Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
I’m expecting “challenging group content” To be along the lines of “raid-like” guild missions to be honest.
Thinking something stronghold-like involving the guild hall as a possibility.
As for the mordi fight, who knows? That’d make an awesome guild mission/raid too.
Tried mossman last night. Pulled him out to our usual spot in the water, he teleported back to his house after a few seconds.
Seemed like it may have been fixed to us. Will convince guildies to try it again (hopefully tomorrow) to check.
https://whyigame.wordpress.com/the-beginners-guide-to-movement-in-combat-guild-wars-2/
Another link you might want to share
Sounds like a case of entitled children expecting it to be spoon fed to them when it suits.
I had a whole bunch of guildies talking about how much they wanted a group group for stronghold. People who hate the current pvp.
If its just another map in the same queue I guess that’s a bust.
Another one!
https://forum-en.gw2archive.eu/forum/game/gw2/Explain-zerker-and-active-defenses/page/2#post4782723
Enjoy learning how to play the game before talking about meta.
Search doesn’t work.
We know virtually nothing other than “guild halls are coming” at this point.
This thread wasnt about “berserker gear being a problem”. Seems people overlooked that the OP wanted advice on how to survive in zerker gear. EG what active defences a team can bring (note TEAM can bring, not individual, this is a multi-player game, not skyrim).
Guardian is the last class (maybe second to last, mesmer) you want to lose precision on. Using those traits is a non-starter. Those traits are often used even with zerker gear. As are things like accuracy sigils.
Guardian should be running a zerk/assassin mix anyway for more precision.
Reflects – scale with your critical chance and damage, AND might stacks. One of the staple reasons for using a guard in the first place.
Thief, ele, ranger, and war are probably the most capable of dealing with lower prec, but even so.. The first two of those I can understand while learning to play though. They are going to get 1shotted by almost everything if they miss an evade, or the guard isn’t on the ball.
Limiting trait options like that isnt a good idea. Especially on a guard. You lose the ability to take vital support traits. Again – if your guard isn’t able to bring support, why take a guardian? May as well take another ele/thief.
Perception sigils are kitten pretty hard. I’m not saying never use them. I just wouldn’t want to have to have yet another weapon – one that is mostly going to be for open world when weapons I use for dungeons will work just fine.
tl:dr
All in all, if you really need extra survivability from gear, I’d just take a couple of defensive stat rings and save a fortune on armor AND runes.
In my experience story modes only award 70% the very first time a char completes it. All subsequent completions of story mode (even on different days) only yield 35%.
Its been a long time since i ran a story mode and i could be wrong though.
We get told about “challenging content”, then get shown an “adventure” where we spam 1?
This is meant to be challenging?
What.. we’re going to competitively spam 1 for leaderboards?
Says a lot about what anet thinks of its playerbase.
Pretty underwhelmed so far.
therefore allowing for at least 3 builds per profession instead of the current one.
And this statement right here is why people should l2p before QQing about “meta”.
I would bother to explain why, but last time i got called a fascist so.. GL.
How about:
When double clicking an item to equip it, if it’s replacing an already equipped item, the two merely swap around (so the old item moves into the vacated inventory slot)
Would be fine if you wanted to swap a 1 handed weapon for a 1 handed weapon. or two handed for two handed. It is also how it works already.
As op stated, the problem comes when switching from say: dagger/focus → staff.
The focus ends up in the first empty slot. Which sucks if you want to keep your gear in an invisible bag.
Wait what?
I had to do a double take. I thought this was the other thread on the exact same topic (with title change) IN THE FIRST PAGE.
As poster above me said: pls merge.
Another one!?
bloody hell..
GW2 players is Why, are discussed in old or new?
new=Good? ALL DPS or Non-Role
old=Bad? DPS/Tank/Healer(Holy Trinity)I do not have the idea that the old one is no good
I’m watching the game designand
Korean MMO is Non-Role MMO many
Brave&Sould,Black Desert,C9,GW2Game system that has been accepted all over the world is the Role System
League of Legends+Dota2=DPS+Tank+Healer
World of Warcraft=DPS+Tank+Healer
FF14=DPS+Tank+Healer
RIFT=DPS+Tank+HealerDemand for tank and healer are many
I can not understand why Role deleted the
Then go play LoL/WoW/FF14/RIFT and leave those who don’t like that to enjoy gw2 and its combat system that you clearly cannot comprehend.
This should probably be in general discussion, not HoT.
But yeah that kind of thing would be nice. Maybe make things that are account/soul bound go to invis bags by default?
in Guild Wars 2: Heart of Thorns
Posted by: Artemis Thuras.8795
hoT is (hopefully) the first of many expansions. If they released every idea they have in one go.. what would they put into say.. “Gw2: Desert Wastes” or “gw2: The Far Shiverpeaks”?
Not to mention we’d be lucky to get HoT before 2050..
Those titles probably need some work mind you :P
in Guild Wars 2: Heart of Thorns
Posted by: Artemis Thuras.8795
And now OP shows that hes QQing about zerker gear, and is completely unable to listen to reason or explanation of how support IS used.
Yet another thread that needs locking.
And here we have fascism in it’s purest form.
Straw-manning followed by,
“Agree with my opinion or be silent.”
lol. Keep up the personal attacks and watch how fast you lose ability to post.
in Guild Wars 2: Heart of Thorns
Posted by: Artemis Thuras.8795
And now OP shows that hes QQing about zerker gear, and is completely unable to listen to reason or explanation of how support IS used.
Yet another thread that needs locking.
I saw an interview with him where he said more than likely we’ll have mastery points already.
Could we get a link to that interview?
in Guild Wars 2: Heart of Thorns
Posted by: Artemis Thuras.8795
Honestly, Kordash, OP just sounds like he is mad about not having a trinity in GW2… He says he runs zerker builds but can’t believe it without video proof.
So regardless of what you all say about role-taking being bad or ‘oh noes we can’t have da trinity’ – too late because that’s what Anet are leaning towards with this expansion.
I disagree. From what I’ve gathered it looks like they are just filling in holes that were left from when they originally designed the classes. It looks like this Staff Druid is going to fill the missing AOE/CC that was missing from Rangers. Hammer Engie looks like it’s going to fill the missing melee weapon from it. I’d say Anet is just making all classes more rounded by adding the Specializations… And, if you ask me, Specializations look like they’re aimed at WvW or PVP rather than PVE, but no way to be sure until all the details are out.
But… Guess what… If the goal of the pve event/instance is to kill something… well… DPS is still going to be King. Suck it up. Grow a pair. GET TO KILLING STUFF AS FAST AS POSSIBLE!!
Id agree with the way specializations seem at the moment. Druid does seem very cc oriented in what was shown.
For the mindless easy zerg events – yeah its just kill stuff. sheer numbers soak up attacks and spike ressing reigns.
Its funny how people want harder events, yet 3 headed wurm has people stumped without full scale teamspeak led zergs (which honestly is not needed, if only there weren’t so many expecting to do nothing but press 1…).
Smaller scale though.. Really no.
I’ve already explained why further back in the thread and don’t wish to explain again.
in Guild Wars 2: Heart of Thorns
Posted by: Artemis Thuras.8795
May I just direct everyone towards the fact that Anet are creating SPECIALISATIONS with HoT??
That in itself says they recognise the fact that there needs to be disparity between professions and role-taking in the game for it to be fun to play. So regardless of what you all say about role-taking being bad or ‘oh noes we can’t have da trinity’ – too late because that’s what Anet are leaning towards with this expansion.
Absolutely zero trinity will never happen in any MMO. The linear gameplay that GW2 has right now with its PvE set-up advocating a single meta is BORING. Plain and bloody simple. There’s no meta diversity, no variation and no tactical thought. Just mindless zergs of #MaxZerkOmg players running around seeing who can do the most damage.
l2p.
in Guild Wars 2: Heart of Thorns
Posted by: Artemis Thuras.8795
And.. we are back to people thinking berserker gear means you are not playing a support role.
Support/dps/control roles can be done (almost*) equally well in berserkers as they can in clerics, soldiers, sinisters or nomads.
*healing power can improve support slightly. But then you are by and large responsible for your own healing, making this a largely selfish stat (completely contrary to support) anyways.
Evidently there is a lack of understanding how support roles are played, and how integral they already are to completing content in all berserkers gear.
There is a reason many teams take a hammer guardian in high level fractals.
Or a mace/focus for mossman. <— I personally run this for cof p3 final boss too.
Or a reflect mesmer in ta:ae.
bosses that also have trash mobs attacking you?
Spider queen in AC has that.
Kholer has that.
Aldus stormbringer (hotw p1) has that.
Bosses with CC?
Vinewraith thrasher seems to have a 20 second stun periodically.
Impasse Mark IV (SE p1) spams interrupts with one of its skills.
Hard hitting AoE?
Subject alpha has some pretty nasty aoes.
The things being asked for are already in the game. Would I like more level 80 zones including these mechanics? Yes. EXP mode dungeons should be level 80 anyway, but that would make dungeons officially “endgame content” which many people (including anet it seems) wish to avoid.
Support is already integral.
Would I like it buffed? Sure! It’d make everything even easier. But people are here asking for things to be harder. This thread has become self contradictory. Through sheer ignorance by the looks of things.
in Guild Wars 2: Heart of Thorns
Posted by: Artemis Thuras.8795
It seems to me the OP (rather naively) is asking for more support builds to be viable widely used and accepted.
I say naively, because every “dungeon meta player” knows 99% of meta builds are support oriented in one form or another. In my experience those builds carry over perfectly fine to open world group content.
Open world solo(ish) stuff like many of the old maps where you blaze around on your own.. sure selfish dps builds tend to reign. but thats because those mobs are designed to be easier to kill.
Also, I suspect expansion, like silverwastes/dry top is not meant for noobs, unlike many other zones you may enter while levelling up your first character. So yeah.. support builds will likely be much more widely used in the expansion open world zones.
PS: this is about builds, and the what a player might be aiming to achieve tactically and strategically. Not about “zerker meta”. So its not another one of those threads as far as I can tell.
(edited by Artemis Thuras.8795)
It’s been mentioned before.
+1 for this though. Faster trait/gear swapping would be nice.
Since anet wants to add more progression: I suspect not.
It may also be quite difficult to reconcile. But adding them to rewards (for future completions of x*) would have to be done anyways.
Though I’d prefer if they did. I’d load up with a decent number of points to enjoy spending right away.
In a couple of years time HoT will be “old content” Are we gonna see returning players QQ that the xpac isn’t free too?
Rune =/= build.
thread title misleading.
I’m pretty sure this was covered in one of the stickies..
And in my first post I suggested upping the output quantity of some of the other recipes, so the individual unit isn’t so expensive compared to its components (making it worth actually making/using them).
Particularly when there are very good options that cost significantly less.
Hopefully much greater supply of cacti nodes helps but SW has loads already on a short CD. Pear drop rate increase wouldn’t hurt either.
Still seems like recipe sheets introduced during LS 1 & 2 or festivals could do with some review though.
60 silver+ for a single food item ( even one that lasts an hour) is basicly prohibiting its own use..
Considering omnomberry pie is like 5-8 silver..
First link: spicy pumpkin cookie:
1 Ball of Cookie Dough
1 Bowl of Pumpkin Pie Filling
1 Ghost Pepper
3 Bowl of Candy Corn Glaze
output qty: 5
So far your list isn’t holding its own.
1Ghost Pepper.png Ghost Pepper (3 Silver 22 Copper)
1Bag of Flour.png Bag of Flour (6 Copper)
1Stick of Butter.png Stick of Butter (1 Silver 6 Copper)
2Egg.png Egg (83 Copper)
2Bag of Sugar.png Bag of Sugar (6 Copper)
1Sugar Pumpkin.png Sugar Pumpkin (11 Copper)
3Jug of Water.png Jug of Water (8 Copper)
3Bag of Starch.png Bag of Starch (4 Copper)
15Piece of Candy Corn.png Piece of Candy Corn (16 Copper)
1Nutmeg Seed.png Nutmeg Seed (n/a)
1Cinnamon Stick.png Cinnamon Stick (3 Copper)
1Ginger Root.png Ginger Root (n/a)
1Clove.png Clove (2 Silver 85 Copper)
Ok so we have ONE item in the list that uses a great quantity. Its 16 copper each. Not 5 silver+
Also pumpkin cookie current TP price: 98 copper.
Yeah, its price is currently far cheaper than crafting – but its tradable.
Cacti food is account bound and doesn’t come from ToT bags in huge quantity.
Edit:
All of them seem to be related to festivals and rare or nonexistent drops for recipe sheets now.
Thanks for compiling a list of other food items that could do with being brought into line with “regular foods”.
(edited by Artemis Thuras.8795)
It seems like with the current recipes, the pears should be more like 50c for these foods to be in line with other, non cacti foods.
with the roasted cactus, i’d have expected more like:
1-2 pears,
1-2 butter,
2-5 cinnamon
1 lemon
@krall, any example recipes of non cacti food that use that many materials for a single item of food?
Supply and demand. Basing the price on every-changing TP market is usually a rather bad idea.
I don’t think you understand what I’m getting at (again).
Some of the foods seem sensationally expensive.
Looking at the “plate of roasted cactus” (and the other cacti foods) mainly.
The plate of roasted cactus is:
10 prickly pears
10 butter
30 cinnamon
5 lemons.
The first 3 ingredients seem a little bit excessive in quantity, even for an 1 hour food. Especially given the price of those prickly pears.
Maybe make the output quantity 5 ( or even 3, it is a pretty good food), so this stuff isn’t vastly more expensive than almost every other food? They are account bound once crafted anyway.
Just an idle thought – it’d be nice to have this as a more reasonable food option. I doubt many use it at its current price.
12 guild comms and 5 g is far cheaper though.
edit: but yeah 5g is preferable to 50 ecto..
Its just 40 laurels = 120 t6
(edited by Artemis Thuras.8795)
ohh! I had no idea that guy actually had anything :P
40 laurels is a bit steep, but for assassins accessories it may be worth it..
Much like the luminescent ones became available from the laurel vendor after getting them..
Can we add the dungeoneer ones to the commendation vendor ( or laurel vendor I guess.. but those prices are insane)?
Here’s a very quick & dirty example – say you have a boss that consists of something you’re trying to protect, and the boss periodically vanishes from the fight and summons a ton of minions. These minions die fast from any damage dealers but will attempt to swarm what you’re protecting for a certain period of time before clearing.
You could even call the thing you protect Hodgins ?
You could also call the boss “moundy the great”
Edit: Moundy the grave could work too.
(edited by Artemis Thuras.8795)
I see people QQ about “lack of diversity” then point blank refuse to change utils despite some being far more useful for certain fights. (probably also forcing their team mates to drop something else to cover/carry them). All because " it works without changing".
This simply proves the complaints about “everything is exactly the same” & berserker gear in general is born out of selfish laziness and ignorance.
Someone made an analogy about “is it better to be hit by a car and then heal, or avoid the car”. I propose we test this with people who’ve asked for unavoidable damage. That suggestion I consider as volunteering for being hit by the car. Good luck.
UTC -5 it is. Maths OP.
That still doesn’t say when hes looking to do a dungeon train… Which again, doesn’t really help anyone..
Timezone may help a lot..
its 7am and im going to bed my bad xD lmao
That doesn’t really help anyone..
Let me rephrase:
what time (UTC) are you looking to run a dungeon train?
Timezone may help a lot..
Eventually 1 of 2 things happens however:
1) you run out of free time.
2) you realise you have no life.Not saying 3 resets is a great solution though. I’d much rather put the chests back in, and add something like some t6 mats on every run. Reduced returns after the first run, but it still needs to be worth it.
I don’t know if the pve mastery points will be valuable enough to add to dungeon paths. Maybe..
Also keep in mind the precursor scavenger hunt and you’ll find dungeons will only be filled by the regulars. Everyone else will be hunting.
How do you define “regulars”?
I’d consider myself a “regular” dungeon runner. That doesn’t mean I won’t be looking at precursor collections too.
It would be a big mistake to assume those who really enjoy dungeons cannot enjoy other content too.
Conversely: just because people enjoy other content does not mean they don’t enjoy dungeons.
The problem is two pronged:
1. Finding a full team later in the reset cycle is harder/takes longer ( our lfg often ends up bugging and we cannot relist without disbanding the team due to so many who cannot read descrip trying to join). EG, we were on the final boss of CoE p1 the other day before we had someone join who was suitable for our group.
2. The rewards for repeating are absolutely dreadful. There is absolutely no reason to join a team ( even a speed clear group) for repeat runs, as you would get more loot doing just about anything else (except sitting afk, before someone comes up with that.
Suggestions to improve this:
Personally I’m not convinced by 1, because it is just more gold pouring in.
Ground chests I have seen no one object to at all.
3) I honestly love this idea. Reduces the cost of t6 ( by raising supply), making the dungeon gold rewards much more valuable. Adds value without causing inflation. Value will fluctuate as more/less dungeons (or other things) are completed.
This could be tweaked to be a (account bound) bag that drops 1 item from the following:
*ori/gos/ancient wood/hardened leather (3-10 qty)
*1-3 t6 fine materials.
*1 lodestone.
Could also include t5 with typically higher quantities:
*common: 10-25
*fine: 5-10
*rare: 1-2
*Perhaps t 2-4 common materials for the sake of not causing t5/6 to become insanely cheap by comparison? & asc crafting.
Naturally higher quantities would be less frequent, and the number of these bags could vary from path to path.
I’d even consider suggesting replace the 1-3 gold with X “dungeoneers crafting bags”? personally. Where every 50s would be 1 bag (giving 1 material). So AC would yield 3 of these bags. Also removing the once/day restriction on this ( since gold flood would no longer be an issue).
While we’re at it: make the ground chests give 1-2 bags of gear (like the event rewards in SW) rather than direct items. It’d make it a lot easier to manage inventory during a string of dungeons. But just a QoL suggestion.
Eventually 1 of 2 things happens however:
1) you run out of free time.
2) you realise you have no life.
Not saying 3 resets is a great solution though. I’d much rather put the chests back in, and add something like some t6 mats on every run. Reduced returns after the first run, but it still needs to be worth it.
I don’t know if the pve mastery points will be valuable enough to add to dungeon paths. Maybe..
Adding in multiple resets, regardless of what you may think, will cause an enormous influx of gold into the economy. For a portion of the gamer base, that increases their daily gold income by three times. For instance, I’m in Australia. If you tied the resets to UTC, there’d be nothing stopping players in my side of the world getting up early in the morning and doing a 10min run with the evening players in NA or EU, getting home from school/work and knocking off another 10min run with other OCX players, have dinner then have another 10min run on any given dungeon path with the late night OCX/morning EU/NA players. Cof P1 and 2 can be run easily in less than half an hour with a good group. Extra resets will have a major effect on the economy, simply because of the snow ball effect.
For those who can afford the time, they’ll see their dungeon income double at a minimum and triple in some cases. Even if this is a minority, this will increase the gold wealth disparity and inevitably push up prices on the TP.
Ultimately, it’s unfortunate that you can’t do runs with guildies and won’t do runs with pugs. One is by circumstance the other is by choice. This is basically a solution looking for a problem.
And what is stopping you doing 3 different paths? There is plenty that only take 10 minutes anyway. OH yeah – its harder to find teams because people already did them. Which is my original point.
It was put at UTC time as it never changes – is a crude measure.
Getting guildies together is much harder than you think- the population imbalance of let’s say NA players on EU or EU on NA servers is much smaller than you think which can run at a high level.Now if EU & NA merged for PvE – better coverage would be available.
The suggestions of a 8 hr reset are not that unreasonable on the face of it.
It’s not an exploit – people that could be on for 12 hrs prob currently still earn the same in or out of dungeons as all zones roughly balance out at 10g/hr wherever you are – dungeons actually come out with a lot lower gold/hr ratio than a lot of other content available.I don’t have a difficult time getting guildies together for stuff like dungeon runs and the like. Just put in guild chat, “Hey I could use a few more the AC P1! Whos with me!?”
I generally get at least a couple, and if not, we pug it. Its not that big of a deal really. If you are looking for high end speed run make sure you put in the LFG exactly what you are looking for (Commonly “zerk speed run. EXP only or kick!”). I just don’t see what the issue really is.Smaller guilds may have a more difficult time, but smaller guilds are usually a group of friends who run together anyway.
and.. what time zone do you play on?
Adding material rewards is something I’ve been suggesting for a while. Glad someone else sees why that’d be good. 1 ( or more for the longer/harder paths) t6 crafting bag would certainly help. Even if its a bag which only contains 1 t6 material.
The other big problem is the removal of all the ground chests though. You don’t even get those more than once per path now. I’d like to see that reverted too.
ground chests and x t6 mats for repeat runs would definitely make them worth running on an alt (specifically an alt mind you, not over and over on the same char) without risk of gold influx.
I don’t think having 3 8 hour cycles for them would result in the huge influx of gold some are scared of though. Only a very small minority have that much free time to play for that long/across that kind of time zone (outside of weekends).
Yes, you can do different dungeons, so what is the issue?
Issue was pretty clear: guildies had already done some/all of the paths I wanted to do. (yay for getting to do dungeons before reset, because reset is midnight for me)Making finding a team much harder.
Running with pugs is tiresome as many of them are unable to grasp the concept of teamwork. Or even be able to read (lfg description).
This is compounded by the fact the nerfing to repeating dungeons caused a lot of dungeon runners to lose interest. It became harder to find readily available competent players than it is to complete the instances 3 man.
Most open world stuff is actually limited to big rewards once per day. Just like dungeons.
I think vinewraith would like words with you. Also, dungeon rewards are nerfed far more heavily than other things for repeating on an alt.
Repeating dungeons is different. Seeing as a good 5-man team can run certain dungeons in 10 minutes, being able to repeat it over and over and over again and get 1+ gold each every time would very quickly destabilize the economy.
A good team can chain 10 paths and complete them all in 10 mins each. What’s the difference? different dungeon – must know other dungeon. Different class – must know another class. someone has 64 warriors? Well their experience of gw2 sounds pretty boring.
Ah, so you are basically one of those speed-runners that only ever run it for the reward? I suppose that explains why you would want to be able to get unlimited amount of rewards for little to no work.
Thats a pretty big (incorrect) assumption. It sounds like you’re saying “QQ the better players can make more money than me. Thats not fair!!”
Which is remarkably close to all the QQ about the zerker meta. Funny that.
Can get big rewards by jumping to more dungeons. ( seriously, we run out of time long before we finish every dungeon/path, except at weekends)
Can repeat open world stuff over and over for crazy loot.
Repeating dungeons isn’t really any different.
Its just a lazy fix because anet doesn’t know how to balance rewards from dungeons properly.
Also, my guildies and I who run at that time, would prefer to 2/3 man than take most of the dead weight on the LFG. They often don’t make a run any faster anyway. Not to mention we end up most of the way through waiting for someone suitable to join that its often not worth the hassle of posting in the first place. Bad pugs are not conducive to a fun experience.
I can’t find the thread I made weeks/months ago..
Had guildies openly say they didn’t want to run because they had already done them last night.
As someone who tends to have the most time for dungeons from 8-12pm UTC, this really blows.
Shame people still don’t believe that this is a problem
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