Showing Posts For Blaeys.3102:

Ghost Town of Denravi

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

The WvW exodus definitely hurt our server’s population, but there are still some great and fun people to play alongside on this server. They are what’s keeping me – and my guild – from looking for a new home.

That said, the dead zones – especially in places like Cursed Shore and the new island- are hurting the fun of the game. I have to wonder, though, if it really is any better on most other servers. At the same time, I know there are servers that still experience overflow in Lion’s Arch (which we never do), so my guess is that most of the active playerbase is crammed into a small number of servers – which isnt good for any aspect of the game from a macro POV.

As much as it hurts, it may be time for Anet to consider some server merges. Many dynamic events simply aren’t fun without at least a mid sized group active in the zone.

MERGE the servers already!

in Suggestions

Posted by: Blaeys.3102

Blaeys.3102

I think it is time for them to take some kind of action to up the populations across realms, whether it be through server merges or something else – not because events are too hard, but because they are more fun with other people around. Numbers are definitely way too low in many zones.

Stats for Sword/Torch build?

in Mesmer

Posted by: Blaeys.3102

Blaeys.3102

To answer your original question, since the torch is rarely equipped as a damage weapon, you are better off with power than condition damage. The sword has no condition damage so it doesn’t benefit at all from that stat. Both weapons benefit from Power – and precision is almost always worth having.

To address concerns about the torch – my main weapon is almost always the sword, but i like to switch my offhand based on the situation (I stack knight’s gear btw – power, precision, toughness)

The torch is great in situations where I need the extra condition cleanses (traited) and a quick way to get away from enemies. The best example I can think of is during the skelk waves in AC explorable. You can drop bleed stacks, get the enemy off of you and blind a number of them with the press of one button. The follow up burst is pretty good as well, and, if timed right, sets you up well for a flurry or distortion shatter, giving you several valuable seconds of damage immunity before your prestige is ready again.

Seven nearest waypoints, all contested!

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

The problem is one of pure numbers, plain and simple. There are servers out there where there are hardly ever enough people in a zone to tackle even non-champion dynamic events. I logged on tonight during prime time, went to Cursed Shore and found – maybe – three other people in the entire zone – with every possible contested waypoint in all three Orr maps contested.

Bottom line – we need more people in the zones and, on some servers, that just isn’t going to happen. Not sure what the solution to the issue is (other than server merges or “underflow” server), but it is severely hurting the fun factor of the game – especially compared to the early days after launch.

You fav/most used Trait

in Mesmer

Posted by: Blaeys.3102

Blaeys.3102

I love deceptive evasion as well, but my favorite, among those I am actually able to use, is Crippling Dissipation (clones cripple nearby targets when killed). Any enemy with a short cast time AOE is pretty much guaranteed permanent cripple.

Even though I no longer take enough points in the last line to use it, Dazzling Glamours is also really cool. Slot the feedback, veil and null field utility skills (and equip a torch) and you can keep an AOE blind up for a large percentage of an encounter.

(edited by Blaeys.3102)

Null Field/Arcane Thievery/Illusion dude

in Mesmer

Posted by: Blaeys.3102

Blaeys.3102

I usually rely on the mantra for most of my condition removal. It is fast and effective and it rarely leaves my cast bar.

The others I find to be very conditional. I dont run with them equipped at all times, but will switch to them when needed. A couple of examples are below.

Null field has a longer cooldown, but is very useful for two reasons – 1. it is an AOE cleanse and 2. it removes boons. I will add it to my bar for fights like next to last boss in the dredge fractal, the last fight in the Charr assault fractal, when fighting karka, almost any fight where there are dredge using gongs, the golem fight in CoE, etc (arcane theivery is great on these fights as well). All of those situations makes boon removal on enemies as important as condition removal on myself. This dual functionality makes them very effective. Combine these with the main hand sword and a greatsword (both of which have boon removal abilities) and you can shut down boons on most PVE opponents.

The torch+the cleansing trait is also very useful, but not something I use alot. I dont usually run with the torch, but will equip it on condition heavy fights and swap the trait real fast. It can be particularly useful on fights like those found in AC explorable – where clearing bleeds and getting away from100 hungry skelk (while blinding a few) really fast can be important.

There are others – such as the trait that cleanses conditions with signet usage, but the above are the one’s I rely on most often. I never rely on the phantasm to remove conditions. The range is abysmally short and the cooldown is absurdly long, making it unreliable.

(edited by Blaeys.3102)

Shatterer and Tequatl

in Dynamic Events

Posted by: Blaeys.3102

Blaeys.3102

Im not saying they are not fun…

If you think they are fun, shouldn’t that be enough reason in itself?

Its the same reason I often find myself in any lower level zone where I know there are events I enjoy.

Do you remember when the game is started and the areas had a lot of player? I want it back!

in Dynamic Events

Posted by: Blaeys.3102

Blaeys.3102

Glad to see this thread. I love this game, but the early days were much more fun than the current gameplay specifically for the reason mentioned. The people just arent there. This applies to both low level and high level zones. I believe the reason to be 2 fold – 1. natural attrition (all games have it) and 2. players congregating around hot spots (currently LA for FoTM).

There are two possible solutions to this issue that I can imagine -

1. The proposed underflow servers in which the game actively tries to populate zones with larger groups by pulling from players across all servers in the region.

2. Unrestricted guesting. Currently, guesting is planned to be based on where your friends are on other servers. If they simply removed that restrictions, the player base could “populate” zones on its own.

While 1 would be more preferable to me, I could see either working well. Something definitely needs to be done, though. My server hasnt even been able to take the gates of Arah in over a week.

Preparing for the upcoming AMA on Reddit.

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

Only one question -

- More often, zones (especially pre-80, but not limited to those) are feeling considerably less populated, due in part to some player attrition, players congregating at FoTM/Lost Shores, other hotspots, etc. Is ArenaNet looking into ways to keep those zones fuller, possibly through server mergers or the use of “overflow” technology? This is becoming a particular issue on less popular servers and, in some cases (gates of arah, Balthazar, etc) can inhibit players from playing the content/reaching the goals they desire.

DC in fractals. no way to get back in

in Fractals, Dungeons & Raids

Posted by: Blaeys.3102

Blaeys.3102

first 2 groups tonight – 2 DCs.

This really makes advancing in fractals hard.

Changes required in Forum Moderation Policies

in Suggestions

Posted by: Blaeys.3102

Blaeys.3102

I actually like the stricter oversight in these forums. Most game forums become so filled with qq and veiled attempts at pushing personal agendas that they lose any value to the community.

Yes, some criticism is good, and I have made a few critical posts/replies myself (and not once been infracted or moderated) – but the same people posting the same thing in 20 different threads adds nothing to the discussion and should be culled back by moderators when possible.

If everyone made their point once and only responded when there is something new to add – rather than feeling the need to react to every other poster, I guarantee the moderation would be less severe.

No fun in PVE we need a raid

in Suggestions

Posted by: Blaeys.3102

Blaeys.3102

I disagree with adding tank and dedicated healer mechanics to the game. The combat system in this game needs very little work. It is engaging and fun- and, once you learn your profession’s mechanics, can offer unique strategic challenges.

To the point of raids – I dont like the idea of instanced raids, but I would love to see more complex large scale fights across all zones (not just lvl 80s) that offered a real challenge for organized groups (even for 80s).

By complex, I mean to the point where at least a percentage of the group must be paying attention to fight mechanics and working together. Reward people who pay attention to mechanics/work together and “punish” those who dont (through repair bills). With that in mind, I cant think of any mechanics from raid bosses in other games that couldn’t be used in GW2. Things like needing to target switch, open gates/pull levers, stack together, spread apart, kite adds, etc – all of these things and much more could be used in fight designs without the restrictions of “instanced raids.”

They could easily drop raid level bosses into corners of the world without disrupting the flow of the zones. They wouldnt be for everyone, but would offer the challenge you are talking about.

To work, they would also need to offer enticing (possibly unique) rewards to encourage participation and make them worthy of time that would otherwise be spent in dungeons.

In guild calendar to better organize.

in Suggestions

Posted by: Blaeys.3102

Blaeys.3102

A good in game guild calendar/sign up sheet would make the game considerably more fun. Having to rely on out of game resources to communicate with guild members about events kills any chance of getting most of them to attend.

A simple calendar and sign up sheet would allow for greater coordination and more epic gameplay.

"Old" Dungeons - why were they scrapped?

in Fractals, Dungeons & Raids

Posted by: Blaeys.3102

Blaeys.3102

I would love nothing more than if they (eventually – taking time to do it right) applied the same difficulty scaling/leveling (complete with new mechanics/fights/etc) to every explorable dungeon in the game – again offering higher rewards the higher you move up.

“yea, great, you are at level 345 in Fractals, but how far have you gotten in CoE?”

Dungeons should be epic (and fun) experiences that push us to the highest levels of performance – and should be designed as such (not as quick 20 minute farm sessions where the only real goal is the shiny piece of virtual loot). Since that level is different for every player, the scaling used in Fractals seems like a perfect fit across the board.

FIX dc/rejoin feature in FRACTALS

in Fractals, Dungeons & Raids

Posted by: Blaeys.3102

Blaeys.3102

This killed a run for our group again tonight. This has happened about 4 times now.

There really needs to be a way to rejoin if you DC. People playing on less stable connections (and those who run with those people) are really penalized by this.

Fight zone stuck Promenade of the Gods

in Bugs: Game, Forum, Website

Posted by: Blaeys.3102

Blaeys.3102

This has been happening over and over on Henge of Denravi as well.

We can barely get enough people together to do the event chain to begin with and bugs like this just frustrate people to the point where no one can do Arah many nights.

Lost Shores Feedback Thread

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

Here to add my voice. Outstanding event. Already trying to figure out when/what the next non-holiday event will be

My favorite things about the weekend:

- The end event. Yes it was long and some could be toned back (reinforcements); yes there were technical issues; but the event itself was amazing and really felt epic.

- Fractals of the Mists. If you deleted everything else in GW2, Fractals would be a decent stand alone game that I would pay $60 for.

- Fight mechanics and complexity. The karka roll (needs to be a new Charr dance, btw), the karka self-buffs (which could be removed or stolen to make the fight easier), giving mobs confusion, etc – it made (makes) for fights you really need to think about.

Again, had a blast. A few hiccups – that Im sure Anet is aware of and working on – but still a great weekend.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

I made my first piece of ascended gear yesterday for my back slot. It was a a little more difficult than getting an exotic but definitely achievable and not gated behind some elitist barrier.

To give an idea on stats – my toughness from that slot (previous back was a rare) jumped from 28 to 34.

All said, nothing to get upset over. I agree I dont want a “treadmill,” but the slight bump gives people something to strive for without breaking the game.

Also – brilliant of them to only intro backs and rings for now with the promise of more to come. That way the “progression” of getting ascended is extended over a really long time, our current gear isnt invalidated and people interested in those things have something to look forward to.

I think if most people stop, take a deep breath, and think about it logically, they will see this not some horrible game breaking event – and that it may actually be a good thing.

(edited by Blaeys.3102)

Rebalance DE: retreive golem parts for Zakk.

in The Lost Shores

Posted by: Blaeys.3102

Blaeys.3102

This is one of the things I love most about the new events in the zone. It isnt just zerg damage for the win.

The event is all about your non-damage skills. Use tools like stability, block, numerous profession-specific, etc. to do it. It’s still challenging but definitely fun.

DC in the new dungeon

in The Lost Shores

Posted by: Blaeys.3102

Blaeys.3102

Just happened to the group I was in as well. One member DCed.

Im sure this is something they will fix soon

I am finding Diessa Plateau to be unenjoyable

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

Diessa Plateau is home to a couple of my favorite events in the game – specifically the Nageling Giant and the Flame Temple Tombs/Font of Rhand mini dungeon. My guild has revisited those more than a few times.

Elder Dragons...please don't make them all kittens

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

Just did the updated Shatterer fight. Most fun Ive had on a dragon champion in a while. It was the middle of the day, so we had fewer people (probably about 12). It was tough – people (including me) died multiple times and the mechanics actually mattered (including the mortars).

I know some of it was the smaller group size, but the fight felt much more epic. Would love to see more fights like this in the game (and Im sure we will).

Great job to whoever at Anet tweaked this fight.

Most NA servers "FULL" around the clock

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

As long as there is one world that isnt full then you have a way to join up with your friends

This is wrong, because it presupposes that my friend network is a single entity that has a unified mind, and moreover that we can all be assured of reliably transferring as a unit. Neither of these things are true.

tl;dr: you didn’t read what I wrote, since this was already addressed.

The point I was trying to make was that there are significantly bigger issues and implications to world populations than wanting to play alongside friends. The long term viability of things like group dynamic events and WvW are directly tied to server populations.

It is in ArenaNet’s best interest (and ultimately in ours as well) to put mechanics in place that encourage healthy populations across all servers. I realize this makes things harder on larger groups of friends who are trying to find a place to play together.

It comes down to what is best for both the individual players and the game as a community of players. Letting people join full servers because their friends are there sounds good for the player but it most definitely is not good for the community (most notably WvW). It snowballs imbalances and creates a world of haves/have nots.

That leaves two options – guesting (which is coming) and transferring (however painful) to a server that can accommodate everyone in your group.

I do agree that transferring large groups should be easier/more reliable, but Im just not sure how they could make that happen.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

My biggest concerns are how this will affect “older” content, specifically lower level zones and the current eight dungeons. Exotics already make playing in most lower level zones way too easy.

With ascended gear (when full sets are in the game), Im concerned there will be even less incentive for people to revisit older areas because all challenge will be gone (similar to what we see in other gear progression games).

The problem is more pronounced for the current dungeons. Not only will the gear make them easier, it may eliminate alot of people’s incentive for even attempting them.

One of the biggest selling points for me when buying this game was that the entire world would be a viable and challenging place to play at level 80 (entire game is endgame). Level and gear progression in other games ensures that dated content eventually becomes obsolete. It really looked like that wouldnt be the case in GW2. I was looking forward to fighting champions in Harathi Hinterlands, or running Honor of the Waves, five years from now and having pretty much the same epic and fun experience I have today.

Like many, I would much rather see you simply add infusion slotted gear and forget about the idea of increasing stats. Its seems better for the future of the game.

(edited by Blaeys.3102)

Most NA servers "FULL" around the clock

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

Healthy population spread across as many servers as possible is important for the future of all aspects of the game – from PVE to WvW.

As long as there is one world that isnt full then you have a way to join up with your friends – just coordinate and move to a world that isn’t listed as full. Until every world ends up full, this is the best solution for all – both the players and the developers alike.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

The introduction of ascended armor does feel counter to the original manifesto and philosophy introduced to us during the pre-launch marketing.

That said, I do see some room for progression and actually like the idea of infusions. Like most here, however, I don’t see why they have to come with stat increases.

My biggest concerns with stat increases are as follows:

- Discourage people from running the “other” dungeons. It will make it harder to find groups for CoF, AC, etc.

- Further invalidate the playability of lower level zones. Full exotics already make it too easy to steamroll through lvl 35, 60 or even 75 zones. We do not need to add to that.

- WvW imbalance.

- Makes it harder on casual players who really loved the idea of no gear grind (after seeing what it does first hand in other games).

- It makes it very hard for people trying to assemble multiple “end game” armor sets (knight’s set, berserker’s set, etc)

Those are the big ones, but Im sure there are others.

I am still looking forward to this weekend and Lost Isles, but the idea of another tier of gear leaves me very concerned.

I think it would be enough to simply give us a way to add infusion slots to exotic gear as a way of giving more “hardcore” players a sense of progression – without the bump in stats currently planned.

I find myself hoping they reconsider based on the deluge of customer feedback.

Magg's Kaboomium Room

in Fractals, Dungeons & Raids

Posted by: Blaeys.3102

Blaeys.3102

I think it is good that at least a few paths require a level of coordination above the average pug level. There are other paths for those who wish to group with strangers (for fun or profit reasons).

Again, it is good that there are explorable paths designed with pugs in mind, but there is also a place in the game for paths like this (and a few others) where communication and coordination are required.

I rarely pug – usually run with my guild groups. We love paths/fights such as this one.

Which NA server has Arah open and not bugged?

in Fractals, Dungeons & Raids

Posted by: Blaeys.3102

Blaeys.3102

Both Arah and Citadel of Flame are bugged on my server currently and have been since early yesterday.

Really hoping for a server reset sometime today so we can at least get in tonight.

Dungeon entrance chains are bugged too often

in Fractals, Dungeons & Raids

Posted by: Blaeys.3102

Blaeys.3102

I still love the game. It is just this one issue of quests getting stuck – especially those leading to dungeons – and especially on weekends when people have more time to play – that hurt my – and my group’s – level of enjoyment. It really deserves alot of attention from the developers.

Dungeon entrance chains are bugged too often

in Fractals, Dungeons & Raids

Posted by: Blaeys.3102

Blaeys.3102

I know this is a repetitive post but it is really killing weekends when so many dungeon chains are perpetually bugged on the weekends – specifically Arah and CoF, both of which are bugged as I type this.

Obviously, these have been reported in game.

There either need to be more game resets, the chains need to be fixed or the prerequisite to enter the dungeons needs to be removed until a fix is found.

"Underflow" Shards - for Underpopulated Zones

in Suggestions

Posted by: Blaeys.3102

Blaeys.3102

I love this game and have very few concerns, but underpopulated maps (especially on servers with lower populations) tops the list.

This kind of system would not only alleviate all of those concerns, but it would essentially “future proof” the game as well. The two main achilles heels of most server based MMOs are the eventual population decline and imbalances between servers (making the experience fun for a percentage of the population but miserable for the rest).

From a PVE perspective, the idea of “underflow” shards would combat both of those issues. I really hope this is something they consider implementing soon.

One final thought – it would also serve to bring the overall GW2 community closer together. Yes, we fight each other in WvW, but larger/more diverse communities in PVE are almost always a good thing.

Servers Full 24/7?

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

Not every server is full. Groups wanting to play together always have the option of going to a server listed as high. You have a very easy way to play alongside your friends.

Gangpiling a small number of servers is bad for the future of the game – it is that simple. If they did lower the cap/list more servers as full, it is a good thing.

Almost all zones are dead. (Solution)?

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

Ive seen a few threads mention this idea – and my guild was talking about it the other day as well.

Seems like a great idea. I really hope this is something they are considering. It would really make the game a lot more fun.

Bubbles' name is Mordramoth!

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

He will ALWAYS be Bubbles to me.

Agreed. And Zhaitan will always be Stinky, Jormag will always be Frosty and Kralkatorik will always be Sparkles.

Favorite world boss?

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

As a pure spectacle – The Claw of Jormag wins hands down. I love seeing that dragon slam into the side of the mountain.

From a fun perspective, my favorite is probably the Megadestroyer in the volcano event in Mt Maelstrom – even though there are many I truly enjoy.

Can we talk about Excessive Messaging?

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

I agree, but dont really see how they could fix it.

Unfortunately, this is yet another thing that gold sellers have ruined for the community. Even if it were “guild only,” gold sellers would just have their “customers” temporarily join their guild before sending them their spoils.

Every gamer should do whatever they can, whenever they can, to discourage this horrible practice (which is one of the biggest reasons behind hacked accounts and spam).

As it stands, as long as third party gold sellers (and their customers) exist, we all suffer because of their behavior.

Lack of Players in Low Level Areas/DEs

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

I agree that, at times, the lower level zones feel empty – and that is something the developers should be extremely concerned about.

Henge of Denravi is probably one of the extreme cases, because of the migration of the big WvW alliance (and subsequent desertions), but I still find people to play with in most zones – and when I cannot, my guild usually steps in and helps.

Again, all of that said, it may be time for Anet to step in and take steps to bolster populations in lower level zones – BEFORE it becomes a huge issue. To me, the obvious method would be to “cross-pollinate” between servers to even out lower zone populations – using the same mechanic used for overflow situations.

This would probably help with the “no end game” concerns as well – if the world was fuller and more alive with players across all zones.

Lack of Players in Low Level Areas/DEs

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

If he’s on Henge of Denravi, that place is practically a ghost town. Everyone left for the server that’s winning WvW.

This isnt true, especially on the PVE side. Yes, we lost alot of WvWers and area probably one of the less populated servers, but the server is far from a ghost town – and the people who stayed are extremely helpful to one another (making it easier to find people working together).

That said, as the game ages, we will see fewer and fewer in lower level zones. My hope is that they eventually implement some kind of zone “underflow” system (think exact opposite of overflow) that pulls from servers across the region to keep all zones populated.

So, what about addons ?

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

If you have a great idea regarding additional UI functionality or something else you’ve seen in an add on, I would post it in the suggestions forums on this site. The developers have a track record of listening to their players.

The issue with add ons is how much control do you give non-developers when it comes to indirect-gameplay related features (such as combat log parsing). Too much and you risk giving those people who choose to download addons a significant advantage – to the point where some addons become mandatory (which is what has happened in other games).

I would rather leave these decisions in the hands of the developers – and, as I noted above, they do listen to their players. If you have something you want to see that isnt currently available, definitely make a suggestion on the forums.

Crystal Desert vs Tarnished Coast vs Henge of Denravi

in WvW

Posted by: Blaeys.3102

Blaeys.3102

That “respectable” number HoD managed to put out really consisted of our commanders pulling most of our troops from the borderlands into EB.

Henge really can’t put up much of a fight, which sucks since we actually have competent commanders.

Definitely have respect for the commanders that stepped forward despite the attrition we have experienced in WvW. This has been demonstrated multiple time in the past two days – especially in our successful siege of Stonemist yesterday – despite having the outnumbered status the entire time.

The heart of HOD obviously remains – we just lack the numbers and 24/7 coverage.

Im really proud of the effort Ive seen on the server recently.

The End Game Debate

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

In designing new systems, I would highly recommend creating a raid-esque environment with fun and different fight mechanics that required a coordinated group of around 10-20 players to defeat. These “raids” could be very hard to defeat, but also reward max or close to max gear. The gear treadmill does not need to be implemented into this solution for it to be effective. It would just need to offer rewards that players would actually want to attain.

The idea of a series of raid style bosses – complete with ultra-complex mechanics and difficulty – just spawning or occurring in the middle of Fields of Ruin or Kessex Hills – really appeals to me.

It think this was the intent with the temple events in Orr, and I think those are a step in the right direction. What I would be interested in seeing is more difficult/complex encounters across the map – eventually in every zone.

The biggest issue right now is that everyone at level 80 doesnt see the sub-80 zones as end game. If you go to Harathi Highlands or Fireheart Rise, the populations have diminished greatly. This can be a boon or a problem. On the positive side, it means the events are probably active should a guild decide to organize for a particular zone. On the negative, it means that solo players and small groups probably cant survive through the events.

Im not as obsessive as most about loot – I play for the experience of playing – but I do think some kind of better reward system would fix the issue above. For example, if the events in each zone offered a unique set of armor/weapons for level 80s (eg – Harathi Highlands Armor Set) – similar to the dungeon system used now – and obtainable with “zone tokens” (which required completing the harder events multiple times) I think it would solve the issue to a degree.

Server Loyalty Program

in Suggestions

Posted by: Blaeys.3102

Blaeys.3102

Rather than server loyalty, I think it would be more valuable to offer incentive to transfer to, or remain on, lower population servers – and active discouragement for transferring to more populated servers.

Transferring to a lower active population server or being on a lower active population server = multipliers to magic find/karma gains/XP/gold for two months following transfer/as long as the server is underpopulated

Transferring to a higher active population server = severe reduction in magic find/karma/XP gold for two months following transfer.

The issue isn’t keeping people loyal to a server. It’s making sure there is a good population spread across all servers.

Reverse Overflow?

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

I was thinking about this the other day. I think it would work beautifully and should be something they consider. I would love more active lower level zones. Even at 80, my favorite events are found in places like Fireheart Rise, Mt Maelstrom and Gendarran Fields.

You should make a post about this in the “suggestions” forum.

My thoughts on Anets halloween events. What's yours?

in Halloween Event

Posted by: Blaeys.3102

Blaeys.3102

ArenaNet has set the bar very high for future events.

Loving every second of it. Still haven’t beat the clocktower – and probably wont before the event is over – but still having fun trying.

November Patch [Merged]

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

This is horrible news.

How am I ever supposed to get interested in games other than Guild Wars 2 again if they keep doing things like this?

The “new PVE Mode” has me intrigued as well. I’m assuming the “3-day event” will be around the time of the Thanksgiving holiday in the U.S.

Loving the game.

A Very Big Thank You!

in Halloween Event

Posted by: Blaeys.3102

Blaeys.3102

Agreed. This event is a definite home run for ArenaNet.

We are having way too much fun.

I Now Understand Why Some People Think Dungeons Are Not Fun

in Fractals, Dungeons & Raids

Posted by: Blaeys.3102

Blaeys.3102

I think with TA, at least, the problem is the extreme lack of waypoints.

100% this.

My guild loves doing TA (even though some do bellyache about the violet blossoms every time), but a single death can delay the run significantly if they decide to try and run back to the group.

That place really needs a few more waypoints.

As to the fights being cheese – I disagree. We find them fun and definitely challenging. Mastering the first major fight against the plant worm things was a stepping stone for our guild groups.

How logn until the Lt. exploit is fixed in AC explorable?

in Fractals, Dungeons & Raids

Posted by: Blaeys.3102

Blaeys.3102

The guild groups (I very rarely pug) I run with have never skipped Kholer and probably never will. It is a fun fight, but, more importantly, its a great place to “train” people new to the explorable dungeon experience. The mechanics are simple enough to easily learn but still require some dexterity and practice to master.

Learning to watch a boss and anticipate big attacks prepares you for the more challenging (and more complex) fights you experience in later dungeons. The Kholer fight does that really well in the lowest level of explorable dungeon raiding.

And, to Bruno and others regarding dodge above – timing dodge is tricky and requires precision. I prefer to use a block or immunity skill to avoid the pull in. They are more reliable and usually last longer than a straight dodge (I also like saving dodge for when he leaps at me).

Our guild thieves are also getting really good at using smoke screen (i think that is what they use) – which gives the entire group a curtain to “hide” behind when he tries to pull us in – and our guardians are helpful with the AOE stability. It’s amazing what a difference teamwork makes on a fight like Kholer.

(edited by Blaeys.3102)

Shut down the free server transfers already!

in Guild Wars 2 Discussion

Posted by: Blaeys.3102

Blaeys.3102

Shutting down free transfers now will not fix the issues we currently have.

There has to be greater incentive for playing on “losing” or low population servers to balance out the numbers. Otherwise, the only reason to move from a winning server is long queues, and that really isnt a compelling reason any longer for most people.

Possible solution to the WvW queue issues: Queue Prioritization.

in WvW

Posted by: Blaeys.3102

Blaeys.3102

Here’s a better idea that wouldn’t take near as much work for anet. Close off transfers to servers with queues longer than 30m and then if you don’t like waiting in line, transfer to a less populated server.

This.

1000% percent this.

The answer to “my queue times are too long?” should always be “Move to a less populated server.” Simple issue. Simple solution.

It is the only way to keep the game population in check.