Hmm… 3 supporters so far
I’m still curious, what you guys would like ta see in the final dungeon??
+1 to this ~
The nausea inducing camera destroys any motivation I had to “explore” the world.. or attempt puzzles.
IE: http://www.youtube.com/watch?v=RMUx5Qg1-DU&feature=share&list=UUYUY9_i44IDNOs_Ja815mlA
Gotta say.. I find the whole "score" thing pretty trivial as a lot of critics just seem to use it to be "controversial" by giving a good game a mediocre/substandard/low score, just so people will go to their little site.
So I’m glad there are people like Yahtzee around that simple point out a games flaws.. why they’re considered such and then compare them to other standards of the market.
*All while being comically relevant to the game/genre*
Case and point:: http://www.escapistmagazine.com/videos/view/zero-punctuation/6337-Guild-Wars-2
While he didn’t touch on what to do with the "over abundance" of skill point (IE: buy legendary weapon) at the same time, he does touch on many things that are simply annoying or glaringly obvious "bad/trivial ideas" in GW2.
My personal fav is how the combat works into the dynamic events and makes you feel like nothing really matters and that there is no real over lining point to the "story" or actually feeling like you are indeed on an "epic journey".
For anyone that’s reached Orr, this is as obvious as the hoard of "non-threatening" zombies that populate the zone.
IE: not epic in the slightest...
*//discuss*
For anyone interested in what I would consider "improvements" to GW2 combat/DE’s/Dungeons/ect.. check out my suggestion on the topic:: https://forum-en.gw2archive.eu/forum/game/suggestions/Combat-Dynamic-Events-what-s-the-point-if-they-re-easy-mode/first#post261251
@OP ~ Sorry.. but this thread is a waste of space *(against what ANet have declared to be the direction of GW2).
Thus I would suggest to everyone here ~ please don’t reply or bump this thread anymore.
It’s taking up space and pushing other useful ideas off the front page.
Thank you for your time
Why do people keep suggesting we have “features” from WoW/InsertCloneHere ~ that are 100% against the direction of GW2?
First people demand mounts… really? wtf.
Now people want healers? o.O
Seriously, if you like WoW.. that’s AWESOME! ~ but please don’t come here expecting GW2 to cater to that mindset, when in countless interviews/previews/posts ~ the dev team have stated their want to be “more than the typical mmo”.
This means, no healers.. no tanks.. no trinity.
If you’re confused by any of this.. please watch their Manifesto ~ http://youtu.be/b_FskSWHLgE
Agree with so many here ~ MOUNTS DONT BELONG IN GW2
Unless they’re like the golemsuits and/or siege mouts for ya know.. siegeing stuff… :P
#Keep mounts out of GW2
uhh, please explain what you mean… for those of us that don’t bother with WvW
#Can’t afford the 1 death = 1 repair bill.
I’m not sure where either of you two got your info.. but during several interviews/events, the ANet team talked about keeping GW1 alive through future updates and expansions.
IE: YES! ~ Guild Wars 1 will still be worked on.
Though, this idea is nothing more than a suggested “neat” direction to take those updates.. could we get a mod/dev in here to clear things up?
Wasn’t someone complaining that the new dungeon set up created a BIG problem via “kicking”.
IE: 5 people go through the dungeon, but right before the final boss.. you get kicked out, so they can invite a guildie/friend to finish the dungeon.
While this wouldn’t usually be a problem, the new dungeon design = you will NOT get any tokens because you didn’t “finish” ~ mean while, that guildie gets a chest full of free tokens. *(60 if I’m not mistaken).
~ just my 2 cents ~
I think you misunderstand how intensity works.
If you do bleeding 1 every second and it lasts 10 seconds, your max bleeding will be 10 as the 1st will wear out then.
Conditions do quite a bit – remember that the duration buffs include stuns and roots and is thusly very nice. I wouldn’t call it useles at all.
Poison is good enough, toxic might be interesting but they have a good foundation of conditions already.
They may have a “good foundation” ~ but as I’m sure you’ve experience.. boss encounters and events ALWAYS boil down to nothing more than “spamfests”.
This stagnates the game.. and makes people question “why bother”?
IE: If it truly was “fun/immersive” then the combat/events/dungeons could stand on their own merit.
~ yes, that’s my OWN opinion.. but at the same time, can you really say that GW2 is better as it is now Vs. what I’m suggesting?
Just a random thought from my head about future expansions to GW2.
Though I’ve never played GW1.. I know that the “HoM” is a thing.. and based on what I’ve been told.. MOST of Tyria *(the world) wasn’t actually “in-game” or explorable.
SO
Would the community like it if GW1 got an expansion that opened up a new continent/region.. explained the lore, had badkittenbadguys, ect… then a few months later, that SAME REGION would be included in a GW2 expansion?
This I think would keep both games a live and immersive in the whole “lore” of the game world.
Mainly because you would get the whole “before and after” experience
Anywho ~ since there’s no way to vote on these topics/suggestions ~ if you like this idea, simply post
“+1 ~ I agree and would like to see this in game”
However, if you feel you would like to expand on this idea.. please feel free to leave a comment below
The Setup
In my efforts to think of ways to make Guild Wars 2’s combat more than just “dps, spamfests” ~ I noticed something…
Poison = DoT + Healing debuf.
#Stacks in duration ONLY.Burn = DoT
#Stacks in duration ONLY.Bleed = Dot
#Stacks in duration AND power.
The Problem
Every class has at least one ability to “eat” ~ discard ~ transfer ~ reverse conditions on them and/or others around them.
As a Necro, I’ve got at least 3 ways to do it.. one of which lasts upwards of 6 seconds.
Now add in that Poison and Burn can only stack in duration and bleeding has a limit on how “much” it can actually stack.. and you begin to question their usefulness.
~IE: Gear w/duration bonuses are virtually useless in WvW / PvP / PvE (everything).
The Suggestion
~ Incomparables ~
http://penny-arcade.com/patv/episode/power-creepDamage should NOT be your only concern.. as it makes combat stale.
Problem::
If you’re fighting a mob that has stupid regen and likes ta knock ya down (so ya can’t keep hitting him, which gives his regen more than enough time ta make up for your dmg)Solution::
Poison = weak dot + MASSIVE healing debuff
#Only stacks in duration.
#Is completely removed via “cleansing” abilties.Problem::
Mob has WAAAAY to much HP and keeps summoning more mobs that “buff him”.Solution::
Toxic = Strong dot that gets stronger the longer it’s on someone.
#Stacks in duration AND power (power = to how long it’s on them)
#Duration can NOT be removed via “cleansing” abilities unless there is only 1 “stack” on said player (healing spells remove 1 “stack” per pulse/tick/cast).
Cause and Effect
With the new set up of “incomparables” to mix up combat.. imagine if Dungeon/Event Bosses actually changed tactics based on how they were being “killed”.
IE: Players keep applying “Toxic” the “Ooze Champion/Boss” for a period of time.. causing it to change elements.. spawning “lub mobs” during the fight (due to excess chemicals/toxins within the boxy of the Ooze) that attach themselves to players (slowing them) and if not targeted down, then they explode.. doing AOE dmg and downing the player.
These “toxic-spawns” last for a period of time.. that can be shortened by players using “healing” spells on the Boss *(ever used “Holy/Healing” spells n an undead in FFXIV?)
OR
IE: Players are using rocks/spells that keep knocking down a Mob (to prevent him from fighting back).. so it gets frustrated and “acquires” a buff that causes him to be immune to knock downs, along with +70% speed, +30% power, +90% reduction to dmg.
The counter of course.. wouldn’t be as simple as “kite him” (he runs faster than you) or “burst him down” (almost immune to dmg) ~ but instead, players use other other CC abilities that “bind” him and or prevent him from hitting them.
This causes him to “exhaust” himself (after a period of time w/o hitting any players) which all of his buffs are reversed now (slow, weak, takes WAY more dmg from attacks).
NOTE: Imagine what this would be like if certain “normal” event mobs also had this “attitude problem”
AND FINALLY!?
Imagine how cool it would be to find a “mob drop” that no one has EVER seen.. all because they’d never causes the “event” to change in that direction… (due to how the spells actually affected mobs)
lol, Dynamic events ftw
The Follow up
Guild Wars 2 is a good MMO ~ but does it always come off as actually being thoughout?..
HELL NO! :P
However, I feel that the combat is the main culprit in nearly all of the “non-fun” factors.
IE: The focus is on DMG output, rather than fun/immersive tactics ~
Spam combat will only let you do so much with the rest of your “game mechanics”..However, lets be real…
Incorporating not only new “ailments” like this but also new spells and abilities that cater to specific objectives / job’s / positions on the battle field ~ is NOT something easy.. nor is this something I would expect from ANet, done by tomorrow.
Putting together a system like this that changes how the game works.. well, it takes time.
With that said.. I’ll still continue to hope for the best.. and look forward to upcoming patches/updates/expansions!
Maybe one of my ideas/suggestions will make it into the game
lol, anywho ~ for those interested in another topic about comabt.. but more centered around “Events” specifically..
Please feel free to checkout/bump:: https://forum-en.gw2archive.eu/forum/game/suggestions/Combat-Dynamic-Events-what-s-the-point-if-they-re-easy-mode/first#post259492
Combat, Dynamic Events... what's the point if they're easy mode?
in Suggestions
Posted by: AlexanderFaust.4518
A very nice read, thank you! I completely agree with you that I’d love to see more strategy concerning mobs, bosses and these really big events. This starts in very small details in mob mechanics, but definitely work into the big things you mention.
I also really like your suggestion of having interlinked world events in one map, where you will have to split the player base to accomplish anything and the idea of some events scaling in difficulty after successive player wins. I would welcome this challenge
Definitely would like for the dragon fights to be much longer, more strategic, and more involving.
Great suggestions, thanks!
Have to agree with Komuflage that a flood of +1s isn’t necessarily the best way. Good suggestions will get noticed by ArenaNet, I wouldn’t worry about that.
Thanks
Curious.. is there anything you would add to this idea?
Spells, abilities, mob arch types, ect.. for increasing the challenge and “fun factor” of DE’s, Dungeons and Combat in general?
Actually, ya know what ~ SINCE we don’t have any “official” way to know how well our idea is received.. (no ability to “vote”).
If you support this idea, simply copy and post::
“+1 ~ I agree and would like to see this in game”
This will keep the topic bumped IF it’s popular AND it’ll show ANet that it’s at least worth looking at.
Thank you for your support!
Ok, so we’ve all seen these types of posts before.. where people rage on how GW2 doesn’t have "end game".. yada yada yada..
*However!*
Something else that also keeps popping up, is how an online game can NOT be sustained by focusing on nothing else to do but PvP.
So.. lol, I felt the need to address this and ofcourse offer up some *"kudos" to ANet* as well as *"enlighten" those that cannot see past their bias*.
________________________________
*Response to topic*
PvP doesn’t "sustain games"???
lol, guess you’ve never played a single DotA styled game or even an arena shooter like Team Fortress 2? :P
PvP keeps people playing and is one of the BEST mechanics/game modes to cater to a "cosmetic" cash shop.
**IE: League Skins + Valve Hats.
________________________________
*Counter argument::*
Those games were both built for PVP.
Reguardless of how you feel about it doing something for other games, you need to recognize that fact.
________________________________
*Conclusion*
Soo.... Guild Wars 2 wasn’t designed around PvP?
wow, so I guess World Vs World Vs World.. or ya know sPvP are all just "tacked on".
I mean, who puts in mechanics that auto-level you to max.. just so PvP is more skill based.. it’s almost like they were trying to balance things out for the MMO crowd..
/sarcasm.
In all seriousness tho.. Guild Wars 2 IS designed around PvP and cosmetics work extremely well in that environment/mode type.
So really.. I think the only ones that aren’t able to "recognize the facts" are bias WoW/TSW/InsertCloneHere fanboys.
Sorry you can’t stand that GW2 is very well thought out or that their end game isn’t as focused as much on the "carrot on stick" gear treadmill as your MMO of choice.. but at the end of the day, can you REALLY be upset that GW2 is doing well?
It gives us players wanting something different a place to go.. IE: if we wanted raids, gear grinds and/or the trinity ~ then we would be playing WoW/TSW/InsertCloneHere MMO instead of GW2.
#To each their own.
So you maybe asking yourself.. *WHY is this topic on the "Suggestions" forum?*
Well, to be honest.. I’d like to make this a "sticky" topic for the forums via::
1. People that come here to rage/troll the PvP (end game).
2. Attempt to localize and remove the constant "spam" of the same types of topics being re-created everyday due to lack of use of the search function.
3. Ask the community to help ANet fill their cash shop with unique cosmetic ideas *(beyond barber, clothes, ect) as well as open the floor for people that understand this topic to "suggest" more features and/or mechanics that can be used in conjunction with sPvP and WvWvW *(improve them).
________________________________
*SO, based on the above statements/objectives of this topic.. I’d like ta say Kudos to ANet and of course.. open the floor to the communities ideas.
OMG!?… THAT’S WHY I WAS RECEIVING THAT MESSAGE??
Geez, and here I thought I was accidentially rummaging around a “secret location” or mob quest or something..
Shame people did this and/or that ANet removed the “content”.
But then again, I does it really matter?
#there are TONS of undead grubs in orr :P
anything like this?
I’m not sure exactly like this, but that was an awesome video haha. I don’t really want the home instance to turn into a Sims 3 “design-house” thing, because that’s not really what the game is for. But being able to design your own house would be fun.
lol, yea… something like that
Currently I’m looking at that game (Wildstar) as Guild Wars 2 ~ WoW edition.
As it takes a LOT of the features that make GW2 special and put them in the cartoon/anime aesthetic.
This is prolly because Wildstar is also made by NC Soft (parent company to ArenaNet).
Though I’ve never been big on player housing (never seen a point) after watching that vid and the 4 part interview of other game mechanics ~ it makes me kind of excited..
Check’em out on Gametrailers:: http://www.gametrailers.com/games/xvox86/wildstar/videos-trailers#features
Perhaps they’ll give ya some good ideas for improving GW2
anything like this?
Combat, Dynamic Events... what's the point if they're easy mode?
in Suggestions
Posted by: AlexanderFaust.4518
hmm, seems my above comment utilizing that “saying” is rather small and to the point.. IE: doesn’t take up much space at all :P
EDIT:: Keep in mind that I’m using this “saying” due to 2 reasons.
1. It’s far to easy to lose good ideas, because no one wants to take the time to write a response or show support ~ thus these ideas get buried on page #115 ~ via all the troll/spam topics. IE: this game will fail unless ANet start merging servers, GW2 needs mounts, where are the raids?, ect…
2. There’s NO voting system in place to highlight good ideas to the devs and the GW2 community to look at/vote on.
#work with what ya go
Combat, Dynamic Events... what's the point if they're easy mode?
in Suggestions
Posted by: AlexanderFaust.4518
“+1 ~ I agree and would like to see this in game”
Simple solution::
Make it so taxes are optional.. BUT players that’re NOT contributing to “the cause” via keeping their tax toggled “off” ~ will simply NOT receive any buffs/boons/perks from said Guild “progress”.
This is a win/win.
Players that aren’t interested, don’t have to pay and players that’re working hard won’t feel like they’re being “leeched off”.
~ just my 2 cents ~
Combat, Dynamic Events... what's the point if they're easy mode?
in Suggestions
Posted by: AlexanderFaust.4518
Like I said on my dungeon topic ~ SINCE we don’t have any “official” way to know how well our idea is received.. (no ability to “vote”).
If you support this idea, simply copy and post::
“+1 ~ I agree and would like to see this in game”
This will keep the topic bumped IF it’s popular AND it’ll show ANet that it’s at least worth looking at.
Thank you for your support!
Wow, thats kind of a kitten move…. but honestly, this IS the MMO community so I’d expect as much =/
Not sure how much work it would be, but I definetly support the idea that you get “credit” for bosses killed ~ thus if you invite a guildie ta take part in the “final loot” via kicking the guy that had been there the whole time.. then the new guy shouldn’t get much of anything in that chest.
Prolly make it so each boss = new tier of rewards from the final chest.
This would almost be required if ANet added the new Challenge mode dungeons to the game as well ~ https://forum-en.gw2archive.eu/forum/game/suggestions/GW2-Challenge-Mode-Edition/first#post249813
IE: They’re faaaaaar longer and being “kicked” at the end would be rage inducing XD
I like it….
Special Endboss sounds nice!
WOOT!
lol, now if only these suggestion topics had a way for players to “vote” how useful the idea is and if they’d like at see it in game
If you’re gonna mess with the Elementalist ~ I’d recommend ANet ta check this Build out and see how most the ele’s I know are playing.
So far, the only REAL counter to them.. is HP/Conditions.
IE: Necro that can reverse the buffs or Bosses/Mobs that just have too much HP and don’t care bout your trivial buffs due to hitting them like a gnat (like everyone else).
Thus they kill you cause you’re wearing cloth and are almost required to be in close quarters via dual daggers and the inability to “swap” to a different weapon.
Combat, Dynamic Events... what's the point if they're easy mode?
in Suggestions
Posted by: AlexanderFaust.4518
THE CONCLUSION
lol… sorry for the long read.. but right now, the combat “spam” in GW2 makes the world boring.. due to low player “importance” (IE: that boss doesn’t care that I’m there.. cause he’ll just respawn 10 mins later and we’ll just kill’em again).
If YOU (ANet) would like ta chat bout this suggestion or simply want clarification on some stuff.. reply back, hit me up in game.. or just drop by my youtube channel (user = Requiemsvoid).
At the end of the day tho, this is just my “2 cents” on how to improve GW2, hope it was worth the read
.
EDIT:: beyond the lightning flash, would like to see this “border” set up for all other spells.
Sooooo. yes?.. no?
#is this a good idea?
I’d support this
Combat is one of the few “flaws” GW2 is currently suffering from
#it’s NOT fun
lol, as the title states… how bout we create a new type of “challenge mode” dungeon run?
IE: Where you run ALL of the explorer modes a dungeon has to offer during ONE run.
This gives you access to a “final” boss of the dungeon.Beating him grants a title, special weapon skin and a “unique” dungeon token.
These tokens are special.. and once you have one from every dungeon ~ you can trade them into an NPC hanging around the Mystic Forge to be given an “account bound” key *(or waypoint) that lets you teleport to a special end game dungeon.
What’s in there?… lol, no one knows! XD
~ just my 2 cents ~
But would that be something of interest to the people that want more from the game than it currently offers?
OH, and of course NO FREAK’N ZOMBIES!?
#they’re lame and not threating in the slightest.The final dungeon should be waaaaaaay more cool/unique/memorable than what Orr is.. so yea, NO ZOMBIES! (aimed at ANet).
Curious tho, should the new dungeon bosses and “final” dungeon have jumping puzzles?
What about mobs in the “final” dungeon?… what would you want to see?.. should there be underwater sections for that extra challenge?
~ XF ~
An “end game” that is NOT full of zombies
**never have been threatening or a challenge and always come off as more annoying, than anything.
Beyond that, and update to the dynamic events to prevent spamming:: https://forum-en.gw2archive.eu/forum/game/suggestions/Combat-Dynamic-Events-what-s-the-point-if-they-re-easy-mode/first#post243027
And of course:
1. Mini-games of sorts that are player driven.
2. Hunger Games PvP mode ~ made official.
3. Harder Dungeon Modes *(perhaps where you run ALL of the explorer modes a dungeon has to offer during ONE run, to get access to a “final” boss of the dungeon ~ which gives a title, special weapon skin and a “unique” dungeon token ~ which once you have one from every dungeon ~ you can trade them into an NPC hanging around the Mystic Forge to be given an “account bound” key that lets you teleport to a special end game dungeon.What’s in there?… lol, no one knows! XD
~ just my 2 cents ~
I created a suggestion on this, if you’d like ta stop by and perhaps offer your support/critiques
Thanks, this helped alot!
I guess it is worth running around with MF gear afterall, and only using another… non MF gear for dungeons.
The only missing info that’d be nice is if MF affects chests, then everyone would bring their MF and equip it before opening the bosses’ chests in dungeons, and nodes just for curiosity.
At that point, you would have to wonder IF the loot is “set” as you kill the boss… or when you actually open it.
If it’s “set” when you kill the boss.. then you could equip 5,000 MF before opening it and still get crap XD
lol, as I said above.. would REALLY appreciate a dev response on this one
Could work like “Flash” does in League of Legends
IE: If you’re targeting further than the radius allows, then it just ports you in that direction, as far as the actual radius is.
This means, YOU don’t have to be 100% accurate with the radius and just “aim” where you’d like ta go
Combat, Dynamic Events... what's the point if they're easy mode?
in Suggestions
Posted by: AlexanderFaust.4518
THE SUGGESTION #3 ~ HARDER!?
Ya know how I made reference to the Shatter dragon “annoying players” into attacking him based on his “event” being up?
Well, lets take that a step further and try to help players experience more of the content in GW2.
~ Basically talking about how easy it is for the “zerg” of players to keep every zone “safe” ~ what if events naturally got harder *(as if there were more players present, than there actually was) simply BECAUSE players kept “winning”?
IE: Centaurs get more and more desperate to take that trading post, thus the event gets harder.. even though, the same number of people keep showing up. ~ Thus, the world changes AND we’ll get to see “new” DE’s because we’re NOT winning all the freak’n time.
(edited by AlexanderFaust.4518)
Combat, Dynamic Events... what's the point if they're easy mode?
in Suggestions
Posted by: AlexanderFaust.4518
THE SUGGESTION #2 ~ Dynamic events via multiple locations.
Ever “miss” a fun event cause you were on the other side of the map?
What about the fact that EVERY DE usually plays out the same? IE: Dragon always lose, due to player population in that region all focusing on that ONE event.~ What IF some events happened at the same time in different parts of the map, that affected each other?
~ What IF not only was it one “uber” event at the conclusion of the quest chain.. but ALSO the build up events to it?
Say the Shatter Dragon Spawned..
His “event” would kick off when a player jumps on a cannon and shoots the Dragon outta the sky (is the only way to get him to land so players could attack him, while he regained his strength after “crashing” ~ before flying off again).
Now, while that event was going on.. another event kicks off via a “siege” of corrupted mobs somewhere else on the map *(note: as long as you’re around ANY of these interconnected events, you can see ALL of them on your Mini-map).
The “siege” is an attempt by the mobs to knock out the “power source” to your cannons that kept shooting down the Shatter Dragon.
From there, the players will be presented with a new set of “outcomes”…
1. Mobs fail the siege:: They’ll now start setting up a “ritual / warp gate” to bring in a “backup” army to assist them and the dragon.
2. Mobs succeed ~ thus causing the shatter dragon to start “charging his lazor”. *(breath attack of corruption) and you’ll now have to take back the “power source” of your cannons, before the dragon finishes “charging”.
Again, depending on how the event is going.. you’ll be presented with a new set of outcomes…
1A. IF you succeeded in stopping the ritual/warp gate from bringing the army, the shatter dragon’s next “crash” will cause him to lose his wings and be “stuck” on the ground for a final battle with players.
1B. IF you failed at stopping the ritual/warp gate ~ mobs will flood that “area” and make a “beeline” straight for all the players/cannons. While a new event pops up on the map where another ritual is “starting” *(this will happen several times, causing the zone to be “over run” with corruption mobs)
Because of this, the players will inevitably lose the event against the dragon, as the ONLY way to dmg him now, is by knocking him outta the sky and “picking away” at his HP bars.. again and again..
2A. IF you succeed in taking back the “power source” before the dragon finishes.. you can start knocking him to the ground again, thus causing the Mobs to try the siege again.
2B. IF you failed in taking back the “power source”.. the Shatter Dragon will “Nuke” the cannon area, turning ALL the players into corrupt versions of themselves (IE: players either “die” or for fun, they’re put in a state of living death, where they cannot control their character and they run around for like 2-5 mins, attacking players via a “set path/destination” ~ or until “killed” by other players ~ which ever is shorter).
From there, the shatter dragon would just keep charging his “nuke” every 20-30 mins or so, and hit a “set location” on the map.
His “goal” is to torment the players on the map (IE: Annoy the players into attacking him).
Now, lets add in ‘player skill’ ~
The cannons serve a dual purpose.. in that not only can they knock the Shatter dragon out of the sky, but they can also stun him (once he’s on the ground).Keep in mind that, every time the Shatter dragon crashes… pieces of him get “chunk’d off”. (his armor/wings/ect).
Each one of “those” are an HP bar and related to how other DE’s spawn/end.
So if players are skilled enough, they can focus down the Shatter Dragon by use of the cannons alone (keep in mind, that the cannons dmg normal players too.. so they can’t be used on the Shatter dragon while he’s on the ground fighting players… without you ALSO killing those players)
This gives ANet an opportunity to spawn “loot chests” via the “effort” put into the event.
So if the Shatter dragon was killed by cannons alone.. you’ll get a nice and small little chest at the end.. BUT if the entire map worked together to kill him (IE: the hard way) then players will be rewarded with a “Splendid Chest” via mail (since not ALL the players were at the shatter dragon when he died.) or some other “safe method” to guarantee loots for participating
.
Combat, Dynamic Events... what's the point if they're easy mode?
in Suggestions
Posted by: AlexanderFaust.4518
THE SUGGESTION #1 ~ “Special abilities” on mobs to prevent “spamming”.
1. Ranged Shields:
Source:: Shamans / Caster MobsDescription::
Reflects ranged attacks, as long as the shamans/casters are still alive.Counter::
Send Melee attackers in to deal with them.~~~~~~~~
2. Dragons Might
Source:: Buff/Boon from a “Relic” on the battle field or Dragon Boss “shouting” at his minions.Description::
Minions absorb spells cast on/around them, instead of taking dmg.Counter::
Either “reverse” the artifacts powers *(like a Necro does to Boons) or Destroy it with Physical attacks.~~~~~~~~
3. Tech Vs.
Source:: Technology via armor or generators that is on/around mobs.Description::
The technology protects them from EVERYTHING but a certain element/spell type, due to a natural weakness to itIE: Mob “hides” in a “metal dome” ~ occasionally firing off pot shots and/or debuffing the players.
Counter::
Each type of armor has an inherent “flaw” you need to figure out and exploit to kill the mob using it. ~ IE: Mob in “Metal dome” means you “super heat’em” via fire spells to burn out all the oxygen he has.. thus causing him to “leave” his protection for a short period of time and/or kill him outright.#Keep in mind that NOT everyone is an elementalist or Melee bruiser.. thus, ANet would have to put in “guns/weapons/pickups” that can be used in place of your current weapon set. ~ IE: Flamethrowers during the ice dragon fight.
The ideal “goal” of these mechanics, is to force players to STOP FREAK’N SPAMING!? ~ IE: make events less about “dmg” and more about fun.
Combat, Dynamic Events... what's the point if they're easy mode?
in Suggestions
Posted by: AlexanderFaust.4518
THE SETUP
IF dragons truly do absorb magic, I can understand why DE’s get harder *(more people there = more magic “sources” to pull from).
Operating off that conclusion *(supporting a game mechanic) ~ why are there NOT mobs/spells during DE’s that PREVENT spamming?
Think about it…
Imagine that events being harder NOT because the mobs had stupid amounts HP or hit just hit harder.. but because they actually required coordination via the players to take out specific objectives during the fights? *(strategy/tactics).
Note: I would also recommend that GW2 take the League of Legends approach to “skills” and make them either “Physical” dmg or “Spell” based.
Combat, Dynamic Events... what's the point if they're easy mode?
in Suggestions
Posted by: AlexanderFaust.4518
FORUM PROBLEM ~ IF YOU’RE ONLY SEEING THIS POST, THEN GO TO THE ADDRESS BAR AND REPLACE
/page/2#post344192
with::
/page/1
THE PROBLEM
In Guild Wars 2.. With all the particle effects and “busy work” revolving around combat ~ it is often hard to see and easy to over look what’s actually what’s going on, on the battle field and IF a mob *(that’s NOT a dragon) is telegraphing an “uber skill”.
This one of the reasons, I would guess.. as to why people are having a hard time with dungeons.. **IE: They spam and spam their abilities like they would in any other MMO.. and cannot see what the mob/boss is doing.. before they get “one shot”.
Honestly, This is a problem for DE’s and even WvWvW…
**Can’t count the times we’ve finished a big boss battle in the world.. only for the dust to clear and see dozens of lifeless bodies on the ground, from players that died during the fight *(couldn’t see their “icon” due to all the “pretty lights”).
Personally, I think the only legit fix to this would be in raising cool downs “adjusting” particle radius and/or making the mobs/bosses/dragons more than just HP tanks that hit hard.
IE: We killed the shatter dragon last night in under 5 mins, because all you had to do was “spam”.
If he was more like the Ice Dragon *(keep forgetting it’s name) then we would have adds to deal with and small objectives that “protect” the dragon ~ that we’ll have to destroy, before continuing to fight.
Don’t get me wrong.. the telegraphing and combat mechanics in GW2 are NOT horrible.. I mean, they could’ve done much worse..
**IE: As bad as TSW, where you see a glowing pattern on the ground 0.2 seconds before it connects/lands on your face. *(you couldn’t of dodged.. even if you want too.. but I guess that’s why they stuck to the “Trinity” ~ so it wouldn’t matter anyways, as the TANK was the one taking the dmg).
At least GW2 is thought out.. and more than a gimmick.. but at the same time, it’s faaaar from perfect.
(edited by AlexanderFaust.4518)
Skill points?
Not sure you can tbh… since you never stop “leveling”
Unless you mean trait points.. then just go to your trainer.
Hmm, honestly.. I “block” anyone that says::
Yolo
wow is better
no end game
this game is too hard
jumping puzzles are stupid
ect…
Reason is simple enough.. if you DO NOT LIKE GW2, then why would I want to group with you?
As the OP stated, use chat to your advantage.
Btw, for those that dont know.
Yolo = You only live once.
~ is usually associated with you doing something ignorant. (IE: I’m drunk af going 120, drifting corners #F*** It YOLO).
Can we have a dev response? plz
no level restrictions? maybe when you get to 80 but up until then as a quester I have no choice but to grind, you see, if you’re into exploration as your primary activity than GW2 is great, but if you want questing (not grinding, there is a difference) to be your main focus than you are kitten out of luck, you HAVE to grind to experience the content you enjoy.
exploration is indeed better than grind, but for some people exploration IS a grind because they are only doing it to get levels so they can keep doing the things they actually enjoy.
again, I’m not asking for quest hubs, I like the quests being scattered around the area the way they are, I have ZERO issue with that, my problem is that once I’ve done the quests in an are I am not allowed to move on without grinding, it’s not actually possible to do as a quester.
I still don’t understand what you’re issue is..
lol, not saying that in a negative way ~ you’re just not making any sense.
You say you can NOT move on without grinding.. why?
What’s stopping you?
You realize that leveling in GW2 is pretty trivial right?
IE: getting to lv80 in 3 days just by doing zone completion.
Are you wanting dailies? or… what? o.O
Questing in GW2 is probably one of the best aspect of the game.
I can almost guarantee that you will see this in games/mmo’s moving forward.Its a great and refreshing change for the better as far as gaming goes.
hahahahahahaha, thanks, needed a good laugh.
in the event that you weren’t kidding, would you mind explaining why? as far as I’ve seen most of the good things about it (and there are several) are trumped by the shortcomings that serve only to cheapen the experience. the most refreshing part of it is the lack of quest hubs (seen it done before, but that doesn’t make it any less pleasant) and to a degree events (although events in and of themselves have some issues and the whole idea of them has been done before except not to such a large degree).
Dude… why be rude?
Odds are he likes it for the exact same reason most everyone else does.
Exploration > Grind
IE: I FIND quests/events rather than some random NPC in a town telling me where to go and what to kill.
If I don’t like events in a certain area.. then I just move on.. and even at lv80 the events in another starting zone *(different from my Race) will still be a challenge.
Not only does GW2 have Exploration > Grind, but with DE’s we also get varied content along with NO level restrictions
~ just my 2 cents ~
Questing in GW2 is probably one of the best aspect of the game.
I can almost guarantee that you will see this in games/mmo’s moving forward.Its a great and refreshing change for the better as far as gaming goes.
Honestly.. check out the Wildstar on the Gametrailers site.
*(another NC Soft game).
Honestly.. check out the Wildstar on the Gametrailers site.
*(another NC Soft game).They did a 4-5 part walkthrough of the game.. and it’s shaping up to be an evolution to the concepts brought to us via Guild Wars 2.
No idea tbh…
My lv80 Necro has 105 MF and I get just as “few/many” drops as I do with just 30 MF.
Really wish there was a clear cut answer from ANet on not only WHAT it does.. but also how each “point” of MF actually affects the “base amount”.
IE: Is 1 point of MF = to 1% MF?
That video is pure sales hype.
Grats on having an opinion :P
*The video still explains the “direction” ANet wanted to take GW2 *(Avoiding typical MMO structure) IE: No typical quests.they said they didn’t want typical quests or grinding, well grats ANet, what you’ve given me is VERY typical quests with nothing but grind.
do you see what I’m saying? there questing is not only bad, but goes completely against there entire design philosophy. if their game was even half like that manifesto makes out it would be a GREAT questing experience, sadly it’s nothing but unfulfilled potential atm.
Guess we can agree to disagree then.
if by disagree you mean you have absolutely no grasp of the point I’m trying to make and fail to understand that there is actually a difference between questing and grinding and that GW2 has completely failed to distinguish between the two than yes, we can agree on that.
Already said I don’t have the time to read your “walls of txt”.
So yea.. pretty muchI just took your topic at face value
If you want people to reply in more detail, make a youtube vid or something.
I was gonna make it a youtube vid, but then I remembered that my rambling is bad enough in text form, in video form I would go on for hours :]
lol, I sort of have the same problem.. but I’m also somewhat of a perfectionist.. so my vids always end up 5-8 mins long *(due to rageing at myself).
Though, I’m curious what the rules on posting private links to youtube from these forums are?
any bannable offenses?
That video is pure sales hype.
Grats on having an opinion :P
*The video still explains the “direction” ANet wanted to take GW2 *(Avoiding typical MMO structure) IE: No typical quests.they said they didn’t want typical quests or grinding, well grats ANet, what you’ve given me is VERY typical quests with nothing but grind.
do you see what I’m saying? there questing is not only bad, but goes completely against there entire design philosophy. if their game was even half like that manifesto makes out it would be a GREAT questing experience, sadly it’s nothing but unfulfilled potential atm.
Guess we can agree to disagree then.
That video is pure sales hype.
Grats on having an opinion :P
*The video still explains the “direction” ANet wanted to take GW2 *(Avoiding typical MMO structure) IE: No typical quests.