chasing the carrot, but as content designers with the goal of making fun, we get to spend this time refining our content and making it amazing. As designers this is both liberating and refreshing in an industry where so rarely do developers get time from publishers to actually polish their games. (High-five, NCsoft!)
‘…we might be spending all this time racing to add as much filler content as possible to keep players chasing the carrot…’
Why yes, yes indeed you are racing to add as much filler content as possible! What am I referring to? The Living Story of course! Was a good idea, but honestly it went from mildly entertaining to straight out bland and washed out.
Keeping players chasing the carrot? If I may, I’d like to point out the slow drip of Ascended gear.
Part 2: The Dreaded Grind
Ascended gear is being slowly dripped in to the game, for what I believe the reason is, to make it an illusion of gear progression for a certain target group. Ascended gear is completely tedious in mind-numbing to get compared to getting Exotic gear. I get my back-piece and rings, I have a month to enjoy the game and do as I please! Then comes the amulet and I have a month or so to do as I please. Then comes trinkets and I have a month or so to do as I please. There is a pattern here.
Exotic gear, despite what many might think, did require some effort to get:
So yes, we were required to play the game to get our gear. Clearly, we didn’t ‘log-in-to-win’, as we actually had to play the game to get the Exotic gear. The people that got their Exotic gear and hit level 80 and finished the entire game all within the first 3-4 days of launch are what is called ‘Content Locust’. They are the best of the best gamer’s out there, they breeze through games left and right and logically it was bound to happen to GW2. Some of those players complained the game was too easy, etc. etc. etc., things happened and here we are. Not all of these elite players are bad! Majority are the kind souls that give us walkthroughs, find bugs/errors in the game and contribute on how a dungeon or boss can be made better.
Two weeks to acquire an Ascended Weapon you say? Alright. That two weeks to get a single weapon for one of my characters equals the same amount of time it took me to FULLY gear my character in exotics once they hit level 80.
Guild Wars 2 has turned in to an endless grind to update our gear. Why do I say it is a grind? It’s not because we have to play the game, it’s because we are being FORCED in to doing certain aspects to update our gear and in the time frame FORCED onto us. I’ll give you some examples:
I feel like a guy on T.V. is trying to sell me a new cleaning product bundle or something.
“You can have your Ascended weapons for the low cost of 20 Skill points, 21k Karma, 5 Laurels and 3 gold! All you have to do is go farm Champions, Temples and Megabosses right now! Are you strictly a WvWvW player?! NO PROBLEM! In this special offer you can obtain everything you need by farming Keeps, Castles, Camps, Towers, Champions and Jumping Puzzles!
These Ascended weapons can be obtained by crafting if you level it up to 500! But hurry because those recipes will only available for a limited time!
BUT WAIT! THERE’S MORE!
Don’t like crafting?! In this special offer you can go anywhere Ascended materials drop and for a rare chance, obtain a weapon type that you not only get to pick but pick the stats as well! (College of Dynamics Professor Warning: These weapons are in no way guaranteed to drop. This method only offers the mere chance of obtaining it.)
Grind now! :D"
Sounds like something I should be doing for the cosmetic look of a weapon or armor. Not for my final tier of gear.
Just saying.
Edit: Took out the the crafted only parts. Players have the rare chance of also obtaining Ascended weapons anywhere Ascended material drops.
(edited by Irrodesia.3907)
Disclaimer:
My thoughts/views may or may not differ from those of the reader. My personal opinions in no way shape or form are meant to insult or offend those who support Ascended gear or the direction the game is taking.
Brace yourselves, this is a long post.
Part 1: Is Ascended Gear Required?
First and foremost before I get deep in to all of this, is Ascended gear required? Does the player have to go out and get the gear? A point made by another poster (I’m sorry I didn’t write your name down, but I give full credit to you), to a player that wishes to be at their very best in the game yes Ascended gear is required.
I’ve seen many people make the argument that players can easily run around in White/Blue/Green gear and do just as well as people in Exotic gear since this game is apparently ‘solely skilled-based’. While I don’t agree with this thought at all, for the sake of argument let us say that this is true; that a player in White/Blue/Green gear can go in to any dungeon/in-game content, or go up against any Exotic/Ascended gear player in WvWvW of equal skill and not be out performed at all!
In this scenario let us say that Exotic gear is the highest and permanent final gear (Legendary not counted, since it is cosmetic only for bragging rights). The players that are complaining about Ascended gear, overall, aspire to be at their very best. So in this sense Exotic gear is ‘required’ to have, even in a completely so-called-skill-dependent game! Because we want to be at our very best and perform at our very best.
It is safe to say that nearly everyone wanted to get their Exotic gear to maximize their stats to the fullest in combination with their skill and ability to come with trait/skill combos.
How is Ascended gear all of a sudden just ‘optional’? Because it has AR added to it and AR can only be used in FotM?
A ‘few extra stats’ doesn’t matter when you only have a back-piece and amulet. It might not even matter with a back-piece, amulet, two rings and two trinkets. With full Ascended armor, weapons, trinkets, rings, amulet and back-piece it does actually kind of matter now. Why? Those ‘few extra stats’ are alllll combined and rolled up in to one. All of a sudden someone who has full ascended gear has the edge over anyone who doesn’t have a full set.
So in the sense of the player performing at their very best, yes, Ascended gear is ‘required’.
And for clarification on my opinions about how come someone in none-Exotic/Ascended gear going up against someone in Exotic/Ascended gear is at a disadvantage. In sPvP they bump you up to level 80, everyone has exotic armor/weapons, everyone has access to the same runes/sigils. Why? Even playing field. So no, one opponent has an unfair benefit over another just because of gear alone, which makes it purely skill based.
Why for some reason, doesn’t an even playing field apply to WvWvW? Do people forget that you are going up against different players? That even a highly skilled player in WvWvW can get bested because another player has a few extra stats. Because when a mob of 50+ in just green gear clash with another mob of 50+ players in Ascended gear, the side with all Ascended gear has the advantage.
Why does this for some reason not apply to PvE? Just because we aren’t going up against players doesn’t mean anything. We are battling it out with World Bosses etc. etc. etc.! Sure a player in his White/Blue/Green gear can go out there and fight, but compared to a player in full Ascended gear he isn’t going to have that extra damage or survivability. In a dungeon, a player in White/Blue/Green can’t contribute the same amount the other players are and what if that player got caught by a rather deadly skill? He’d either instantly drop or have dramatically more health drained from him compared to those in their Ascended gear.
(edited by Irrodesia.3907)
GW2 isn’t dying, but it sure as hell ain’t getting better.
You might want to look elsewhere.
I think this gentleman’s complaint can be summed up in this elaborate diagram I’ve prepared.
I just need to craft 20 wepons before i can start to actually play this game. Of course after that there will be ascended armors. Now i need to do things like auto attack champions, keep alts in jp, do orr temples (of course not baltha because there is some chance to fail). In www when you get inside tower/keep you can’t stay and defend door because you need to rush in and hit champ so you get materials.
Nice drama. You’d make a good tv writer.
Just play the game, you’ll see why you’re wrong.
I’ve been playing the game for a year now, and I still don’t have the materials needed to craft even one ascended weapon. You know why? Because in the course of playing this game for a year now I’ve used the materials and gold I acquired in the course of playing this game for a year to to play the game. For a year now. I’ve crafted gear and spent gold on gear (and gold on crafting mats) for my many characters, so that they aren’t running around in the game in their starter gear (slight hyperbole used to illustrate the point), because useful gear drops are so few and far between in this game.
And here we are a year after launch, and I see I’ve been playing the game entirely wrong, focusing on fun. Fun – pfft! See where it’s got me. I should have been farming! Grinding! Flipping!
Perhaps a warning label on the box: Don’t play for fun! And don’t use those mats! You’ll need them later!
How’s that for drama.
If they didn’t have ascended gear, or even legendaries for that matter. EVERYone even casual players. Would complain about the lack of end game gearing.
In the original Guild Wars, players didn’t complain about the lack of end game gearing.
MMORPG players cannot understand that not everyone shares their point of view – that some players are not interested in being donkeys mindlessly chasing a carrot, rather in having fun and interesting content.
I get 500+ orichalcum ores and 500 ancient wood logs, multiplied by 2 or 3 should I need weapons from different profession by just playing? In 2015 maybe. Coo
“ Everyone, including casual gamers, by level 80 should have the best statistical loot in the game. We want everyone on an equal power base. The rare stuff becomes the really awesome looking armours. It’s all about collecting the unique looking stuff and collecting all the other rare collectable items in the game: armour pieces, potentially different potions – a lot of that is still up in the air and we’ll finalise a lot of those reward systems as we get closer to release. And those come off of things like the bosses at the end of dungeons – the raids.”
Colin, Eurogamer, September 2011. So in a grand total of 2 years they did a 180° turn on this important game design choice. I wonder what’s in store for 2014.
No you get your head outside of you know what. If I don’t like the direction where the game is going I have the right to voice my opinion. I like GW2, it was more than worth the 60 bucks but I’d like to keep playing for longer and adding grinding in spades just to get BiS slot will hurt my enjoyment of the game.
And heck no, a casual player isn’t gonna have 105 globs of ecto, 105 t6 mats, 500+ orichalcum ores, 500+ ancient wood logs, 80k karma (karma nerf anyone?), 900 mithril ores and whatever else you need to craft your first weapon. I compiled the list earlier but the thread was deleted, not worth posting it again because people are gonna tell me that 100 keeps to get enough empyreal fragments for 1 weapon is okay.
I would like to stop playing my Guardian for once and bring my Necro in WvW, but to think that I lose 2,5k HP + bonuses from WvW ranks and go from full ascendeds to full exotics…
P.s. plz stop spreading misinformation, they didn’t state ascended is gonna be the last tier. Check Colin’s latest interview
(edited by Wolfheart.1938)
Here’s a solution that I’m sure Anet would love: Raise the magic find cap to 600%, but reduce drop rates to compensate. Treadmill!
So, because I dont play a TON, i lose out on 10 laurels?
You don’t lose out on anything, you can still get your 10 laurels by completing the monthly.
I don’t care for laurels or achievement points, but I do care for my time.
If you managed to do a portion of the monthly in 3 days then you should have no trouble completing them in 27 days.
Well, Cesmode, I have the same solution for you that I had for all the people that didn’t want an LFG tool added to the game….
If you don’t like it, don’t use it.
You can never get too much content.
To fully partake in the excitement surrounding the Queen’s Jubilee, I decided to take my son into the big city and surrounding country side. Here are a few photos from our recent trip!
We started the day out by swinging by one of those hot air balloon stations. As you can imagine, steam ogres are not to fond of heights, so we opted to walk instead of fly to Divinities Reach, but we did pick up a rather tasteful souvenir!
Once in town, I was able to pull some strings and actually introduce nugget to QUEEN JENNAH herself. You should have seen his little nuts and bolts overloading with excitement.
After a fun filled day we took the long walk home, flying kites on the country side and even swinging by the Obsidian Sanctum for nugget’s first jumping puzzle. He did so well. I am beyond proud of him.
With much oil,
- Lugnut
(edited by Beorn Saxon.4762)
I main’d Ranger for something like 6 years in GW and loved it. One year into GW2 and as hard as I try to love the Ranger I just can’t. I think about Ranger when I’m on my Mesmer. I think about Ranger when I’m on my Thief. Despite all thought however I just cannot bring myself to log into it anymore. I’ll list my major problems with the class best I can and how I’d personally like to see them fixed. Most of these issues go very deep into the profession’s design so there is no real easy fix for them but I’ll start with the easy ones.
My first problem is one of the most simple. Rapid Fire. Rapid Fire as a skill makes no sense. A Longbow is a slow firing, and powerful weapon that specializes in accurate and deadly strikes from a long distance. Why then is there a skill on the Longbow that literally exactly emulates a Shortbow? There shouldn’t be. Many times I’ve suggested changing this skill to something like Triple Shot from GW1.
Triple Shot: Charge up an attack that simultaneously fires 3 arrows at your target. The longer the charge the more damage.
Max charge time – 2 1/2s
Max Base Damage – Full charge = 125% RF damage. Half charge = 75% RF damage. Lowest = 50% RF damage.
Why this? I feel this change would go a long way to increasing bow DPS via reduced channel and slightly increased overall damage while it also very nicely combos with the recent Hunter’s Shot update as well. It also adds in that flare to the Longbow it’s currently lacking. There isn’t that skill you’re excited to use, everything is very normal and nonchalant or in RF’s case, worrisome. The skill icon doesn’t even need to be changed as it’s already 3 arrows.
Next up on my list of things that keep me alienated from my beloved class is the Sword.
I dislike almost everything about this weapon. Why? Every skill on this weapon is about auto controlling your character. Main attack roots and actually prevents dodging, Hornet’s is too slow to be used as a real evade and Serpent’s Strike misses anything that moves. I think while designing this weapon we got too fancy and sacrificed actual practicality. What I’d like to see instead of these skills are ones more like these;
Slot 1-
Slash: Slash your foe. (Current)
Reverse Slash: Quickly slash your foe in the opposite direction crippling them. (Very fast activation time.)
Debilitating Stab: Powerfully stab your foe dealing more damage per condition on your foe. (Slower, just like thief’s sword final strike.)
Slot 2-
Hornet’s Sting: Parry incoming attacks. If an attack in melee range is blocked strike your foe inciting Hornets to attack them inflicting multiple stacks of Torment.
Slot 3-
Serpent’s Strike: Evade attacks while quickly dashing along the ground at your target to strike with a poisoning blow.
Leap Finisher.
These changes address the major issues with sword rooting and ineffective evades in a couple of ways. First, redoing the entire first weapon chain which honestly should have been done when the skills were changed in development. Second it addresses the intended use for Hornet’s by removing the clunky, slow evade in favor of a strait block. (Many people like the dual leap of the skill but bear with me.) Finally Serpent’s strike becomes more of a quick slide & stab greatly increasing its reliability and keeping the leap finisher from Monarch’s Leap. The weapon as a whole becomes more of a condition damage melee weapon with great survivability via blocks and evades.
Third up on my list is the Axe. I originally loved the idea of throwing axes but after a year of it I honestly can’t stand them, especially with the recent Shortbow nerf. To me the axe is rather weak and serves no purpose. I’d like to see it switched back to a proper melee weapon to compliment the sword but making sure it still has the unique ranger feel.
Slot 1-
Hack: Hack at your foe inflicting vulnerability.
Chop: Chop your foe, again inflicting vulnerability.
Splitblade: Attack your foe dealing additional damage for each boon on them.
Slot 2-
Pure Strike: Strike your foe dealing damage and removing a boon. If you’re foe still has a boon deal 50% more damage.
Slot 3-
Winter’s Bite: Attack and chill your foe. If you’re foe has 2 or more boons Chill lasts twice as long.
Chill: 3s
These changes, when applied to the complete lack of any boon hate on the Ranger, stand out very well to class as a whole. It also brings back the missing classic enchantment hate effects of skills from the original GW helping to give the Ranger some more purpose. Boons are currently very powerful but there is not a lot of ways to counter them, especially for a Ranger. As a class we never specialized in removing them but we sure made life hell for anyone with them.
I’m a guy who keeps reading the same thread with a different title.
I wonder what other utility we could pick instead of the flamethrower to make it easier. Any ideas?
I have a bit of a different perspective on this. I have owned and operated a private business of about 15 years and I look at this, and similar issues, through a decidedly business filter. In my mind, what happened is that customers received something for which they had not directly paid…and it was given as a surprise. When I make a purchase decision regarding gems…or anything else…I use the basic economic principles of utility and cost. I determine how much I want or need something and then determine whether the asking price is worth it for me. When I purchase gems, it is because there is something in the gem store that I think is worth my money (typically extra bank slots, bag slots or character slots). The deal is consummated…I get what I want…they get what they wanted…deal done. But now, I get something extra as a surprise “thank you.” It has no strings attached…no conditions. Just a simple “thank you.” Maybe they planned it all along…maybe not. But…the minute that they tell you in advance, it is no longer a free thank you gift but rather another incentive to get you to spend money. Kind of a like a “but three and get one free” deal.
A surprise thank you gift seems thoughtful to me. I take the gift in the spirit in which I believe it was offered. Had they given me advance warning and told me that if I purchased X amount of gems I would get a free kite, it would not really seem like a free kite to me…but rather a part of the packaging of the deal – gems plus a kite for Y dollars. Both are legitimate marketing tactics but I am less likely to tumble on to the package deal than to buy what I want “straight up” and be pleasantly surprised by a free gift after the fact.
All that said, though, I am not sure what either tactic has to do with trust. They did not cheat us out of anything. They did not falsely represent what they were selling…or the price. No bait and switch that I can see. The only thing I can discern is they decided to give out a gift without prior “warning.” While others may well look on this warily, it does not seem like a trust issue to me.
Just spent $50 the past two weeks on gem cards too. It’s not knowing when to, how much to, and what will be the return that is the core of the mistrust I’m referring to.
I don’t know about other gem purchasers, but I have never once bought gems just in hopes of getting some bonus gift. I buy gems for things I want for upgrades, cosmetic items, fun stuff, skins and so forth. Even after the last bonus gift I didn’t keep buying gems in hope of getting another gift. I bought them because I use them on things that help me enjoy the game. I don’t really look at buying gems as some strategy to get a bonus gift.
When to: When you want something from the gem store.
How much to: However much you want to spend on store items.
Return: The items you purchased.
20g says the OP is 16 years old and likes Linkin Park!
128 or more slots in a backpck that carries plate armor?
Healing spells that cures conditions?
Dying and then resurrecting at the nearest waypoint?
Only one city with a sewage system?
Unrealistic and ridiculous, please fix.
^could he get away with the same argument if longbows had 200 range?
btw you missed a critical point of my argument
Temporary content will only make GW2 refreshing, exciting, and thrive. It can’t hurt the game at all.
If this had a sub, it would be a different story.
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