Run the dungeon paths that take 10-15 minutes and you’ll make plenty of gold. CoE (All paths) CoF P1, SE P1, AC P1/3
You could wrap all those up in an hour and a half and make a really solid chunk of change, including plenty of things to salvage to get materials for crafting or selling.
Don’t let lazyness defeat you like it has so many others.
Hopefully they implement it the same as the weapons. Which to me were implemented quite well (they’re very easy to get).
If this were true, you wouldn’t see people complaining about it. In particular, people with ALT’s. I have rarely seen people with more than one ascended weapon, and know from my casual playing friends, that none of them even have one ascended weapon. This does not make them “easy to get” Getting to crafting level of 500 alone is not “easy to get” since the majority of players do in fact have trouble getting the near 200 gold worth of materials to get to that point, much less the materials then needed to give them their ascended.
But I actually do not want to argue over how difficult it is to get ascended…but this does show the controversy regarding ascended weapons.
Instead, I want to keep this productive. Does anyone have ideas for implementing Ascended armor that would be less controversial than ascended weapons?
No seriously, they are easy to get. It is really not that hard. The actual ascended weapons themselves reaaaally don’t take many materials. And crafting can be leveled with time (30 minutes a day to do Ori/Ancient wood runs).
I feel like people who don’t have at least one craft to 500 at this point, are not even trying.
Actually this has nothing to do with an individual and the rewards an individual wants. I have everything I was after. What it is, is a critique on the desire for a collaborative process and the talk of certain game design, but the lack of implemented game design reflecting the desire to follow through with collaboration.
Which again is bull. Do you feel that the designers OWE YOU to change the game to how you see it for your feedback? Or anyone’s feedback?
I already answered you, just because someone asks for feedback does not mean they have to follow through with the feedback that is received, especially when the feedback is bad or misguided.
If you ask someone for a fun activity to do, and they say you should jump off a bridge for fun, are you required to listen to that? Are you required to go jump off a bridge?
I honestly couldn’t see myself using a banner in WvW so I hadn’t considered it. (I don’t like large scale zergs, they’re both boring AND require no skill.)
That said, I still think they’re fine as is.
Hopefully they implement it the same as the weapons. Which to me were implemented quite well (they’re very easy to get).
Look, let’s rephrase this to mean what the OP (and many others) really mean:
“The thing that I want requires me to do something I do not want to do.”
That could be:
1) Grind
2) Cost
3) Gameplay Type
4) Difficulty
5) RNG/Luck (which can tie into Grind and Cost, but I’ll list separately)So: “I want a Legendary, but I can’t get a precursor because it <cost OR luck>.” “I want a bat greatsword thing but I can’t have it because <RNG>.” “I want Arah armor but I can’t because <difficulty>.”
The key here is that you want a SPECIFIC item. As far as I’m concerned, ArenaNet has not broken any promises. They said you could have max stats easily, not “any item you want.”
Ascended gear is a more legitimate complaint as it represents a pretty substantial cost and requires crafting (which not everybody enjoys.) But I’d say the vast majority of complaints that I see are from people who don’t want to put in the time/effort/money to get a cool, rare skin.
It’s cool. It’s rare. And sometimes you just can’t have it.
But not one of these complaints are legitimate. Not even the ascended one. I have ascended weapons, I play 10-15 hours for an entire week, and I just came back to the game 3 weeks ago with 0 weaponsmith, but I have ascended weapons.
The problem is that people, especially people that post here apparently, think that not receiving instant gratification is the same as ‘grinding’.
People are just lazy. They want everything now now now. Well what are you going to do when you have it? Run the dungeons that you apparently don’t like with it? Run the fractals? Farm the world? These are all things you could do to get the things you want, but you want the things first to do those things?
It’s putting the cart before the horse.
Ugh, I had the misfortune of running a dungeon with some cleric/soldier/what have you builds just last night.
When it takes two times as long to kill a boss, more mistakes happen and endurance runs out.
I think the point of this thread (and correct me if I’m wrong), is that the game has take a huge turn from what it was originally intended to be since beta.
It’s not a matter of just those skill videos, it is a matter of the game as a whole. People are disheartened because the game they were sold, is not the game we have today. And for some, that is a bad thing. They wanted what was advertised to them, what they were sold on, what they saw in the betas and release. Not what we have now.
And it makes them sad to see what has become of what they once enjoyed.
The problem is, the original idea didn’t quite work out. The game lacked stickiness.
Its a MMO, and the MMO crowd wants stuff to work towards.
you’re right, they do, however thats only because thats what they have been taught
why couldn’t GW2 be different?
Bull. Humans as a species want goals to go towards, it has nothing to do with “being taught by an MMO”.
Anyway the game is better now than in that preview video, GW2 turned out great. It’s less grindy than any other MMO out there, and has the most polish/content of a b2p/f2p game on the market.
Don’t be an a jerk on the forums and I’m sure you’ll be fine?
When posts are made by team members expressing the importance of collaborative design, communication, and constructive feedback, then yes, we are owed something for our feedback.
No, again, they could want your feedback but that doesn’t mean they have to follow through with your feedback.
I could ask you where you want to eat, but if you make a stupid suggestion I’m in no way obligated to go eat there.
Seems like a typical warrior. Basically add together all the stats of the other 7 classes multiply by 10 and there is the base stats of warrior.
You know what’s cool, all classes have exactly the same base stats and access to exactly the same gear.
Actually I believe you have that in reverse. Design integrity deserves feedback integrity.
Developers don’t owe you anything for your feedback, and they certainly don’t need to make any choices based on your feedback.
Also I always laugh when people call GW2 a grind so…thanks for the laugh I suppose.
At first it surprised me that so few people here seem to understand economics. But then I realized how bad most people are at managing their own finances that it really isn’t so surprising that this discussion is taking place.
Just to clarify what should be common knowledge:
- Opportunity cost is not an “opinion.”
- Opportunity cost is not a “perspective.”
- Opportunity cost is not a “point of view.”Opportunity costs exists with every choice you make whether you like it or not.
No, you cannot apply real world economics in this way to a game. Real economic models can only be partially applied to video games.
You especially cannot apply managing funds in a game to managing funds in real life.
Females get all the nice stuff ;(
The new male human hairstyles are like vomit by comparison.
1. GW2 Style GvG (15v15 TDM with WvW gear/skills/food) with official ranking and the ability to fight any guild from any server.
2. Add a debuff to a zerg of 40 or more within a 600 range. -33% movement speed/endurance regen
3. reduce skullcrack stun to 2 seconds
4. Reduce Siege dmg to players by 33%
5. Give rewards to players who defend towers/keeps but do not give exp/loot to players who man siege. (reward must be enough to compensate for this)So basically remove mace from the game for warriors, because that is what you would be doing. Why use a mace that has a 2s single target stun when you could just use Hammer and have an AoE MUCH HIGHER DAMAGE 2s stun?
Learn to stun break.
yes it would be nice to learn to stun break. except my stun breaks are on 40+ second CD.
whats the CD for skullcrack again?
Long enough that you should be able to run, disable, or kill the Warrior?
This is a l2p issue, not a class/game issue.
1. GW2 Style GvG (15v15 TDM with WvW gear/skills/food) with official ranking and the ability to fight any guild from any server.
2. Add a debuff to a zerg of 40 or more within a 600 range. -33% movement speed/endurance regen
3. reduce skullcrack stun to 2 seconds
4. Reduce Siege dmg to players by 33%
5. Give rewards to players who defend towers/keeps but do not give exp/loot to players who man siege. (reward must be enough to compensate for this)
So basically remove mace from the game for warriors, because that is what you would be doing. Why use a mace that has a 2s single target stun when you could just use Hammer and have an AoE MUCH HIGHER DAMAGE 2s stun?
Learn to stun break.
This game has a holy trinity. It’s just not hardcoded, but it’s still there.
I quit my engineer because I was tired of breaking my fingers with the only good kit (grenades)
I want a better regular weapon to go with HGH/Turret build. Fix the kitten rifle/pistol so it can stand on it’s own as a good weapon. Pistol 1 needs to be a 6s bleed, and Rifle just needs a straight up overhaul. 3 of it’s skills are awful in PVE.
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Depends on how you see gold. Do you see gold as something to hoard for hoarding sake, or do you see it as just a resource to get other things you want.
In the latter case, it’s not opportunity cost to use materials acquired instead of selling them, because your end goal isn’t making gold.
Whiners gonna whine.
Banners are fine, what fights are you doing where banner doesn’t cover the entire area of the fight? Once the fight is over, collect your banner and move to the next fight.
Tactics/Defense are kittenty, but that’s just because defensive stats are far worse than offensive stats.
Guardian for sure. They’re top 3 in every area of the game.
It’s either bugged and doesn’t work, or it only applies the benefit when in combat. I’m at work so I can’t test it but it’s pretty easy to test.
I remember my Engineer Pistol 1 not being horrible trash.
And then BWE3 happened.
1. Condition Cap Removal
2. Condition Cap Removal
3. Condition Cap Removal
4. Condition Cap Removal
5. Condition Cap Removal
I want to be able to stack my own 25 bleeds and my own burn without getting screwed by someone elses random 0 condition damage burn/bleed taking over my spot.
They’re actually shockingly easy to make tbh. It’s much harder to get crafting to 500 than it is to make an ascended weapon. Like, once I got Weaponsmith to 500 ascended weapons just started pouring in.
Also, come on guys. GW2 is not grindy. There is a difference between not getting your instant gratification and grinding.
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There’s opportunity cost to doing so, no reason to remove it.
I have a question that hasn’t been asked that I’ve seen.
Q: How do you know they kicked you for your gear? Maybe you’re just not good. Or (and I’m basing this on your forum posts) you’re not good at getting along with the party.
Q: How do they know what gear you’re wearing?
I enjoyed it quite a bit the first time through. The voice acting was good, it had good flow. As someone who reads a lot of literature it was pretty well crafted and designed.
I also don’t understand the Trahearne hate, I liked him overall as a character.
I think people just caught in an echo chamber and hop on the bandwagon of hate too easily.
But it’s in a trait tree that no Warrior goes into, and if you do go for that one trait, you miss out on other better traits. You have to give up either 5% crit/adrenaline, or 5% damage/adrenaline, or better burst skills, to get that trait.
For all intents and purposes that trait doesn’t exist to warriors TBH. If you’re going Greatsword you’re going to be 30/0/0/10/30 more than likely.
So what? So is greatsword for rangers. It’s in a trait tree most don’t go into either. That point is irrelevant. The option is there and far better for warriors then every other class and that’s wrong.
I’m afraid you’re not understanding. The option is a non option. It literally might as well not exist as a trait. You could delete it, and warriors would not miss it at all.
And beside that point – you’re looking at a single trait in a vacuum between two classes, and THAT’S WRONG.
I just dont’ want FA to be in gold league. Please let us lose as hard as possible. Gold League is going to be AWFUL.
Naked level 80’s can beat up level 21’s, so….I wouldn’t worry about it too much.
I know the damage is already done with the ascended crafting materials and raising the crafting level cap, but I feel like ascended armor should be a reward from a questline.
Expand further on the background story of ascension and how it relates to fractals. This is the perfect opportunity to give what most GW1 players want to see, a return of familiar lore and possibly enemies.+1.
no ascended armour pls ANET.
you don’t make grindy games. you leave that to others.
Seriously, what game are you playing? GW2 is worse a grind than WoW was in his first year.
HAHAHAHAHAHAH…oh god, I can’t catch my breath.
Wait, you were serious, let me laugh even harder.
It’s mostly because of two things:
Damage reduction can be achieved through skill (avoiding AoE, rolling)
Healing power has terrible terrible returns for the commitment.
That’s why Zerk gear is best. The stat return, considering that it’s a quadratic return (More crit, AND more crit damage!) is the reason it is far and above better than any other gear.
I get that you don’t wanna follow the norm, and that’s very hipster of you, but don’t try to deny the reality of the system engine.
Take a shout Warrior for example, having 1400 healing power (which is a pretty huge commitment) gives you a total of the equivalent of 140hp/sec assuming you are using 3 shouts on CD every time. Yes you get a bonus to your heal skills (.05 from signet!) and regen (.125!) but it’s just not enough of a return!
Also remember that: A dead boss does no damage, the faster you kill it the less it’ll have time to kill your party.
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I really doubt the horizontal progress people are the ‘majority’ of the playerbase.
The majority of the playerbase is people who don’t fall into the hardcore OR horizontal groups.
Agreed, most people simply take the game as it comes. And there are casual players who prefer Vertical progression and there are casual players who prefer Horizontal progression. So there are 2 different preferences for how a game should handle progression. Likewise there are 2 different types of players that are hardcore; there are the hardcore grinders, and the hardcore skill players.
I don’t think most players have any concept of how to do horizontal progression and why it’s better.
Vertical progression to me leads to gated content and a slow death of a game.
Ya we saw how short WoW was am I right? That game died so fast because of Vertical progression.
Posting it on many different forums is also not truth.
I really doubt the horizontal progress people are the ‘majority’ of the playerbase.
The majority of the playerbase is people who don’t fall into the hardcore OR horizontal groups.
This is a people problem, not an Anet problem.
The reason a lot of these things aren’t true is for inflation sake. They need ways to remove gold from the economy, and buying things on the TP and buying salvage kits is one of them.
Your suggested Ranger changes are irrelevant and lackluster at best. So you reduce the pets hp in pvp and add a “i see you” debuff. That doesn’t do squat for the PvE player and as you’ve already increased the pets hp a few months ago it’s very unlikely that you’ll do that again….you then went and nerfed the pets damage by 25 to 50% without increasing ranger damage across the board to compensate.
The problem with Pets is that the AI can not compete with a player and thus the pet ends up being a liability in various ways because it’s dead in the fights that really matter (in pve) like all of your new dungeon/boss designs. Pets DO NOT DODGE. Pets DO NOT MOVE OUT OF RED CIRCLES. That is the Problem, so Fix it.
Spirits are another issue, though less of one. The internal cooldown needs to go and they need other buffs. They in no way compare to Warrior Banners which don’t get killed in aoes or by mobs, can be moved at will and give their buffs to everyone. Spirits are kitten sucky versions of banners. What would have been better was to have had the spirits circle the ranger as nebulous misty things that applied their buffs centered on the ranger as s/he moves around. That way they can’t be killed and are carried with the ranger at all times but limited by where the ranger is in regards to everyone else.
Traits are another issue. Why do so many ranger traits fall far below the same kind of trait that a warrior has?
Warriors get a major trait that reduces cooldown on rifle and harpoon AND gives those 2 weapons piercing. Rangers get just piercing as a major trait for their bows. Why haven’t you buffed piercing for rangers to reduce the cooldown on long and shorbows by 20% too?
Warriors get a major trait that reduces greatsword and spear cooldowns by 20% AND gives them might on a crit. Rangers major gets just the cooldown for greatsword, sword and spear. I’d rather it be just like the warrior trait and drop the extra weapon (sword). Why is the ranger version inferior to the warrior version?
Warriors are supposed to be your perfect class. So start making the other classes just as perfect and make their traits just as good as the warriors. If warriors get cooldown + something then every class should get cooldown + something and not just cooldown!
But it’s in a trait tree that no Warrior goes into, and if you do go for that one trait, you miss out on other better traits. You have to give up either 5% crit/adrenaline, or 5% damage/adrenaline, or better burst skills, to get that trait.
For all intents and purposes that trait doesn’t exist to warriors TBH. If you’re going Greatsword you’re going to be 30/0/0/10/30 more than likely.
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It’s good as a short CD heal for shout warriors I suppose. It’s what, 20s with traits?
The game would have to be broken for it to need fixing.
I think the people who enjoy vertical progression, power creep, and massively outgearing people in WvW (approx 25% more dmg in full ascended, armor included) so they can stomp the new and inexperienced would be happier in a game like World of Warcraft. Go play that and stop ruining GW2. Thanks.
Actually someone did the math, and full ascended EVERYTHING, assuming perfect rotation, it was a 5.7% DPS increase for having ascended gear.
I wouldn’t call that ‘massively outgearing’.
I call BS. Because again, Teq IS NOT HARD. The difficulty comes in the DPS check, and the AFK check.
The difficulty is not based on any kind of mechanics, jump spamming when waves come and not standing in kitten is not exactly rocket brain surgery.
“Hard” or not is relative really. You may not find it difficult, someone else may. Others may consider only the required coordination to be the hard part. Either way, Teq is no longer a ‘stand and spam’ boss. You have to have reliable people on the turrets. You have to have decent players defending those turrets. All in addition to having people beating on him. You then need to have reliable communication to split to defend the batteries.
No, it is not rocket science. It is not brain surgery. Hell for some people, they might consider those things easy in comparison. It’s different for each participant.
And you don’t see a problem with making a world boss like this? “Fun and open content for all players” was the idea that Anet put forth.
It’s no longer true for Tequatl. Looking at the site posted by the guy above, some servers have only killed it ONCE. That kind of seems like badly designed content to me.
except fun is different for different people. For a lot of people auto win events arent really fun, they just do them because it gives them loot. Also for previous posts about difficulty, no tequatl isnt kitten an individual level, but it is difficult on a group level.
You need your defenders repairing and defending making sure as little collateral dmg as possible happen while fighting in the right amounts.
you need your turrets properly rotating skills and keeping poision off the dps zerg
you need your dps zerg placing mass amounts of revives and heals, while jumping waves and burning down.
you need to properly defend the laser cannons when that event happens.
you need everyone to smash him as hard as possible when he is weak, then get back into their standard roles in between.
It takes organisation, which is difficult. It takes a community to work together. It is actually, in a community way one of the better things they have done. Even though it doesnt get beat as much as old tequatle, people must band togther every day to succeed, they see new people and interact with them, pug players who actually want to win are welcomed and instructed on how to win the fight. People said they couldnt and wouldnt have any open world content that was difficult, or required more to win than getting a massive amount of people to AA, this proved that wrong.
Dont get me wrong, i dont think all content should be like this, and while I personally dont find being a single cog in a massive machine that entertaining, i can see that some of this huge organizational, work as an army thing should logically be in the game. And it really is better than afk shooting.
Id like to see future events for large groups making use of different mechanics, perhaps having multiple big enemies to fight at once. Perhaps creating a support/survival focus instead of a dps focus. Pehaps some events not built around 1 mega boss in an open field, but a large number of people organizing to capture a castle/enemy strong hold(in pve)
anyhow, i think the biggest problem with tequatl is the current level of pre waiting it requires, you essentially have to sit around for 1.5 hours in a specific zone to do the event. part of this is due to lack of a pre event.
If the event was not a 15 minute duration, I have to say it would have been fine.
20, or 25 minutes would of been more palatable. The ‘challenge’ as some people call it would still be there, without the stupid DPS/afk check that a 15 minute timer makes.
Unfortunately, I must disagree. As people are already calling for Healing signets head on the chopping block, we don’t need more of a reason for a thorough nerfing. Anything but more healing.
Keep in Mind, Healing Signet is very strong, and the Reason behind People want to nerf it, is because it benefits offensive Warriors a lot.
I dont see anything wrong with nerfing Healing Signet (if the Devs think it is) and therefor increasing Healing where it belongs to, the defensive/support Warrior Builds.
Thank you for your Input.
Healing signet ISN’T very strong though.
Pure math wise, it’s only 20% stronger than healing surge, and has no secondary benefit. It’s also really weak against burst damage. The reason people whine about it is that it’s a good counter to conbunkers. It’s basically “Rock: Scissors is fine, nerf paper”.
Nerfing healing signet would hurt PVE warriors a lot more than it would hurt WvW/PVP warriors.
If they nerf Healing signet, I’d like to see a buff to Mending, make it a shout.
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Perplexity Runes are definitely on our radar. I talked with our designers about this and you can expect some changes to this rune-set in the near future. I don’t have specific details on what changes we’ll be making, but I figured I’d let you guys know that we are looking at it.
Thanks guys!
Welp. Another ‘No fun allowed’ patch on the horizon.
I didn’t even use them for wvw, glad to know that my fun likely going to be nerfed because people cried on the forums.
“This totally BS and overpowered setup I was using was finally fixed, even though it was totally obvious that it was broken, I relied on it and now that it’s being fixed I’m gonna qq”
Would of been a better post.
Also, where else would you use perplexity besides WvW and PvP? They’re terrible for PVE since monsters dont’ use skills often enough to make confusion a good DPS mechanic.
I call BS. Because again, Teq IS NOT HARD. The difficulty comes in the DPS check, and the AFK check.
The difficulty is not based on any kind of mechanics, jump spamming when waves come and not standing in kitten is not exactly rocket brain surgery.
“Hard” or not is relative really. You may not find it difficult, someone else may. Others may consider only the required coordination to be the hard part. Either way, Teq is no longer a ‘stand and spam’ boss. You have to have reliable people on the turrets. You have to have decent players defending those turrets. All in addition to having people beating on him. You then need to have reliable communication to split to defend the batteries.
No, it is not rocket science. It is not brain surgery. Hell for some people, they might consider those things easy in comparison. It’s different for each participant.
And you don’t see a problem with making a world boss like this? “Fun and open content for all players” was the idea that Anet put forth.
It’s no longer true for Tequatl. Looking at the site posted by the guy above, some servers have only killed it ONCE. That kind of seems like badly designed content to me.
I call BS. Because again, Teq IS NOT HARD. The difficulty comes in the DPS check, and the AFK check.
The difficulty is not based on any kind of mechanics, jump spamming when waves come and not standing in kitten is not exactly rocket brain surgery.
I found it pretty funny when you said “not based on any kind of mechanics” and then followed it with “jump spamming when waves come”
.
The fight has lots of mechanics… maybe you meant to use a different word?
kitten , you really need to learn how to read.
The difficulty is not based on any kind of mechanics, jump spamming when waves come and not standing in kitten is not exactly rocket brain surgery.
See this sentence? It doesn’t say “There are no mechanics”. It says “The difficulty isn’t based on the mechanics because the mechanics are easy”.
Now if you do think jump spamming waves is hard, I don’t really know what to say to that.
I will try to say this as simply as I can:
The tequatl fight is won and lost completely and utterly based on how much damage output your group has, and the proportion of afk to not-afk people in the area. Even if you have perfect turrets, perfect lasers, everything is perfect, if you have a few too many people giving him extra health, while putting in little or no damage, you will lose.
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Wait why do you have so many extra sets of gear?
I don’t really understand. At most I could see 2 sets of armor (condition focus, power focus)
But having more than one set of weapons seems like a self inflicted problem to me.