for there you have been and there you will long to return.
for there you have been and there you will long to return.
Let’s give guardians ranged hate. I mean, clearly, guardians don’t need to survive even when their only effective way of doing damage is up close. One of their “ranged” weapons is 600 range auto attack while the other is allegedly 1200, but anyone that’s played a Guardian would tell you this is clearly a lie.
In the end WvW/PvP will have to be split.
Remember, every class except the one you play is overpowered. Everyone else is just a noskill meanie that just wants to push a button to win.
for there you have been and there you will long to return.
Mostly lag, and lopsided matchups. If your server’s not into wvw, it can be hard to get going. The other thing is that it is inherently more competitive than PvE, so some people aren’t very comfortable with that, leading to many fair weather players. Arenanet was wise to minimize communication between rival servers save emotes and have enemies show as generic “invaders”. You really don’t want any mentally unstable people stalking you after you ganked them. =p There can also be some e-drama, usually when stuff goes south, and that’s never pleasant either.
In general, wvw is most fun right after a reset, when you generally have the largest zergs running.
Overall, wvw is pretty humorous to me, but I wouldn’t want it to be my whole gw2 experience. I have to admit that wvw, spvp, and instances will never be my thing since I prefer to solo with occasional cooperation with others, since if things goes wrong, it just happens to me, and I can just owe up to my own mistakes since sometimes I just don’t play particularly hard and screw around. Relying on other random people for success and failure and vice versa? I would say I’m not too big of a fan.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
We have this nice circle thingy that not only changes all their boons into conditions but it also does a bit of aoe damage! It’s a great first step in baking a zerg.
But don’t tell anyone, lest it gets nerfed.
for there you have been and there you will long to return.
I don’t really understand why there seems to be a nerf for them every patch, and I’ve never played one before. Seems kinda odd.
I do play a necromancer, the other red headed stepchild of Gw2, so I can relate somewhat still.
for there you have been and there you will long to return.
The problem is that many of the guardian skills involve giving boons to other people, and you’re in fact casting vulnerability on your whole zerg (only to enemy warriors, but eh)
That and the way to buff warriors isn’t just to give them more damage. They have other problems, and this is just sorta one dimensional as a fix.
for there you have been and there you will long to return.
Eh, whatever. To the best of my knowledge, SOMEONE has complained about every change to every game, ever. So, either no one has ever done it correctly, or at least some of the time people just want to spit kittens over something.
Myself, I can’t think of many changes that have really bothered me, but I’m one of those “go with the flow” type of people. I adapt easily.
Congrats.
People have different needs and preferences. While you can’t please everyone, it’s also undeniable that people get affected disproportionately and thus telling them to simply just adapt isn’t as easy for some as opposed to others.
I don’t take WvW seriously at all and could care less about what happens there. People that only play wvw, on the other hand..
for there you have been and there you will long to return.
Can’t we all just shut up and adapt?
No because that is just completely avoiding the issue. It is a generic non-statement that assumes that whatever is being done is correct and one should just deal with it.
Also, if people shut up, then how would Arenanet know what people want? Why not just close down the forums and only allow posts praising the game?
It is fine to say there’s too much complaining but it’s not like there aren’t major issues.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Nothing wrong with them in itself. It’s not their fault that the game has such crappy drop rates and DR. It’s also not their fault that dungeons are uninspired in many cases.
Thus some people have to maximize the use of their time.
The loot from Dragon Chests is a start in the right direction, now if only more areas of the game actually gave you loot, people would look elsewhere.
When you nerf the open world and discourage playing it, what did you expect? When you introduce awards (ascended) that can’t be gained by playing the open world, what did you expect? When you make any challenging boss just kill you near instantly, forcing you to dodge anyways, and making only offensive gear helpful, what did you expect? Oh sure, you can get them indirectly from laurels, but still. Meanwhile bots are just laughing and teleporting to mining nodes.
The problem isn’t that those runs exist. The problem is that it confines the majority of the game’s rewards to a small portion of the game. Which is bad.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
I actually think the opposite. Their damage doesn’t need a buff (flesh golem does decent damage+ exploding bone minions+ 25 stacks of vulnerability served with axe/focus) , and they don’t need conditions because some minions already have secondary skills that cause conditions such as blind and cripple, but their survivability sure does lead to trouble. They’re not reliable damage sponges because they don’t heal outside of battle save for flesh golem. Sure, you can heal themselves yourself but that’s tedious. It doesn’t matter how strong they are if they just fall apart or just die to a boss’s AOE.
Therefore, they could use something like
- Regeneration scaling with 10% of your healing power
- Flesh of the master also grants them 10% of your vitality
- Protection of the Horde also grants them 10% of your toughness
- Reduced Condition Duration decided by your own condition duration
However, if they do institute additional gear tiers such as ascended weapons, then it may be time.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
http://gw2skills.net/editor/?fQAQNArYbjMaV6Zaqb0bKCpCYbSR2GHUh3H9AZDLZA-jQxAUEIqAQyrIas6aMlLRUNA-e
This is the necro well build I used for just general Cursed Shore farming and is very easy to use. The idea is just to aoe the crap out of events and works fine running around the world solo. You just cast stuff and mostly watch stuff die while your golem stops them from getting near you. The idea is to inflict a lot of conditions on enemies with staff and taking advantage of the target the weak trait as well as the scepter 3 attack for hefty damage. I use scepter because it’s a ranged weapon and being further away keeps you safe.
I only picked dagger because it offers a very good blind/condition remove ability. It is somewhat inferior in instances though.
3rd utility is completely arbitrary and can be locust/spectral walk for more speed, or well of darkness for more protection. The points in spite are also arbitrary too. You can get Vampiric Rituals instead if survivability is poor.
One can also switch from Reaper’s precision to hemophilia, but I don’t really care for actual condition damage. I use Reaper’s precision so the scepter can build up life force more easily.
With this, well of suffering and corruption do a lot of damage and also grant protection. There’s also a lot direct AOE damage that drops all sorta effects and scepter 3 skill can usually take off a good 2k to throw in and death shroud’s life transfer also does a good amount of damage.
For minion, I’d say this: http://gw2skills.net/editor/?fQAQNAndbjMal61aua07JAJFPT9kCuBH6RuSXLA-jAxAUEokXR0Y11YKXioaA-e
Pick up on axe and inflict vulnerability to boost your minions damage. Axe and minions go well because spite includes both axe mastery and minion damage and thus boosting both you and your minions’ damage. In addition, minions cover for axe/focus’s weakness— namely poor windup times leading to you getting interrupted. Since the axe has nominal rage, you can unleash axe 2 behind your minions. Axe 3 is also a good skill now that you can get it off in safety. With minions siphoning health for you and a decent life pool, you can make use of retaliation.
Go berserker for full effect, with the other traits it’s not like you’ll be dying as long as you try to dodge. Protection of the horde gives you a nice amount of toughness while minions continuously steal life for you. Use staff’s mark of blood to heal your minions. Focus can also heal your minions as well.
I took consume conditions. I have not tried the new blood fiend, but conditions tend to be worrisome. Nevertheless, all three healing abilities have their pros and cons.
Bloodthirst and Mark of Evasion have their benefits, and it’s up to you. The former is more of a boon to yourself; the later is for your minions. Transfusion is good too if you want to support others as well as your minions.
In this build, your minions serve as your meat shields, life stealers, and for tagging, however they are also completely expendable. Even if they go down, you still output decent damage.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Low level zones are easy for high level characters and contain popular low level events. High level zones give you high tier mats.
Mid level zones don’t really give you anything. Platinum is worthless and then well… yea. Most don’t have unique looks either and often feature annoying terrain. The Ascalon zones tend to be more like that, since it’s miles upon miles of dirt. Shiverpeaks don’t fare better, since they are filled with annoying dredge that keep respawning.
I do like Bloodtide coast because it’s just south of Lion’s Arch though and has 2 events right at the doorstep. It’s an easy way to get some dailies down, though is it just me or did they remove some of the trees lately?
for there you have been and there you will long to return.
The idea that ascended items have to be unique is stupid, since there’s 2 of each stat combo just with different names. It is redundant, confusing, and takes up space. It’d make sense with legendaries but not with ascended. Why can I equip two identical exotic rings but not ascended? Why can I equip a not infused and infused ascended item even if they are the same thing? What? For a game that worked so hard to simplify the item system, this seems like a arbitrary and meaningless concept.
But due to the difficulty of acquiring laurels and this rather arbitrary terminology, a confirmation window must detail this.
for there you have been and there you will long to return.
People don’t like necro pets not just because they aggro stuff. In fact, people would be very happy if they did— consistently. Sometimes they just decide to sit there and do nothing. Sometimes they go attack a random yellow object. This is really something you can only understand if you’ve actually used them for any length of time.
Necro pet aggro depends on what weapon you’re using. If you strike an enemy with a dagger or axe, the minions will follow. Attack an enemy with a staff, and they’ll pretend they didn’t see it. Then again, Axe should be the preferred weapon of minionmancers due to synergy.
I would like to say that minions are working better then they did at release and there are certain ways of using autoattack to get them going.
The other problem about necro minions is that they do not self heal out of combat. You also cannot unsummon them. And then when the weakened minion dies and then it goes on cooldown. This makes them terrible in instances which require you move fairly quickly. If you have to sit around and go “wait, I need to heal my guys”, nobody sane will have the patience for that. You’re better off picking skills that are guaranteed to have uptime as you are on the run.
And no the game isn’t broken just because some parts are broken. I don’t like it when event chains fail, but it’s not like it stops me from doing anything I really want to do, even if it’s annoying. Of course, nobody likes to admit that sometimes Cursed Shore events will bug in the player’s favor, but that’s neither here nor there.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
I think it’d be better if the end rewards just worked like the dailies and dragon reward. It should just show up as a reward chest in the right hand corner granted immediately on completion. Saves everyone time and prevents this.
for there you have been and there you will long to return.
They sure do, but you’re not missing on too much.
for there you have been and there you will long to return.
Indeed, 5 players max parties disappointed me greatly. I mean Diablo 2, which isn’t even an MMO, had 8 player parties in which the difficulty scaled.
for there you have been and there you will long to return.
It’s just silly. The last thing I think of when playing WvW is exploring the map or anything besides attacking the other server.
Fortunately I don’t care about map completion, but really this is heavily dependent on how well your server is doing.
“Hey let’s take that keep deep into enemy territory and jeopardize our position because I need that vista!”
for there you have been and there you will long to return.
I have the same feeling but for opposite reasons. I want large groups doing these things. A max party of 5 isn’t massively multiplayer at all.
for there you have been and there you will long to return.
With a few changes, this post is true for like every video game released these days. :p
for there you have been and there you will long to return.
PvP gear progression is silly. It should be determined solely by skill. It would be as absurd as starting a fighting game with 2x the life bar and 50% stronger attacks because you “grinded” a character.
Scalable Dungeons are fine, though that already sorta exists in Fractals. But more difficult content doesn’t inherently require better gear.
The problem with steep gear progression is that it invalidates the effort people put into their own “endgame”. It’s like “Hey, you know all that stuff you planned for at first? Well, go salvage it and play fetch”. And then this locks out players who haven’t been keeping up with it.
The only way to make gear progression viable and not gate content is so that the differences between tiers are relatively minor and that upgrades remain accessible, such as being able to be sold on the TP or other methods. Unfortunately for those that hunger to be distinguished from others, this is not what they want. If you require each tier to require insane grinding, then this shuts out new players completely.
If you want to look at what not to do, look at ascended gear.
for there you have been and there you will long to return.
You see, if everyone gets it, it won’t be rare.
Therefore only I should get it.
Back to reality, I wouldn’t mind some celebration material.
for there you have been and there you will long to return.
My necro has all zerker and my guardian has knights armor/zerker rest. I feel the knight’s part hasn’t really helped me. I would think PTV gear and god forbid cleric’s gear would be insanely boring, but that’s just my opinion.
Can someone in “tank” gear be able to survive big hits from bosses? Please educate me here.
In theory at least, those that don’t need defensive stats and use actual control are more skilled. I don’t really see a point in contesting this. Sure, if they faceplant after doing damage, they suck, but that’s why people say “need”. One could compare this to RTS games where players that are better build the minimal defense to not waste time and resources. But here’s the thing. In an RTS or FPS, saving a few seconds early on can be critical and determine victory or defeat. Saving a few seconds here in this game has more dubious benefits.
You can’t “win” in this game unless it’s WvW (kinda) or PvP. So are we judging player success by gold and resource accrual? So someone has 35 more gold than another after 100 runs. Does the player to acquire a legendary first win? But this goal is arbitrary in itself. Does this mean every player that doesn’t farm or chooses other dungeons a noob? Or let’s cut to the point. Is the only definition of skill in this game running Cof 1 and FoTM?
Fact is, people run zerk and can do it. If they can and you can’t, they are better than you. Better you at what, and whether or people give a kitten or not is the other issue.
Fact is with 4 – without running full zerker gear, we don’t go down because none of can afford to. Gear alone does not determine skill. It doesn’t mean we facetank. It means, we’ve learned the specific fights in specific dungeons and are moving accordingly just like someone in full zerker gear. We don’t have the luxury of 1 or 2 players down, on any fight.
There is “skill” in picking builds, professions, gear, learning encounters, going up against another player in predetermined gear in SPvP, learning how, when to go up against a wide variety of players/situations in WvW. Strategy, tactics, etcetera.
There is “skill” in playing frogger, doing jump puzzles, and being the first to figure out what turns into a cookie cutter method of doing speedruns.
Players have different types and levels of skills. Is one better than any other? Does anyone have them all? Does any one of those mean they are better than anyone else?
They may be better at whatever specific gameplay they have focused on/honed/practiced. Gameplay that not everyone values.
That does not make them better than anyone else.
There is a distinction there that single-focused players might not understand.
It’s true. Gear itself doesn’t determine skill. It’s how one exercises the potential of it that matters. However, it does seem like the ceiling for damage output seems disproportionately favored in this game. Surely, one person can use zerker and still do nothing, but then again there are those that do a lot and that’s where it matters. That is what bothers people where the alternatives don’t seem to yield such any appreciable results.
And that’s also the distinction I made. Someone might better than you at something. Does it really matter? Does it even make them a better player. And ultimately the conclusion I came to is that any such valuation is irrelevant, and people often use their own criteria to define things. So that was what I asked. Sure if you do well in zerker, you can get more runs in and get more loot. But loot is not an end to itself. So what? 1 minute can make or break gameplay in other genres, but in this game, the benefits are subjective. A lot of people could say that grinding for a legendary is waste of time, or maybe even that this game wasn’t even meant for grinding and thus this efficiency race is just a delusion.
This is why a number of people complain about this game being too easy or catered to casuals. They’d want to impose their rat race on this game, and well, it’s just not the end all and be all of things.
Single minded indeed.
for there you have been and there you will long to return.
Simple. The skill and perspective of the developers cannot match the skill and perspective of the collective fanbase. This is obvious. You cannot win the metagame against the entire player base, which frequently involves devoted and skilled folks.
This leads to issues. One is arrogance, of which one must adhere strictly to their vision and ignore the elephant at the room. Developers that are out of touch with the game is played cannot stick with this arrogance. But by the same token, one must also realized that players can sometimes have tunnel vision and have their own agenda. Developers cannot be pushed around by player’s whims. Finally, one cannot please everyone. It would be wise to keep priority on potential new players and players that will say, instead of the entitled lot that will leave at the drop of a hat once something doesn’t go their way.
for there you have been and there you will long to return.
My necro has all zerker and my guardian has knights armor/zerker rest. I feel the knight’s part hasn’t really helped me. I would think PTV gear and god forbid cleric’s gear would be insanely boring.. The thing is that the goal of most scenarios in the game involve killing enemies. There’s three ways to help: Actually killing them, helping others kill faster, and preventing others from dying so your dps doesn’t drop. Even the last relates to damage output. The first just happens to be the simplest way to make it work. Or let’s put it this way, if you don’t do no.1., you drag down the team. I already provide might, healing, protection, aegis, and swiftness, on my guardian, and tons of condition removal. On my necro, I provide a flesh golem, vulnerability, weakness, cripple, retaliation, and blinding That’s enough support already. That’s just my opinion though.
Can someone in “tank” gear be able to survive big hits from bosses? Please educate me here.
In theory at least, those that don’t need defensive stats and use actual control are more skilled. I don’t really see a point in contesting this. Sure, if they faceplant after doing damage like myself, they suck, but that’s why people say “need”. One could compare this to RTS games where players that are better build the minimal defense to not waste time and resources. But here’s the thing. In an RTS or FPS, saving a few seconds early on can be critical and determine victory or defeat. Saving a few seconds here in this game has more dubious benefits.
You can’t “win” in this game unless it’s WvW (kinda) or PvP. So are we judging player success by gold and resource accrual? So someone has 35 more gold than another after 100 runs. Does the player to acquire a legendary first win? But this goal is arbitrary in itself. Does this mean every player that doesn’t farm or chooses other dungeons a noob? Or let’s cut to the point. Is the only definition of skill in this game running Cof 1 and FoTM?
Fact is, people run zerk and can do it. If they can and you can’t, they are better than you. Better you at what, and whether or people give a kitten or not is the other issue.
On the other hand. If you are bad like me, you should also weak zerker gear. This is because you will die anyways and might as well get as much damage in. :p You can also brag about your dps when you’re dead and have nothing better to do.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Pretty much everything I have in the game is bought with Moldy Bags. Though Mining Bags might be a prospect too.
I guess the problem is that it’s generally more profitable to run between Pertinent and Jofast and kill all the large mobs that spawn during the events.
Personally, I also like doing the Straits of Devastation southern invasion path chain as the DR kicks in for Cursed. The events are pretty easy and have large mobs. If you can get the Balthazar event going, there’s a ton of stuff to be dropped there. Yes, those bags are worth less than the heavy moldy ones but sometimes volume > nothing.
It might also help to not wear as much MF, as killing mobs faster has its own benefits. (Does MF even effect chance for materials/bags?)
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
The problem is that a lot of characters at low levels don’t have access to stability. Those are probably where most of the complaints are originating from due to their placement in the lower zones.
I really doubt level 80s are suffering from anything worse than annoyance. The monthly seems really tedious though. 150? I think I only have like 12 after so long. And I finished the monthly with other options in a few days.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Fractals don’t seem as profitable, because unlike world bosses, you cannot sell the main proceeds (ascended gear) and the grand majority of other interesting rewards are account bound. If you have too many ascended rings, then any extra ones would be a waste of space.
Also, in games like these, it’s usually not about tackling the hardest difficulty to get more in game wealth. It’s about locating the most efficient, consistent, and proper method of getting loot and usually that runs contrary to challenging content. That is why a certain few dungeon paths are extremely popular. Predictability is key to farming.
Though this game DOES have very poor risk vs reward ratio. Just look at champion drops.
Would it be too unreasonable to stick a yellow in the daily fractal chest for higher fractals? I don’t know, people would complain about the economy then.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
First zone wins.
The thing about Queensdale is that it actually feels like a place populated with people rather than just random locations that conveniently have NPCs to perform their regular functions. You have small towns, farms, and monasteries and stuff. In addition the hearts for the quest are a bit more unique. And then a scary swamp on the outskirts.
When you get to Kessex Hills, you still have some of this, but then a lot of it is large stretches of boring brown mountains and large swaths of water. (ugh!). Genderran fields is even more sparse and less memorable, and the Hrathi Hintherlands is really just the same thing over and over— take the most annoying parts of the previous zones and make one solely out of it.
I do like the north part of Bloodtide coast though. It is out their in the wild in the border with pirates and risen, though near the south it just becomes like a scaled down version of Orr.
In the far future, perhaps Anet will add a way for you to acquire some kind of residence in your race’s starter zone. That might make it feel more like a home zone. Yes, I know there’s a home instance, but it’s not particularly interesting.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Because the game’s idea of challenge is to kill you in one hit, and thus the grand majority of actually threatening enemies renders defensive stats completely worthless. Healing power scales poorly and but power/precision/crit damage scale off each other. Do the math.
Also, thanks to the 25 stack condition cap, power builds have an inherent advantage, not to mention condition builds suck against objects.
Then again, one could ask why people even bother with some classes, and that would be because this is a game.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
I think it would be better to running these leaderboards over 6 month periods with various criteria for achievements.
Though honestly a PvE leaderboard is just so trivial…
for there you have been and there you will long to return.
I do them most days, usually if I decide to play. I wouldn’t play the game solely to do dailies. Sometimes I can only play Gw2 when there’s only 30 min left before reset, and it’s quite the challenge to get it down the best path before that happens. I enjoy that, actually. =p
for there you have been and there you will long to return.
I suddenly thought of something.
Someone demands superfast runs, and others ping their gear while nitpicking things to the tune of a stopwatch…. sounds elitist right?
But it’s also the mark of some one that is lazy/unskilled and wants to be carried. And naturally they’d try to find flaws in someone else to mask their own mistakes. Hmm… It’s quite possible OP that they need you more then you need them.
I’m not lazy, unskilled and I hate being carried. But that isn’t the same thing as saying I must do everything as efficiently as possible.
Why yes, life tends to contain more than two things, it’s not just black and white, and that’s probably why people are complaining in the first place. Though of course I never really said that either. Some feel that others dictate the “right” way to play, and thus others get mad.
When I used to work in NYC, there was a very fast way for me to get to work. Fastest way possible. There was another way that was more scenic. Sometimes I wanted to get to work fast, but often I wanted to relax and just enjoy the scenic route. Nothing wrong with it. Doesn’t make me lazy.
Sometimes I’d carpool with someone who also enjoyed the scenic route, even though the other route was more efficient.
We got to work on time anyway, who cares if it took five minutes longer.
People who don’t watch every second on a run aren’t looking to be carried. They’re looking for a different play experience.
Everyone plays games for their own reasons, and it is indeed unfair to impose that on everyone else. But at the same time, one has to realize that it would be best that in situations such as 5 person instances that everyone agrees on what kind of play experience to seek. Some groups have naturally higher expectations.
Some groups do have higher expectations. I have a higher expectation in my groups. I expect people to have fun and enjoy themselves. That’s a high expectation. Doing it as fast as possible, from my point of view, is a lower expectation. <grins>
A bit too high for some people. =p
Well you got me there. I will have to say “different” expectations. But in the end, if a group advertises itself as speedrun group, then it would be fair to go along with that, or just not join that group.
for there you have been and there you will long to return.
I enjoy playing this game because it looks and feels wonderful, and I find a lot of complaints levied against this game to be somewhat ridiculous.
However, accept that certain aspects of the game make other people unhappy. There are certain things about this game that are indefensible, such as the broken LFG tool, and the pitiful trading post interface that doesn’t filter out items you can’t use. The badly scaled laurel prices for Rings, Amulets, and Earrings are definitely not a non-issue.
for there you have been and there you will long to return.
I suddenly thought of something.
Someone demands superfast runs, and others ping their gear while nitpicking things to the tune of a stopwatch…. sounds elitist right?
But it’s also the mark of some one that is lazy/unskilled and wants to be carried. And naturally they’d try to find flaws in someone else to mask their own mistakes. Hmm… It’s quite possible OP that they need you more then you need them.
I’m not lazy, unskilled and I hate being carried. But that isn’t the same thing as saying I must do everything as efficiently as possible.
Why yes, life tends to contain more than two things, it’s not just black and white, and that’s probably why people are complaining in the first place. Though of course I never really said that either. Some feel that others dictate the “right” way to play, and thus others get mad.
When I used to work in NYC, there was a very fast way for me to get to work. Fastest way possible. There was another way that was more scenic. Sometimes I wanted to get to work fast, but often I wanted to relax and just enjoy the scenic route. Nothing wrong with it. Doesn’t make me lazy.
Sometimes I’d carpool with someone who also enjoyed the scenic route, even though the other route was more efficient.
We got to work on time anyway, who cares if it took five minutes longer.
People who don’t watch every second on a run aren’t looking to be carried. They’re looking for a different play experience.
Everyone plays games for their own reasons, and it is indeed unfair to impose that on everyone else. But at the same time, one has to realize that it would be best that in situations such as 5 person instances that everyone agrees on what kind of play experience to seek. Some groups have naturally higher expectations.
for there you have been and there you will long to return.
I suddenly thought of something.
Someone demands superfast runs, and others ping their gear while nitpicking things to the tune of a stopwatch…. sounds elitist right?
But it’s also the mark of some one that is lazy/unskilled and wants to be carried. And naturally they’d try to find flaws in someone else to mask their own mistakes. Hmm… It’s quite possible OP that they need you more then you need them.
So knowing the abilities of another class and seeing them not be optimized in certain situations is a mark that you are lazy/unskilled and you need the people not optimizing their class to its full potential more then they need you? Makes sense
Its a game… quit crying about how other people play it peepholez
You need to learn to optimize your attempts at reading and/or being clever.
I have no idea how “demands superfast runs, and others ping their gear while nitpicking things to the tune of a stopwatch.” (considering anyone can do this regardless of skill) is suddenly indicative of someone " knowing the abilities of another class and seeing them not be optimized in certain situations". That is merely one possibility, and I was just pointing another possibility.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
DEs need to fire more often and feature more mob density. Escorting some slow NPC while 3 monsters occasionally attack is just not fun.
Also, DEs need to be marked on the map you are on, not just when you’re near the event, so people can be made aware of it more rapidly.
for there you have been and there you will long to return.
I have dealt with the gaming snobs through years of multiplayer play in various games. Some do deserve their place, but usually not…
A small portion of the elitists are people that are dedicated, efficient farmers that don’t want lesser skilled players slowing them down. Then again, I guess it’s natural to want others to pull their own weight— maybe a bit too serious, but I can respect and understand that. Nobody likes uncooperative teammates.
A large portion of elitists are people that think they are dedicated, efficient farmers. These people continually harp on the casual scum but are just mad that they spent hundreds of hours trying to perfect a cookie cutter build and not going anywhere. Thus, they hate noobs with a passion, because those people put so little effort yet there isn’t that much to differentiate them. Considering the nature of DR and the developer’s tendency to seemingly punish people for actually trying to play the game, the problem is compounded. In general, this group can easily be superior to the average player but never really improve since they think there’s only one proper way to play. They are the first to cry as the game evolves, causing their cookie cutter to drop in the trash. But they’ll stay around, sometimes still playing the game with decent skill but get increasingly bitter at newbies.
An equally large portion, that sometimes overlaps with the second, are terrible players that simply get carried by their teammates and think they are good as a result. They might have been skillful in the past, but their complacency caused it to decay. They need to team with the best, to compensate for their own deficiencies and can’t work with noobs. In reality, they are unable to lead or think on their own. Thus, having a less skilled player is bad for them and they lash out. Eventually, they run out of ways to hide their badness and end up quitting, typically by leaving a huge note to the community on why the game and its players suck and how they are a victim in a cruel world that won’t help them. Every time you hear “I’ve been playing since beta, you noob!”, you might be talking to one of these.
These later two groups will always go on about “challenge” and how the game is getting dumbed down at the expense of it, however when faced with actual adversity, they are the first to complain. Rather than try to salvage a situation with a lousy team and thus overcoming something, they will instead spend all their time berating whoever is in range, because, you know, it’s never their fault. In the end, they never learn to really improve.
Thus most can be ignored, unless they can reason out real arguments.
I, on the other hand, am a casual scum. But at least I don’t pretend that I’m anything else. That being said, it is not a good idea to act so defensive when another claims that one’s configuration is suboptimal or to ignore all advice just because one wants to do it their way, especially in a team setting.
TL;DR I respect those that actively study the game’s mechanics and devise strong strategies from it. I respect those that have their routine practiced to a tee and work together like a machine. I don’t respect those entitled tryhards that have to put down other people because they’ve hit a wall.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
The real question is why can’t they be bought with karma like the weapons. It would make me actually care about karma.
for there you have been and there you will long to return.
Yep, succeeding in this mission requires you watch your back. The two most dangerous places are up the slope past the first few veterans, and then they’ll come from behind. The second is the fire storm where you absolutely must not wander ahead.
That being said, I would really hope that game developers would someday realize that having escort missions based on weak and stupid NPCs (especially ones that can’t be revived) are the bane of a player’s existence. However, I sorta like how unforgiving this mission is (At least it’s better than Grenth), so actually finishing it gives a sense of accomplishment. However, the NPCs could be less suicidal though.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Only have 2 level 80s and there seems to be much more to do. Though I have to admit to not be a fan of leveling, the game is quite fun.
I don’t consider it a “grindfest” because there is nothing I care for grinding to. I don’t find most of the legendarily appealing. Maybe those ascended earrings, and a better backpiece, but it’s not like not having those breaks the game.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Fun is mostly anything that involves large crowds that don’t end up in overflow/unplayable lag/ everything dies before you can move. It’s an MMO after all.
For this reason, I really don’t like instances.
for there you have been and there you will long to return.
I suddenly thought of something.
Someone demands superfast runs, and others ping their gear while nitpicking things to the tune of a stopwatch…. sounds elitist right?
But it’s also the mark of some one that is lazy/unskilled and wants to be carried. And naturally they’d try to find flaws in someone else to mask their own mistakes. Hmm… It’s quite possible OP that they need you more then you need them.
for there you have been and there you will long to return.
Because they can. Sadly people do all comes of ridiculous things when nobody is looking,
That being said, the term exploit is hugely vague. It doesn’t make any sense for players to know rather a random aspect of the game is working as intended when it’s clear the developers don’t know what working as intended means. For example, Blizzard clearly lists out what exactly is considered unacceptable behavior.
Let’s say I mine an ore node and for some reason it gets me 20 ore. Let’s just say every node starts doing this. Do I have to look up how many they’re “supposed” to give. And stop mining after 3?
Or let’s say I am doing a dynamic event. For some reason the event is bugged and does not end so large mobs keep spawning. What am I supposed to do here? Maybe the event is stuck, and I have to keep killing the monsters and it will be fine in a bit. Hey, I want this event chain to continue. Is it an exploit if I kill 40 more monsters. 400? I am not familiar with every event in the game, and you can’t expect people to be as well.
And banning people for exploiting boss glitches by taking advantage of safe zones is just ridiculous. How about actually making the AI functional instead of punishing people for broken mechanics? I’m pretty sure some would brand those people that would knock a koopa shell in world 3 of Super Mario Bros for infinite 1 ups to be terrible people that should burn their games.
Let’s use Starcraft as an example, where exploits in a competitive game negatively impact others. One bug allowed a player to push a worker to illegal positions very early . This proved gamebreaking and obviously was out of the bounds of regular play— thus it was fixed and exploiters banned. Another glitch allowed a certain unit to hold their fire at will and release for massive damage in a straight line to unsuspecting enemies. This glitch however was never fixed and was in fact embraced by the professional community, despite it being by any definition, exploiting something that was clearly not intended.
The later example is critical. A lot of what I dislike about Gw2, is reminiscent of what I saw in Diablo 3. Different game I know, but I just got the vibe through changes is that the developers kept patching the game to enforce their will on the community, on “how it should be played”, regardless if people like it or not. One can just look it dailies and monthlies and note that they are trying to push whatever new gimmick at us, rather than the old generic dailies that could be achieved anywhere— sure we can exclude some but previous options were lost. Meanwhile players were promised a “no grind” philosophy. And umm… then we have class balance, which seems to be more akin to whack a mole on whatever is popular as opposed to making the classes more interesting
And frankly, I really don’t care if you think I “should” be getting 15 silver from this or that 5 gold. Get your own game right first before blaming your players.
In the end, if you wish to deal out harsh punishments for cheating, Fine. But just as traffic signs are there to tell you what’s wrong and what’s not then everything else must be as clear if Arenanet gets to serve as judge, jury, and executioner. Telling the players to just “figure it out” is insanely irresponsible and merely pushes that responsibility to the player base that should have the expectation that a game should actually work properly while playing it. Notices need to be on the initial login in screen instead of buried in the forums.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
They’re ok though they could use a small cooldown. Main problem is they respawn and then they give you nothing, which makes it pretty annoying.
I’m sure someone could “exploit” this and spend all day farming the oh so precious 100 karma. Then again it would help people do the monthly. I sorta feel sorry for those that are trying to do that one— I finished my monthlies in a week but have only collected 10 logs.
for there you have been and there you will long to return.
Let me get this straight. The OP’s mistake was:
1. Didnt pull slave driver into the wall.
2. Didnt time warp fast enough.
3. Didn’t cast feedback fast enough.And for that you get kicked? OMG I am so thankful for being in my guild then. I’d have been kicked a hundred times over by such people. I ran several CoF p1 farms recently. We never really did #1, is it really THAT necessary? As for the other 2 points, well, I get that some people want to do fast runs and all but I feel like that just crosses the line. It’s not like the OP didn’t do it at all.
The person that told me all this said we would have saved “about 20 secs” had I done everything perfectly.
That’s hilarious, since I’m sure they wasted more than 20 seconds kicking you from the party and finding someone else.
They should kick themselves.
for there you have been and there you will long to return.
I like Orr. It feels like the end of the line to me and in terms of open world forces me to stay awake without having the unforgiving instakills that popular instances. I like the dynamic event spam and temple raids that happens as well.
I hate Malchor’s Leap though. The terrain is ridiculously annoying to navigate and screw risen catapults.
The zones really suck underwater though.
If I were to pick something to hate, I pick Dredgehaunt Cliffs, or anything that has infinitely respawning dredge.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Although the lack of sinks (crafting was completely useless), terrible itemization focused on excessive vertical progression (2 level 60 characters could be 10x apart in everything depending on gear) contributed to the mess, the main problem was Blizzard’s inability to stop botting and most of the time they just flat out ignored the problem despite the community constantly pointing out blatant exploiters.
The other problem is that D3’s content was incredibly repetitious due to it being rather short but artificially extended by 4 difficulty level and thus the only activity was just grinding for the sake of grinding… to grind faster.
Sure D1 and D2 had that to some degree, but they had far more options and your character wasn’t 99% dependent on gear. That’s one thing I liked about Gw2, gear just makes things easier, but a crappy player in better gear will still be a crappy player. This is not true of d3 at all.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
I don’t like gambling and don’t ID them; I just sell. Is it worth it to ID?
for there you have been and there you will long to return.
Easy if you grind dungeons/fractals. Or play wvw. Easy if you only play your 80’s. To me who just does open world, last month’s was much easier considering there was one achievement that never required you to leave Lion’s Arch— finished in a few days. Instead I’m greeted with the tedious sonic periscopes crap or jumping puzzles so I’m just going to follow a wvw zerg train around.
Well, they figured they’d throw wvw users a bone. It’s really not a bad idea as most would rather not go out to pve to do their things.
The annoying thing about the periscopes is that you have to actually turn them in. It should have just been kill 100 of them.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)