Agree with the above. This has been bugged pretty much since release. It’s disheartening to see that after all this time, it’s still not working and I still can’t get a completion for this zone. Just kill the event altogether so the catapult isn’t linked to it and let us complete the wretched thing.
Azureal, don’t rely on the forums for support issues. It’s usually a good place to start because you can often get a quick resolution here, but not always. If you haven’t done it, open a support ticket and make sure you make your problem THEIR problem. Just posting your issue is basically asking support to ignore you.
By the way, this same issue has been happening since prior to launch. I know. I experienced it then and I still see it now. Luckily for me though, after manually restarting the patcher a dozen or so times, it eventually kicks in and stays connected. It’s still irritating to have to sit and watch the patcher for 30 minutes to make sure it continues working.
Hope you get your issue addressed. Just make sure you force support to look at your problem by opening a ticket.
I’d say Ranger. Warrior beats them (and everyone else) while on land, but Ranger is (IMO) untouchable in underwater combat. When taking both land and water into account, Ranger comes out on top.
I have eight; one of each profession. I have no main right now.
Orr tempered my addiction. WvW cured it. I’m much more sensible with my play time now. And I’d like to thank Borderlands 2 and Torchlight 2 for their timely intervention.
Never compare another profession with a Warrior in terms of damage. It’s pointless. You play an Engineer because you like the gimmicky gameplay, not because it’s the most efficient killing machine. Same as for Mesmers.
However, one place they do excel in damage output is in AoEs. The grenade kit does excellent AoE damage and if you are able to set up somewhere so you don’t have to constantly be running for your life, grenades kick some serious backside. The only real drawback is that you can’t auto-fire with Skill 1, which makes moving and maintaining decent damage tricky. But that’s part of the gimmicky profession mechanics. Love it or leave it.
I only get that in Orr really. Nowhere else is it as thick with fast respawning mobs. Usually its manageable, but I recall one POI I was trying to reach up a hill, and there were no less than three veterans along the path, …
I ran into he same problem. Go at it from the other direction, drop down from the temple above instead of fighting up the path.
Agree with the OP’s point. Things respawn too fast. More than once I’ve had things respawn immediately after being killed.
Thanks for the tip. I’ll do that next time I go there.
Hmmm I think I can sum this up with two words “Sea Witch!”
If you been there, you KNOW what I am talking about! Can hardly get into the bloody door between the fish, the vets, and this is before you even get to the Boss, when you do get to her it just doesn’t stop, even more so when you do kill the boss!
That vet guarding the door has stopped me more than once from participating in that event. If I’m on my Ranger, it’s a pushover. It doesn’t take long to clear him out and any spawns that show up. On my other characters though, if it’s there when I get to the cave, I just turn around and leave. Anyone close enough to help is already in the cave fighting the witch and there’s no way they have the time to break off to clear the entrance, even if they could hear you asking for help.
The event itself is good though. Very tough with the constant barracuda spawns. Getting in just to participate can be impossible though.
You lose coin for dying. Repairs aren’t free. Neither is waypointing.
Glad I decided to stockpile all those chests.
I only get that in Orr really. Nowhere else is it as thick with fast respawning mobs. Usually its manageable, but I recall one POI I was trying to reach up a hill, and there were no less than three veterans along the path, with accompanying escorts of trash. Managed to get the second one down to about a quarter health before the first had reappeared and jumped me. By the time the second was down, all the previous trash had popped and I had to deal with them again. I should have split when I saw what was happening but stupidly, decided to press on. The first vet still had plenty of health left by the time the second one reappeared. They didn’t take long to double team me into oblivion.
I never did get a single shot in on the third vet and that POI is still unvisited. Every time I think of it, I hear calliope music in the background and some baritone announcer shouting “SEND IN THE CLOWNS!”. Not sure when I’m going to try it again.
Have you tried asking for help? It’s probably doable with 2-3 players.
I was with a fellow the first time and we picked up the SP that was along the path pretty easily, dispatching the first two groups without much trouble. He was a Warrior so it was a cakewalk. I didn’t realize that continuing up led to a POI so I quickly left before the inevitable respawn, not taking time to consult my map. The circus sideshow happened when I returned later.
Most of these situation can be handled easily with a group around, and I’m usually content to wait around for others when I get stuck somewhere. But that episode left a real bitter taste in my mouth and I haven’t even been interested in returning to it. In fact, it was at that point that I started devoting most of my time to my alts, having been soured on the entire concept of Orr. I’m not expecting to return to the continent at all until I’ve got my Warrior up to 80 so I can farm properly. It’s going to be a while at the pace I’m moving at.
I only get that in Orr really. Nowhere else is it as thick with fast respawning mobs. Usually its manageable, but I recall one POI I was trying to reach up a hill, and there were no less than three veterans along the path, with accompanying escorts of trash. Managed to get the second one down to about a quarter health before the first had reappeared and jumped me. By the time the second was down, all the previous trash had popped and I had to deal with them again. I should have split when I saw what was happening but stupidly, decided to press on. The first vet still had plenty of health left by the time the second one reappeared. They didn’t take long to double team me into oblivion.
I never did get a single shot in on the third vet and that POI is still unvisited. Every time I think of it, I hear calliope music in the background and some baritone announcer shouting “SEND IN THE CLOWNS!”. Not sure when I’m going to try it again.
The problem with “Do Not Disturb” is that some people will invariably assume that it’s not directed at them. It must be for someone else — someone less important. Someone who’s not an actual friend. Then you’re back to explaining yourself again and likely, soothing hurt feelings. Proper invisibility means no explanations and no one feeling slighted.
If you hate people, why are you even in a guild?
“Massive Multiplayer Online” does not imply it is a single player experience. If social interaction isn’t your forte, play CoD or something.
ArenaNet stated specifically in an interview a while back that they designed the game with players just like the OP in mind. They understood that some people prefer the freedom and peace that you can only find while playing solo, but those people also want to do that within the scope of a large and unpredictable environment that ONLY an MMO can provide.
To put it another way, YOU are the window dressing of my massively single player experience. YOU are the chaos factor that makes the game interesting. But just like I have no interest in striking up a conversation and becoming buddies with the nearest NPC, I likewise have no interest in doing the same with you. But YOU are still pivotal to making the game interesting for me. And when I say “you”, I’m simply referring to all the other players who aren’t ME.
Now thankfully, I’m not in the same boat as the OP. I have been in pretty much every other MMO I’ve played (City of Villains is the exception), but not in GW2. Here I actually enjoy the social experience and look forward to seeing other players in the world, not loathe the sight of them like I usually would. I also have a great guild of awesome folks who never feel the need to hammer me over the head with guild responsibilities and guilt trips if I’m not being a zealous enough a member.
The bottom line is that solo players have very good reasons to want to play in MMOs, and those reasons don’t necessarily entail socialization. Mostly, it’s because no single player game can bring a world to life the way an MMO can, due to it being filled with unpredictable, player-controlled NPCs. And even solo players appreciate the concept of a “living, breathing world”.
I love underwater combat on my Ranger and Guardian, but I absolutely hate it on my Elementalist and Mesmer. For all my other professions, it’s a general dislike.
Some professions are well-suited to underwater combat because they have effective skills for it, while others are completely kittened by their skills. As far as I’m concerned, most underwater skills need an overhaul to make them somewhat viable.
I wish anything you said here was actually true.
Welcome to the world of subjectivity and independent opinion.
Also, I’m assuming that by “Sexy” you really mean “Revealing”.
Medium armour being so would probably invalidate its status as armour, but I can assure you, there are medium sets out there that are ridiculously revealing.
Take the Order of Whispers set for example:
Click to revealThat torso piece is ridiculous when it comes to offering protection, but probably qualifies for the younger, lustful teen audience as being “Sexy”.
If you really want your character to look like she’s out for a night on the tiles or soliciting business from desperate men, there are plenty of options out there. You just have to look a tiny bit harder, but I’m sure you’ll be doing enough of that when you finally acquire it, so doing so now shouldn’t be a laborious task for you.
Hmm. That would hurt if I wasn’t too old to be affected by puritanical shame and guilt. I kind of shed that foolishness when I stopped attending Sunday school. Most adults eventually grow out of it. Maybe you will too?
EDIT: And I meant “sexy”. Finding it tough to say that word, are we?
I’m a bit disappointed that they didn’t keep armour profession-specific, like they did in Guild Wars 1.
I also find a lot of the female armours to be incredibly exploitative, but given the stunned, pre-pubescent blow-up doll facial features and Barbie doll figures of the majority of human females, I’m not really surprised that the majority of female armours seem to have been crafted for testosterone-fueled adolescent boys or creepy old perverts. That bizarre, crotchless Little Bo Peep dress for light armour wearers in particular is like some weird fetishistic nightmare.
But I also have a good laugh at the majority of the ridiculous “Prestige” armours. Upon release of the game, my friend and I previewed all of the Dungeon armours. We saw the Cathedral of Flame ones, knew they were utterly ridiculous, but because of the absurd gamer community obsession with shiny/spiky things, we correctly predicted that every numpty and his brother would be wearing it within a matter of weeks.
Sophistication and elegance are rare in GW2, with the artists instead favouring gauche, exploitative “styles”, and it’s a massive shame.
I wish anything you said here was actually true. I’ve been hunting for some sexy “exploitive” armor and it’s been a tough slog. The armor my Ranger is wearing right now covers everything but her eyes. It’s the only way you can even tell that’s she’s sylvari and not human, but you need to look real close.
Now back to my quest for Tier 3 medium cultural armor for my human thief. Glorious under-boob, here I come.
Moral ambiguity, believable villains and future opportunities
in Suggestions
Posted by: Blacklight.2871
But with a little work and some clever writing, Arenanet can turn these conflicts into a real, engaging story, where difficult choices are made that leaves the player questioning… did I do the right thing? Did the end justify the means? Did I really join the right side?
Please, no. I appreciate that you take the time advocate for your position, but it isn’t really something I want to see in this game at all.
Look at this way. The player is confronted with a choice A,B, or C. Each path does something positive but it also punishes him, someone dies or something. Well, most players don’t want to make anyone die. At least not from something that seemed like an innocent choice. So suddenly you’ve… basically really annoyed them, if not got them to stop playing because every choice had one of those negatives attached.
This is the problem with this “moral ambiguity” in relation to a game. The player has to have an illusion of having a free will similar to what they’d want to have. If faced with a situation in their virtual world where they’re on the hook for every irritating consequence going on, all it really does it make a game that’s too frustrating for most people to play out.
Now, I don’t mind if they make some kind of system like this that allows people to opt out in a fun fashion. But they never do. All the games that put choices and moral quandary in games just heap it on you too much and it gets to be grating.
You make it sound like every single story element would involve a jarring moral dilemma. To be effective, these types of plot devices need to be used sparingly, like maybe once in every 10 missions. It’s the only way they can maintain any kind of emotional impact. If every story mission required this kind of decision-making, the players would be numb after the first two or three. Which is basically the effect that the stories have now, just for the opposite reason — they have NO emotional impact at all.
Moral ambiguity, believable villains and future opportunities
in Suggestions
Posted by: Blacklight.2871
I personally spent most of my story mission confused…
Something along the lines of this question:
“But Jeff Grubb is a better writer than this?”
I think that’s because neither Jeff nor Ree Soesbee were involved in the individual story lines. They created the background lore and the world framework (which is exceptional across the board), but it was a different team or teams who came up with the personal story content. I read that somewhere, but don’t recall where it was. Regardless, it explains why the personal story feels like great potential squandered.
Moral ambiguity, believable villains and future opportunities
in Suggestions
Posted by: Blacklight.2871
I pretty much agree with everything you wrote here. I’ve found the stories to be generally listless and uninteresting, mostly because they don’t do much to challenge an adult’s reason and morality. They are writ large, in primary colors, making them palatable for children.
I was hoping for so much more, especially from the sylvari. I thought the lore behind the Nightmare Court was utterly fascinating, but when they story lines played out, they felt thin and uninspired. Maybe I had unreasonable expectations based on how much I fell for the lore — expectations that couldn’t possibly be met in an MMO format. Yet it’s still disappointing.
GW1 had a lot of really nasty stuff going on. Some things were actually quite brutal, like the fate of Lady Althea, which still sticks with me even years later. I didn’t find anything in GW2 that I felt was comparable, and certainly not as memorable.
I know the story lines aren’t very inspired, but I think the decision to play them out in kind of a puppet theater format, removed a lot of their potential impact. The visuals of every single story look identical, which makes them hard to tell apart when recalling them. I’m almost positive that cutscenes, like they had in GW1, would have gone a long way towards making each story a bit more memorable, maybe even adding a few more layers of context to them as well. But even then, at best, I’d remember why they were forgettable. The stories are still just too weak to stay with me for very long.
I’m guessing they didn’t want anyone to realize just how much damage is getting ignored due to the condition stacking cap. When some folks see that most (and possibly all) of their condition-based contribution is getting dropped when playing in a large group, they probably wouldn’t be happy.
That would make it a “feature”, not a bug.
I feel for you, man. While I don’t think they are able to recover your character, I hope I’m wrong. And yes, I think this should be something that any modern MMO can do, but who knows how their server technology operates. It may just be incapable of tracking that information.
I run a BM hybrid that uses two kitties and with traited bleed buffs, but I do it with a shortbow, not a longbow. You can make a really decent PvE condition build with it, but that’s about it. Unfortunately, condition builds lose a lot of their effectiveness late in the game where so much content is made for group farming, but for leveling, it’s ace.
I’ve attempted to create longbow builds but I never really found one that I thought was very good. This is primarily due to the fact that the longbow is altogether pretty weak and it’s achilles heel is the range damage debuffs. Outside of WvW (which I’m not counting in terms of profession effectiveness), many fights take place within medium or short range, no matter what you do, which immediately kittens the LB’s effectiveness. Traiting in additional range is a total waste.
But really, I don’t particularly find the traits that bad. It’s the weapons themselves that are a pain and not very useful. Sorry I don’t have details, but that’s been my impression of Rangers since BWE1 and having played a Ranger since launch and all the way through Orr. There’s a lot of neat builds you can come up with, but they rely and poorly designed weapon effects, which means the end result is less than great.
EDIT:
Oh yeah — shouts are useless. I’d never make a shout build they way they are now.
Sorry for the guys who rolled a female thief in hope to look like FFX-2 Rikku, but Arenanet seems to care about the themes of the professions that will wear their armor sets when designing them, and for the sake of thieves and rangers, it makes perfect sense that the majority of the medium armors are not skimpy. While engineers also wear medium armor I don’t really see them much more fit for that kind of gear.
You should have seen this coming too. Look at Guild Wars 1’s armor sets, Assassins and Ranger gear had the least revealing armors by a long shot.
It works for light armor because they’re not supposed to get hit, and it actually makes perfect sense for mesmers.
It also works for heavy armor because of the warrior profession, which is the epitome of fitness, strength and with a “come at me bro” attitude. Just think of the movie 300.
But for a trapist or a criminal kind of character, it doesn’t really fit.
Thief is the one profession where skimpy armor would be perfectly reasonable. It’s a profession that relies on it’s mobility more than any other. The lighter and tighter, the better. I wouldn’t say that is necessarily the case for Engineer or Ranger, especially Engineer. But despite that, I sure wish there were some “skimpy” armors for my Ranger, regardless, just for the sake of variety.
80 levels worth of longcoats and bandit masks has exhausted my interest in the aesthetic completely. I can only hope that the Halloween update introduces something new and interesting by way of medium armor sets. Maybe even costume slots like in GW1, so I can actually participate in combat wearing something very cool. Perhaps something like Raiment of the Lich from the first game.
I can’t speak for the charr, but I found that the human medium armor sets while leveling up, to be pretty blah-tastic. If you aren’t a fan of longrider coats and bandit masks, you’re probably going to get pretty sick of your character’s look, very quickly. I found human light armor to be much more varied, diverse and interesting.
Must just be the Aurora Glade server, but….
map chat is full of questions every 5 mins on ‘how long till Dragon spawns’, with so many answers its impossible not to know when the dragon is coming!
Same on Dragonbrand. When a dragon spawns or the meta-chain kicks off, map chat tends to be flooded with announcements, complete with linked WPs. I’m never concerned that I’ll miss a dragon event if I’m at least somewhere on the map.
The Grove is the best place for crafting because all the crafting stations are in a tight crescent around one another and both the bank and trading post are right nearby. Rata Sum is decent, but if you have two disciplines to work on at the same time, you may need to go from one end of the city to the other. LA is also good because it has the Mystic Forge present, which is required for some things, although there’s more legging it around. Divinity’s Reach, Hoelbrak and the Black Citadel, I never bother with, unless I just happen to end up there for some other reason and have some specific crafting goal I can complete easily (like making a set of higher tier armor right after I qualify to wear it). I’d never go to any of them just to work on crafting. The locations are either spread too far apart or require too much effort to reach.
I only fixate on map completion when I’m in WvW. It’s the only reason I’m there and I ignore everything else that’s happening. Back in the real world, first I follow events, second I follow groups who look like they know something I don’t, third I follow resource nodes, and last I chase map completion. The only exception to this is when there’s a combat skill point that’s already been activated. If I see that, I’ll drop everything else to jump in.
My reasoning is that it’s always better to go for an activity that’s temporary first. Map points aren’t going anywhere, so I can come back to those anytime (with that one exception). I go for resource nodes before POIs so I can get the clock ticking on them ASAP.
people hating on ps2 because people cant handle gw2 wasnt the messiah. better than the competition? lol if gw2 is around in 8 years with over 10 million active players then we’ll discuss success. a one night stand in sales doesnt equate to success, it equates to curiousity and being duped by clever marketing.
enjoy planetside 2 mate i’ll be there also
So only at 10 million active players can a game start thinking of itself as a success? You’ve got WoW on the brain, kid. Plenty of great games chug along just fine with a fraction of that number. Time to get in touch with reality.
I have no dificulty doing PvP.
Again as mention in my first post. I am rather good at it.
I just no longer wish to do it. It not fun.You choose not to do it, you should accept the consequences of your decision.
That’s what adults do.
The fact is that you are not forced to get a legendary weapons or 100% map completion, and you are not unable to do so while disliking WvW. You choose to want one and you refuse to do WvW – both your decisions.
Too bad that legendaries are the only long-term goals in the game, so if you want to participate in the only months long metagame available, this is the ONLY way to do it. You might as well call level capping an option. You don’t really have to do it, but it’s a goal that everyone eventually wants to reach. A short-term goal though. Dungeons and armor sets provide the medium-term goals. Legendaries are the only long-term goals. Everything else can be completed without ever even considering PvP. But the late game carrot, the only late game carrot, demands it.
You bought a game that is primarily PvE in nature. If you weren’t required to do PvE only tasks, there would be very little for you to actually do outside of padding your gank totals. There’s only so much for you to do in PvP. The PvE world is far bigger and far more diverse, providing a lot more avenues for achievements.
Even so, the answer would have been to provide either a PvP only path to legendaries in addition to a PvE path, or have two completely separate reward and achievement tracks.
ArenaNet’s biggest failure in this game is trying to play social engineer by coaxing players devoted to one game style, into playing the other. This might be useful for people who have no experience with MMOs, but for the majority of us, WE ALREADY KNOW what we like. We KNOW what PvP means and we know what PvE means. We don’t need to be coaxed into one or the other because we can decide for ourselves what we should be trying out and what we needn’t bother with.
The system that’s been put in place smacks of a “we know what you want better than you know yourself” attitude. Well, in this they were very wrong and made an error in judgment. My guess is that they were trying so many new things with this game that thought that they could also manipulate the core interests of their players, if they could apply the correct amount of pressure in the correct way. That was a mistake.
Just like I don’t play sports games or platformers, I don’t PvP in my MMORPGs. It’s not why I buy them and not why I enjoy them. No amount of hamfisted prodding is going to change that. The sad thing is that ArenaNet really should have known better. Ball → dropped.
“Structured Player vs. Player (sPvP) is a core feature in Guild Wars 2, and it’s quite massive.”
- https://www.guildwars2.com/en/news/structured-pvp-iceberg/
(can’t figure the quoting system)—-
What about a different solution…what about allowing players to set a PvE flag on their character?
—
Ya, I’m sure people won’t exploit the kitten out of that idea….
Not to mention it would allow bots to farm WvW because you’re auto-leveled to 80Guild Wars and Guild Wars 2 are PVP games, if you don’t like PVP, don’t complain that you’re playing a game that was publicly stated to center around PVP. And if you didn’t know that..well…how’s fault is it for not researching before buying a product.
Show me an ArenaNet quote that states this game is PvP-centric. I’ve been following it for about three years and I don’t recall them ever saying anything of the sort.
Failing that, please show me a comparison of content in the game that proves how much PvP overshadows the PvE. Show me how the handful of WvW and SPvP maps, eclipses the 25 unique PvE only maps, the six enormous PvE-only cities, the eight dungeons with 32 paths and the diverse personal storylines.
Don’t make the mistake of thinking that just because you don’t stick your nose outside of the Mists, that nothing exists out there. The PvE game DWARFS the PvP aspects. That’s an objective truth, whether you choose to expose yourself to it or not.
By the way, it was EXACTLY the same thing in GW1, even though the hardcore PvPers would never bring themselves to admit it. The only claim that this series has to being PvP-centric is the initial design concept. Fortunately for me and so many others, they ditched the PvP-only philosophy and instead, gave the PvE the care and consideration it was due. That doesn’t mean they skimped on PvP, but the end result meant that it became peripheral to the larger PvE game. That’s just the way it is.
i wanna see masks and hats and maybe since we have this new in town only clothes that they will make whole costumes.
Masks and hats and kitty ears.
@Dark Saviour
“Thriller would be acceptable.
Time Warp would be far more fun though, IMO.
Hell, even throw in a Frank N. Furter NPC for great justice."
That totally tops me there. Unfortunately, I get the impression that sweet transvestites might be a bit too racy for this family friendly game. But if the floor show costumes were made available in the gem shop, I’d be prepared to drop some serious coin.
(edited by Blacklight.2871)
Definitely a positive in my books. Quest logs were such a drag.
I play ranger, guardian, warrior, thief and engineer. I have no problems with “balance” in any of them. All of them have their advantages and disadvantages. Its up to me to learn how to spec and play those classes.
I don’t expect the “game” to do that for me, nor will I get upset over some inconsequential nerf that barely affects the total gameplay of any class.
Sorry to be blunt, but if you’ve played a Warrior in addition to those other professions and don’t see a serious disparity, you just aren’t paying attention And ignore the PvP performance because I can’t comment on that.
blacklight, seriously, you dont really “go with the flow” if you feel like everybody except the 1 or 2 very good builds are not worth playing.
the balance is actually quite solid for a two months old game.
anyway, yeah, you have to play dfferently in pvp and pve.
these are not the same game.
there is no reason to rush pve more than you would a single player game.i dont get all the whining.
I’ve played every single profession fairly extensively so I have a decent feel for them. This is why I know there a very definite imbalance between them. I play a Warrior now because I got tired of working twice as hard for half the pay off, even though I prefer the mechanics of other professions. But hey, I’ve got drops to farm if I want that expensive cultural armor, so I use the profession that appears to be tailor made to the task. And when I see the disparity between the top and bottom of the profession pile increasing, it does irritate me. You call it whining, I call it observation.
Now I said I usually don’t care about these changes. I played WoW for years without ever so much as reading the patch notes. I just didn’t care and I could figure out what I needed to while playing. I keep a much closer eye on this game though because I feel let down by most of the professions and I’m looking forward to seeing them improved to the point that they are fun to play, rather than frustrating. Unfortunately, each change seems to take the professions in the wrong direction. So I get irritated. When I have some confidence that a profession like the Elementalist is starting to feel a bringer of scorching murder rather than than a glass mouse with book of matches , I’ll be able to stop reading patch notes again. That’s the way I prefer to play.
For now though, I’ll content myself with going with the Warrior flow. I grow weary of my normal yawn-inducing rags and look forward to eventually, puttin’ on the ritz.
I usually don’t care, but I have to admit, the ongoing nerfs I’ve been seeing where I believe buffing is needed, has started to irritate me. I have a few alts sitting on their hands because I don’t feel they’ve been well balanced compared to other professions, but most changes only seem to exacerbate the problems I have with them, not solve them.
And the Guardian greatsword change has caused me to shelve that toon as well. They really seem to have used a nerf-wrecking ball on that one, a bat not being enough to get the job done. At least I can rely on my Warrior being untouchable and remaining the PvE juggernaut that it is. Someone high up must play a Warrior…
You also have to look at this from a design perspective. They have Greatswords AND Rifles! AND spiky, heavy armor!
If not only the most balanced and simplest to pick-up-and-play profession, the Warrior is also the “coolest”.
But generally the Warrior is always the most popular class in RPGs (usually the “main” character in jRPGs from Lunar to FF7) and it’s nothing out of the ordinary to see Warrior more than other professions.
Well, I wouldn’t say they are the coolest. Not to me at least. In fact, I find them to be the dullest profession to play and much prefer almost any other, just for the fun factor. But Warriors are, hands down, the most effective profession at all aspects of PvE. That’s why I rolled one. I’m just tired of feeling like I have to work twice as hard for half the payoff. But when I’m with friends and my goal is just to have a good time, I’ll always switch to another toon. It doesn’t matter which one. I prefer all of them to my Warrior. Solo though? Warrior rocks the motherkittening casbah.
I’d prefer to see all skins treated as individual elements that can be permanently saved via T-stones, into some kind of storage locker for later use.
Anyone with access to the Hall of Monuments knows that they can always return there to grab a skin that they’ve unlocked in GW1. GW2 should use a similar system for all of it’s skins. T-stones unlock them and a special NPC gives you access to them. That way you never lose something you’ve acquired, either via T-stones for skins found in game, or with gems if they were purchased from the gem store.
Your customization options would go through the roof because you never need to worry about saving gear in your inventory, just because you might want to have access to that skin someday. I can guarantee I wouldn’t have 108 basic t-stones sitting in my inventory right now, if I knew that when I used one, the skin I grabbed with it would be available to me forever. Right now, I only use them when I’m pretty certain that I’d be using the skin for a long, long while. That certainty is pretty rare though, so those stones go unused.
Agreed about the lack of fluff. Right now, there’s just absolutely no excitement about the drops in the game because they are nothing but gold in some form. Something to be sold, broken down and sold, or combined and sold. It’s dull. I used to get a small thrill from dyes when they dropped, but that’s long since worn off. Now, there’s nothing at all I look forward to when I open a chest or take down a mob. Just another little bit to add to the old bank account.
This game really needs to put some loot into the world that makes people cheer when it drops. Not uber-leet gear, but maybe some rare, uber-chic sets. Or how about some town clothes. A lot of people (myself included) would flip to see some new clothes in a drop. How about making mini-pets an ultra rare drop? How about making GEMS an ultra-rare drop??
ANet has options here that don’t even require new content to be added to the game, that would help spice things up a bit. It’s only a matter of tweaking loot tables. They just need to exercise those options. Of course, nothing would beat a few brand new items being made available. But that’s also not something I would expect to see within the first couple of months.
Perhaps their Hallow’s Eve plans will give us something to look forward to, in terms of loot. Maybe Mad King Thorn costume pieces that randomly drop off sugar elementals? That would definitely have me looking forward to drops again.
Warriors excel in PvE because they are versatile, they are resilient and they are durable enough to take on almost any situation and literally chew through it. No other class has the same amount of raw survivability combined with such an impressive damage output. All this makes them ideal for end-game farming, which is where most people who stick with the game, will be spending the majority of their time.
Basically, everyone should roll a Warrior for their first character, cap them, then use them to farm. That way, they’ll be able to get resources at all levels quickly and efficiently that their other characters can use. If they start with a different profession, they’ll just be kittening their farming potential until they can bring a Warrior up to 80. Might as well start it.
I think more and more people are starting to realize it, which is why you’re seeing more and more Warriors. I sure wish I’d gone with one for my first character, instead of learning about their effectiveness on my last alt. So much farming time squandered…
Well, hey, like I said: “if all goes well” then you should know that anyone with a legendary is great at all aspects of GW2.
I didn’t say all went well.
But again: I’d ask that people not use this thread to complain about the current process for getting a legendary weapon. I’d like to talk about how we can accomplish that while playing normally assuming nothing changes.
How to accomplish it is easy, assuming that everything you listed involves only normal play. All that’s needed is patience. Nothing more. The problem is that for many, it requires abnormal play.
PvP is abnormal for a lot of people, myself included. It’s not the game we signed up for and not the game we are interested in playing. PvP is an entirely different beast from PvE, which the game recognizes throughout by keeping them completely separate. However, to participate in the only long-term goal that the game actually provides, it forces people to bridge that divide and basically play not only a different game, but one that robs the entire game of any kind of enjoyment. Playing a game that gives you no pleasure is the epitome of abnormal play.
Too bad that patience, hard work and a little luck isn’t enough to chase this end-game goal. Sometimes, you also need play another game altogether, to achieve it.
Dragonbrand has been pretty decent as far as community goes. But I notice that the OP plays on Tarnished Coast, which is an RP server. Experience has shown me the best MMO communities can almost always be found on RP servers. Even if you don’t RP, the experience there is usually the friendliest that can be had. If anyone is having a lousy time where they are now, I’d suggest they try Tarnished Coast before writing off the game community.
For events, support just isn’t needed.
For dungeons, support is built in to any decent DPS spec. If you aren’t dropping combo fields or using finishers in other people’s fields, you are weakening yourself AND the entire party. The idea of standing in the backline throwing heals and buffs doesn’t really work here; it just means you aren’t using your full potential and weakening the team.
It’s not a matter of filling a “DPS” or a “Support” role. The game requires that everyone contributes with some amount of DPS to be successful. There’s nothing that will change that, nor should there be.
The problem comes from the fact that if a character is focused towards support, meaning they have a lot of healing and supporting traits, many of their combat skills have secondary support effects instead of damage boosting, and they are possibly specced heavily into a Healing line. What happens there is that they are taking a DPS hit automatically due to their build, and that missing DPS is often getting added to their companions’ contribution total. However, the benefit that they are bringing to their team is being totally ignored by monitoring mechanics, making it harder for them to qualify for the drops and rewards they’ve actually earned.
Or what about those helpful fools that see someone get downed, rush immediately over to get them back on their feet quickly, before returning to combat? They’ve had to forgo their own DPS contribution, in order to get someone else back in the fight without delay. Instead of spending the next 30 seconds (IF they can avoid getting outright defeated) throwing stones from the downed state, that player is on their feet and back into full combat. In that case, the overall DPS for the group is going to be higher because someone stopped pew-pewing, in order to res. If they do that once too often, they may end up with a silver contribution instead of gold, with a commensurate reduction in their gold and karma reward. And all they did was make sure their group was being more effective and outputting more damage.
Yes, it’s nice to say that it’s a team game and if the team wins, everyone wins, but in practice, this doesn’t work that well. Everyone is working towards something. New gear, gold for the gem shop, cultural armor, whatever. For support focused characters, their road will be much longer than straight up DPSers because what they contribute isn’t being counted. They can be as useful as everyone else and work just as hard to succeed, but their reward is less than their companions. That’s why the system isn’t working.
I look at WvW as more of a shared PvE/PvP experience as the opportunity intentionally exists for both there. If you want pure PvP, or pure PvE, there are other areas of the game for that and you’re welcome to play there instead. You shouldn’t go to WvW expecting to PvP or PvE exclusively, nor complain when you see a player participating in one or the other.
However, as the visitor space is limited.. I would prefer they enforce that players are doing one or the other while on the WvW maps. AFK or have a conversation in guild chat somewhere else, as it is neither a PvE or PvP activity. There’s no “versus” element in gabbing.
True. Folks shouldn’t be sitting around, twiddling their thumbs in WvW. That’s not what it was designed for.
However, the flaw here is that it’s necessary to be there in order to complete certain achievements like map completion. It was well-known to the developers that a significant number of their potential players are not only disinterested in PvP, but actively dislike it. Just look at how severely the two game styles have been separated mechanically. Yet they chose to put objectives there that PvE-only players would need to get to, in order to attain certain achievements.
That’s not going to make someone who doesn’t like PvP, suddenly change their mind about it. If someone turns out to be amenable to PvP, they would likely have dipped their toes in on their own, when they felt ready to. They don’t need a push in that direction. For the rest of us who remain disinterested or who still actively dislike it, it only serves to irritate and frustrate. But it doesn’t take away our desire to complete those achievements because that particular metagame is independent of either PvE or PvP.
So we sit. We wait. We cybersquat on those coveted WvW slots, making sure that WvW enthusiasts have to wait that much longer to play, because we really haven’t been given an option to do otherwise. And no one wins.
This was ArenaNet’s decision and they dropped the ball with it. It’s a social engineering failure.
lol /smh you are only kidding yourself if you think this is a pve game. As of now, the only replay value (which I’d like to see change for pvers too) for this game, is pvp.
Or what the guy below me said.
The replay value? You mean like capturing the exact same objectives a hundred more times, only to lose them again to a nameless and completely inconsequential enemy? Gee, that does sound superior to PvE (of which there is a ton more of in the game). Too bad that wonderful replayability can only be found on the fringes of the actual game. Quite the shame.
The difference here is that PvP is a peripheral activity in a PvE game, while karma and gold are fundamental systems that the whole game rests upon. You’re trying to compare the seat covers in a Ferrari to the fuel it uses in it’s engine.
If this is true, then why are all the skills balanced around PVP and not PVE? Oh right, because this isn’t a PVE game, it has both PVE and PVP. 100% Map completion therefore also includes both. It’s really that simple.
Why balance around PvP? Because PvE is far more flexible and forgiving of imbalance. Imbalance will show much more clearly in a PvP environment, especially in set piece engagements like sPvP. Also, mobs can be tweaked directly to adjust to changes in players abilities and they don’t cry about nerfs. That makes it a lot more convenient to tinker with balance issues.
C’mon, this pretty elementary stuff. Do better.
WvW is in it’s own tiny bubble, when compared to the entirety of the game world. Also, legendaries are the ONLY long-term goal this game offers. The one thing that might constitute months of work to achieve. The only one. You call that optional. I call it crucial, since there’s nothing else on the horizon to shoot for. Take that off the table, the game becomes far more finite.