Giving GM trait for 5 points is OP.
Fits perfectly with Rangers!
GM: http://wiki.guildwars2.com/wiki/Adrenal_Implant
5-pointer: http://wiki.guildwars2.com/wiki/Natural_Vigor
:P
Hope you guys enjoy!
The build itself is pretty fun. It has a surprising amount of survivability, due to the Greatsword having a block and escape tools. I prefer to have a Shortbow on swap, but I assure that Sword/Dagger would be just as fine as an alternative.
Anywho. Hope you guys like the video.
(edited by AlietteFaye.7316)
Yeah, after i noticed I was barely getting any, I did a quick search a few days ago and it was obvious something was up so I just started hoarding my rares. I doubt there will be any compensation but at least you’ll learn from your mistake.
Your mistake? That’s a bit much. I don’t expect anybody to compensated either, but saying it’s the fault of the players?
“We don’t need to make mandatory gear treadmills, we make all of it optional, so those who find it fun to chase this prestigious gear can do so, but those who don’t are just as powerful and get to have fun too.”
Those who don’t chase around prestigious gear are “just as powerful”. That is a quote from the now-deleted blog post. And yet those who don’t chase Ascended Gear actually aren’t “just as powerful.” It may only be a minor difference, but a difference it is.
I think this may be a response to me; So I will respond. As I stated before, Arenanet did not state there will be no “Progression”. Which I think the quote makes no claim to do. However I would like to stay on topic and ask you your opinion of Guildwars 1 elite content.
Here’s another quote:
“Here’s what we believe: If someone wants to play for a thousand hours to get an item that is so rare that other players can’t realistically acquire it, that rare item should be differentiated by its visual appearance and rarity alone, not by being more powerful than everything else in the game. Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games — we leave the grind to other MMOs.”
That doesn’t sound like no gear progression to you? Saying that items that take longer to get are only differentiated by visual appearance and NOT by stats?
Anyway. I liked the GW1 Elite Content, and I agree that GW2 does need some content that is actually difficult. I don’t think it has to be a raid in the typical sense with a large amount of players. It can just be a dungeon that’s obviously harder and for the people looking for an actual challenge. And I don’t mean numbers, I mean mechanics that you have to follow and if even one person messes up their designated part, it’s a wipe. Wiping and learning is what makes an encounter memorable and enjoyable to me. It’s something that you overcome, not stumble past and shrug off.
“We don’t need to make mandatory gear treadmills, we make all of it optional, so those who find it fun to chase this prestigious gear can do so, but those who don’t are just as powerful and get to have fun too.”
Those who don’t chase around prestigious gear are “just as powerful”. That is a quote from the now-deleted blog post. And yet those who don’t chase Ascended Gear actually aren’t “just as powerful.” It may only be a minor difference, but a difference it is.
This statement by Mike O’ Brien seems to be quite the opposite of what you are claiming here:
“I hope we’ve been clear that GW2 is not a game with virtually no stat progression in it like GW1 was. That’s why GW2 shipped with a higher level cap, and with a hard separation between PVE and PVP” – Mike
" GW2 was designed without those restrictions, and we’ve always expected that we will someday raise the level cap in GW2.” – Mike
" GW2 can have gradual stat progression without being a gear treadmill game." – Mike
However regardless of these statement’s, I believe you’ve state that “Raiding” was comprised of a “Smaller” section of the community. I would like to ask you: based on what MMO do you draw this assessment? And why exactly would that matter in Guildwars 2, for all we know currently “Raiding/Elite” content could be done by the majority players. If Arenanet want’s to make a game for the majority of their players I see no reason to have both “Elite” content and having “Most” players to be able to do it.
To be fair, those statements were made in response to all of the backlash from players regarding the release of Ascended Gear. Many people felt and still feel that those statements go directly against what ArenaNet originally marketed the game as.
Yes they were made after, but keep in mind that Arenanet never stated that there would be no vertical progression. People just assumed that it wouldn’t be there, and there lies the problem. Keep in mind what Mike is saying here: “I hope we’ve been clear” which seems to affirm the idea that they’ve never stated that “Progression” wont be implemented.
I am going to assume that you weren’t following the game very closely before launch. There were definitely mentions of no progression, and I cannot reference back to them because ArenaNet has literally deleted all of the records containing such.
yeah this thread will probably be merged into the giant mass that is the duel request thread.
There’s is a surprising amount of opposition to putting duels into this game. Something about not wanting to ever have to press “decline” on a duel. Who knows…
First they take our World pvp.
Then they take our DPS meters.
Then our /inspect
Now they come for our duels…There is a trend with MMOs and especially this game, where NO ONE can be a loser. Everyone has to win everything, every time. Even if that means progressive homogenization and brain-dead difficulty levels.
eeer… they didn’t take any of those away, at least not in this game… it just never had them in the first place..
He meant take away as in the idea that they purposely did not included what is typically expected in an MMO nowadays. But yes, we didn’t get them in the first place.
This statement by Mike O’ Brien seems to be quite the opposite of what you are claiming here:
“I hope we’ve been clear that GW2 is not a game with virtually no stat progression in it like GW1 was. That’s why GW2 shipped with a higher level cap, and with a hard separation between PVE and PVP” – Mike
" GW2 was designed without those restrictions, and we’ve always expected that we will someday raise the level cap in GW2.” – Mike
" GW2 can have gradual stat progression without being a gear treadmill game." – Mike
However regardless of these statement’s, I believe you’ve state that “Raiding” was comprised of a “Smaller” section of the community. I would like to ask you: based on what MMO do you draw this assessment? And why exactly would that matter in Guildwars 2, for all we know currently “Raiding/Elite” content could be done by the majority players. If Arenanet want’s to make a game for the majority of their players I see no reason to have both “Elite” content and having “Most” players to be able to do it.
To be fair, those statements were made in response to all of the backlash from players regarding the release of Ascended Gear. Many people felt and still feel that those statements go directly against what ArenaNet originally marketed the game as.
http://wiki.guildwars2.com/wiki/Pile_of_Crystalline_Dust
1 Crystalline dust + 250 incandescent dust + 5 Philosopher’s Stone + 5 Crystals
Makes up to 40 Crystalline dust
You can even make a profit on it go to town lil buddy
The rate is between 6-40. The higher number scale is a lot rarer to get than the lower number scale, and at the current TP values, you would need at least 16 to break even. The odds of getting 17+ to make a profit are actually quite low, and that’s why a lot of people aren’t doing it.
Can’t you promote dust as well?
Yes, but most won’t because it is still a pretty big risk at the moment with the prices on both Dusts.
this is not the final event, i remember before the MF was released everyone hated F&F too.
same kitten, different story.
I still hate F&F. Dungeon was great, had incredible ideas and good implementation of mechanics, but it did not save F&F at all.
There was a Bag of Coins in the same reward as the 26 silver. If you opened it and looked at the loot log, you’ll see it gives exactly 1g.
Just done Story Mode on my Warrior no reward on beating Canach.
Got reward on my necro and mes 1st time through last night after the initial fix. But nothing on warrior first time through
That’s because they made the reward account-based.
Now increases the ground target size of all marks. (Under Necro)[doesn’t mention circle]
Not quite sure what you mean by that.. the ground target size is the circle…
Sorry I wasn’t really clear. I meant that the closest thing i can find to the new “fire circles” is a necro change in size, which the necros circle has also changed to white flames. But can’t find actual notes on what I’m looking for specifically. Seems like a decent amount of stuff was not in the notes so trying to gather all the questions in one thread so maybe they can reply to everyone at once.
Still not quite seeing what you mean. If the ground-target skill is friendly, it will always appear as white, and if it’s from an enemy, it will be red. The notes just indicated that the trait now functions properly and increases the size of all Necro Marks.
This:
Enemy=Red
Friendly=White
Not the circle but its new animation, wasn’t mentioned in patch. I know that white has always meant friendly, red was always enemy. I was referring to the new animation, not the colors or range. The necro range was the closest thing in patch notes I could find that even reference any change to aoe circles, but is not about the change itself.
The quote that I used from is where you mention, out of all the AoEs possible in the game, that Necro Marks didn’t get noted for the change. So I mistook you talking about the Necro Marks change.
The new AoE effects should be noted, I agree.
Now increases the ground target size of all marks. (Under Necro)[doesn’t mention circle]
Not quite sure what you mean by that.. the ground target size is the circle…
Sorry I wasn’t really clear. I meant that the closest thing i can find to the new “fire circles” is a necro change in size, which the necros circle has also changed to white flames. But can’t find actual notes on what I’m looking for specifically. Seems like a decent amount of stuff was not in the notes so trying to gather all the questions in one thread so maybe they can reply to everyone at once.
Still not quite seeing what you mean. If the ground-target skill is friendly, it will always appear as white, and if it’s from an enemy, it will be red. The notes just indicated that the trait now functions properly and increases the size of all Necro Marks.
Now increases the ground target size of all marks. (Under Necro)[doesn’t mention circle]
Not quite sure what you mean by that.. the ground target size is the circle…
If you’re looking for a temporary solution while you try to hope ANet ever fixes it:
A. Mesmer Feedback makes the whole phase ridiculous.
B. There is a maximum range that the beams shoot to. Get behind the farthest red circles and you can completely negate any incoming damage, and often get out of combat to recover all of your HP.
I just took a while to figure out to get my perfection achievement.
You use #1 to scan, and it will tell you what kind of trap each is. Use the corresponding skill to “arm” the trap to attack Canach instead of you. When a bomb is armed, it will be green. When Canach explodes all of the bombs in the room, they will respawn. Do not attempt to arm them until they stop glowing yellow and start glowing red. When they’re red, it means they can be armed. Yellow will allow you to arm them, but they will instantly go back to being red after a few seconds, often causing you to get hit instead.
After I realized that they were color-coded (color blind, here), it made getting the achievement a lot easier.
Hope this helps.
The new meta-event they added in is great to draw back players looking for something rewarding to do. It’s a step in the right direction, and I hope that it’s the content that they said will be staying after the story is wrapped up. As for the new instance, Canach is really bad. Like.. that’s all I can say to describe the fight.
So I went into the new dungeon with a friend.. Died to one of the mines and I can’t rez. No WP, and no pop-up asking to me rez. Seriously?
(No, my friend is not in combat.)
Air does the most single-target damage out of your options, so long as you have the Crit Chance. If you’re not that high on Crit Chance, Force will be better for you.
Sounds like you need a more challenging game.
Think of a game like Skyrim. It wasn’t really rewarding. Not in the sense you’re talking about. It wasn’t particularly challenging either. It was mad popular though.
Some games are MADE to challenge you. Some games are made to entertain you in other ways.
I rather think this kind of game was made for people like me.
Skyrim wasn’t challenging, no. But it had a great sense of exploration. It was great in aspects like self-discovery and playing the game the way that you wanted to. You progressed your characters in ways that were much more intricate. (Of course that is all possible due to it being a single player game, and I do understand that.)
But, I suppose so. There’s just no challenges in GW2 (aside from high-level fractals with artificial number difficulty).
1. Dungeons. – Unrewarding and grindy after the first few times you do them.
2. Map completion. – One time deal.
3. Personal Story. – One time deal.
4. Special Explorer challanges. – Not even sure what this means?
5. Jumping Puzzles. – One time deal, maybe once every now and then after.
6. Try to find all event’s. – Why? They’re unrewarding and mostly a very basic copy/paste of one another.
7. Living Story (That is new atleast every two weeks) – 2-3 hours once every few weeks?
8. Finding world stories. – Unrewarding and only for lore folks.
9. Guild Missions – Fairly enjoyable, but are usually done maybe once or twice a day.
10. Mini-games – Keg Brawl and Costume Brawl? That’s not really PvE, and it gets dull after a while.
11. Mini-dungeons – One time deals.
12. Fractals – Fractals are an option.
13. Costume Brawl – Mini-game.
14. Holiday Events – Temporary content and not accessible most of the time.
15. Dynamic Events – Same as earlier. Why would you want to? They’re unrewarding and generally are the same.
16. Meta Event Chains – Aside from World Bosses, these are unrewarding and take way more time than almost any reward would be worth.
18. Leveling Alts – Fair if you don’t have all your alts done and enjoy that.
19. Dailies – These aren’t fun, and only take 30 minutes tops.Not trying to say that you’re wrong, but be realistic. There isn’t very much PvE to do in the game that will last you very long.
The problem here is you keep using the word rewarding. For some reason the current crop of gamer has to be rewarded for everything they do. Would you play chess, if nothing dropped at the end of a match?
Some people play for fun. This game was made to play for fun. I play this game for fun. I have fun doing dynamic events. I like discovering ones I haven’t seen, or redoing ones I haven’t seen often. Some I like better than others.
I find the combat fun in and of itself. I don’t need a bright shiny to enjoy this game….or any game.
Chess is a completely different mindset. The game is 100% reliant on skill and outsmarting your opponent. The reward for chess is knowing that you are better than your opponent.
Sure, you can play for fun. But as the old saying goes, too much of a good thing is a bad thing. Can you imagine what that says for mediocre things? It gets boring really quick to do almost any of the content in the game. And that is because it lacks any reward. Including the reward of feeling accomplished. Almost everything in the game is so easy that it’s unrewarding in even feeling like you just overcame a hardship. It just feels like you came through without much trouble at all.
1. Dungeons. – Unrewarding and grindy after the first few times you do them.
2. Map completion. – One time deal.
3. Personal Story. – One time deal.
4. Special Explorer challanges. – Not even sure what this means?
5. Jumping Puzzles. – One time deal, maybe once every now and then after.
6. Try to find all event’s. – Why? They’re unrewarding and mostly a very basic copy/paste of one another.
7. Living Story (That is new atleast every two weeks) – 2-3 hours once every few weeks?
8. Finding world stories. – Unrewarding and only for lore folks.
9. Guild Missions – Fairly enjoyable, but are usually done maybe once or twice a day.
10. Mini-games – Keg Brawl and Costume Brawl? That’s not really PvE, and it gets dull after a while.
11. Mini-dungeons – One time deals.
12. Fractals – Fractals are an option.
13. Costume Brawl – Mini-game.
14. Holiday Events – Temporary content and not accessible most of the time.
15. Dynamic Events – Same as earlier. Why would you want to? They’re unrewarding and generally are the same.
16. Meta Event Chains – Aside from World Bosses, these are unrewarding and take way more time than almost any reward would be worth.
18. Leveling Alts – Fair if you don’t have all your alts done and enjoy that.
19. Dailies – These aren’t fun, and only take 30 minutes tops.
Not trying to say that you’re wrong, but be realistic. There isn’t very much PvE to do in the game that will last you very long.
But it wasn’t always like that. In fact, it’s only been like this for a very short period of time. If you watched television in the 80s, there were no TV series on DvD waiting for you. If you taped them yourself you could watch them again. In the 70s, you couldn’t. And people still watched TV including soap operaa they could never catch up with.
There are events in every MMO that happen and then stop happening. Rift had them all the time. Limited time events. Why?
Because they’re really, for the most part, not worth keeping around, but while they’re there, they give something people do to.
Permanent content will come out too (more when they get the LFG tool and the culling fix for PVe working), but it will come.
In the mean time, this is a great stop gap measure. It’s not like we’re paying a sub for this stuff.
So it’s okay to have temporary content that won’t be returning because technology back in the 70s wasn’t as accessible as it is today? Come on. They weren’t saying it was comparable to your favorite TV shows from the 70s, they meant in today’s world.
Why would you even add something to your game if it wasn’t worth keeping around? Do you understand the implications of that? It says that you are literally just adding it because there’s nothing else to do in your game. That’s terrible.
I agree that more permanent content will probably come out after the LFG tool. The PvE culling “fix” is ridiculous, seeing as they added it in themselves. There wasn’t PvE culling for the first few months, so them needing to fix it is a bit.. dumb.
As for not paying a monthly sub for this, sure. But honestly, I don’t think many people would pay monthly fees to play with the updates they’ve been handing out.
I don’t understand why people are obsessive about min/maxing.
Min/Max is thrown out the window as soon as you talk about criticals
No it’s not. That doesn’t even make sense.
All of the rhetoric aside, I am the GM of a small guild. Tonight we successfully did a guild bounty, a guild challenge, a guild rush and a guild trek. We have done missions successfully for weeks now. In less than 2 weeks, we will be doing guild puzzles.
So, it isnt “small guilds go home” or “missions are only for large guilds.” Guild mission content is accessible for everyone – even members of small guilds – you just have to actually work at making them happen (as do large guilds).
Just curious, how many people total are in your Guild now?
I did a hard count of the guild members participating last night. We had 12 of our actual guild members participate. The rest were “friends” coming in as dual reppers. Total group size last night was 22, so we had 10 dual repping friends.
These friends came from a variety of sources – other small guilds, a WvW guild and a couple of people who just love doing guild missions with multiple guilds (because guild missions are FUN).
As far as total members, we have between 12 and 22 active members (that log on regularly).
When guild missions first came out, we had about 8 active members ( our guild missions really helped pull a few people back into the game) Those 8 people were able to easily unlock guild bounties, getting the process started.
I just wanted total Guild member size. Don’t have to specify which are your original members and which aren’t. Just the number of the total amount of people you now have in your Guild.
All of the rhetoric aside, I am the GM of a small guild. Tonight we successfully did a guild bounty, a guild challenge, a guild rush and a guild trek. We have done missions successfully for weeks now. In less than 2 weeks, we will be doing guild puzzles.
So, it isnt “small guilds go home” or “missions are only for large guilds.” Guild mission content is accessible for everyone – even members of small guilds – you just have to actually work at making them happen (as do large guilds).
Just curious, how many people total are in your Guild now?
Thanks for the all positive comments, guys! I was worried that the bad stuttering might overshadow the footage, but it seems like the message was clear enough.
Hope you all enjoyed it.
Which team made the Southsun Cove dungeon? The Living Story team or the Dungeon team? Just trying to gauge how fun or unfun it will be. Thanks.
Just some clips of me playing my Thief in WvW. Not trying to prove that Thieves are great, just me having some fun.
Sorry for the laggyness. Apparently my recording software didn’t feel like being nice that day.
Enjoy!
Vayne: And how do you propose to make EVERY zone more appealing. In fact, I’ll go one better. If Anet makes every zone more appealing all at the same time, you’ll have no one to play with in the world.
I’m sorry, I’m the designer now? I can’t give opinions on how good or bad a system is after my own testing and gameplay if I’m not a designer? Look, I do have ideas for it. But I’m not going to go in-depth on that, because that doesn’t make my argument any more or less valid.
[i]Vayne: The problem is, the world is big. It really is. It’s bigger than most MMOs and all new MMOs. It’s a big, big world. So if you make it so everyone can go everywhere, then you’ll run into the problem of people not being able to find each other, because the population would be spread too thin.
It’s a big problem, and Anet isn’t the only MMO to suffer from it. Even World of Warcraft has dead zones on many servers, and they have 8.3 million active subscriptions.
You have people divided by server, and then divided by zone. People who do SPvP and WvW dont’ count toward the population of the world as a whole. People doing dungeons and fractals they dont’ count either. People in Lion’s Arch crafting or hanging out, they aren’t out in the zones. So the rest of the people, those left, can’t all go anywhere they want. Because if they did, they’d be too spread out and there wouldn’t be enough people.[/i]
So you would rather have people stay only wanting to do WvW, SPvP, sitting in Lion’s Arch, or only zoning out to go do dungeons, rather than even attempt to put them back into the open world? Because that is what ArenaNet wants. Players to go back out into the zones and explore them again. The attempt with the dailies was a pretty bad one, but it proves that it is what they want. There would definitely be enough people. I think you underestimate how many people actually bought GW2 and just quit because they had nothing to do in the game.
Vayne: The ONLY way MMOs get people together in large numbers is to A) force them into the same few zones (which is why so much of th world seems dead in so many MMOs) or
Give them stuff to do in certain areas where they’ll hopefully group.
This is exactly what I am suggesting. Give players something to do, something to work towards in the zones, and they’ll wander into each other. Exactly like it was at launch when everybody was running into each other. World Bosses work out just fine, even though they’re in several zones. They have rewards that players want, and that’s why people do them.
Vayne: I’m positive that making everything in every zone more rewarding so anyone can go anywhere won’t make the problem much better, but it could make it a whole lot worse.
How could it make it worse? A majority of the zones are empty in a lot of servers, so if they remained empty, it wouldn’t be worse. It would be the same. But honestly, they wouldn’t be empty if they gave players a reason to go there.
(edited by AlietteFaye.7316)
You ignored the fact that ArenaNet literally sold the game in this manner. Did you buy it before the game was out? Because the forums were in an absolute uprage about the Ascended gear being added. Do you know why? Because it was going against the principles of the game that they used to sell it.
I didn’t ignore that at all. I explained it very carefully. If you read my post, you’ll see that I answered this complaint. They sold the game, and explained this many times over.
In most games there’s one path, one way to get to top level gear and Anet gives many options about how to play. You never have to level WvW if you want. You never have to go into a dungeon if you don’t want. You dont’ have to PVe to play SPvP if you want. This is clearly what Anet meant by play your own way, since in most other games you can’t do this.
On the other hand, what it doesn’t mean is that every single option for everything single thing, with every single reward will be offered to players. That’s not reasonable to expect. Just because you want something to mean something doesn’t mean it does.
Look, I’m not going to go dig up the quote.. (mainly because ANet deleted all of their previously posted blogs). But they literally said that getting the highest-stat gear in the game would never be something that you had to forfeit your way of playing for. This, coupled with them saying that the game was “everything you loved about GW1” was more than enough to sell loads of copies with the idea that there was no gear grind, and that max gear would be very easy to obtain. Which it was, up until Ascended. Which is not even what this thread is about.
No, but it is what they meant when they said play your own way. It was explained a number of times in a number of interviews. They specifically said over and over again what they meant. I don’t know how you could have missed it.
Edit: And there are still three ways to get ascended gear, which means you can still play your own way. It’s apparently not enough of your own way for your personal taste.
Like I said, it’s not even what this thread was about. I’m not going to argue with you about how underhanded it was when they sold the game as something it wasn’t.
As for Ascended Gear, that isn’t “three ways to get it”. That’s 3 different ways to get 3 different pieces. Backpieces are only from Fractals (or tons of gold), and Amulets are only from Laurels. The only thing that is in multiple accessible ways of purchase are Rings and Earrings, both of which are completely in-proportionate costs to the other ways of getting them. 40 Laurels and 50 ectos, because I’m not in a big Guild, for an accessory. 35 Laurels for a Ring, even though it gives less stats than the Amulet which is 30 Laurels.
Regardless, I’m retracting from this thread.
But Anet HAS worked on making going back to zones appealing. They’ve increased, for example, your chances in lower level zones of getting a yellow drop. They’ve improved rewards in the reward chests for all the world events, most of which happen in lower level zones, they’ve nerfed Orr so people can’t sit around and farm it constantly (in fact you can see precisely how many threads there are complaining about this)….just because it’s not working 100% doesn’t mean they’ve done nothing.
Hell the last living story took place in Wayfarer foothills and the early charr zones and those zones were packed.
This month the story is on Southsun and they’re allowing people to go there by leveling them up.
Saying Anet has done nothing is simply incorrect.
Doing things like the Living Story does not make going back to zones more appealing for more than a few minutes while you do the new Living Story content. I’m talking about making every zone more appealing for players to go back to at any given time. Not just the ones with Living Story currently in them, or with dull world bosses in them. People going to the world bosses get their chest and go. They don’t explore the zone, they don’t do anything there. You just get your daily chest and leave. That’s not incentive for a player to re-explore the zone, that’s just getting another thing off the checklist. Nerfing Orr has left Orr completely empty, and that didn’t help anything. That’s a terrible example.
The extra chance at yellows is something that hardly ever comes to fruition, so it is not enticing. Are you honestly arguing that there is plenty of reason for players to go back and do old DEs and re-explore the world that they’ve seen and done already? Because there’s nobody that does it.
You ignored the fact that ArenaNet literally sold the game in this manner. Did you buy it before the game was out? Because the forums were in an absolute uprage about the Ascended gear being added. Do you know why? Because it was going against the principles of the game that they used to sell it.
I didn’t ignore that at all. I explained it very carefully. If you read my post, you’ll see that I answered this complaint. They sold the game, and explained this many times over.
In most games there’s one path, one way to get to top level gear and Anet gives many options about how to play. You never have to level WvW if you want. You never have to go into a dungeon if you don’t want. You dont’ have to PVe to play SPvP if you want. This is clearly what Anet meant by play your own way, since in most other games you can’t do this.
On the other hand, what it doesn’t mean is that every single option for everything single thing, with every single reward will be offered to players. That’s not reasonable to expect. Just because you want something to mean something doesn’t mean it does.
Look, I’m not going to go dig up the quote.. (mainly because ANet deleted all of their previously posted blogs). But they literally said that getting the highest-stat gear in the game would never be something that you had to forfeit your way of playing for. This, coupled with them saying that the game was “everything you loved about GW1” was more than enough to sell loads of copies with the idea that there was no gear grind, and that max gear would be very easy to obtain. Which it was, up until Ascended. Which is not even what this thread is about.
I wasn’t talking about being forced to do the content. I was talking about being forced to be in a large Guild to have access to the content. That’s a dumb way of cutting players out of being able to do something that they added to the game.
So you’d rather force the large guilds to acquiesce to your need to solo everything. ‘Stop having fun doing things I don’t want to do.’
And please, stop pretending that Guild Missions are hard to do for any large Guilds. Everything is easy when you get a zerg on it.
That sound you hear is every large guild leader in the game having a simultaneous gut laugh at your comment.
I didn’t say I have a need to solo everything. You clearly didn’t even read the suggestion that the tiers of Guild Missions be used for different sizes of Guilds.
And what does that even mean? The fact that you “laugh at it” is pretty cool. I mean, why not, right? It’s totally not the truth.
Well, yes and no. It’s like any MMO. You put in a new dungeon in an MMO and everyone will be hanging around that dungeon, because it’s new. Everyone wants to do new content.
This is human nature. I used to be involved in the publishing industry and most books sell 90% of all the copies they’ll ever sell during the first three months after release. It’s just the way people are. They want to see the new stuff.
In a week or two, they’ll have seen the new stuff and slowly drift back to the rest of the world. It’s already happening slowly.
So is it really a legit complaint? They only way to stop it is to not release new stuff at all.
It’s still a bad feeling for a new or returning player to want to come back and do zones, and it being empty like that. There are no incentives for players to go out and do DEs in zones, aside from daily chest rewards from world bosses. Why hasn’t ANet done something about that?
I see what you’re saying. Yes, players are always going to be pushed towards the new content. But he’s not wrong at all. Even after players are done with the new content, it’s not like they actually go and run around the world and do DEs for fun. Because most of them aren’t fun, and most of them have terrible rewards. Dailies was an attempt at getting people to go back into zones, but I can say it failed for a lot of servers.
So yes, I think it is a real and legitimate complaint.
New players coming back, even low level ones, can go see this content too. Particularly because the content won’t be here in another month, it’s a good idea for them to do it. They’ll level faster, farm more decent stuff, and in general be rewarded better for going to Southsun than they would in any other area of the game.
If you consider rewarding returning players by offering them a way to catch up fast bad planning, I guess I have nothing else to say on the topic.
New players, for the majority, won’t even know what is going on with Southsun Cove. It’s not explained too well in the game, and new players have a lot to grasp and do when they first start out.
Also, that’s still not a reason for ANet to have not worked on making going back to the zones appealing.
Playing your own way is the biggest cop out line ever. Saying that you can play the game your own way doesn’t mean every single person in the entire world can do whatever they want and get the same level of rewards. That’s a simple single intepretation of it.
You can’t exploit. What if I said I want to exploit things and that was my play style. Should Anet allow this? Of course not.
Play your own way means this: It means that Anet is giving people different routes to get to max level and indeed some of the best gear in the game.
For example, exotic armor. You can get exotic armor by doing dungeons, just doing dynamic events and dailies and saving karma, playing WvW, or just farming gold and buying it from the marketplace.
Ascended items are now available through guild missions, dailies and monthlies and fractals, with presumably more ways to come.
In most MMORPGs the way to get BIS gear is to do raids. That’s it. Anet aimed to change that and they did.
Maybe my style of play is that I want to get everything in the game just standing in Lion’s Arch chatting. Hey, that’s my play style and Anet said I could play my own way.
Way to take a statement completely out of context.
Exploiting is obviously a different situation and I won’t even get into that.
You ignored the fact that ArenaNet literally sold the game in this manner. Did you buy it before the game was out? Because the forums were in an absolute uprage about the Ascended gear being added. Do you know why? Because it was going against the principles of the game that they used to sell it.
Saying that you can get the maximum level of statted gear easily was a big seller for a lot of players. The second they added in Fractals, they betrayed that idea and people were seriously upset about it. This is the exact same idea with Guild Missions. Guilds were supposed to be flexible and things that you didn’t have to worry about in Guild Wars 2. That’s how they said they were going to be, and that’s why you could be in five at once. So that you didn’t have to worry about being in a “hardcore” Guild, or just being able to play with friends. You could do what you wanted with Guilds. Then they added in Guild Missions, and made the requirements completely ridiculous for no reason. Who is it hurting if the small Guilds get a piece of the content? It was literally as simple as making the lowest tier of each Mission type accomplish-able by small Guilds, and the highest tier by large Guilds.
But that’s just too much to ask for, right?
There’s nobody and nothing forcing anyone to do guild content.
If guild content could be soloed, then it’d be trivial for large guilds and they’d be up in arms over not being able to ‘play their way’. Half a dozen of one, six of another, both going ‘stop having fun I don’t want to have’.
I wasn’t talking about being forced to do the content. I was talking about being forced to be in a large Guild to have access to the content. That’s a dumb way of cutting players out of being able to do something that they added to the game.
And please, stop pretending that Guild Missions are hard to do for any large Guilds. Everything is easy when you get a zerg on it.
(edited by AlietteFaye.7316)
Well, yes and no. It’s like any MMO. You put in a new dungeon in an MMO and everyone will be hanging around that dungeon, because it’s new. Everyone wants to do new content.
This is human nature. I used to be involved in the publishing industry and most books sell 90% of all the copies they’ll ever sell during the first three months after release. It’s just the way people are. They want to see the new stuff.
In a week or two, they’ll have seen the new stuff and slowly drift back to the rest of the world. It’s already happening slowly.
So is it really a legit complaint? They only way to stop it is to not release new stuff at all.
It’s still a bad feeling for a new or returning player to want to come back and do zones, and it being empty like that. There are no incentives for players to go out and do DEs in zones, aside from daily chest rewards from world bosses. Why hasn’t ANet done something about that?
I see what you’re saying. Yes, players are always going to be pushed towards the new content. But he’s not wrong at all. Even after players are done with the new content, it’s not like they actually go and run around the world and do DEs for fun. Because most of them aren’t fun, and most of them have terrible rewards. Dailies was an attempt at getting people to go back into zones, but I can say it failed for a lot of servers.
So yes, I think it is a real and legitimate complaint.
Because guild content is designed for multiple people. Guild rewards are designed for multiple people. If everyone could get the same stuff, it would limit the reason people join guilds. Some people join them to get certain benefits.
So you’re saying that an MMO that has multiplayer guilds should give the same think to anyone who just wants to start his own guild by himself?
Okay…then I guess that’s your opinion, and we’ll have to agree to disagree. Because I think that would be bad for the game over all.
I am saying that exact thing. Because that’s what Guild Wars 2 was advertised as. A game where you could play your own way, and not have to worry about having to specific things to get your gear and experience the content.
It was literally sold like that. Do you understand that a lot of people bought the game because they said it was a game designed to be that way? There should never be a point in the game where you feel forced to do something you don’t want to do, just because that’s the only way to complete the content. That was the purpose behind removing the trinity, the purpose behind having Exotic gear so easily accessible. Because there wasn’t supposed to be anything that a player couldn’t do just because they didn’t want to play a certain way.
It goes against what the game was sold as, and that’s why people are upset over things like this. It’s logical and valid.
They try stuff that doesn’t work and then they make more changes that don’t work and they finally may make a couple of changes that do work, but they’re not going free to play because the world is full of people playing that game.
What are you talking about? Rift is going F2P in June.
That’s exactly what I’m saying. I’m saying they’re not going free to play because so many people are paying subscriptions. They’re going free to play because people are leaving the game. It’s the usual reason games that have subs go free to play.
Thanks for the clarification.
Because you say so?
I don’t think a single person should be a guild.
Oh, I get it! He was wrong because he thought so, but you’re in the right.
If you can’t see why a single person shouldn’t have a guild on his own, I’m not sure what to say. Anet discourages single person guilds in numerous ways, so Anet doesn’t like it either. It’s why a single person doing an event gets 2 influence, but 2 people in the same guild working on an event get 20.
1 person does not a guild make. You can argue that if you like…but I’m not sure on what basis.
I don’t see why a single person shouldn’t have a Guild on his own. It only takes one to make it, and if that’s how he likes it, then fine. It shouldn’t exclude him from being able to at least participate in content that’s added.
They try stuff that doesn’t work and then they make more changes that don’t work and they finally may make a couple of changes that do work, but they’re not going free to play because the world is full of people playing that game.
What are you talking about? Rift is going F2P in June.
So the “white knights” are wrong and you’re right. Because your friends looked on busier servers.
First of all, right now all the action and I mean all the action is on South Sun. So if you didn’t look there since the event started, well, then you’re missing where the people are.
Because you know…new content, people go to check it out.
Do you have any idea of how many Southsun overflow servers there are?
Secondly, you dont’ have to be a white knight to see there are some highly populated servers out there. If you can’t find them you’re not looking. But again, right after a patch, go to the new content, because that’s what everyone is checking out.
It’s kind of cruddy that all the action is on Southsun, though. His complaint is still valid that there weren’t people out in the world to do DE’s with and that zones look and feel completely barren.
Also, his complaints of the grind-like system and issues that have been around since launch (and even before then)are still valid.
Because you say so?
I don’t think a single person should be a guild.
Oh, I get it! He was wrong because he thought so, but you’re in the right.
Can we vote for broken traits that still don’t work?
Nahh. That’d be too easy. Scope all day!
Thief deadly art traits, with the exception of mugh and the two 30 points ones (and the venom one is still debatable, especially as a 30 point trait).
Be specific! Can’t do the +50% damage while downed trait because every class has that useless thing. Traps applying Vulnerability isn’t that bad, Mug is still decent, Venomous Strength is fine for Venom Builds, Potent Poisons I can say is pretty bad, Sundering Strikes is meh, but I wouldn’t say the worst, Improv.. is pretty silly, Quick Venoms is fine for Venom Builds, Dagger Training is Dagger Training, Combined Training is fine, Panic Strike is pretty meh, and Residual Venom is.. okay?
I’ve gone full control warrior and had quite a bit of success with it. Hammer/Macex2, three physical skills and the rampage elite. You have 14 control effects on your skill bar and 16 interrupts. Nobody ever gets any skills off without your say so. If you’re lucky enough to get someone without stability slotted, you can juggle them almost indefinitely.
Ah, okay. I guess it’s not so bad, then.
7. Disagree. Endgame gear = ascended gear = increase for stats as you mentioned. Also, when ascended weapons are released, legendaries will no longer be the same sats as Exotics. Hence, the treadmill continues.
Legendaries will take on the stats of Ascended Weapons when they are released. They stated this somewhere.. too lazy to dig it up, though.
You can’t be serious about physical training. The 20% is what makes it worth it, the extra damage is just icing on the cake.
Acidic coating and acidic elixirs are definitely two of the worst. In fact the engineer pretty much gets screwed all around when it comes to higher tier traits.
Just can’t see a build where another trait/build wouldn’t just all around be better. Show me, though. I’m interested.
As for Engie, yeah. I only said Major Traits because I didnt’ even want to start on some of the Minor Traits and the discrepancies between some classes’ majors/minors.
I think I can agree to most of those.
1. Agree.
2. I think this is a good and a bad.
3. I think this is a good and a bad. (2 and 3 are a major part of why crafting is not a way to make money in this game.)
4. Agree.
5. Agree.
6. Agree, though I know full well that while it’s free for all who bought the game, it is definitely paid for in full by those who do buy Gems.
7. Agree.
8. Agree somewhat. The reward for doing it wasn’t amazing, but at least it was something.
9. Agree, though the achievements being tacked on for every little thing was a bit much.
