Thieves are a bad design.
Get over it; once a class like this makes it through development, it rarely gets addressed. Usually one or more of the developers favor it, and they’ll always veto whatever proposed nerfs are brought up.
Years of World of Roguecraft should be indicative enough. Your best bet is just to roll one, and enjoy it for as long as that hollow playstyle entertains you.
For what Anet branded their game to be, questing is supposed to make you feel part of the game. But atm, it is not. Its just a source of experience grind with very little ‘immersion’ to why you are doing that heart quest. You’d just press ‘M’, look for empty heart shapes, run there and complete it for exp and move on.
If you take the time to talk to the heart quest giver, they’ll fill in all the blanks about why you’re doing what you’re doing.
I avoid Orr as much as possible.
So many posts like this will probably have arenanet ruin what they have made..
It’s already underutilized due to its design.
The only events in Orr that are mandatory are the temple events. Everything else should basically be soloable.
Compare Orr to Frostgorge; I can’t do an event in Frostgorge without someone randomly joining me, and whenever the Claw of Jormag event is up, half the zone or more magically appears at the event.
Orr just isn’t very friendly. I also personally find it to be visually unappealing, and the mobs are more frustrating than interesting.
This was all avoidable, because it was blatantly on display in WAR’s public quests (which A.net did an otherwise nice job of refining into DEs).
Err, this thread is talking about Orr, not dungeons.
You obviously didn’t read past the first line.
The entire original post describes Orr. Care to point out where it discusses dungeons?
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I think it’s fairly obvious that this isn’t the game for questing enthusiasts.
I enjoy questing myself, but I love what they did with the heart quests. I know there’s also a great deal of DEs that I skipped (and am probably better off having done so for the time being, because so many are bugged).
After the failfest that was TOR, I’m unphased by the questing in this game. The dungeons on the other hand…
To answer my own question from earlier, there’s apparently only one set of precision/toughness/condition damage heavy armor shoulders in the game.
I’m just glad that for three of the four temple pieces I’ve bought so far, the temple event was already completed when I entered the zone.
Picked up temple pants today while trying to put together a TA explore group (because of course none of the temple vendors sell precision/toughness/condition shoulders, and instead all sell one of two stat combinations).
I made enough gold from finishing every zone except for the three Orr zones to basically purchase a full exotic set. You’re only talking fifteen pieces, excluding the water gear, and I’m discounting the back slot as well because I believe you’re either forced to earn one from dungeon grinding or by purchasing a guild backpack (5g).
Most exotics run 2-3g, except for the base exotics used in crafting legendary weapons, but those base exotics have the same value as other level 80 exotics, and legendary weapons are only slightly more powerful than their base exotic. At worst, you’re grinding for a few more gold at level 80 in order to finish out an exotic set, provided you were relatively spendthrift while leveling.
I am confused by the 200 sp. Doesn’t the entire map have not much more than that? Do you just need to be at 200 sp or does it actually cost you the skill points?
It’s my understanding that you actually spend the skill points, but at the same time you keep gaining experience towards levels at 80, and while your character never goes beyond level 80 you’re still awarded one skill point per “level.”
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OP obviously didn’t play TOR.
I’ve never seen a game with more corridors and dead ends than that one. The worst part is that after fighting your way down one of these paths, your reward is a bright red personal instance boundry hiding all kinds of interesting NPCs, making the worlds feel even more dead than they already were, mannequin-esque mobs and all.
Unless you’re just talking about Orr; I feel you on that one.
Where are the heavy armor Precision/Toughness/Condition Damage shoulders? Did I just overlook them when checking the temple vendors?
Also, I like the idea of converting a portion of CD to power for purposes of hitting objects (ie the League of Legends solution someone mentioned above).
I don’t understand the issue; one event and you’ve covered the waypoint cost, and repair costs don’t start getting out of hand until you’re well geared.
Repair costs in WvWvW, on the other hand, are totally out of control. It’s just one more dig at losing factions, and as I found out in the last match it’s possibly the most rational reason why people stop queuing for WvWvW at all when they’re being dominated. The waypoints are free (as they should be), but it’s not like you’re going to get alot of farm going (I might have made 1g in four hours of WvWvW tonight, but really it was probably less, and that’s with abandoning any pretense of salvaging junk gear).
“You have played this character for 174 hours 42 minutes over the past 24 days.
Across all characters, you have played for 174 hours 13 minutes over the past 24 days."
Where did those twenty nine minutes vanish to?
Orr isn’t solo friendly, and so isn’t populated enough to PUG the events.
At the same time, there doesn’t seem to be much to draw groups there besides the temples.
I stick to Frostgorge Sound; many events in the zone can be done solo, and there’s always a large group of random players doing the Claw of Jormag event whenever its up.
I thought they were fine.
They’re not exactly the focus of the game.
I’ve already disabled the music in favor of internet radio, but I had music on for the entire leveling process, and might turn it back on if/when I run another dungeon.
As for the voice acting, it’s a refreshing change from TOR, while still actually offering it, as opposed to say WoW. TOR paid a tremendous price for its emphasis on cutscenes and voice acting, and I feel that Arena.net struck a reasonable balance here.
And there’s that fire elemental boss.
That was fun.
RE topic: There was one point in Metrica that I found a pain; I think it was the inquest facility in the north east. The short respawn timer was the most frustrating part about it.
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80 Warrior
9.5/10 – Orr is a bit of a letdown, especially compared to Frostgorge Sound, where I never fail to run across other people, or have someone randomly join me in finishing an event.
Also, thieves (stealth doesn’t belong in an MMO unless it’s central to every class’ design).
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Stealth doesn’t belong in PvP, simple as that.
Or, if it is, any class with it should be so kitten that they literally need to prey on solo targets already below half health.
The “assassin” or “ninja” role is fun in SPRPGs, but totally out of place in an MMO.
I feel as though it’s mandatory for WvW, and was useful while leveling.
It seems alot of people overlook the knockback effect. It’s most useful for harassing guys clustered in front of your keep (I use mainhand sword’s leap to facilitate this), but I’ve also used it to create distance between a low health ally and the enemy chasing them (in both PvE and WvW).
Though it’s the reduced fall damage that’s mandatory. It’s saved me in more than a few instances of making a hasty retreat, and would have done so again last night if the guy who dropped down after me actually rendered before he killed me instead of after.
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I’d like to see the orb bonus reworked; that stat buff was mighty enough to make killing players feel hollow.
I had a warrior run up and whirlwind me, only instead of zipping past me he seemed to simply stick to me and hit me with 100% of the damage. Killing me in about 1 second.
Not sure if it was a hack or a bug but yeah lots of shady stuff seems to happen in WvW.
You sure he wasn’t hitting a terrain element? I used to pull mobs to walls and then whirlwind into the wall, back when I was using a greatnoobsword.
That said: Forward Dodging, will gain you a bit of speed
That’s an illusion.
I saw a guy recently who seemed to be constantly lagging further away (on top of using whatever abilities he had to gain distance). I won’t say it was a hack, yet.
And then there was the very very dead guy I saw yesterday (he died twice in front of me), who still had a downed state health bar which we couldn’t touch. Wasn’t shocking when one of his teammates ran up and almost instantly revived him. For now I’m assuming that’s a bug, rather than believing it to be an exploit, because he’s not the first person I’ve seen who maintained a downstate healthbar into death.
Saw it happening at the beginning of the last match, but they weren’t as problematic as this.
Just one more reason to rework the orb buff, IMO.
All heart quests can be done solo.
DEs aren’t guaranteed to all be solo content.
I don’t see the problem.
Orr is subpar; I find there’s practically no one in there to group up with for all that group content, because there’s virtually no solo content to attract them. The temples are interesting, so I guess it’s not all bad, but between the misjudged balance of group vs. solo content, the ugly art style, and kitten mobs that all have some ability to make running through a pain, I avoid the place like it’s zombie infested.
Problem is, (at least, this early in the game) there’s rarely enough people around to help do something.
If there’s not enough people now, there will never be enough people in the future.
As I understand it, it was active during the first week, when all the folks with beta experience leveled quickly and stormed through the place.
But every MMO I’ve ever played reinforces the idea that these zones will always be ghost towns.
At least there’s Frostgorge Sound, though that’s already growing very repetitive and I don’t even spend all that much time there (only while waiting on WvW queues).
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All I know is that the two orichalcum veins I knew the locations of keep moving.
Is this related to their diminishing returns mechanic?
I really wish quoting wasn’t so bugged; is there something I’m doing wrong?
RE: Guy who said GW2 is a flop; I’m pretty sure there’s a totally gear driven game on the market currently. It’s called D3. Fastest selling ARPG ever, but an absolutely awful game for any non-masochist.
Bug and performance complaints will be addressed in time.
Design complaints are only noticed if you complain loudly and often.
Where’s a MMO for explorers?
GW2 aside, the genre has stagnated over the last half decade because it’s focused on hardcore v. casual (mainly targeting casuals).
MMOs are basically glorified chat rooms; the world there for you to explore is the greatest distinction between it and other games. It’s not so much about putting RP back into RPG, because RP is largely a playstyle (akin to hardcore v. casual), but rather it’s about creating vivid worlds that are detailed enough to suspend disbelief.
And having 3000 extra hp is better than 150 defense.
Depends on how much regen you can maintain.
Up to par?
Tell that thief (you? idk, some thief in your guild) that waiting for the sentry to spawn is just silly; I’ll tank it while administering a beat down.
Lolstealth is so WoW; go back there or reroll a real class.
The unmitigated foolishness of asking for WvW to be balanced on what time of day you play.
in WvW
Posted by: Ansultares.1567
Here’s a short list of a few alternative changes that could be made; 1) swap the current orb bonus with the current outnumbered buff; 2) remove the waypoints in WvWvW except in the respective spawn camps and in Stonemist (as a tier3 upgrade, ofc); 3) implement a wall/door health pool modifier which bolsters these values for realms being dominated, and which reduces these values for realms that are dominating.
I could probably come up with some more, but these seem worth exploring first.
EDIT: Shame on me for thinking this thread was about domination issues, and not night capping.
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The real problem here is invisible enemies. Give their algorithms time to match servers properly.
in WvW
Posted by: Ansultares.1567
I just made the following two suggestions in a related thread; prioritize rendering enemies over rendering allies, and/or display nameplates even for otherwise “invisible” players.
I also thought I’d offer the following suggestions here, even if they’re not really relative to the discussion.
Here’s a short list of a few alternative changes that could be made to improve WvWvW “balance”; 1) swap the current orb bonus with the current outnumbered buff; 2) remove the waypoints in WvWvW except in the respective spawn camps and in Stonemist (as a tier3 upgrade, ofc); 3) implement a wall/door health pool modifier which bolsters these values for realms being dominated, and which reduces these values for realms that are dominating.
I could probably come up with some more, but these seem worth exploring first.
Exploitable Bug Caught in Action: Abusing the Character on screen limit.
in WvW
Posted by: Ansultares.1567
They should be cutting friendly player rendering before cutting enemy player rendering.
I don’t see why they can’t display the nameplates of “invisible” players, either.
I saw “aoe poison” and immediately identified your problem.
Poison is a brutal mechanic for NPCs to use against players, even moreso because of how it functions (I swear two seconds standing in aoe poison netted me 30s of poison debuff in WvWvW earlier).
The poison mechanic is required for PvP balance, IMO, but they really spread it too liberally amongst the NPCs.
Not that this is why two of my three dungeons runs were disasters. The dungeons just seem tightly tuned for geared 80s coming back down to farm them.
Kittens conquer all, it seems.
Even unruly MMO nerds.
I came to this game from SWTOR by way of D3.
Compared to those steaming turds, this game is amazing. I had discounted any possibility that a WoW killer would arise before WoW killed itself, until I bought and played this game.
My only complaints at this point would be that dynamic events should be solo oriented outside of the few “world” events (Claw of Jormag or the Orr temples, for example), and that dungeons seem to be too tightly tuned for level 80s (debolstered 80s in the sub-80 dungeons).
The DE issue seems like something they didn’t put enough thought into. For the most part, they improved upon WAR’s PQ system, but it really collapses in the Orr zones. Those zones are relative ghost towns compared to Frostgorge Sound simply because there’s little or no convenient solo content there. It doesn’t help that Orr is ugly, and only gets uglier as you go deeper (seriously; these magically blasted lands I find in every fantasy MMO just suck, no matter the back story).
As for the dungeons… well, I’ve given up on finding fun dungeons since TBC turned every instance in every MMO into a boring corridor. At least they tried to do something here, even if the “path” system turns otherwise possibly interesting dungeons into the same boring corridors I left behind in WoW 5+ years ago.
I guess I’m just not feeling the OP’s QQ. Total stat parity seems like an e-sport move that Blizzard was too shortsighted to take. As for gear, maybe I’m lucky in that I dumped most of my gold into dyes, and most of the remaining into keep upgrades in WvWvW, only allowing me to afford primarily rare 80 armor/weapons (I’m still using heart quest accessories ranging from levels 5X-77).
While it’s probably not optimal, I’ve been dumping my karma into gear from the temple vendors. I hear crafting offers slightly stronger gear, but at as high or higher a time investment as karma farming.
Speaking of, there’s plenty of karma to be had in WvWvW, and passable amounts of gold, discounting for any random drops you might get. Granted, I’m not looking to actively farm gold, and I get the impression that it may be distinctly not fun to do so in this game, but what do I really need gold for? I’ll replace my accessories with exotics over time, farm up enough karma to fill out my armor, and maybe one day pick up the exotic bases items for legendary weapons I’ll probably never even attempt to forge.
As for the soft trinity they use, there’s room for healers and tanks alike. It’s just different from filling those roles in other games. I know that at least some mob AIs can be tanked, but that’s only based off experiences in WvWvW and some select PvE mobs.
Who cares if they want to farm DE’s endlessly? It’s their game. They enjoy it. Who cares! Why is this an issue? Why are people childishly ranting over it and calling each other names?
Gold farmers.
Well, that’s not the cause for the silliness you mention, but certainly the cause for the nerfs.
Gem buying is silly when gold farmers can give you a much better exchange rate for real currency.
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