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Few questions from newbie :)

in Players Helping Players

Posted by: AliamRationem.5172

AliamRationem.5172

I actually got 2x max level character but still dont know many things. What’s best way to get equipment? Buying it from other players in black shop? Why every class is using 2 weapons? What’s wrong if I’m using only shortbow playing ranger? How to get a lot of gold? Is it worth to crafting, which profession choose and is it expensive till I can do good things myself? When I reach maximum level I can do story, explore world, Wvw, making dungeons, what else? Should I focus on maining one class? This game is so expanded, how long can it take to be a good player? I’ll take all tips with pleasure

There are many ways to get gear, but the fastest will generally be to buy it on the trading post. However, not all stat sets are available for sale. Most of these must be earned with map currency or crafted.

Why 2 weapons? The answer is that it offers a completely different set of skills that ideally covers situations where your other weapon set is inadequate. For instance, a character using a melee weapon may wish to have a ranged set to fall back on when being at close range isn’t feasible. Or if all of your weapon skills are on cooldown, it can be nice to have a second set of cooldowns to fall back on. There really isn’t a disadvantage to using a second weapon set. That’s why people do it.

There are many ways to earn gold. But unless you are the type of person who finds it easy to motivate themselves with the acquisition of gold alone, I recommend pursuing other goals you find interesting. In the process, you will earn gold.

I recommend waiting on crafting until some other goal you choose to pursue requires it. The trouble with crafting is that you generally save very little gold crafting the gear yourself compared to buying it on the TP or especially via currencies earned by participating in various content. So crafting is generally more useful when you need it for something you can’t easily buy such as HoT stat gear.

When you reach 80 you can do whatever you like. Group PvE options include dungeons, fractals, raids, and world bosses. If you have HoT, you’ll probably want to work toward unlocking masteries. You can do PvP and WvW. You can work toward map completion, storyline completion, whatever you want. There is no right or wrong way to go about it. It all comes down to what you want to do.

The same goes for the choice to main one class or many. I tend to get fixated on one class at a time, but sooner or later I try something else and that becomes my focus. Try different weapon sets, too. That can drastically change how your class plays. And don’t be afraid to explore other classes. A lot of the goals you’ll be working toward are shared across the account, not per character. So there’s relatively little cost in doing so.

We will see a new fractal in ep 6! [edit]

in Fractals, Dungeons & Raids

Posted by: AliamRationem.5172

AliamRationem.5172

I don’t know when we’ll see the next fractal, but I think it’s definitely something they should put some work into. Fractals seem fun, fairly rewarding, and they offer something for players at a range of skill levels.

Curious why more people don't PvP or WvW

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

I don’t participate much in PvP/WvW for a number of reasons.

First, PvP lacks variety in this game. In WoW, I enjoyed PvP because there were many different game modes.

Second, I see what you mean about PvE being static, but honestly when you PvP enough the fights feel pretty static as well most of the time. You’ve pretty much seen it all and know what to expect after awhile. One could argue that group PvE is much the same way. While the bosses don’t change, your group composition and the choices each player make can change the encounter. I don’t see that much of a difference here.

WvW is just a PvP game mode that I’ve never enjoyed. Roaming is okay, but feels rather pointless. Running with the zerg just isn’t much fun to me.

Finally, I think GW2 does PvE particularly well. Especially open world content. It’s hard to pull myself away sometimes.

Is this game for solo players?

in Players Helping Players

Posted by: AliamRationem.5172

AliamRationem.5172

Hi.
I’m just wondering how much content this game has for a solo players?
Is there anything at the end game for solo players?
If I don’t have a regular party/group/guild/friends to play with, am I missing a lot?
Basically is it worth playing if I’m playing mainly solo?

It depends. There is, of course, plenty of content intended for group play including dungeons, fractals, raids, PvP, WvW, and open world bosses and events. In addition, what you are capable of doing on your own varies by skill level. Some players are just that special kind of skilled and crazy that compels them to figure out how to solo group events and even some bosses and dungeons.

So it depends on what type of player you are how far you can take your solo game. Still, if you take a somewhat less strict interpretation of solo play and include the ability to join on to content without the requirement of seeking people out and forming that group yourself? Then everything is potentially solo content.

You will find that you can join on to groups or even simply show up and cooperate with other players in GW2 without ever talking to them at all. This is true of world bosses, any open world group event, and even most fractals, dungeons, PvP, and WvW. You can simply join in and do your thing if that’s what you want to do. It’s rarely a bad thing to have another player present in this game. It’s almost always a benefit as it is very non-competitive in open world right down to resource nodes (you can’t steal them) and the way your abilities help other players (area heals that affect anyone nearby, not just those in your group, etc.).

[Group Event] Escort Zildi's Assist-o-Matic

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

I wouldn’t mind seeing better scaling for fewer players, but I think the main issue with this one is getting/keeping the robot alive to continue the event. Once it goes down you have to fend off a constant flood of chak to get a few seconds free to revive it. What if the Revive-a-tron robot also helped with this instead of just reviving you?

Having said that, it does make sense that this event requires at least a few people because the event immediately following it is a champion that is extremely difficult to solo. Even if you can hang in there against the chak champion and its swarm of minions, there are many chak bracers and sappers present that are just a pain to take down solo and make the event far more difficult while they’re alive.

Resource/Drop System Leveling Overhaul Needed

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

I wish there were some way they could provide lower level crafting materials to higher level players for participating in lower level events. That would be a better way to get higher level players involved in lower level maps than getting them to go there specifically to farm nodes.

State of Fractals & Loot

in Fractals, Dungeons & Raids

Posted by: AliamRationem.5172

AliamRationem.5172

You know, I think the daily rewards are pretty nice for fractals. But the rewards outside of the daily are really lacking (fractal 40 farm aside). It’s sort of difficult to find groups for fractals outside of the dailies as a result. I wouldn’t mind seeing this addressed in some fashion.

Fractals are a lot of fun, but if you want to run more fractals once your dailies are done you either have to bring your own group or end up running the same daily fractals over and over. If they bumped up the loot I’ll bet more people would be willing to run fractals other than the daily.

Pug-life any other full-time puggers?

in Players Helping Players

Posted by: AliamRationem.5172

AliamRationem.5172

That’s fine haha! I don’t want to pug anymore! I want to progress in fractals and learn/practice melee’ing lupi, which is a major headache to learn do as a 100% pugger. People don’t explain things when asked and then rage and/or quit because the party fails due to lack of information – Thamaunova Reactor is the WORST for this, literally, must have pugged that a good ten times since I started playing again and no one can ever seem to spend a minute explaining how things work! I finally got round to just looking up what to do on the wiki, but, like, if I’m having to wiki stuff while in a team controlled by four other human beings, who have required info… I may aswell play an offline game! /rant

I’ve barely touched on T2 so I’m way out of your league just now. Thank you though I really appreciate it!

I know what you mean. I’m pretty new to fractals myself, having only just gotten my personal fractal level up to 50 or so. But what I did was just advertise in LFG for t1 fractals with a message “New players welcome!”. That way I didn’t get the speed demons. We went through each fractal one by one, learning as we went.

When you do it this way you can learn as you go and when you reach upper tier fractals, you at least know the basic mechanics of the events/bosses. Everything hits harder, there are some different mechanics, and you have to deal with instabilities. But it’s not like you’re completely in the dark while everyone else runs through the fractal!

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

- snip -

Works for me. I prefer HoT to core Tyria maps in most every way (layouts, challenge, meta events), but I liked Orr, SW, and Southsun well enough. But given that when HoT had champion spawns like this players complained, I doubt we’re going to come to consensus on this.

On further reflection, HoT HC trains are once-a-day for rewards, though you can kill the champs as as many times as you want. It was probably done that way because of the animosity over people killing champs out of sequence and because ANet preferred people do something besides the champ train. In order to preserve the HoT version, on demand champs would only reward 1/day. If the rewards were attractive enough, you’d probably see trains most times in the day.

Sometimes it just isn’t possible to give everyone what they want. I don’t think this needs to be one of those times.

In general this game has a real problem with rewards. I mean, they let AB multimap go for this long (Finally doing something about it! Thanks! But why did it take you so long!?). The problem with champ trains is you don’t have a reason to do them beyond a stupid loot bag? Why bother? You can get more loot in HoT by just walking around looting the chests that appear after the event cycle.

I hope they do a better job of not only balancing rewards, but giving us a reason beyond the rewards themselves to participate in content. Hero Points at least give you a good reason each time you run a character through.

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

You’re being disingenuous. One “type” of content cannot just be written off as inconsequential. In the case of HoT, you’re referring to at least 17 hero point challenges and the resulting gameplay that players like myself enjoy.

As I said, I enjoy running HP trains. I enjoy attempting to solo champion hero challenges. Regardless of your concept of balance, it removes an aspect of gameplay that many of us enjoy simply so that you can have it your way.

As my previous post indicates, this is unnecessary. The next expansion could provide sufficient solo content to allow you to play the way you want to play without removing the gameplay that I enjoy.

How does this work in core?

  • Players who want to solo champions can solo champions. Most maps beyond the 1-25 range have about as many as there are champion HC’s in HoT maps.
  • Players who want to solo exploration can solo exploration.
  • Instead of HC trains, there were champ trains.
  • There’s no conflict. Both “sides” get what they want.

How does this work in HoT?

  • Players who want to solo champions can solo champions.
  • Players who want to solo exploration cannot, unless they can also solo champions.
  • Instead of champ trains, there are HC trains.
  • One “side” or the other has to lose out.

How could it work in the next XPac?

  • Put in enough champions on the map as regular events.
  • Either: drop HC’s as a component for map completion; or drop champions from HC’s.
  • Make some of the champ events part of rewarding zone content. This would allow for trains. Make the other champs drop 1-2 champ bags — less rewarding than the other champs, but if you’re in it for harder content, the rewards should not matter.
  • No conflict between solo explorers not capable of soloing champs and people wanting trains or solo challenge.

What could go wrong?

  • If there is too much time between champ respawns, trains might gravitate to the less rewarding champs to fill the time. Upping the tempo on timers might fix this. ANet could also make the champ events start on demand the way HC’s do. That way someone who wanted to could kill one solo while the train was elsewhere without impacting the train. If they took the latter approach, they wouldn’t even need to have champs with lesser rewards.
  • Players who profess to want challenge might decide to ignore the less-rewarding champs. That’s certainly what happened in core once the SW launched. Champ bags looked less enticing. If that were to happen, ANet will have wasted development time. Still, that’s often the case with harder content. It has limited longevity.

Works for me. I prefer HoT to core Tyria maps in most every way (layouts, challenge, meta events), but I liked Orr, SW, and Southsun well enough. But given that when HoT had champion spawns like this players complained, I doubt we’re going to come to consensus on this.

Pug-life any other full-time puggers?

in Players Helping Players

Posted by: AliamRationem.5172

AliamRationem.5172

But it won’t be a pickup group if you run with the same group all the time!

I’m usually down for fractals and can run T4s. Feel free to hit me up if I’m in game.

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

> Plays an MMO this game should not have multiplayer content

The progression of MY CHARACTER (stats) should not depend on other people. In core Tyria I can do Hero Points all by myself, etc.

You need only 25 HP from HoT maps to complete your spec, down to as few as 7-8 if you map complete core tyria. So its not as if you can’t finish your elite spec solo, its entirely possible.

Who said anything about only getting HP to complete my spec? And what about new players who prefer to get their spec entirely in HoT? Every HP should be soloable. I’m not against group events, just against group events for HP.

Why should every HP be solo-able? Because you say so?.

How about because there are fewer and fewer people in the HoT maps and there will be even less when they come out with the new Story episode and eventually the new Expansion?

There are? How could you tell? It’s megaserver. The meta events are still getting completed at all hours of the day and here you are telling me that you can’t get one or two extra people to show up for an HP? I’m having no such issues. So, no. Not buying it. There is no reason that all HPs need to be solo content. Some of us prefer a challenge and we also like to help others with group challenges. That doesn’t need to go away.

I am in maps all the time where people are asking for help on HCs. And if I am nearby or in the mood to help people I can go there and a good 80% of the time either no one joins us or 1 person joins us. There are a few HCs I can do with 2 other people but not most of the time. I’m glad if you can do all the HCs with 1 other person. You can probably solo them. But that is not the case with most of the people I encounter. We usually end up dead.

Well, I am in maps all the time that are running HP trains.

Are they only announced in a special channel? Because I can’t remember the last time I’ve seen a HP train in HoT.

I also enjoy running them myself or just helping out if someone asks. Beyond that, I enjoy most challenges that involve combat and take a little effort. That’s what I like.

Like I’ve said many times already, I have no problem with making enough solo challenges available to allow players like yourself who don’t enjoy that type of gameplay to bypass it in order to unlock their elite specialization. HoT could have used a few more solo challenges to facilitate that.

My problem with your position is that you would like to see ALL hero challenges tailored to your preferences and none of them tailored to mine. It would remove an aspect of HoT that I have gotten a lot of enjoyment out of.

As someone else already pointed out, MOST content in HoT is group content. Making one more type of content solo-able in the next expansion hardly tilts the balance away from group content.

You’re being disingenuous. One “type” of content cannot just be written off as inconsequential. In the case of HoT, you’re referring to at least 17 hero point challenges and the resulting gameplay that players like myself enjoy.

As I said, I enjoy running HP trains. I enjoy attempting to solo champion hero challenges. Regardless of your concept of balance, it removes an aspect of gameplay that many of us enjoy simply so that you can have it your way.

As my previous post indicates, this is unnecessary. The next expansion could provide sufficient solo content to allow you to play the way you want to play without removing the gameplay that I enjoy.

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

> Plays an MMO this game should not have multiplayer content

The progression of MY CHARACTER (stats) should not depend on other people. In core Tyria I can do Hero Points all by myself, etc.

You need only 25 HP from HoT maps to complete your spec, down to as few as 7-8 if you map complete core tyria. So its not as if you can’t finish your elite spec solo, its entirely possible.

Who said anything about only getting HP to complete my spec? And what about new players who prefer to get their spec entirely in HoT? Every HP should be soloable. I’m not against group events, just against group events for HP.

Why should every HP be solo-able? Because you say so?.

How about because there are fewer and fewer people in the HoT maps and there will be even less when they come out with the new Story episode and eventually the new Expansion?

There are? How could you tell? It’s megaserver. The meta events are still getting completed at all hours of the day and here you are telling me that you can’t get one or two extra people to show up for an HP? I’m having no such issues. So, no. Not buying it. There is no reason that all HPs need to be solo content. Some of us prefer a challenge and we also like to help others with group challenges. That doesn’t need to go away.

I am in maps all the time where people are asking for help on HCs. And if I am nearby or in the mood to help people I can go there and a good 80% of the time either no one joins us or 1 person joins us. There are a few HCs I can do with 2 other people but not most of the time. I’m glad if you can do all the HCs with 1 other person. You can probably solo them. But that is not the case with most of the people I encounter. We usually end up dead.

So you want HP to be nerfed because not everyone can solo them? How is this fair to the better players who want challenging solo content?

First of all, this thread is about the next expansion. I am not asking for anything to be nerfed. Second, this game started with me being able to gain HP for my character on my own. If anything is not fair, it is forcing me to get other player help in order to gain points for my character. Group events for loot are fine. Leave my character stats to me.

If we’re being honest, the game still allows you to gain HPs for your character on your own.

- Verdant Brink has 8 solo hero challenges, and 3 group hero challenges.

- Auric Basin has 3 solo challenges, and 8 champion hero challenges.

- Tangled Depths has 4 solo, 7 group challenges.

- There are 7 solo hero challenges in DS, however to complete them all you will need to participate in the meta which is a group event all the way through.

So, if we’re taking the strictest possible interpretation you can only get 150 hero points in HoT completely 100% solo with no skill or group prerequisite involved. However, realistically without asking for any help you can get 220 including Dragon’s Stand, plus another gimme after completing the Tarir meta in AB for a total of 230 points.

It’s definitely more difficult than soloing or asking for help on a few champion hero challenges, as you need to unlock some masteries you otherwise wouldn’t and explore most of HoT to reach them all. But really, would it make sense any other way? Avoiding the more difficult challenges comes with its own cost in time/effort elsewhere.

Having said that, I think there should have been more solo challenges available so that motivated players who wish to avoid group challenges entirely could have done so. As it stands, realistically they can. But it’s a bit like scraping the barrel to get every last solo hero point in HoT.

I support the idea of having a better balance in the next expansion. Perhaps if we need 25 hero challenges to complete our specialization as it was in HoT, there should be 50 challenges available instead of 40. And instead of 22 solo/18 group we could have an even split of 25 of each. More content for everyone that way. I don’t think having a bunch of extra communes would put the developers through too much additional hardship, and it would obviously mean a lot to many players.

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

> Plays an MMO this game should not have multiplayer content

The progression of MY CHARACTER (stats) should not depend on other people. In core Tyria I can do Hero Points all by myself, etc.

You need only 25 HP from HoT maps to complete your spec, down to as few as 7-8 if you map complete core tyria. So its not as if you can’t finish your elite spec solo, its entirely possible.

Who said anything about only getting HP to complete my spec? And what about new players who prefer to get their spec entirely in HoT? Every HP should be soloable. I’m not against group events, just against group events for HP.

Why should every HP be solo-able? Because you say so?.

How about because there are fewer and fewer people in the HoT maps and there will be even less when they come out with the new Story episode and eventually the new Expansion?

There are? How could you tell? It’s megaserver. The meta events are still getting completed at all hours of the day and here you are telling me that you can’t get one or two extra people to show up for an HP? I’m having no such issues. So, no. Not buying it. There is no reason that all HPs need to be solo content. Some of us prefer a challenge and we also like to help others with group challenges. That doesn’t need to go away.

I am in maps all the time where people are asking for help on HCs. And if I am nearby or in the mood to help people I can go there and a good 80% of the time either no one joins us or 1 person joins us. There are a few HCs I can do with 2 other people but not most of the time. I’m glad if you can do all the HCs with 1 other person. You can probably solo them. But that is not the case with most of the people I encounter. We usually end up dead.

Well, I am in maps all the time that are running HP trains. I also enjoy running them myself or just helping out if someone asks. Beyond that, I enjoy most challenges that involve combat and take a little effort. That’s what I like.

Like I’ve said many times already, I have no problem with making enough solo challenges available to allow players like yourself who don’t enjoy that type of gameplay to bypass it in order to unlock their elite specialization. HoT could have used a few more solo challenges to facilitate that.

My problem with your position is that you would like to see ALL hero challenges tailored to your preferences and none of them tailored to mine. It would remove an aspect of HoT that I have gotten a lot of enjoyment out of.

I like the champion hero challenges, the complex exploration, and organized metas. It’s far more interesting to me than core Tyria-style gameplay. And again, as I’ve said before, I’m fine with them producing maps that are “flat”, with easy/no meta, and solo content the way they have been with LS3 maps. But I’m not interested in an expansion that only features those type of maps. I want to see more like TD and VB. That’s what I like.

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

> Plays an MMO this game should not have multiplayer content

The progression of MY CHARACTER (stats) should not depend on other people. In core Tyria I can do Hero Points all by myself, etc.

You need only 25 HP from HoT maps to complete your spec, down to as few as 7-8 if you map complete core tyria. So its not as if you can’t finish your elite spec solo, its entirely possible.

Who said anything about only getting HP to complete my spec? And what about new players who prefer to get their spec entirely in HoT? Every HP should be soloable. I’m not against group events, just against group events for HP.

Why should every HP be solo-able? Because you say so?.

How about because there are fewer and fewer people in the HoT maps and there will be even less when they come out with the new Story episode and eventually the new Expansion?

There are? How could you tell? It’s megaserver. The meta events are still getting completed at all hours of the day and here you are telling me that you can’t get one or two extra people to show up for an HP? I’m having no such issues. So, no. Not buying it. There is no reason that all HPs need to be solo content. Some of us prefer a challenge and we also like to help others with group challenges. That doesn’t need to go away.

State of Fractals & Loot

in Fractals, Dungeons & Raids

Posted by: AliamRationem.5172

AliamRationem.5172

I guess I don’t worry too much about that guy you get every once in awhile who calls out every little mistake and drops group halfway through the run because we aren’t completing every encounter in the specific way he thinks we should. Obviously, he’s used to an organized group and has no business joining a pickup group through LFG in the first place.

The rest of us just show up and do what we do and try to have fun with it. For the most part, even T4 fractals aren’t difficult enough to require that everyone bring a specific build, fill a specific role, or even be totally pro at playing their class. And for most groups I’ve entered so far, we complete the fractal and nobody complains. No big deal.

I was worried about it at first due to the way people talk about this on the forums. But so far, it’s been all fun and games showing up to upper tier fractals with my celestial tempest auramancer. I don’t die much, even while I don’t put out zerker damage. I throw my boons and heals around like I want to and we finish the fractal and get loot. No problem.

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

Why should every HP be solo-able? Because you say so? Well, I say that enough of them should be solo content to allow players who prefer it that way to get their elite spec unlocked.

Let’s not forget that HC’s are also exploration content. Imo, exploration should be 100% soloable. It was in core, with a couple of points in Orr (pre-nerf Noose Road and Balthazar) presenting a serious challenge, but still doable.

In HoT, I can solo Golem, but not vampire. I can solo Arrowhead and Mushroom, but only on pet/clone classes. I can’t even find some of the HC’s before I get frustrated and go do something fun.

Ultimately, this turns into a debate over what should be group content and what shouldn’t. ANet has pushed group content down our throats. It seems like everything meaningful requires groups. This includes completed exploration (in HoT), collections, a lot of rewards. MMO’s are indeed social games, but they flourish when they offer robust options for the soloist. GW2 HoT is lacking in the latter.

Is it a debate over what should or should not be solo content? Because it sure sounds like you’re asking for only solo content in the next expansion. Map complete? Solo. Collections? Solo. HCs? Solo. What is left that should not be solo content in your estimation?

Thoughts on the next Expansion

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

Elder Dragons seem impressive, but when you get right down to it I see no way to make these battles or the journey to them interesting. As others point out, dragons aren’t human-like. They don’t make interesting enemies. And how exactly do you fight a dragon face to face?

With Zhaitan we had lame airships taking him down. With mordremoth we fought him in dream land. Even when we do fight lesser dragons (Claw Island, Claw of Jormag, the Shatterer, Teqatl) it’s an army beating on the dragon’s toenails while cannons keep them pinned down. It’s just lame.

I think more human-like enemies would be much more interesting and with far more plausible battles that don’t require so much outside help. In other words, we can be the hero that takes these guys down. We don’t need airships, cannons, or an army with dragon-sized toenail clippers to do it!

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

> Plays an MMO this game should not have multiplayer content

The progression of MY CHARACTER (stats) should not depend on other people. In core Tyria I can do Hero Points all by myself, etc.

You need only 25 HP from HoT maps to complete your spec, down to as few as 7-8 if you map complete core tyria. So its not as if you can’t finish your elite spec solo, its entirely possible.

Who said anything about only getting HP to complete my spec? And what about new players who prefer to get their spec entirely in HoT? Every HP should be soloable. I’m not against group events, just against group events for HP.

Why should every HP be solo-able? Because you say so? Well, I say that enough of them should be solo content to allow players who prefer it that way to get their elite spec unlocked. Beyond that there should be plenty of hero challenges that spawn champions. Why? Because that’s what I like. See? We can both have our way without demanding that the other person doesn’t get what they want. That was the magic of HoT for those who don’t like to exaggerate and that’s what I hope to see in the next expansion as well (perhaps with a few more solo challenges thrown in so we don’t have to fight about this forever).

HoT Memoires and Overall Game Experience

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Posted by: AliamRationem.5172

AliamRationem.5172

I thought the storyline introduction to the open world map Verdant Brink was just awesome. You see what happens to the pact fleet and then, there it is in open world format for you to dive right in! This was truly a high point for a storyline that was otherwise pretty lackluster, in my opinion.

To me, it is only the fact that the original 4 HoT maps were of such excellent quality that excused there being so few of them. And with the exception of bloodstone fen, I have been pretty disappointed with the map design since then. I know they’re pushing a pretty fast release schedule for these and they’re trying to do somewhat to appease players who truly disliked the original HoT maps, but Ember Bay and Bitterfrost Frontier really lack most of what I loved about HoT to begin with.

I also enjoyed the mastery system, but much of it feels irrelevant. An example of a really good mastery line was gliding. It added useful skills that also served as a time gate. An example of a bad mastery was Itzel poison lore, the sole purpose of which was as a time gate. Skills like this add nothing to the gameplay, yet force us to waste our time earning them to progress. I hope in the next expansion they will find ways of introducing more relevant masteries and do away with pointless time gating.

Having said that, I do feel that I need more reasons to keep playing. I just don’t want them to feel like they’re contrived solely for the purpose of wasting my time. I should want to unlock these skills because, like gliding, they represent fun and useful additions to the gameplay. Not because I can’t not unlock them and continue the storyline while they don’t actually do anything for me (Itzel poison lore).

As for elite specs, I don’t PvP so I’m not feeling the urgency. It seems clear that elite specs are more powerful, but I expect more such specs will be released in the future and that they’ll probably be mutually exclusive such that players are forced to choose from several elite options. I’m not sure how I’ll feel about that until I see it, but in general I agree that balance is good and these specs are not balanced!

Ele for fraktals and raids

in Elementalist

Posted by: AliamRationem.5172

AliamRationem.5172

Elementalist is a very popular class for fractals/raids. They are among the highest damage classes in the game as well as having the option to bring healing and support. They’re also a lot of fun to play, albeit fairly complicated compared to some of the other classes.

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

This would be true if the HoT maps are empty. They’re not. I’m on HoT maps almost every day virtually all day. They’re pretty busy most of the time.

The exception is Dragon Stand which is pretty busy when the meta is up.

It’s nice that you know how to taxi. Not everyone will. It’s nice that you looked at a 3rd party timer to know when the optimum times to taxi are. Not everyone will. It’s nice that you can play so much, which allows you to make yourself available at the right times to accommodate your activities to the timers. Not everyone can. It’s nice that you always get into the populated map. Not everyone does. It’s nice that you have a large guild to play with failing everything else. That won’t be true for everyone, either.

The truth is that you have a better experience than some for those reasons. The fact of the matter is that the core game’s maps are friendlier to players who don’t have tons of time, who just want to drop into the game when their lives allow and get some stuff done than the HoT maps. The fact that you have an enjoyable experience does not make it a slam dunk that everyone is going to.

Actually I almost never do metas on HoT maps and I almost never use LFG and they’re still not empty. I meant what I said. HoT maps simply aren’t as empty as many people are making them out to be. The population is simply more spread out.

Sure, when I do a meta, I do look in LFG tool., That’s true. But 90% of the time I’m on HoT maps, I’m just doing events or completion. For example,. I’ve completed VB on over 20 characters and AB on 15 characters. Now I’m doing the same with TD.

I don’t use LFG and there are still plenty of people on those maps.

Now admittedly I do use map chat to tell people I’m about to do a hero point,. but those events are being called out on map chat all the time.

People really do need to start using map chat to get people to come.

If you have a mentor tag, pop it, say the name of the tag and post the nearest landmark to it. If it’s complicated to get to, say something.

Hi I’m about to do the Tengu hero point. It’s north of Eastwatch Waypoint (link) up the jumping mushrooms.

It takes about two minutes to finish that (even though I have soloed it on a necro).

And that’s without using LFG.

I’ll agree that people don’t use map chat. I can wander around a HoT map for an hour or more and see nothing at all in chat. Then again, I can, in a space of a quarter hour be asked to leave a closing map three times. That’s either people taxiing, going to a map they find more fun, or logging off.

It’s like any map with a meta though. You go to the fire ele, if you do the fire ele and stay on the map after everyone’s left, they need to consolidate maps, because all the maps are closing. That’s normal for every zone in this game with a world boss.

Do Teq and stay in Sparkfly and you get the same effect.

Except I see HoT maps closing in the middle of metas, not at the end. I don’t see that in Metrica or Sparkfly. This probably has to do with the length of the disparate content.

Yeah, I see that too…when I’m on a map that isn’t currently working toward the meta. It happens because other players left a non-meta map for a meta map. Big surprise, right?

Pve content - Veteran map instances?

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

It sounds like you want HoT. Higher mob density, more dangerous monsters with abilities you actually need to learn to counter, more veterans/champions.

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

I’m fine with enough personal challenges (HPs, MPs) being made accessible to solo players who have no stomach for exploration, but if the next expansion is nothing but solo play, meta events that require zero organization, and flat terrain with no exploration you can count me out!

The original design of the game was that events would draw solo players together to complete group content. In general, the majority of MMO players play solo, which was probably the idea. Season 1 caused everyone to flood the maps, so in response, ArenaNet tried to split people up, which began the new ~4 group split design. The obvious problem with that however was that now 4 to 10x the amount of players were realistically needed, which caused the LFG problem. The harder it is to simply show up and play, the less people will show up and the faster the content is going to die out.

Organization in HoT is not required, unless you consider popping tags and force-filling the map organization. An even distribution of players is all you need. With a better UI, you wouldn’t even need commanders, and splitting the population into lanes/teams could have even been entirely automated, which would have been far more successful, much like WoW’s LFR.

There’s always going to be exploration, because ArenaNet’s always been about that. The maps aren’t going to be flat flat, but don’t expect to see complex multi-layered zones. As shown by HoT pre-launch, people don’t care about the complexity, what they’re going to focus on is how many zones and how big they are on the map, because they’re going to compare it with what the competition offers. That’s probably why they went with a new zone for every episode, because the lack of them was one of the common complaints.

Hero challenges should be completely redone imo, changing them from simple events to 1vs1 hero challenges; basically skill tests and played out like adventures. It would be an easy way to teach and test players, rather than letting people continue to effortlessly zerg without consequence. They’d still need an alternative however, such as paying gold to win, because they can’t risk blocking progression.

I wouldn’t be surprised if masteries as they are end up being scrapped. Core masteries that are actually needed should be through simple leveling, whereas points are for the more cosmetic ones. The problem is, with no direction, people can turn masteries into a nearly impossible grind instead of the casual experience it can be. Personally, I would preferred something more like a character-based level cap increase, like if HoT offered 20 HoT-specific mastery levels and enemies were level 80 + mastery level.

In my opinion, masteries are fine but they should have had far more of them available. The strongboxes and map-marked mastery points are great for players who like to explore. Achievement masteries for players who like combat. Adventure masteries for players who enjoy those. And so on. The problem is that there aren’t enough of them to allow players to avoid the content they really have no interest in.

I’ve been playing a year now and I still only have 150 mastery level because I simply have no interest in completing the adventure and storyline achievements where most of my remaining achievement points are. I find that content obnoxious and the masteries I have left aren’t enough of an incentive to put myself through it.

Hero challenges should be like adventures? No, thanks! You can keep the adventures. I’d rather fight champions myself. Which is why I think it would be better if there were also enough hero points to give players a little more freedom in how they choose to pursue unlocking their elite spec. Want adventure HPs? Fine! Let’s have them! And let’s also have champion hero challenges, exploration-based communes, etc. Something for everyone and enough that players don’t feel forced.

As for the maps? I’m sorry, but core Tyria has no “exploration” unless you count walking in a straight line to uncover every corner of a map. I get that not everyone loves maps like VB and TD, but you’re crazy if you think a lot of players don’t. You can see it on these forums and in the game. Plenty of people love these maps and play on them even though ANet failed horribly to balance rewards for them compared to other maps (AB most notably!).

I love the type of exploration TD offers. But map completing Tyria? I’d rather drill kitten in my head. I’m fine with maps like Ember Bay and Bitterfrost Frontier exist. I know they require a lot less effort to produce than a map like TD and they have more broad appeal. But if that’s all they have in the next expansion, along with solo-only hero challenges? Like I said, I’m out. That has no appeal to me.

Incredibly low player skill population?

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

Unlike most MMO, people can’t rely on gear to counter the difficulty, which makes bad players more obvious. Bad players are however the majority in every MMO, as most are the casual players that only play for maybe an hour a day on average and simply want to jump in and play. Compared to other MMOs however, GW2 is basically Dark Souls in comparison, where regular enemies are capable of killing you within seconds.

Failing at PvP objectives happens in every MMO, as the new, the casuals and the 1vs1 me crowd are more focused on killing than winning. For SPvP, don’t forget that the lower ranks are going to be full of newer players and that most people are likely coming from non-action standstill games like WoW.

That’s also a good point. In WoW you can fairly easily outgear most of the content that isn’t in the current raid tier without any particular skill. For instance, in their first expansion they introduced heroic mode dungeons that were actually quite challenging. The dungeons featured large pulls with enemies that could easily 1- or 2-shot non-tanks and even hit hard enough that no 5-man geared tank could last very long without CC support to take some of the pressure off.

However, once the first additional raid tier was introduced, it made it significantly easier to conquer these dungeons. They became easier and easier as far superior gear became available.

After the first expansion, they made it even worse. With WotLK 5-man dungeons were tuned down quite a lot such that tanks were able to easily tank large pulls without CC support and gearing beyond 5-man content was made even easier.

They also allow massive gear disparity in PvP, which seems completely ridiculous to me. Who needs skill when you can just outgear your opponents, right?

In any event, I can’t speak to what WoW is like now, but being that many MMOs out there try to carbon copy their design decisions, I wouldn’t be surprised to find that this extends to many of the available alternatives. Who needs skill when you have gear? Not in GW2. And perhaps that’s part of the reason you see so many “bad” players here. They can’t just gear their way past challenges as they can in other games.

Incredibly low player skill population?

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

Hmmm, i’m still not exactly sure where “End game” is in Guild wars, at the moment i’m more interested in PvP, still doesn’t answer my question though, surely the highest concentration i.e the vast majority can’t all be doing Fractals and raids.

I know little about PvP, but my understanding is that it has a rank system. Thus if you play only unranked or low rank tiers, you’ll find mostly players who can’t reach the higher tiers.

Fractals are divided into tiers 1-4, with 100 total fractal levels. The master tier is sufficiently difficult that running PUGs is discouraged if you expect a smooth run.

Raids are raids. You aren’t likely to get very far (if anywhere!) without a dedicated group. It isn’t impossible, but the difficulty level is such that a group full of inexperienced and/or unskilled players is unlikely to beat it. So attempting to form a pickup group without being at least somewhat selective in who you bring along isn’t likely to work out.

As for the rest of the game (open world, unranked PvP, WvW, lower tier fractals, pickup dungeons/fractals/raids)? Yeah, you’re going to find a wide variety of player types, but mostly what you aren’t going to find are the best of the best. Why? Because they’re all doing organized raids, master tier fractals, and ranked PvP.

You’re obviously very good at the game or you wouldn’t trash talk the population the way you do. You should have no trouble getting into these activities if you invest some time into it. Good luck!

How to get into the Tangled Depths meta?

in Players Helping Players

Posted by: AliamRationem.5172

AliamRationem.5172

Just to be sure, you do know about taxi right? About right clicking on the commander and picking “join in xxx map”. Not being sarcastic

Else as stated, its more often a lack of commanders then people (often the commander dont even need to do anything, just be a tag). I blame it on “/how many others are in this map” mentality, 99% of people will asume that a map is emty if there are no tags, even if its a 95% full map

Oh THAT’S what taxiing is! Thank you! I knew about the right-clicking but not that that’s the only way to get onto a populated map.

Here’s a followup question: is it true that the only way to have a tag, make a squad, and otherwise have access to the “commander” toolbox is to shell out 300 gold? And, can impoverished little me just start a normal group and hand leadership to someone with these tools if they join, turning it into a proper commanded squad?

Also, is “IP” In Progress, or a map ID, like as in IP address?

IP refers to a specific map ID, yes. So if you found yourself on an overflow map because the map that’s organizing is full, you would ideally differentiate your map’s squads by advertising your group in LFG with the map ID. That way other players will know a second map is organizing. If you can manage to get 4 people to form squads and post in LFG this way, you have a good chance of filling a second map for the meta.

But your easiest route as a solo player is to show up 15-20 minutes early in a map that is already organizing by checking LFG, joining a squad for a specific lane, then jumping to that map before they fill up.

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

For a desert or a savannah or a tundra…not so much.

They could make a vertical design fit anywhere, much like how TD was done, because raised areas and going underground fits anything.

ArenaNet tends to make jerk responses however, so the next expansion will likely be the opposite of HoT, which can already be seen in season 3. Episode 4 should be team bloodstone again, so it should reveal if that was just a preference. If they really are going to the desert, the maps will likely be much larger and flat with barren open space. Considering the rumors and current design, there’ll also likely be fewer waypoints in favor of new means of travel.

Here’s hoping we stop getting “flat” maps. That is played out. We have gliders and TD proves you can have the meta carry on in flat areas on a map that is anything but flat. I’m fine with enough personal challenges (HPs, MPs) being made accessible to solo players who have no stomach for exploration, but if the next expansion is nothing but solo play, meta events that require zero organization, and flat terrain with no exploration you can count me out!

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

> Plays an MMO this game should not have multiplayer content

Let me tell you about this little MMO, World of Warcraft, believe it or not you can go from 1 to max lvl and get all skills soloing. I know WoW is not as popular as GW2, but you anet might want to pull a page from their book.

You can get all skills solo here as well. This isn’t a valid argument to make all challenges solo. WoW doesn’t do that either, if you hadn’t noticed. And frankly, GW2 is easily superior in terms of open world content. If you don’t believe that you can take a look at some of the ideas WoW has taken from this game for open world.

How to get into the Tangled Depths meta?

in Players Helping Players

Posted by: AliamRationem.5172

AliamRationem.5172

The TD meta is alive and well, however it generally requires 4 commanders advertising in LFG and coordinating sufficiently to have the right number of players in each squad. Having sufficient numbers of players doesn’t seem to be the issue so much as achieving that level of organization.

In fact, when I and one of my guildmates ended up on an overflow IP the other day, she took the initiative, tagged up, taxi’d, and we ended up with a second full IP that also succeeded in defeating the chak gerent.

My advice is to check LFG 15-20 minutes ahead of the start time. If you end up on an overflow map and have the means, tag up, taxi, and begin coordinating a second IP. I think many players are of the opinion that this map has insufficient players to support multiple organized maps. That doesn’t appear to be the case, in my experience. The issue is getting enough commanders to organize the lanes when everyone in map chat is complaining about how the “meta map” is full!

Fractal daily chest droprates

in Fractals, Dungeons & Raids

Posted by: AliamRationem.5172

AliamRationem.5172

I’m capable of doing T3/T4 fractals and have the AR for it. However, I’m fairly new to fractals and found (understandably!) that groups of experienced players don’t take the time to explain fractal mechanics and instead plow through it, leaving me in the dark as to what they’re doing in places such as Thaumanova Reactor.

So, the past few days I decided to learn the basics myself by advertising tier 1 fractals in LFG with the tag “New Players Welcome!”. As it happens, not only was I able to learn how the puzzles and boss mechanics work in most of these fractals, I ended up getting at least 1 ascended ring drop each day.

If I’m getting these in tier 1, I imagine your luck in tier 4 must be substantially better. You must not be running many fractals to end up with nothing at all over months of play.

new to the game

in Players Helping Players

Posted by: AliamRationem.5172

AliamRationem.5172

Nobody is going to be able to tell you what you’re going to like, but it sounds like you already have some idea. Warrior is a strong solo class and quite useful in group PvE. They can also use shields, if that’s your thing. I’d suggest exploring the warrior class further at this point. You can always decide you want to try something else later, but in the mean time you have to pick something!

Auramancer for fractals?

in Elementalist

Posted by: AliamRationem.5172

AliamRationem.5172

Ahh, that’s disappointing. If I were going to be there only for damage I’d play another class. I kinda like the idea of throwing a bit of support, heals, and damage. But apparently at the high end defined class roles and players stepping on each other’s toes does occur in this game. That’s too bad.

Thanks for the info, guys!

Wyvern spawn on Flax Garden

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

If they all spawn on top of you and start attacking, simply utilize your dodge/mobility/mitigation skills and walk away. Once they return to their starting positions, re-engage a more manageable number.

When you do take on multiple wyverns, be aware of their attacks:

Lightning wyverns have a ray attack that occurs in a 180 degree arc. Simply move behind them when they initiate it. They also have a charge attack that leaves lightning on the ground. Sidestep it and don’t stand in it.

Fire wyverns shoot a fireball that leaves fire on the ground. Don’t stand in the fire. They also have an attack where they take to the air and cover a large area in fire. When they initiate this attack they are no longer a valid target. As soon as you see this, move well away from the area.

They also have a melee range attack where they sort of leap up and spin around with their wings. Don’t allow multiple wyverns to stand right on top of you as two or three of them performing this attack at once will likely kill you. If you’re only fighting one at close range, be ready for the attack as it has a pretty obvious tell. Dodge or step out of range. Stay mobile, especially at close range. They can’t move while performing this attack, so if you’re moving and you watch for the tell you will easily avoid this attack.

Why ia build variety a joke in gw?

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

Honestly, I haven’t found this to be as big an issue as people make it out to be. As others have said, the “meta” is enforced by players upon players. In reality, many builds are viable. Unless everyone is sufficiently able to produce the optimal rotations while simultaneously handling the fight mechanics, the meta typically isn’t meta at all.

So, unless you’re raiding, doing tier 4 fractals with a dedicated group, or ranked PvP, the meta is simply not required. You can use it if you like, but only uptight idiots would give you crap about your build in content that simply isn’t that difficult to begin with. It’d be like someone demanding a fire mage in WoW switch to frost for a 5-man normal mode dungeon. It’s completely ridiculous.

Auramancer for fractals?

in Elementalist

Posted by: AliamRationem.5172

AliamRationem.5172

So I’m pretty new to fractals and I tried out a water/air/tempest build that does aura sharing for boons/heals. For upper tier fractals is this generally considered a useful build or do people usually have other classes fill the role of sharing boons (PS warrior, etc.) and expect elementalists to focus on damage?

I mean, I know you can stack might with a straight damage build. So is having full uptime regen, vigor, fury, swiftness, and protection on top of the ability to stack 25 might (plus some heals) worthwhile? I hope so! It’s a lot of fun! But what do the more experienced fractal runners say?

Edit: Oh, I should probably add that right now my fractal level is only 39 and I’m running PUGs. So this may be the sort of thing where it seems useful now and will become less so as I get into more organized runs?

(edited by AliamRationem.5172)

Things that need to NOT be on next exp.

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

I disagree on points one and two.

The vertical maps are simply amazing and many players love them. There is no reason they should be excluded entirely from the next expansion.

As for HPs, again there is no reason group challenges should be excluded entirely. Many of us enjoy running HP trains and have made a lot of friends helping other players out with these challenges. Further, there are plenty of solo options for players who prefer to pursue them. I can agree that perhaps there should be more of them available for such players.

Stop being childish. This game is not based on only one type of person getting everything they want to the exclusion of everyone else.

Dragon's stand

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

I have played many MMOs from Everquest on. In almost every single one, I have not gotten to an area and thought “what do I do here?” And those MMOs which people have not been able to figure out what to do in-game I consider badly designed or broken.

I have to admit that this is indeed the case in GW2. It is anything but self-explanatory and difficult to master for newbies. There are no tutorials, no manuals, no explanations, no guides. You have to gather all information by either asking or looking things up on GW2 Wiki or Google. It’s truly one of GW2’s weak spots.

Yep, if you think about it asking your players to spend “game time” looking at something that is not your game is a terrible idea.

I have yet to play a game in which all the mechanics and quests were covered in a way that them accessible to the majority of players. .

I don’t know what games you play, but we have almost completely opposed experiences. I enter a game and play. Usually it is obvious what I am supposed to do.

For me, sure: most of the time, I just play. A lot of stuff is obvious. Are you claiming that everything in every game you played was obvious to you and to everyone else? There’s always techniques, mechanics, and yes, even quests in which how to proceed isn’t clear if you misunderstand the game’s hints.

No, I’m not talking about a tiny portion of any game. I’m talking about the majority of the game. HoT maps are an entire expansion and a huge portion of GW2.

Yes, it is an entire expansion and a huge portion of the game. But then are you claiming that everything (or let’s say “most things”) in HoT are not obvious or at least obvious enough and with sufficient information provided that a player cannot figure it out on their own?

I can agree that I would rather just log in and play. But I don’t think Dragon’s Stand is broken simply because it doesn’t work that way. It is my least favorite map of HoT, but I like that it exists because it offers a unique experience you won’t see in any other map in the game. That this requires a different way of doing things is not unreasonable, in my opinion.

I love GW2, but dislike HoT

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

HoT’s difficulty is perfect, I hope they don’t go backwards with the next expansion.
I played since launch and now I find core Tyria really kitten boring, the AI and overall mechanics are laughable easy.

BTW I played solo all the HoT maps, made it a very good challenge.

What class do you play, out of curiosity?

I wouldn’t say I solo’d “all” of the HoT maps. That’s obviously laughable for the final boss events and the entirety of Dragon’s Stand. But most of the other content including most of the champion hero point challenges can be done solo. And although I haven’t confirmed it, I expect that’s true of any class with the right build (I’ve only done it with elementalist, thief, and necromancer so far).

Even if your personal skill level and/or familiarity with the class aren’t up to that level of challenge, these maps are far from “dead” and finding help on any particular challenge is usually as simple as asking in map chat.

What I Expect from the Next Xpac

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

Dear Anet,

Your players do not expect this.

Agree, don’t want raids, couldn’t care about PvP , WvW is way down the list for me as well.

The OP has no right to use ‘WE’ as if he speaks for the entire the entire player base. OP needs to edit out all the “we” and change them to I WANT.

Yes I do, you should read more carefully. Additionally “we” is subjective to the crowd I am referring to.

then who is this ‘we’ you’re talking about because a lot of ‘wes’ are currently denying their association to your ‘we’

Keyword is “currently”. Currently the Xpac is fantastic. Even at the beginning it had great quality but small quantity, which it’s why it was considered an incomplete Xpac. My friend, when the big man of a company aka MO has to come down and defend his product, you know it’s getting bashed. This can’t be questioned. Yes now we love HOT, me included, but the past can’t be denied. At the end of the day this is meant for anet, because I want them to standout, because I want them to be the best in the field. It’s not meant to bash the Xpac at all. I just want the next Xpac to put everyone it’s their place.

That’s more reasonable. I can agree that it was missing some critical things initially, and there was an odd and lengthy period of seemingly no development releases. That is something I don’t consider normal for an expansion and would like to see avoided in the next one. But I can agree that HoT is great stuff now. I do wish there were more of it – especially of the original maps and reasons to play them – but I would always feel that way no matter how much and how good the content is. Why wouldn’t I want to see more of what I like, right?

What I Expect from the Next Xpac

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

That’s great that you expect/demand all of those things, but reality check: Nobody – Not even WoW – releases a complete xpac. They always expand upon it over the years following any expansion. And why wouldn’t they? Do you need to have 5 different raids to work on simultaneously? Or would it be a better use of resources to release 1 raid initially and then work on the others as players work their way through the first raid? That’s just smart use of resources and it applies to more than just raid releases.

How about: Bosses stomping players.

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

The reason people don’t invest on passive defense is because GW2 is an Action RPG and passive is an antonym to active.

*Passive defense is there because they allows people who aren’t good at the game to also be able to complete every content. *

That isn’t true. There is plenty of content you cannot survive without a solid skill level. Passive defense in this game does not even guarantee you one more hit.

That’s true. Many bosses have attacks that you’re expected to dodge and toughness/vitality aren’t always enough to ignore that (and even if they are, it isn’t a good idea!). I think where survival stats come into play is when there are so many sources of damage that you can’t just dodge it.

For example, mushroom queen. You’re stuck in a small area and she’s crippling and throwing projectiles and area effects. You can’t avoid it all. It simply isn’t designed in such a way that you can dodge frequently enough even if you had room to do so. In that scenario, I find toughness/vitality are useful because they allow you to sustain where your active defenses are inadequate.

I’m not in the “Zerker or you’re bad” camp (because I’m not a kitten), but I think the basic premise is spot on: If you’re having trouble with sustaining and not necessarily avoiding the pass/fail attacks you’re expected to dodge, then vitality/toughness might not be such a bad idea. Call me bad, but I can solo mushroom queen on my celestial ele where I can’t manage it in zerker gear. Does that make this gear relevant enough? Probably not. But there’s at least some purpose for it outside of organized group content.

How about: Bosses stomping players.

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Posted by: AliamRationem.5172

AliamRationem.5172

You tell me. Would you run a weird survival build like celestial ele or marauder thief for solo open world? Or is just not worth your time when you could get the job done faster by bringing friends or running with the zerg? Because somehow I doubt glass builds are soloing a lot of the champions in HoT (okay, maybe necro or ranger can but the so-called squishy classes?). Am I wrong here? Or is it just that it straight doesn’t matter enough to people to register the value of survival stats in these scenarios?

Unfortunately you are. A lot of individuals who solo content can do so in just about any gear and typically don’t run any form of tanky gear. It’s just far more unforgiving but by no means impossible.

I myself have done it getting most of my HoT skill points by myself for a few classes. ;_; Suck at Mesmer though, I do.

Well, I’ll believe it when I see it. Let’s just say that hasn’t happened yet, despite spending a year playing this game I don’t see players in berserker gear soloing any but the easier HoT champions (pet classes aside because AI is stupid). Of course you don’t have to, and that was rather my point. There are plenty of easy champs and communes you can choose instead to get you hero points, and just ask for help on those that aren’t worth the trouble. And perhaps that’s why despite spending so much time in solo play, most players don’t consider non-meta builds worthwhile.

YouTube.

I stand corrected on that count.

How about: Bosses stomping players.

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

You tell me. Would you run a weird survival build like celestial ele or marauder thief for solo open world? Or is just not worth your time when you could get the job done faster by bringing friends or running with the zerg? Because somehow I doubt glass builds are soloing a lot of the champions in HoT (okay, maybe necro or ranger can but the so-called squishy classes?). Am I wrong here? Or is it just that it straight doesn’t matter enough to people to register the value of survival stats in these scenarios?

Unfortunately you are. A lot of individuals who solo content can do so in just about any gear and typically don’t run any form of tanky gear. It’s just far more unforgiving but by no means impossible.

I myself have done it getting most of my HoT skill points by myself for a few classes. ;_; Suck at Mesmer though, I do.

Well, I’ll believe it when I see it. Let’s just say that hasn’t happened yet, despite spending a year playing this game I don’t see players in berserker gear soloing any but the easier HoT champions (pet classes aside because AI is stupid). Of course you don’t have to, and that was rather my point. There are plenty of easy champs and communes you can choose instead to get you hero points, and just ask for help on those that aren’t worth the trouble. And perhaps that’s why despite spending so much time in solo play, most players don’t consider non-meta builds worthwhile.

How about: Bosses stomping players.

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Posted by: AliamRationem.5172

AliamRationem.5172

I’m confused as to why pigeonholing (forcing) people into a defensive playstyle will be a good thing? I thought options were a selling point in this game. I thought “No holy trinity” was also a selling point of this game. I’m new, so I seriously do not understand why removing options will make this game better. Or I just might not know something sucks yet because I am too new.

I believe what they’re saying is that it’s a false choice. I’ll be the first to tell you that if you’re playing solo in open world you can find plenty of challenge to make more defensive stat sets useful (also true in PvP/WvW), albeit with no additional reward over following the zerg. However, in PvE content that matters (i.e. group content such as raids and fractals), organized groups want damage, damage, damage!

So, although my celestial earth/air/tempest elementalist is super fun to play and can do things that glass elementalists can’t (like solo the champion of balthazar or the mushroom queen), there’s really nobody who wants to bring my elementalist along to raids when they could instead bring an elementalist that deals more damage and still survives because the group is organized and healers help cover the more fragile builds so they can do what they do best: damage!

Then again, maybe this is a side-effect of the obsessive focus with the meta? I mean, how much time do players really spend raiding or running fractals vs. open world? How much time do they spend solo? I meet players all the time who didn’t think a <insert X class here> could do that because they only run the meta builds that focus on maximizing group efficiency. Are survival stats truly useless in that case?

You tell me. Would you run a weird survival build like celestial ele or marauder thief for solo open world? Or is just not worth your time when you could get the job done faster by bringing friends or running with the zerg? Because somehow I doubt glass builds are soloing a lot of the champions in HoT (okay, maybe necro or ranger can but the so-called squishy classes?). Am I wrong here? Or is it just that it straight doesn’t matter enough to people to register the value of survival stats in these scenarios?

How HoT probably saved my life

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

That’s great, buddy. Hopefully in the future you will be better at managing your personal life such that you can enjoy a video game without it negatively impacting your mental or physical health.

However, let me assure you that the game was not “ruined” by HoT for everyone. I signed on to this game after HoT released and while the core game is mind-numbingly boring to me, I rather enjoy the HoT content. I’m far from alone in that. In fact, I’ve been playing with a new player today who just reached 80 for the first time and had more or less the same assessment regarding core content compared to HoT.

Sorry you don’t like it. I hope they find room for players like yourself without “ruining” the game by continuing to make boring maps like Ember Bay and Bitterfrost Frontier to appease those who like their meta events with zero organization and maps “flat”.

I love GW2, but dislike HoT

in Guild Wars 2: Heart of Thorns

Posted by: AliamRationem.5172

AliamRationem.5172

HoT maps are annoying and the minimap system is very poor for navigating them.

I much prefer Bitterfrost to any of the HoT maps. Auric Basin was the only HoT map I even liked.

I’m with the poster before you. There are things I enjoy about the LS3 maps. For instance, bloodstone fen and the glider combat are just plain cool. But the event structure is as boring as core Tyria and as much as I love the rewards (ascended pieces with HoT stats!), it feels like the only point to the maps is to complete the storyline and farm. They lack the personality of the original HoT maps.

I do agree that the map system is inadequate for maps like VB and TD. Often you can follow a clearly marked road on the map only to find that the objective you were hoping to reach isn’t located on that path at all. There are indicators for above and below on the objectives themselves, but the map gives no indication of how to reach them.

However, this was clearly intended as an exploration challenge. If you know VB, you know that most of these objectives are located in the canopy and require you to use updrafts to reach them. In TD, most of the hero/mastery points are located off the marked pathways and the routes to them are not clear or intuitive. Again, that is by design. They wanted you to explore these maps without a big arrow pointing you at every objective.

Of course, some players absolutely hate that design. But there are plenty of players who consider TD to be the best map design in the game. I’m one of them. And while I wouldn’t want to see every map follow this design, I think it’s a shame that players were so resistant to it that we ended up with maps like Bitterfrost Frontier and Ember Bay, which aside from the mob density are really just core Tyria 2.0. We have an entire world full of maps like that. I’d like to see more of the original HoT style myself.

What Legendaries SHOULD have

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Posted by: AliamRationem.5172

AliamRationem.5172

That limit to the utility is a good thing, IMO, for a weapon tier that is supposed to be primarily a matter of cosmetics. I think that encouraging more people to pursue legendaries is a bad thing.

I don’t know what legendaries are “supposed” to be, but the stat swap mechanic is quite limited in utility as a result of this issue. It seems to me they would be more attractive if there were some way to have swappable stats with some ability to work around this limitation.

In my opinion, legendary weapons being a little more attractive would be a good thing. As it stands, they’re an extremely expensive skin that the vast majority of players simply avoid. With a little boost like this they’d become a bit more useful and more players would spare the time and expense to craft them.

Best profession for exploration and solo

in Guild Wars 2 Discussion

Posted by: AliamRationem.5172

AliamRationem.5172

Asuran Elementalist.

You’re tiny so you can see more. You’ve access to everything required for both moving through an area rapidly and fighting without giving up hardiness or being condemned to one strategy.

Thief, Mesmer, and Elementalist (and Rev) are the classes that I have played the least. Celestial ele sounds appealing for the shear variety…

Celestial elementalist is really fun for open world. They’re super tanky, have great access to boons, and still deal solid damage for taking out enemies quickly. Run dagger/dagger and you get some decent mobility options besides.

What Legendaries SHOULD have

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Posted by: AliamRationem.5172

AliamRationem.5172

I think if it were to be done it should be exclusive to legendary items. It would give more incentive to work for legendary items, and it probably wouldn’t kill the sigil/rune market entirely the way applying to exotic would. It also makes a little more sense for legendary weapons since, as it stands now, you can swap the stats but always end up having to put a new sigil on it…which kind of limits the utility.

And before you say it, “should” indicates that this is my opinion. You are welcome to yours.