U P V O T E (15charrs)
upvoting this, because its ridiculous that the community can bring such amazing ideas/improvements and anet doesn’t do a thing, nor even takes time to reply to it.
-Sâmbu
I wonder why they designed the back of all the trousers if they were never meant to be seen.
that it makes every other class in the game boring to play.”
Hawks
This would make me so happy, and I bet a lot of others. Your images really make me wish this could happen
It certainly won’t work with every coat (for instance the wider coats that aren’t tight on top), but still with many. Hope some dev sees this thread.
Would be nice. It would certainly fix some clipping between some tops and mini skirt for example.
If they can actually do something like this, that would be great, as it would open up so many options for Fashion Wars. It could potentially be done with all armors, not just medium. Heavy has it’s own share of skirt/buttcapes. It doesn’t even need to be perfect, as in every top goes perfectly and doesn’t clip with every bottom, as that problem already exists to some extent on current armor.
Here is another example (you have to excuse the suboptimal color composition, as you cannot select colors in the preview and I didn’t want to waste transmutation charges on this outfit).
(edited by Ashantara.8731)
How about all chest armor pieces, whose length goes beyond the waist, have an option added where you can cut off (i.e., deactivate) the lower part of the armor piece?
Example: see screenshot #1, Aetherblade Medium Jerkin
.
I know that the “cutting-off” mechanic already exists, as many boots that are worn with certain pieces of leg armor are cut off from the ankle upward.
Example: see screenshot #2, Stately Footwear boots
.
P.S. I am aware that this is not doable with every “trenchcoat” model, but there are plenty with whom it would work.
(edited by Ashantara.8731)
No. I’m only barely OK with the current mounts being required and really don’t like the idea of most of them not even being lore friendly creatures (especially that bunny thing).
Just…no.
Soraya Mayhew – Thief
Melissa Koris – Engie – SF for Life!
I’d say nay for that.
I really don’t enjoy the category of joke mounts that actually don’t fit the game lore and world.
I really don’t get what’s happening with the incoming release.
-please add flying mount
-let us give names to mount
-give mount emotes
-add corgi mount
-next expansion should be underwater
Wat
https://www.youtube.com/watch?v=WKBKak4gU0g
World Bosses and Their Effect on Guild Wars 2
So the purpose of this thread would be to give some of my reasons as to why world bosses of the larger / harder variety would be great for the general player base and the game as a whole. I warn you … it’s a long thread … so I hope you’ve got 10 minutes.
What Kind of World Boss Are We Talking About?
A world boss, for the rest of this thread, should be seen as something that needs the following or at least some variant of it:
1) A large amount of people 50-150 ish
2) A decent amount of player interaction.
3) A decent amount of player communication
4) A decent reason to play the content (this is a minor point, but loot should be fairly decent to keep players coming back)
5) An ability to have variants in how people play. Including roles and player capabilities.
From the above pre conditions only two current bosses in GW2 function at a level which I consider to be a world boss. Tequatl and Triple Trouble Wurm. Gerent did fall into this section but nerfs happened.
Why Are World Bosses Like This A Benefit To The Game?
Put simply, they quickly become a source for the GW2 community to rally behind. It could be argued that Raids have been seen as something of the same. Due to their difficulty, enjoyment, upkeep, loot and community surrounding it they make players come back again and again. The raid community has become something of a staple for GW2. World bosses used to be somewhat the same. They’ve died out as of late for the most part due to their lack of the requirements listed above. Difficulty and upkeep being the two main areas they are now failing in.
You may notice I’ve compared World Bosses to raids even though they are nothing alike. Raids are hated by many of the community as a whole for their difficulty. This in as (for many) they fail at one of the important points which make World Bosses essential in my opinion; variants of play styles and their ability to incorporate new and learning players. Raids, to an extent, require players to already be good at the game … World Bosses never needed this … even on their release. Sure they were hard, but the few could “carry” the many. Stopping one of the areas raids fail down in. Splitting the community based on player ability.
As World Bosses can be killed by large amounts of people … individual player ability is less of a requirement, encouraging new players to find their place.
In short, World Bosses fit a key role in the game; they allow everyone to find a role and enjoy challenging content.
Furthermore, World Bosses can still be seen as “large” raids; Allowing for communities of far greater size to form. I mentioned the raid community earlier, suggesting it was one of the strengths of raids. This IS true … but, for the most part, this is a community of people who do not really know each other. Both Triple Trouble Wurm and Tequatl both saw huge communities made around them. Speaking only for the EU server here, we’ve seen communities like GW2Community, arguably the largest community in this game, and PSDH expand and focus purely from these events, going on to even host events such as Pink Day in LA.
I’d ask most of the people reading this, that have played for many years in PvE, if they’ve heard or played with one of those communities? If the answer is no, you’re likely a solo player with map chat off
To conclude the point, without these kinda bosses, the biggest communities of people would have likely never formed.
Where Did It All Go Wrong?
Well for start, upkeep. I think we can all agree that the game has had some serious power creep. ArenaNet tried to combat this with the world bosses via doubling their HP (a flat double). This was the ONLY increase in the events difficulty ArenaNet tried to do on them. In reality, this didn’t even put them back to their state BEFORE this happened; Doubling their HP didn’t allow for the fact that a CRIT in GW2 isn’t X2 damage. (Ferocity on most builds makes it much more).
Therefore, upkeep of the events, or lack thereof, caused the events to slowly get easier and easier. The Guild Wars 2 community has shown, via raids, that they like a challenge. This “nerf” removed any challenge these bosses once had. Tequatl became close to nearly all other world bosses in the game … a zerg fest, while Triple Trouble Wurm struggled to hold onto the title of being “challenging”. As long as people know how to spam their auto attack and do the event’s specific mechanics it’s very easy these days.
As a side note, when the Heart of Thorns World Boss Chak Gerent came out … it seemed to put a bit of life into this area of the game. It was hard … very hard. Sadly, while to many this was a great new challenge … an event that wasn’t “go here press 1”, ArenaNet nerfed it shortly after its release. Now, this was indeed a fairly buggy fight … but the difficulty was a nice refreshment and it could have easily been the Heart of Thorns World Boss that tied this community over until ArenaNet had time to look at making something truly worthy to replace the likes of the Triple Trouble Wurm.
Why Is This A Problem?
At this point I think it would be a good idea to clarify. I’m not some super elitist player sitting on my pedestal saying “all GW2 events are easy”. I love raids for what they are, challenging small group content for the more “able” of the GW2 community. I see the normal world bosses for what they are, farmable content for those with less time on their hands to commit to any gear or player improvement grinds that harder content requires.
Having said this, can you truly say you’re happy that 99% of the content in the open world is a zerg fest? “Press 1 on this … it will die”. I don’t see the issue with having specific events being harder than the norm. Even if ArenaNet feel they need to put a little Asura shouting: “Hey, this area isn’t safe! Turn back or be prepared to face a deadly challenge” for the area in which the bosses / events occur.
What Can ArenaNet Do To Combat This Issue?
The answer to this is fairly obvious … make new, challenging world bosses. The brilliant area of the new expansions maps that I can see is that they have massive amounts of space. This means they could easily create areas in a map designed for the purpose of a world boss or meta of the same sort. Unlike the older maps, these events wouldn’t need to be the focus of the map … they could simply be there for those who really want to get stuck in.
AreaNet have shown that they can create fun raid bosses … would it truly be hard to have a similar team creating encounters that are fairly like the bosses we see in raids? Sure not has hard, more geared to how Triple Trouble was designed; how I explained before. Hard enough to be a challenge, need community and some coordination … but not so hard that there is a barrier to entry.
Bounties are a perfect explain of how this could also be added. Are you telling me this: https://wiki.guildwars2.com/images/2/2c/Path_of_Fire_screenshot_10.jpg isn’t able to be scaled up to a huge size and made into a challenging boss? This way only players who want in would need to sign up for the event and go off to kill it.
Food For Thought.
I can see one of the many arguments against what I’ve said above being simple … raids are the hard content … most of the player base don’t want hard events popping out in the open world. My answer to this is simple, have the events BE easy on the open world … then allow them to be opened up by guilds or alike into a bounty specific instance of the map or area. Something like the following:
1) Guild creates a world spawning tool.
2) Guild uses this tool.
3) Instance is created.
4) Guild selects difficulty (yep think big)
5) The guild calls for people to join them, be it from their guild / community or an lfg system.
6) They fight the event on the level of difficulty selected (basically fractal / raid challenge mode).
7) Assuming they succeed, they get the normal loot + some kind of tiered bonus loot on difficulty.
This would create a much needed boost to what guilds in Guild Wars 2 actually do and fix many of the current issues for the world boss argument. Including that communities struggle to fill their maps with their own community people (as there isn’t a way to get everyone in one map easily) and it stops noobies coming into an area and going “wttthhhhhhh I just got 1 shot”.
Conclusion
Wo … you read all this? kitten . Thanks for taking the time. Please leave your opinion / suggestions to what I’ve said. Naturally, I’m going to have missed bits of the argument; both for and against challenging world bosses. Let me know if you agree with what I’ve debated. Most importantly, do you see this as being something that ArenaNet should seriously invest their time in. Do you agree it would be a great selling point of the game?
Hello!
So, with PoF coming out soon, I was looking at some rifle skins for my thief. Needless to say, the rifle skin I desire most cannot actually be acquired. The rifle in topic is the one handed out by Turl Sharptooth for the Lion’s Arch Extermination achievement.
It’s a beautiful rifle, as seen in the screenshot below in the hands of my sylvari thief.
Possible fix? Perhaps the skin for this gorgeous weapon should be given as a reward once one has completed the Lion’s Arch Extermination achievement, or perhaps Turl could sell the skin for a few gold afterwards? Thoughts?
PS. Cactus hairstyles for sylvari NEED to be a thing in PoF.
Cheers!
This has a lot to do with your play preference. I like ranged and to hang back in a fight vs rushing in. Depending on the class some are very strong at range others are better suited for the up close and personal. Mainly gear/stats and build matters on what your toon will be good at, though Anet’s focus on Meta building is taking away from this. The major difference with GW2 melee vs many other MMO’s melee is that other games are more passively driven on defense. For instance WOW my tank would parry, block, and dodge all without active input, but this also meant my defenses weren’t something I had to time so combat felt less active and more static. I was just watching for cooldowns and threat meters. It really doesn’t feel as interactive as GW2, but that is the trade off. More interactive combat or less interactive combat.
tl;dr melee is punished when you are on your own and fight enemies that are designed to attack many people at once (like world bosses), but when you are in smaller scale fights, instances or in sPVP melee dominates.
You hit the nail on the head here, and this is probably what the OP is experiencing. For open world solo play, kiting and pets are king (imo).
Now, why is there more melee hate in GW2 PvE than was true at the start of the game? A long standing complaint about dungeons was that groups would stack in melee, max out offensive buffs and burn bosses down in little time. Accusations like “face-roll.” “boring,” “silly,” and “stupid,” flew regularly. Add in that core PvE in the open world was also labelled too easy. ANet apparently decided to do something about the situation. Thus, we see a lot more AoE starting with the introduction of the Mordrem army in LS2.
It’s also because at launch the situation was pretty much the opposite of what the OP claims it is now. Many groups would kick anyone using a ranged, condition build, no questions asked. The simple fact that you attempted to use such a build was considered proof that you had no idea what you were doing and should not be allowed into group content.
It wasn’t any more accurate than the OPs claim that melee builds are useless now. (Ok at launch ranged, condition builds weren’t as good as melee power builds, but they were still good enough to get the content done.)
But that’s why there’s been so much focus on encouraging everything else, because for most of the games life a large chunk of the player base considered pure-power/beserkers DPS builds (which usually meant melee, or at least staying in melee range) to be the only option for every single profession.
Now there’s a lot more variety of ‘acceptable’ options. Which I guess if you favour power melee builds looks a lot like you’re being punished and forced to change.
“Life’s a journey, not a destination.”
Lake Doric is an excellent map for sure (sirens i think is an abominable map, but i wont bore you with my long list of reasons). The great thing about all 6 maps is despite any flaws, there is so much variety across them all, they cater for many tastes.
I love HoT maps. They are fantastic to play in, so i love draconis mons and bloodstone fen. But, bitterfrost and lake doric ground things for others to enjoy.
Map design and variety alongside map storytelling (as opposed to the a tually instanced stories) has been a real strength of the design teams.
Gameplay Programmer
First reply with full world name and gif of cat(s), we play on your world
Cos cat memes can tell you exactly what is wrong with WvW!
Disgusted by this post, you are just showing how much you care about WvW, ie very little! its more of a joke to you!
We play on a different server every week most of the time we use a random number generator to pick the world this week we thought we’d have some fun and make a post about it. We did not intend to give the impression that we don’t care. Just the opposite was we wanted to start giving more exposure to our play on live sessions. The cat gif idea was just a way to make the post a little more fun instead of “first person to post world name.”
Our play on live sessions are both a time for the team to have a bit of fun in WvW with you guys as well as a time to hear feedback from different people throughout the game. We play in both NA and EU worlds so we can get as large a perspective as possible. We do this in addition to reading the forums and reddit posts so we can hear the voices of people who do not post on the forums.
The OP’s request is not an ask for a return to the early days, it’s an ask for players who have not spent the cash to unlock the elite specs to be able to avoid competing with players who have.
So, you want developers to spend considerably long time to create new game mechanics and add new code just so players who have not payed anything for the game could continue to play it for free longer and stay competitive against those players who did pay? And that makes sense how? Wouldn’t adding such option make Anet earn less money after all that work?
I write a post clarifying what I believe the OP is asking for, and you turn that into an accusation that I want something?
No, I don’t think the OP’s idea of a map exclusive to players who did not pay for an XPac should be honored. People who paid for an XPac should not be barred from any WvW map. What I would like to see, though, is ANet stick to their old statements about Elite Specs, which is that they were to be side-grades, not up-grades.
(edited by IndigoSundown.5419)
Copy ebg, turn it into a winter map, and make it max level 79.
Attach it to eotm and it’s player pooling, so all tiers can fight each other whenever.
North Keep: One of the village residents will now flee if their home is destroyed.
“I knew it, I’m surrounded by…” – Dark Helmet
(edited by XenesisII.1540)
that’s a cool idea
I would imagine single Wall of Reflection would get whole Deadeye zerg kill themselves.
Cuz people were going “Screw glicko!” and they’re right, given the imbalances and limited amount of factions.
But then they reached an incorrect conclusion that same matchups were the cause of problem.
“Tear down the glicko wall! People will love the variety!”
So Anet adds more volatility, essentially making it not matter.
And now you get this.
tl;dr stop peddling magic solutions that only cure symptoms
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Oh wow, somebody better let BGWC know they’ve got a rank 700 that can’t be bothered following basic instructions posted right on the channel wants to turn things around for their server!
Just teach em a lesson and transfer
I can follow the instructions, I don’t want to they are pointless. And Yah go ahead and change the subject since you have no argument against what I said and you know I’m right lol.
Oh, I’m 100% fine with you taking up a spot on BG.
Most of us posting here are
Youtubes: https://www.youtube.com/playlist?list=PLpXd26ZeABJNWi83dXDjtoZ8Lf-4IJ9Gu
Honestly.
The simplest way to balance WvW, would be to not have WvW tied to the base servers.
Have a completely separate set of WvW servers people could join, that would fill up on their own, but only with people actually interested in WvW.
And cycle people out of the server if they become inactive for more than a month. (Or, perhaps, reset the populations of each server entirely annually)
This would make it so that each WvW server that is “full”, is full of players that are actually interested in WvW, and are active. Rather than an army of PvE players that have literally never pressed the B button outside of an accident, and have probably rebound that key entirely to RP walk.
Issue is, while this would be balanced, it would also make people pretty mad. What with the difficulties of swapping servers and all.
about your feedback, that we don’t even read it.” ~ Crystal Suzuki
(edited by TheOneWhoSighs.7513)
Outside of Embroidered and Illustrious (sort of) there are no bottoms that are just pants. I usually run around in the pirate outfit to have pants.
Wings are quite rubbish, but not nearly as bad as that ridiculous SAB cloud glider.