Showing Posts For BlaqueFyre.5678:

Nerf Guardian PVP

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

That pic really has no bearing with the time stamps whited out, since combat logs don’t clear out

Initial League Start

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Removing safeguards would intensify the problems with needing to advance vs. the system trying to prevent players from advancing.

It’s called, not being good enough. Second, you don’t “need” to advance. You want to advance but don’t deserve to.

That’s an interesting statement. The “legendary” prize was set out to attract players. It was strongly represented as a prize “everyone” could win.

How do I not “deserve” to be able to gain a prize that was allegedly for “everyone?” As an element of the set “everyone,” I deserve to be able to win the prize.

If it were a question of deserving and of skill, everyone would have to solo queue. That would prevent carrying. The matches would be set dead even.

Most importantly, ANET would never have presented the prize as being for everyone. They did, and here’s why:

There aren’t enough players to support the ultra competitive system a certain number of the posters claim to want. That is the simple reality.

It was never said that it was a prize everyone would win. The exact words were:

When the PvP League season begins, everyone will have an opportunity to follow the Path of the Ascension to earn the new PvP legendary backpiece. To create the Ascension, you’ll need the Gift of the Competitor, the Gift of Skirmishing, the Gift of Fortune, as well as the precursor, the Wings of Legend.

Let’s look at the first sentence, “Everyone will have and Opportunity” not everyone will get the wings. They guarantee you the ability to work towards the wings.

The practical consequences of swamp

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

sophiewhite.3149

last mmo i played they ramped the difficulty to a insane lvl on everything one patch. everyone sucked. i mean everyone. pugs would sit there attempting to do it 15 or 16 times before quitting. it was a actual challenge there.

You are here as an advocate for “challenging content” / hard content / content offering the players the chance to improve etc. Because I guess, this is the meaning of “attempting to do it 15 or 16 times before quitting”. And you insist that you can still continue. If in the other MMO you played the challenge was so high (meaning the fun was at extreme), may I ask you why you play GW2 now? Just my curiosity. And what you think GW can offer you over that level of challenge? Because, a lot of GW2 players are here now, playing GW2 because they did not like the high lvl challenge of the other MMO’s. And this was one of the selling points of the GW2: If you are not comfortable or you don’t like other MMO’s, GW2 is the game for you.
Again – why do you play GW2 when a lot of other challenging MMO’s are running all over the world?

GW2 has a good combat system with more focus on actively defending yourself and overall self reliance. A good amount of diversity in play styles. And, at least it was a lack of trinity though that’s leaked in. On top of that in general it’s more casual (not gaming casual but actual casual) where I can pop in and in a 30minute session easily knock out something fun like a fractal. It’s not like other MMOs where you’re doing hour long group missions or having 4 times a week 4 hour raiding nights if you want to do challenging content.

Anyways, if we’re going to paraphrase things devs said years ago, they also said fractals would be the difficult group content. So…

Don’t forget paraphrased Dev Dungeon definition would be the most difficult content for elite players.

Initial League Start

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Removing safeguards would actually cause people to improve game play, since by nature Player vs Player is a competitive mode while PvE is not.

The PvP back piece wasn’t soley made to attract PvE players, yes it provided an incentive to try PvP and to improve at it but that wasn’t the only goal of it, a lot of players bleed into multiple gamemodes I sometime help my guild Raid or do high level fractals, or I roam in WvW another PvP gamemode where stats are needed.

PvE players do have a legendary back piece available in their own content so why would they need to force themselves to compete in PvP for one?

But now moving forward rewards will be split from league placement so you wouldn’t have to worry about being “gated” in PvP if they removed the ridiculous safeguards. Leagues should be competitive and should have been from the very start, the safeguards over inflated people’s ego and placed them in divisions they shouldn’t have since you could never actually balance to your level, it was always forced upward progression.

Initial League Start

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

The only reason that you see a big disparity of skill between diamond and Legendary is due to the forced artificial inflation by having division and tier safeguards, remove the safeguards and the actual diamond and Legendary skilled players would be a lot closer in skill level. But the leagues are a huge joke anyways so it doesn’t matter.

Fractals are not raids. Please stop.

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Literally one of the easiest fights in game still, you just can’t LoS spam 1 and win/ or stack in corner spam 1 like swamp was previously, also they redesigned T4 swamp to be difficulty between T3 fractals and raids. You don’t need voice comms for it either.

The only tweak is the phase where he is invuln and mobs spawn could be shorter since that just artificially prolongs the encounter

Oh, come on. This is blatantly false. It’s the currently the hardest fractal and more frustrating than at least two raid encounters.

You’re kind of right about the mechanics. They are definitely do-able, but the fight is too far out of most people’s comfort zone.

you rotate in a circle and repeat till you phase him, once you phase him the only thing they should do is make the invuln phase shorter, if you can’t dodge the two highly telegraphed attacks, or assign people to wisps before the fight starts, that’s not the fight being hard but a problem with the players. Now if it had an enrage timer or they increased the speed at which Bloomhunger does his two large highly telegraphed attacks
It would be hard, but his attacks are so slow and you get a 100% energy regen buff while in green circles that you should always have at least one dodge available. And it’s not blatantly false T4 Mai Trin is harder than Bloomhunger fight when it comes to mechanics, I see more people die there than in the new Swamp.

PS
I do it on a core thief build and don’t die running marauder armor with Zerker weaps and trinks using DA/CS/Tri, people claim Thief is worst class for Fractals.

Fractals are not raids. Please stop.

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Well current swamp for example is exactly it, the mechanics are pretty simple, “Go to green area, hit bloomhunger, repeat, get the wisp and go to the tree with markers, thats it” And anyone paying attention can do it easy.
And another thing you can’t have engaging mechanics if they are ignorable, this is a fact.

This has not been my experience. You left out the part where he pounces on people and basically insta-downs ’em and you spend ten minutes trying to revive people over and over, as well as the swarm of spirit creatures and periods of invulnerability.

Fractals on high levels should be hard as kitten. The game is TOO EASY and i doesn’t matter if you’re bad so it’s difficult to you – endgame isn’t for bad players, it’s for the best. so yes please keep bloom and others bosses hard on tier 4

I disagree with this. Endgame is for everyone at level 80. It’s important to keep the content interesting and engaging, but there’s a point where the difficulty level brings out the worst in others and takes the fun out of playing.

All in all I’m comfortable with T4 as is, just hoping that Swampland is the exception rather than the new direction of fractals.

There is literally nothing wrong with having to learn new mechanics or be challenged in a game, there is a reason Anet is implementing mechanics that don’t force stacking and AA most casuals and the majority were complaining about it especially with Mossman in fractals, and other content like dungeons. When the majority of “challenging” instanced content had the same strategy, i.e. Stack as tight as possible and AA to win something is wrong. You just want Braindead gameplay and to be rewarded for it.

No, not looking for ‘braindead’ gameplay at all and explicitly stated that yes, you should have to figure out how to beat something. What I take issue with is the amount of time and effort required. Also, while I’m not against stacking or cheesing if it’s the most effective tactic for, I am in favour of active play. The best fractal bosses, imo, are Archdiviner and the Dredge Powersuit.

My view here is that gaming should be enjoyable, first and foremost. I think that if content drives most players into a rage and/or forces them to be particularly selective about how they run it, then it is poorly designed.

The revamp adds not requirements besides kiting boss to designated spots, not downing to very weak adds while boss is invuln, and assigning people to gather wisps, nothing forces you to run particular classes or builds, no enrage timer, no game breaking mechanics you can’t avoid.

Literally one of the easiest fights in game still, you just can’t LoS spam 1 and win/ or stack in corner spam 1 like swamp was previously, also they redesigned T4 swamp to be difficulty between T3 fractals and raids. You don’t need voice comms for it either.

The only tweak is the phase where he is invuln and mobs spawn could be shorter since that just artificially prolongs the encounter

Updated fractals are horrible

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

So you want a game that you press anything and bam you won. Because if the game have anything that can kill you, or you need some kind of strategy then it become work???
I think you should be playing facebook games instead then. Because any PC/Console game that have any kind of depth make the player think.

There’s an enormous gap between ‘Press 1 and win’ and ‘Spend hours failing repeatedly before you win’. All of the posters expressing dissatisfaction with difficult content are looking for a balance, somewhere in the middle. Literally no one in the history of forums has ever said ‘I want to roll my face across my keyboard and win’.

yes they have, someone said they wanted raids to be pre patch swamp mechanics, the new mechanics are not hard do not require any specific gear stats, class requirements, all you have to do is learn to move boss to glowing green circles and then run wisps if that is too difficult for people they need to find a new game, there is no dps check, no convoluted mechanics. The only way to make easier is to go back to old mechanics and stack and press 1. The only thing that may needs to be tweaked is make the invuln in center phase could be shorter.

Fractals are not raids. Please stop.

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

But why is it important for players to improve ? I’m legitimately curious.

What I’ve experienced with challenging content is that very, very few people actually enjoy difficulty. They like the idea of it. They want to feel like they’ve done something amazing and earned bragging rights. But the end goal is almost always effortless completion.

So what’s the value of the interim bit where you struggle for hours, deal with frustration and rage quitters until eventually you figure it out and then can beat it easily? (as long as the rest of the team has gone through the same bullkitten and is semi-competent)

I’d rather just skip all that and have content with engaging mechanics that are simple enough to explain on the spot, and anyone in level appropriate gear who’s actually paying attention can get done. (This is my view on all instanced PvE)

So simple enough as running in a circle pulling boss into the circle and dps till he phase changes then wait out a timer dps he adds, and then repeat the first step, till phase, and then have a small mechanic that has been similar to one already in the fractal of running wisps to points.

But I think for you you just want to stack and AA till boss is dead, you probably miss stacking on hut/ tree for mossman.

There is literally nothing wrong with having to learn new mechanics or be challenged in a game, there is a reason Anet is implementing mechanics that don’t force stacking and AA most casuals and the majority were complaining about it especially with Mossman in fractals, and other content like dungeons. When the majority of “challenging” instanced content had the same strategy, i.e. Stack as tight as possible and AA to win something is wrong. You just want Braindead gameplay and to be rewarded for it.

Will balance be fixed?

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Everyone knows Guardians are too rewarding in regards to how easy they are to play.

Every 2-3 matches I end up in a match with 5, 6 or even 7 guards!
They cover the cap points with traps, it’s totally breaking the game mode.
If that’s not an indication of how broken they are I don’t know what is.

Necro can cover point with marks, so are they broken too? I know what it is.. a l2p issue

ps: wrote sigils instead of marks

Yeah sure, 30-40k insta burst right on the central points, that’s not broken at all. What will it take for you guys to wake up? 5v5 with 10 guards? Necros don’t even hit half as hard.

I have never seen a guard insta burst 30-40k even when they run full Zerker with Scholar runes, best there traps hit for is between 16-22k and that’s with a few procession of blade procs and Sigil of air before the Air damage nerf. Was proving a point to a DH main that his traps can 1 hit squishy classes even when the DH is away, now if they sit on point to get hit by the three traps and then they lay them down again if they are off cd it can be an issue but you do have reaction time to those and counter play. I don’t advocate for this gameplay just think your numbers are a bit skewed.

Quit Nerfing Skillsin PvE

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

@OP why do Pvpers/WvWers have to deal with power creep that is a result of the PvE players?

thief plz change????

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

With which kind of teq kitten farmers are you getting matched that ask thief to reroll?

Don’t you know Thief is so Op that no one wants them on their teams.

Will balance be fixed?

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

@OP you forgot Mesmers in your little rant, you know with the 15 stacks of confusion the can just puke on people.

Right now the big offenders are War/Mes/Druid and scrapper to an extent they were brought back in line more so than last season. DHs are annoying when I play my thief haven’t had issues when I jump on War or DH, Revs I’ve only rand into a few good ones they aren’t too bad currently, and Druids are just annoying to fight its 50/50 if I’m on my Thief, if on war or DH the Druid melts fast.

Updated fractals are horrible

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Deihnyx.6318

So to you it makes more sense to play a video game for its virtual rewards than to … have fun?

You should define what is fun for you.
If fun = wiping repeatedly because ONE of the teammates missed a whisp or he/she has not the “optimal” build; or to train for days to be able to perfectly perform in a fight (no preparation to have fun – remember the manifesto? ); or – after days of training and hours for finding a “right” PUG (see what KickzNGigglez.4958 said: I said “sorry, I don’t think this party will get far” and left.) to be “rewarded” with a fractal potion, then NO – this is not fun for me and I will never play for this kind of “fun”. The only reason I will play such an “entertaining” content is the reward. And, because GW2 lives in the “optimization era” I want a fair ratio between reward and the time spent: At it is now the Swamp is far to long for the reward offered.

First time I played VG, it took me 3 days to get my first kill. Now we get a kill with at least 2 minutes remaining in the timer. Well if that would have happened day first I would have been kittened, this is not the point of a challenging game. Tier 4 is for players who want challenge.

Well, this is an invention of the last hour. When GW was launched, it was not advertised as “challenging content”. Different content / another kind of game / play GW if you don’t like or you don’t feel comfortable with other games – YES. But no challenging content.
I don’t know how long you play everyday. But for me 3 days to do the same thing is way too long. Maybe this is because I don’t like to grind?

Train seriously / work hard / learn / put what you learn in practice / repeat if failure …. WHAT ?? In a game? I have enough of this in my RL job. I want to PLAY a game. Not to WORK in a game.
This is REAL fun – to PAY a company to let you to WORK HARD. And in the end to feel ashamed because you cannot keep the pace required for the completion of the “project” (Bloomhunger in this case).

Right no challenge was ever intended……

“For people who love structured and difficult content, we developed the explorable mode for our eight dungeons. A dungeon’s explorable mode has at least three different paths that players can choose to conquer—and each path is a five-character delve into tough content that we designed to push the limits of teamwork and communication.”

But they got relegated away due to power creep, and people learning the mechanics but by golly at launch and the first few months they were hard for the majority of the game.

Fractals are not raids. Please stop.

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

I want it to be EZ

This is what you sound like. Frankly your aversion seems to stem from anything connected to the concept of raids, not the increased difficulty of the new fractals. If anet introduced the new fractals with the patchnotes

  • Made swamp more challenging

you’d be okay with it. But if they wrote

  • Stepping stone to raids

then all the complaints come out.

Yes, because it shows the dev mindset behind the changes. Raids keep having more and more impact on the non-raid part of the game. Their importance is blown way out of proportion compared to the tiny part of the community they were made for.

You are one of the most vocal forum users for an easy mode raid and advocate for tiered difficulty for instanced content.
ArenaNet is using it correctly in fractals now, making T4 Fractals the challenging 5 man content many wanted.
You should welcome it as a test for tiered raids. The fact that you are against it shows your true face in the difficulty discussion.

Astralporing says that they would rather have Raids have pre revamp mechanics so they just want to stack and spam one. Best part Astralporing has advocated for no enrage timers and rely on easy mechanics, Anet obliges by revamping swamp stack and spam 1 and people like Astralporing still complain.

Are Thieves OP?

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Thieves are gods…if played well. The vast majority of thieves suck. A small portion is good enough to get somewhere, and then there’s the best. The best make the class truly OP.

Thieves are squishy but deal ungodly damage. A good thief can deal that damage while not getting hit.

So yes, thieves are OP. Most thieves will deny it, but most thieves suck or are extremely bias. Same thing goes for mesmers.

If it requires icy high skill to be OP then the class isn’t OP, OP is when a noob is able to run a class that pilots itself and allows the noob to play at levels of better players just for rolling the Op class.

"League Elite" still required!

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Why would they invalidate the time and effort of other players that actually met the requirements of the wings? And why would that be right? Just wait for the next set

lol wings took effort

u got jokes m8

I never said skill I said effort, like the effort to wade through be crap matchmakers each season

"League Elite" still required!

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Why would they invalidate the time and effort of other players that actually met the requirements of the wings? And why would that be right? Just wait for the next set

PvE D/D meta build

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

I find I never run out of Initiative running the D/D core build, and not being locked into animations like bounding dodger and such is better for my playstyle so I don’t get positioned into unfavorable Aoe/ positioning.(aka I suck at aiming bounding dodger)

PvE D/D meta build

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

I have been playing the D/D DA/Tri/CS build in raids it does more damage in certain fights all fights that don’t perma reveal you will provide more damage and some group utility based on the trickery traits selected. If you are in any perma reveal fights like KC Staff is more damage since you cannot BS.

The practical consequences of swamp

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

You mean because you don’t just stack and spam 1? That’s it’s not pug friendly? It’s not a difficulty thing it will be normal once people learn the mechanics everything new is difficult to begin with them people learn the mechanics and it is easy. All you have to do is dodge the easily telegraphed attacks and to move around and collect the wisps. Even for new players one wipe if gotten far enough will show the full fight.

Infiltrator's Strike twice in a row?

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Another push to #D/PMasterRace, I can’t wait till they just make classes have 2 weapon sets only can see it now Thief hard locked to D/P and SB, with only Specilization lines being DA/ Tric and whatever current ES is. Just so they can “balance” without looking at the real underlying issues.

I feel your pain Eval, I hate the day the nerfed S/D into the ground, and another killing blow to the dead horse known as S/X

Fractals are not raids. Please stop.

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Zhaid Zhem.6508

I love fractals due to diversity of pug compo and builds, and shorts scenes

well, fractals (and dungeons) were way harder in the past. since the spec update etc. they became really easy even for bad teamcomps. i think the move towards favouring good teamcomps and players is a good thing.

Yes and no, most of players swore only by “meta”, that was effective until you found a bad thief with no smoke/blind, vulnerability, a bad guard without wall etc. But there was already “f50 5 guards hammer pug” “f50 5wars pug” “free join” or solo/duo record, and it worked as well.

I’m not talking about playing unproductive set or build, just you should not need alacrity, banner or any particular buff, or 5 condi build… to not kitten the fractal.
Chaos is sympathic, feasible, but last boss is a HP bag for nothing.
Bloomhunger is a pain for some normally viable compo.

I just hope new and future fractals won’t be a witch hunt for most of the classes, just like guard cause of retaliation is excluded 90% of the time.

How does Bloomhunger hard for a normal viable comp? There is no enrage timer, literally all you have to do is bring bloom hunger to the circles and dps then get players in place at wisps grab wisps then put them in the clefts. Literally nothing in there is dependent on composition you don’t need a healer you don’t need a tank.

Season 4 Ranked Matchmaking Change

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

can someone sum this up? will it be easier to climb in divisions starting tomorrow?

It will if you are a new act or new to pvp, but more experienced acts will sit at stand stills longer due to the total games played vs MMR, and the above average MMR new acts get.

Different Raid Difficulty Would Satisfy Most

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

@Chaos.5072

You should invite me to the next raid you go into.

I’ll share with you some facts:

ArenaNet had a core philosophy. I don’t know how long you’ve been playing (maybe since launch like me) but it’s always been about having no class roles.

There is no healer, no tank, no clearly defined DPS. That means dungeons are doable with no “healer” as they don’t exist. They’re doable by whoever and whatever combination of classes want to try.

There was always only one criteria:
You have the play your build well.

That used to be the “core philosophy”.

Understanding that, we can apply it to the game’s content…

Dungeons? Check.
Fractals? Check.
Raid? No check.

Remember, their idea for the game was “allow any combination of classes to succeed, so long as they’re played well”.

Raids don’t fit that description.

You can’t beat it with everyone wearing Soldiers gear. It doesn’t matter how good you are, you won’t beat the timer.

That, in and of itself, defies the core concept.

For me it comes down to the timers and the mechanics revolving around doing it as quickly as you can.

Mai Trin 100 has no timer. Lots of people STILL get ripped out of their minds. Could they make it a little harder? I’d love that. I never die on Mai Trin 100.

A timer is a cheesy way to introduce difficulty because it doesn’t fit well certain activities.

A timer is important in competitive track and field. It’s all about speed.
A timer has no place in competitive weight lifting. It’s not about speed.

GW2 is not about speed. It’s not about any one thing.

If they introduced a solo challenge fight where a boss had 1000 health, you did 10 DPS (according to your build) and you have 60 seconds to beat him, you lose. You just lose. You’d do 600 damage by the time the timer had run out and the only way to beat him would be to change your character. Basically play a different way.

That goes against the core concept of the game; again, being that anyone can do anything as long as they’re good enough.

You see, there are 2 aspects to “your character”:

  1. there’s the numerical stat-based representation (your armor, traits, skills, weapons, runes, sigils, etc.).
  2. there’s the person sitting at their computer desk wielding #1

No matter what you choose as #1, you should be able to complete anything as long as #2 is good enough. Some people just don’t have the hand-eye coordination, mental sharpness, spatial intelligence, foresight and reflexes like others do.

This is why some people using beautiful META builds get ripped. #1 looks optimized, #2 is sub-par and severely lacking. They stand in the AOEs, they don’t dodge, the don’t plan a long-game strategy.

No matter what build you play, if you’re just not that skilled a player you’ll do poorly and won’t be able to complete some of the content.

It’s easy to call everyone else out when you’re playing a META build and can’t understand why anyone would want to play anything else.

It’s not at all laziness on my part that I’m not doing the raids. Post in the LFG that you’re full Nomad’s and watch what happens. You’ll be watching for a while because nothing will happen.

Oh wait, I have an idea. Let’s make our own raid. Oh wait, the second people figure out you’re wearing Nomad’s they’re going to leave your group.

It’s quite frustrating because I’m used to being welcome to participate in whatever people are doing, because I’m good at pretty much everything I do.

Debatable, on the Soldiers clear there was a raid that cleared in full Nomads, I bet a group will clear through with Soldiers.

You don’t need to run Meta, plus raids weren’t made for the general populace but for organized guild groups so yes the LFG will try to emulate guild group compositions, they are not needed, especially when it’s been proven that you can have 60% less stats as well as 60% less players and still beat enrage timers, yes those players are very skilled and are the exception vs the mass populace of gw2. but it shows that it is mostly mechanical skill and not stats needed to clear content.

Now again Raids were not designed for everyone, I repeat they were not designed for everyone, yes anyone can attempt them but they were made for a specific audience that doesn’t mind changing their gear/spec/playstyle to accomplish their goal.

Nothing is stopping you from making a group and attempting raids put in the LFG an accurate statement of the raid or what you are looking for, players joining should know what to expect before joining your group, so if you are dishonest in the LFG then it’s fine that they leave, but if you put training run all welcome you should have no qualms with filling.

Revenenge on Capricon - tactics, thoughts? [Merged]

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

I love it, the map size allows for classes that have been shoe horned into decap/+1 role to actually be impactful, the environment makes it so Rangers/DH/ War can’t camp between mid and a side point, making proper rotations more important.

Different Raid Difficulty Would Satisfy Most

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Fractals were never Marketed as Challenging like raids were

Are you sure, because i definitely remember otherwise. In fact, if i remember it right, they were meant to be a challenge for fully geared level 80 players at fractal level 1, and progress in difficulty to become even more challenging at higher levels.

that’s the difference Fractals were designed with low levels being able to play in them as well hence the scaling effect.

It was mentioned right away, in the first blog post, that even though it is possible to play them underleveled, due to upscale level, unlike dungeons they are not really designed for below 80 players.

Raids were designed to be the hardest content in game

Same as Fractals, at the moment they were introduced

I don’t see how you can’t understand that, fractals were not meant to be the hardest or most challenging content otherwise they would have never aloud up leveling characters

See here for example.

Leah Riviera

Unlike the other dungeons, your party can be any level. We’ve employed World vs. World-style sidekicking to make this dungeon accessible to all players. But keep in mind, our aim was to challenge level 80 players. Going in at low levels is not for the faint of heart!

Yeah, no intention on them being challenging whatsoever, right..[/sarcasm]

Also using T4 fractals as an example they are by default less accessible than raids and always will be just based on the pure concept of fractals.

T4 Fractals, maybe. Fractals – not at all.

Again why would it be an option? They didn’t have to implement up scaling on fractals which shows it’s not challenging, and I have completed up to fractal 10 back at fractal release on a level 60, if they really wanted it to be challenging for level 80s why was it an option?the only challenge I saw when fractals released were the people that were doing the uncapped fractal levels with not nearly enough AR. look at Dungeons they were supposed to be the be all end all of challenge yet those were open to anyone that met level requirements, outside of a few paths Dungeons were easy since launch, that shows Anet likes to throw the word Challenging around a lot. Raids were meant for a specific audience that wanted something more challenging than anything released in Gw2 previously, we got that, it was intended from the start to target guilds that wanted Hard content that would pose a challenge they met that audiences expectations, and then some even more so hitting a larger audience than they expected.

And all fractals past level 10 are by nature since you have to have AR which up until recently meant you had to have Ascended or you had no AR, while Raids have no such gear requirements, or any other requirements to start a raid group enter a raid and attempt the encounters. Now if someone is allowing the community from stopping them that isn’t due to raids but their inability to adapt or unwillingness to start their own raid group.

Nerf Guardian PVP

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

The only time I have difficulty with DH is when I am playing my Thief when playing equally skilled players, but that’s been the case for most of Gw2 history, but when I face a new FoTM DH player it is very obvious and they don’t last very long.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Again if you add an easy mode raid it automatically elliminates the challenge that raids represent, especially if the easy mode gives players the rewards from the regular raid.

Only in your opinion. Raids would still be the hardest content in the game, which is the point.

Yes, when you find that you dont like the content you leave it. I joined WvWvW in the begining of the game, didnt like it, never played it again. Its accessible but its not for my taste, just like raids are for some people.
I joined raids at the begining, didnt like it ( at that time was because nobody know what to do ), didnt try again for 5 months, then tried again, liked it and now i raid every week. I only log for fractal dailies after i reach MS cap as there is nothing i like more then raiding right now.
And because of raid for the first i found a reason to join groups, and even TS/Disc to talk to people.

The difference between raids and WvW is quite obvious. You can’t just jump into raids and be successful. If people who didn’t get into raiding yet try to get into raiding , why wouldn’t they stop after their first training run? They’ve enjoyed it, yet the barriers that raids represent scare them off/exhausted them enough to stop trying, just like you. If you really did enjoy raiding ,then you wouldn’t have left in the first place, I was there in that 5 months when an average player got better, and wether you like it or not, failing is a big part of the current raids, yet it sounds to me like you didn’t enjoy that part.

i said it would eliminate the challenge didn’t say regular raids wouldn’t be hard, and again if you add an easy mode raid the challenge that raids represent is gone, since then it wouldn’t be challenging anymore to get the same results, because that easy mode would still be considered a raid.

A fun thing to see how much people really want to just experience the content / story if they implemented a easy mode raid would be to not allow access to any of the materials needed for Legendary armor or the raid specific skins, you would see quiet clearly the majority of the people only want the easier raid for the rewards and nothing else.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

T1 Fractals were designed as a tiered system from the start, there was no expectation of T1s being difficult, while on the other hand Raids were solely designed to be harder content than anything in game, which is reinforced with them making T4 fractals like swamp a stepping stone into Raid difficulty.

Then you think T1 fractals doesn’t diminish the challange of T4, but still think if you add an easy mode raid that would remove the challange of the current ones.

No, sorry , still don’t get it. I don’t see fractals being designed with a tiered system in mind as an argument, since admit it, they can make one for raids as well.

You wanna take Gors because him and sabetha are the only ones that you can’t drag forever ( Gors no updraft, Sab platform destroyed).
But Sloth, VG, Trio, Mathias, KC, Scort, Xera. You can drag forever if you want so not a DPS problem.
Edit: and Even those two you can take non meta builds, just have to be dps builds. You can take sword guardian ( its not meta ), Power Reaper, Power Dagger thief… and you would still complete it because there a lot of meta builds that does enough damage. The design allow a lot of builds, but these two dont allow tank builds, and thats perfectly fine.

And yet I haven’t seen any of those build being accepted to either guilds or pugs. Still waiting for a respone about my other points though.

Fractals were never Marketed as Challenging like raids were, that’s the difference Fractals were designed with low levels being able to play in them as well hence the scaling effect. Raids were designed to be the hardest content in game and offered rewards as such, you make an easier version it takes away that challenge that is the core design and sole intent that make up raids. I don’t see how you can’t understand that, fractals were not meant to be the hardest or most challenging content otherwise they would have never aloud up leveling characters, raids were designed with 1 and only 1 difficulty in mind.

Also using T4 fractals as an example they are by default less accessible than raids and always will be just based on the pure concept of fractals.

I know that . Also I agree T4 fractals are less accessible than raids are, this is why I think making T4 fractals “as a stepping stone into raiding” is, sorry I don’t have other word for it, idiotic. Also you seem to forgot, high fractals were the hardest thing in the game right up until the introduction of raids, and I don’t see how that was not “meant to be the hardest or most challenging content”.

And raids would still be the hardest content in game , I don’t see how can’t you understand. Just others would also get new repeatable content even if they don’t want to do the hardest challenge the game has to offer.

They are not accepted because most of the time someone doesnt wanna change their playstile is because he doesnt like to adapt or he really doesnt know how to play a proper build. So why would I or anyone else increase the chance of failure ( not because of this person build, but because he might doesnt know what he is doing) just for the sake of this person play his build?
Non meta build are usually seeing on static group, because you know the people in your group and you know they will carry his weight on his non meta build. You dont know people you pug with so you want to increase the chances of clearing.

You are talking to someone who frequently raids , I know why people are taking meta builds. But answer me this: Why did those people I trained leave the raiding scene altogether, even though they geared up their character,used meta builds, they looked for training groups, looked for guilds. Even you left for 5 months. Is this what an accessible content does?

on certain fractals you can complete them with little to no AR on T4 that’s not difficulty, people can solo the boss fractals, and so on the content isn’t hard, the only difficulty fractals have was added with the revamped Swamp.

Fractals were designed with the Tiered system, their rewards were designed that way, even with the tiered system of rewards they had issues with balancing rewards and getting people to play more than just Swamp for the longest due to an imbalance in effort to reward, if you add a tiered Raid it will cause issues if they add too much in rewards people will only do Easy mode if they don’t add enough people won’t do the content.

Again if you add an easy mode raid it automatically elliminates the challenge that raids represent, especially if the easy mode gives players the rewards from the regular raid.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

T1 Fractals were designed as a tiered system from the start, there was no expectation of T1s being difficult, while on the other hand Raids were solely designed to be harder content than anything in game, which is reinforced with them making T4 fractals like swamp a stepping stone into Raid difficulty.

Then you think T1 fractals doesn’t diminish the challange of T4, but still think if you add an easy mode raid that would remove the challange of the current ones.

No, sorry , still don’t get it. I don’t see fractals being designed with a tiered system in mind as an argument, since admit it, they can make one for raids as well.

You wanna take Gors because him and sabetha are the only ones that you can’t drag forever ( Gors no updraft, Sab platform destroyed).
But Sloth, VG, Trio, Mathias, KC, Scort, Xera. You can drag forever if you want so not a DPS problem.
Edit: and Even those two you can take non meta builds, just have to be dps builds. You can take sword guardian ( its not meta ), Power Reaper, Power Dagger thief… and you would still complete it because there a lot of meta builds that does enough damage. The design allow a lot of builds, but these two dont allow tank builds, and thats perfectly fine.

And yet I haven’t seen any of those build being accepted to either guilds or pugs. Still waiting for a respone about my other points though.

Fractals were never Marketed as Challenging like raids were, that’s the difference Fractals were designed with low levels being able to play in them as well hence the scaling effect. Raids were designed to be the hardest content in game and offered rewards as such, you make an easier version it takes away that challenge that is the core design and sole intent that make up raids. I don’t see how you can’t understand that, fractals were not meant to be the hardest or most challenging content otherwise they would have never aloud up leveling characters, raids were designed with 1 and only 1 difficulty in mind.

Also using T4 fractals as an example they are by default less accessible than raids and always will be just based on the pure concept of fractals.

(edited by BlaqueFyre.5678)

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

QUOTE:
Our design should be based around:
- Accessibility.
– Playing to the strengths of existing GW2 core functionality.

You know that what they mean by accessibility is, a new player dont need to grind forever to play raids, its doable on exotics ( trinkets you get by laurel by just logging in ) this is acessability, on other games you would need to grind forever low tier dungeon and when you get to raid they would be obsolete.
Acessebility have 0 relation with EASIER, raids are challenge content. Now you think that acessability is being easy, there is your mistake, stop trying to change what A-Net meant.

If raids are as accessible as possible, why did you think it otherwise not so long ago?

https://forum-en.gw2archive.eu/forum/game/dungeons/Suggestion-Entry-Level-Raid/first#post6157268

" There are a lot of people that still doesnt raid but would love just having a more relaxing and fun way to do it."

What made you change your mind since then? Even then you didn’t say this as someone who couldn’t get into raiding, yet you still thought raids aren’t accessible enough.

Because i raided at the beginning ( first week wing 1 was out ) then never tried again until like 2 month ago + -, so i thought raids were difficult before actually trying again to see if it was really true. And then I give it a shot just to see if it was true, and was pleased to know that i was wrong , the problem is players are not used to content that you need to actually play as a group.

And my complain was abot enrage because like i said, when i tried at the week it came out, i hitted the enrage many times. So i thought it was too short as i could not see how much damage the other 9 players were doing.

But that is the thing. We could argue wether we find raids accessible or not day and night, what in the end matters is wether the general playerbase finds it accessible, which is obviously not this forum, or even reddit.

I’ve hosted several training groups open to 7-8 pugs, because one or two of my friends needed introducing to one of the boss’s mechanic. This training usually took several hours,but after I’ve ended them, several pug wanted to stay in touch with me in case I still organize something like this in the future. Sure, I was okey with it, but me organizing things like this wasn’t that often, however, I could track the progress of these people through my friendlist. I saw them doing raids in the upcoming weeks quite often, then after we fast forward to this day, 80% of them stopped playing not only raids, but GW2 altogether. Even you stopped raiding for about 5 month , which I guess was becasue you found raids “really stressfull and time consuming”.

Imagine how many people didn’t return after that experience. They didn’t return because they didn’t want to make the first step, they did and a lot more, but even then raiding didn’t become fun.

if you take away the difficulty which is what adding easy modes to it does then you are making raids into something they were never meant to be which is challenging group content.

Call me dense, but I still don’t understand how does the existence of T1 fractals take away the difficulty of T4 ones.

EDIT:

Blaeys. Before you say that only meta or only really tank builds works. Just take your builds to raid, and post a video of it, to prove that your build cant kill raid bosses because of enrage. Not because you are failling at mechanics.

Is gorse video okey?

Also since the topic seems to be the same, I’m still waiting on a chrono build that isn’t meta I can complete raids with.

T1 Fractals were designed as a tiered system from the start, there was no expectation of T1s being difficult, while on the other hand Raids were solely designed to be harder content than anything in game, which is reinforced with them making T4 fractals like swamp a stepping stone into Raid difficulty.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Nah. Not true. Look up those slowest kills videos. You’re wrong.

The slowest kill videos suffer from the same issue, just at the other extreme – which is the entire problem. You either have to play the kill fast meta or build the entire team around staying alive through absolutely everything (again, directly because of the enrage timer effects – only this time on the other side of the timer). Both of these issues can be tied directly back to reliance on enrage timers to create the illusion of difficulty (and killing build and playstyle diversity in the process).

It becomes a game of extremes where there is little room for anything in between.

If people can beat bosses in all greens, then with only 4-5 players then you do not need the Meta builds since those two comps are at a huge Stat/ dps loss compared to a full 10 man Meta comp, therefore you can clear it with no meta builds, it comes down to learning the raids and adapting. You do not need to have Meta, Meta just allows more consistency and has been proven to be able to clear the bosses.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

The kill fast mechanics have been apart of all instanced content since a couple months after release it has been the preferred method, it was those people that asked for the raid content to begin with, so it is designed with them in mind. It wasn’t recently that this kill fast meta has been prevalent in the game it has been in game since Dungeons were the only instanced content. And you do not need to have Meta to beat the raids that has been proven on multiple occasions, it is just the preferred method, nothing is stopping these players that don’t want to perform meta to start their own raid groups.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

^ on OnizukaBRs note high level fractals are more inaccessible than raids are, and Blaeys you have used them as a comparison point saying High level fractals are more accessible which is alive since you need Almost full ascended and the Agony resist to survive them, also Anet has stated they are using the newer reworked fractals as the stepping stone into raids so they wouldn’t need a tiered raid difficulty.

Fractals are an example of the right way to add content – the same basic (with some changes) experience with tiered difficulty.

As far as accessibility, yes there is the armor issue (but ascended armor is not hard to get) – but no fractal uses enrage timers or “kill fast” mechanics, meaning they are essentially open to a much wider range of builds and playstyles. This is what is needed in a raiding environment.

Yes, they can be difficult, but when that difficulty is defined by its reliance on meta builds, then it isn’t real difficulty – just an illusion based on how closely you play to that meta (which contributes to the accessibility issue) and b. it breaks with the base design we are used to from the rest of the PVE game – the two elements we were told would be part of the raiding experience during the CDI.

Accessibility is the ability to access the content, there is no gate to access the content, as shown multiple times, in a variety of manners, accessibility does not equate to guaranteeing completion of said content, it has been proven you can beat the content with non meta builds and compositions, with less than optimal gear, and so on. Therefore it still met the accessible goal that Anet set out, they met 1 out of two goals, and that second Goal was thrown out the window long before raids were even put into game.

Nothing is stopping players from experiencing he content of raids, besides lack of willingness to be a team player, when raids first released I raided with groups as a thief in mostly exotics, which was very suboptimal at the time, I also got my first VG kill in said timeframe again was not meta, afterwards the group I was with asked me what else I could play to assist more and I raided with them as a Chrono even though I am not a fan of the playstyle but I wanted to continue to experience the content.

If anything overall accessibility has increased since the raids were released with the growing population of raiders that can successfully clear raids and the abundance of training raids in LFG and training Guilds prevalent now that the content is on farm for the raiding community.

There is only a perceived non accessibility to raids, because players don’t want to take the time to learn the mechanics and wipe over and over till they achieve a kill, they would rather have the kill with next to no effort. If someone is unwilling to set aside time to learn the raids, unwilling to adapt there build or class to complement the raid team for an optimal outcome, then that is no fault of raid design or the community but on the individual them self.

I raid every week. I understand exactly what is involved in the current system.

There is definitely room for improvement when it comes to accessibility and implementing a robust raid experience that encourages new people to join in (even those new to raiding) – even if the build and playstyle they’ve used successfully in every other part of the game for 3+ years doesn’t match the “kill fast” meta.

This isn’t about taking away any of what is available now. It is about expanding on that system to get back to the core systems and accessibility that cause so many of us to buy GW2 in the first place.

The content is already accessible to everyone with an 80 and exotics, the only thing needed is a willingness to adapt, and patience and set aside time, you don’t have to have the meta comps to kill the bosses, you don’t have to have best in slot gear, there are training raids to help new players to be familiar with the content, they are stepping up high level fractals difficulty and mechanics to be a stepping stone into raid difficulty, if you take away the difficulty which is what adding easy modes to it does then you are making raids into something they were never meant to be which is challenging group content.

Were not asking anyone to remove the challenge that exists now – or even change its design.

What were talking about is an interim experience that allows people interested in story/interesting fights/training to have a realistic chance of experiencing all of the raid content.

That doesn’t take away from the challenge of raiding in any way. It doesn’t remove the prestige of doing the hardest content in the game. All it does is give more people a way to develop real interest in the game mode – justifying continued development and giving raiders a deeper pool of potential allies when making groups in the future.

Even if their original intent was for raiding to be solely about challenging content, I think it’s time for them to open their eyes and realize more is needed to make the game mode fit into the GW2 experience – in ways that can only benefit the game and the raiding community.

Adding an easier version by essence removes challenge from raids, raids should be one difficulty to signify the actual challenge the represent, and if having those easier raids provide access to say the prestige items aka legendary armor or raid specific items you remove the prestige of the harder raid, and if the easier modes don’t have access to the Legendary armor people will only play them once or twice which would mean wasted development resources.

Again you are trying to force a gamemode meet the demands of a small audience they were never intended for, even though the raids have been proven accessible to all it is the individuals that don’t want to meet the requirements that is stopping them from experiencing the raids.

Apex Abilities

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

I might be missing something but doesn’t Ranger, Engie, Ele, Thief with steal have water blast and mes/nec/engie/thief have stealth leaving Rev/War/Guard as your subpar classes?

In which case you would be right as Guard is kinda supportive to other classes by means of boons while the Warrior and Rev has it’s DPS builds.

I’m interested in this necro stealth. Tell me more.

I don’t even…. Know… How….

Slippery Nec.

But anyway back to the point. Is there something I’m missing? (besides a slippery necro)

You forget DH has access to stealth so that leaves Rev and War as the Subpar by Op logic.

With traps yea and I realised that slippery Nec was meant to be Ranger, so by default I think Ranger is the best “APEX” class because it has stealth and water and blast?

By op logic yes.

Apex Abilities

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

I might be missing something but doesn’t Ranger, Engie, Ele, Thief with steal have water blast and mes/nec/engie/thief have stealth leaving Rev/War/Guard as your subpar classes?

In which case you would be right as Guard is kinda supportive to other classes by means of boons while the Warrior and Rev has it’s DPS builds.

I’m interested in this necro stealth. Tell me more.

I don’t even…. Know… How….

Slippery Nec.

But anyway back to the point. Is there something I’m missing? (besides a slippery necro)

You forget DH has access to stealth so that leaves Rev and War as the Subpar by Op logic.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

^ on OnizukaBRs note high level fractals are more inaccessible than raids are, and Blaeys you have used them as a comparison point saying High level fractals are more accessible which is alive since you need Almost full ascended and the Agony resist to survive them, also Anet has stated they are using the newer reworked fractals as the stepping stone into raids so they wouldn’t need a tiered raid difficulty.

Fractals are an example of the right way to add content – the same basic (with some changes) experience with tiered difficulty.

As far as accessibility, yes there is the armor issue (but ascended armor is not hard to get) – but no fractal uses enrage timers or “kill fast” mechanics, meaning they are essentially open to a much wider range of builds and playstyles. This is what is needed in a raiding environment.

Yes, they can be difficult, but when that difficulty is defined by its reliance on meta builds, then it isn’t real difficulty – just an illusion based on how closely you play to that meta (which contributes to the accessibility issue) and b. it breaks with the base design we are used to from the rest of the PVE game – the two elements we were told would be part of the raiding experience during the CDI.

Accessibility is the ability to access the content, there is no gate to access the content, as shown multiple times, in a variety of manners, accessibility does not equate to guaranteeing completion of said content, it has been proven you can beat the content with non meta builds and compositions, with less than optimal gear, and so on. Therefore it still met the accessible goal that Anet set out, they met 1 out of two goals, and that second Goal was thrown out the window long before raids were even put into game.

Nothing is stopping players from experiencing he content of raids, besides lack of willingness to be a team player, when raids first released I raided with groups as a thief in mostly exotics, which was very suboptimal at the time, I also got my first VG kill in said timeframe again was not meta, afterwards the group I was with asked me what else I could play to assist more and I raided with them as a Chrono even though I am not a fan of the playstyle but I wanted to continue to experience the content.

If anything overall accessibility has increased since the raids were released with the growing population of raiders that can successfully clear raids and the abundance of training raids in LFG and training Guilds prevalent now that the content is on farm for the raiding community.

There is only a perceived non accessibility to raids, because players don’t want to take the time to learn the mechanics and wipe over and over till they achieve a kill, they would rather have the kill with next to no effort. If someone is unwilling to set aside time to learn the raids, unwilling to adapt there build or class to complement the raid team for an optimal outcome, then that is no fault of raid design or the community but on the individual them self.

I raid every week. I understand exactly what is involved in the current system.

There is definitely room for improvement when it comes to accessibility and implementing a robust raid experience that encourages new people to join in (even those new to raiding) – even if the build and playstyle they’ve used successfully in every other part of the game for 3+ years doesn’t match the “kill fast” meta.

This isn’t about taking away any of what is available now. It is about expanding on that system to get back to the core systems and accessibility that cause so many of us to buy GW2 in the first place.

The content is already accessible to everyone with an 80 and exotics, the only thing needed is a willingness to adapt, and patience and set aside time, you don’t have to have the meta comps to kill the bosses, you don’t have to have best in slot gear, there are training raids to help new players to be familiar with the content, they are stepping up high level fractals difficulty and mechanics to be a stepping stone into raid difficulty, if you take away the difficulty which is what adding easy modes to it does then you are making raids into something they were never meant to be which is challenging group content.

Where did the PvP leaderboard go?

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

They removed it along time ago on the premise of visible MMR rating and leader boards being Toxic, then with the release of the new league system you only show up on leader boards once you hit certain ranks of legendary

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

^ on OnizukaBRs note high level fractals are more inaccessible than raids are, and Blaeys you have used them as a comparison point saying High level fractals are more accessible which is alive since you need Almost full ascended and the Agony resist to survive them, also Anet has stated they are using the newer reworked fractals as the stepping stone into raids so they wouldn’t need a tiered raid difficulty.

Fractals are an example of the right way to add content – the same basic (with some changes) experience with tiered difficulty.

As far as accessibility, yes there is the armor issue (but ascended armor is not hard to get) – but no fractal uses enrage timers or “kill fast” mechanics, meaning they are essentially open to a much wider range of builds and playstyles. This is what is needed in a raiding environment.

Yes, they can be difficult, but when that difficulty is defined by its reliance on meta builds, then it isn’t real difficulty – just an illusion based on how closely you play to that meta (which contributes to the accessibility issue) and b. it breaks with the base design we are used to from the rest of the PVE game – the two elements we were told would be part of the raiding experience during the CDI.

Accessibility is the ability to access the content, there is no gate to access the content, as shown multiple times, in a variety of manners, accessibility does not equate to guaranteeing completion of said content, it has been proven you can beat the content with non meta builds and compositions, with less than optimal gear, and so on. Therefore it still met the accessible goal that Anet set out, they met 1 out of two goals, and that second Goal was thrown out the window long before raids were even put into game.

Nothing is stopping players from experiencing he content of raids, besides lack of willingness to be a team player, when raids first released I raided with groups as a thief in mostly exotics, which was very suboptimal at the time, I also got my first VG kill in said timeframe again was not meta, afterwards the group I was with asked me what else I could play to assist more and I raided with them as a Chrono even though I am not a fan of the playstyle but I wanted to continue to experience the content.

If anything overall accessibility has increased since the raids were released with the growing population of raiders that can successfully clear raids and the abundance of training raids in LFG and training Guilds prevalent now that the content is on farm for the raiding community.

There is only a perceived non accessibility to raids, because players don’t want to take the time to learn the mechanics and wipe over and over till they achieve a kill, they would rather have the kill with next to no effort. If someone is unwilling to set aside time to learn the raids, unwilling to adapt there build or class to complement the raid team for an optimal outcome, then that is no fault of raid design or the community but on the individual them self.

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

^ on OnizukaBRs note high level fractals are more inaccessible than raids are, and Blaeys you have used them as a comparison point saying High level fractals are more accessible which is alive since you need Almost full ascended and the Agony resist to survive them, also Anet has stated they are using the newer reworked fractals as the stepping stone into raids so they wouldn’t need a tiered raid difficulty.

(edited by BlaqueFyre.5678)

Different Raid Difficulty Would Satisfy Most

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Unfortunately for you, easier mode for raids wont be made. Fractal only have tiers because they were developed with it in mind from the start. Just like dungeons never had easy mode explorable mode ( Story mode dont count as its just like another path with different bosses etc). So like dungeons A-Net made easier bosses, even without timers for those that find Sloth for example too difficult. Then you have Scort ( wing 3 first boss ), if even that is too hard for you i’m sorry, you will never raid.
A-Net knows that you cant please everyone, and raids was the best receive content for its target audience by far, so they wont change that. So yeah you can still complain and dont get anything, or you can try to find things that you enjoy in the game, raids are not one of that and its fine.

ArenaNet has a solid history of listening to ALL players and adapting systems where necessary. Just look at WvW, living story between seasons one and two, the “new player experience” change,.

The audience for raid is PVE players who enjoy grouping with friends and playing in a mid sized instance – and with that in mind, raids were most definitely not the best received content; in fact, they are probably way down the list behind missions, fractals, new maps, etc.

We’ve seen one raid. Logic dictates that they are looking at how they can improve them – and like it or not, “improve” probably means looking at how they can get more players involved in them.

I don’t think anyone other than ANet can predict how raids will evolve – and there are those among their target audience who are not thrilled with how they are now. I think changes to raids will make it into the game – and, of course, I really hope those changes directly address the issue of accessibility.

And, as always, remember that almost no one is asking them to remove the experience we have now or detract from it in any way.

The target audience was never just PvE content players that like mid size content, it was for players/guilds that wanted something harder than gw2 currently offered in the form of organized instanced content that was challenging, which is what Anet provided.

Some quotes from Anet, relative to this.

“You asked for the ultimate challenging content in Guild Wars 2—challenges that would put your skills to the test and push you and your friends to the edge to achieve victory. Now the answer is here. Today at PAX Prime, we announced that the “challenging group content” that we said would arrive with Guild Wars 2: Heart of Thorns™ is Raids! Built on top of our ground-breaking combat and dynamic event systems, the ultimate challenge is coming.”

“Raids are 10-player, instanced content that will introduce very challenging bosses, epic encounters, and more! And we’re building them on top of our amazing combat and dynamic event systems to create a variety of difficult challenges that will require your raiding team to bring a high level of skill, strategy, and coordination in order to succeed.”

“For each encounter, our goal is that you’ll need to face it many times to learn how to defeat it, continuing to develop your strategies, refining your communication and honing your tactics through practice, in order to execute to a high degree with the hope of eventually conquering it and moving on to the next encounter in the wing.”

And on top of their description of raids, raids were better received than they thought.

how did you get there?

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

I always find blinding powder to be useful, and Infiltrator’s Signet is ok since it’s another gap closer and provides additional resources, but it’s CD is the only limiting factor in regards to stun break since BD is a better stun break overall. Blinding Powder is always decent as stated above and mostly depends on playstyle and build, being able to blast fields can always be useful, being able to stealth and blind without wasting Ini can be make or break in some encounters

Apex Abilities

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

I didn’t say best, I said one of the strongest….and even with the nerfs they are still pretty strong just not as face roll like they were

Apex Abilities

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

No, and that is based on class concepts not all classes should fill every roll or have the similar skill sets, that would make the classes very boring and exasperate the massive amount of power creep, would you want a warrior who has some of the best passive trait defenses in game to also be able to stealth or blast water fields making him even more powerful in the defensive department while still doing as much damage?

Look at Engie he has access to both of those skills and they are one of the strongest classes in game in terms of pvp.

Some classes were given those due to them having little to no strong passive defenses or base line defenses, Ele, and Thief. If anything they need to go back and redefine and separate the class concepts since a lot of them have been blurred with recent changes.

Permastealth Trapper?

in Thief

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

You realize Basi venom does not work with traps?

Who's legitimately happy with their class?

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

If they revert the June 23rd patch for Thief S/D I would be happy it is perfectly balanced in today’s game state.

raids are annoying

in Fractals, Dungeons & Raids

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

The fact is making raids easier trivializes what raids represent

I think you are over glamourizing raids a bit here. The only thing they represent is something (hopefully fun) to do in a video game.

There is no logical reason to design them around a subset of PVE-ers outside of – maybe – developer resource issues. If they can economically develop multiple tiers or scalable difficulties (that take nothing away from the challenging content modes), then they should. It would reduce the worries about content droughts, justify continued investment in raids and deepen the pool of potential raiders (again, without taking anything away from the challenging content modes).

The idea that raids represent or signify anything more than video game content is either patently absurd or born of unrealistic ego trips.

by your logic why should they make any content targeting specific Audiences? Remove pvp it is such a small subset of the population? Why have Dungeons it’s such a small subset of the population that plays it?

They have target audiences that they release content to draw more players, you having them implement something will take away from somewhere else which will cause more content droughts, something no one wants, if they did implement easy mode raids it would have to have a lot less in terms of rewards so that it does not detract from the reasons to do normal raids, and by that point there would be next to no reason to do those easier raids causing a hold up in resources that could have been used elsewhere. It wouldn’t make the pool of potential raiders bigger if we base raiding off of the current standard which the raids are so easy that you can do them in suboptimal groups i.e. By gear, by having less than half the required members, by having sub optimal classes with suboptimal gear i.e. Stacking 10 of one class in tank gear.

If they can’t get the raids because they are too hard now and all you need to do is learn mechanics and have a basic understanding of classes and performing a basic rotation then they won’t be able to when they go to try the “hard mode” raids in a tiered raid system.

And no ego trip here I don’t raid O.o, I PvP and WvW I have done a total of 6boss kills out of 6 attempts 2 from pugs when raids were released and the other 4 helping my casual guild fill slots, no ego trip here I took 5 minutes out of my day to learn mechanics through guides/ vids if it was a new boss and then knew my role and profited. I don’t hardcore PvE in gw2, my character is always in the mists otherwise.

So it won’t affect me in the slightest if they change this but why force something that was never intended for you in the first place?

Infusions auras in pvp

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Oh I do but they need to lessen visual noise adding it makes it worse, best change in the game was making standard models in unranked

Mesmer counter?

in Thief

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Yeah Straegen, I can’t burst good ones in a matter of a few seconds but the build I use is able to keep the condi pressure off of me long enough for me to either down them or to escape, still the fights don’t last more than 30 seconds either way.

Not sure what server you are on but any time you want to duel and test that theory I am game. On BP right now.

The thief currently is the worst dueling class in the game hands down. Any Dire/Plex Chrono Mesmer that dies in 30s to anything straight up is a horrible player.

I’m on SoR, on NA,