Because it’s an higher tier gear, and i’m forced to do something i don’t want to in order to get it.
[snip]
The chance to be on par with gear while playing the way i like the most was one of the main reasons why i bought this game, and that’s definetly going to be the reason for me to quit it, if i’m no longer allowed to.
The same argument can be made in reverse – if players want to obtain an ascended amulet, they’re “forced” to run a month’s worth of dailies. Since the ascended gear is distributed across multiple acquisition methods, it balances out, as far as I’m concerned.
Beyond that, if you’ve read much on the issue you’ll find a number of dev posts indicating that the implementation of ascended gear is still very much in progress – they’ve confirmed much more gear to come and possible alternate routes to obtaining either the gear itself, or laurels. It’s quite probable that you’ll see alternate methods to acquiring ascended backpieces (not necessarily the ones currently in game) soon.
even if they make it that u cant stealth in battle but get more duration that would work… thats how almost all mmorpg handle the stealth class
If they removed the ability to stealth in combat, it would essentially render all of the modified-for-stealth primary attacks and a number of traits useless. In other words, a substantial amount of re-balancing would be necessary.
Also, I don’t know what MMORPGs you’ve been playing to make the statement that most disallow stealthing in combat. Limiting stealth to solely out-of-combat would render a stealth class… well, not a stealth class.
Now, which pill will I take …
Distract Morpheus and take both.
I heard it works only out of combat. Am I wrong?
Yes. Speed signets definitely work both in and out of combat.
To be obtainable outside of fractal in the future?
Rings and amulet are now obtainable with dailies, which is great, but what about the back piece?
Will i still be forced to get into fractals to get it in near future?
Considering that the amulets are only obtainable through laurel vendors, I don’t see why you would expect back items from them. Currently both Fractals and Laurels have an ascended gear slot exclusive to them – sounds reasonable to me.
John Smith unveiled as incarnation of the GW2 economy 100% confirmed.
Wait, so John Smith is some A.I. construct that runs the GW2 economy?! OF COURSE! That explains his oddly generic name! It all fits! ALL GLORY TO THE JOHN SMITH!
Some of us in the know refer to him as Agent Smith.
Whoa, deja vu!
Mister Anderson.
We missed you.
Kill one rabbit? That’s too easy! Fix nau!
How about non-risen giant?
You’ve got to sweeten the pot a little, here. Make it 10 and you’ve got yourself a deal.
I also dislike those events where you have to defend NPCs, now I can just wait for them to get wiped out and complete the whole thing.
Yup, it’s hilarious to see a half dozen players standing around a certain battlefield in Gendarran Fields get ticked off at a player who rescues the NPCs from those vicious skelk.
I bought the guardian gear box just a little bit ago. Wish I had written down what the stats were on each item, but they were both level 80 rares. One was a hammer the other a sword. Got annoyed and salvaged them before I even wrote down the stats though…
So far the two people in this thread got only weapons, I wonder if it’s a weapon only box. Either way seems like a complete waste of laurels.
Yes, I’m wondering about that too. It’s definitely still possible that we’re just seeing random chance here, though.
But yes, without a high probability for an exotic – which just seems unlikely – this looks like a waste. Five days for two rares is almost laughable.
The monthly could be reduced to kill 1 rabbit and i bet there will still be people complainting.
Kill one rabbit? That’s too easy! Fix nau!
Actually, the number of dailies needed is 5 since after completing the daily it was at 20%
Yep, thats right, after completing the daily you get a tracker for the montly.
I wouldn’t assume that, actually. Given that the daily tracker uses lazy math for its completion percentage (20, 40, 60, 80, and 100 being the only valid values, incrementing only upon total completion of a category) it’s entirely possible that the monthly uses the same lazy math (incrementing by 1/5 for each tier completed).
Armors are categorized by Light/Medium/Heavy.
They are not bounded by Professions except weapons…
Am I going to gamble chances that I’m going to get the weapons I don’t want?
We’re still gathering data on that! :P
At the moment the appearance is that the boxes contain armor of the correct tier to the profession, and weapons usable to the profession.
In other words, the engineer box should theoretically contain only medium armor, pistols, rifles, and shields (unsure about underwater weapons), level 78-80, of rare or exotic quality.
Since I don’t see any alternative, I have to assume that within that (admittedly narrowed) field, it’s complete RNG on what the stats will be. So the long answer is probably yes, you’ll be taking a gamble on not only level and quality (a level 78 rare is no good if you need a level 80 exotic) but also stat loadout.
what i want to know is, what is the difference between warrior and guardian boxes? what about the difference amongst engineer, thief and engineer boxes? mesmer, elementalist and necromancer boxes?
As above, almost certainly the answer is weapons. No two classes share exactly the same equipable weapon set.
Actually, if you look at the wiki more closely (or visit the laurel vendor), you’ll see that you get 2 boxes for 5 laurels. So, he spent 5 laurels on two boxes and got one weapon per box.
I have looked at wiki and seen that in () there is a qty #. So the boxes with (10) following indicate you rec. 10 boxes?
Yes, although all of the gear boxes have the value 2 in their parentheticals.
grabbed 2 engineer boxes, got a lvl 79 rare pistol and rifle of perception with cleric stats.
So you spent 10 laurels on 2 boxes and got 2 items?
1 box=5 laurels=2 itmes/box (per wiki)How do you have 10 laurels to spend, or was it you spent 5 laurels on 1 box and got 2 weps?
What was the lvl/rarity of the rifle?
Actually, if you look at the wiki more closely (or visit the laurel vendor), you’ll see that you get 2 boxes for 5 laurels. So, he spent 5 laurels on two boxes and got one weapon per box.
As the February monthly is now live with no discussion of it here yet, what are all of your thoughts on it?
Personally, I’m not impressed with the decision to put dailies in. It feels contrived, since there’s already new pressure to complete the dailies due to laurels. I’m also puzzled at the decision to add a new fifth tier to a monthly requirement in this specific case – an attempt to obfuscate the actual number of dailies required?
More importantly, it seems like a way of artificially postponing the acquisition of the monthly’s 10 laurels, which has the unfortunate side effect of preventing players from gathering detailed information on much of the laurel vendor gear, which remains mysterious (numbers data on the value of profession-specific gear boxes, anything about mystic binding agent, etc.)
The thread isn’t questioning how to kill them. The point here is that the zone is purposeless.
Yet most here are saying that its too hard to even set foot there. Sounds more like a L2P issue to me.
Most? Sounds like a L2R issue to me.
A few, certainly. But I think you’re largely misinterpreting a statement that the effort of navigating Southsun (approximately equivalent to Orr currently, I’d gauge) is not worth the two top-tier ore and wood nodes, compared to the effort of navigating Orr for its five top-tier nodes per zone (adjacent zones, at that) and comparative abundance of other materials; for a statement that it’s “too hard.”
5 dungeons completed
100 events
500 items salvaged
and you need to complete daily (it doesn’t say how much) i guess 10 dailiesso what do you think?
i think it’s pretty easy , you just need 1-2 gold for items salvaged
and time to farm events
My only problem is the dailies. It seems like a contrived waste of a monthly section to just dedicate it to dailies – there’s already a (very new) pressure to complete them for laurels…
I’m also somewhat puzzled by the decision to put in 5 tiers to this section of the monthly. There’s never been 5 tiers to a monthly requirement in the past, and this kind of looks like an attempt to unnecessarily obfuscate the total amount needed.
I personally would like to see it on the forums so feel free to post your findings here. No harm in posting it in two places is there?
https://forum-en.gw2archive.eu/forum/game/gw2/Class-Specific-Gear-Boxes/first#post1340304
I agree that posting it on the forums is productive, but there’s already a thread open on the subject.
I didn’t know what AR was until this thread, though I’m familiar with Agony Resist.
Frankly, despite being an interesting question, the issue of whether the individual knew what Agony Resistance was or that “AR” referred to it and it only in this game is irrelevant.
The fact remains that he created a listing specifying “experienced players only” and was unaware that AR is necessary (and by extension, that agony comes into play as a mechanic) at level 10+. Since level 10 is an even-numbered Fractal meaning a guaranteed Jade Maw encounter, meaning in turn exposure to unavoidable agony, there is simply no way this player could have any experience running Fractals at 10+ and not be aware of Agony’s introduction at that point.
And when you worked in game design, you locked yourself permanently into trajectories and never made any changes when you realized that systems wouldn’t work the way you thought they would?
I’m glad you’ve demonstrated that you haven’t read the rest of the thread. I’ll respond to you when you actually take the time to read what has been said, until then, don’t interject with half an opinion to less than half of a conversation.
I’m glad you’ve demonstrated that you haven’t read the rest of the thread, in which I have numerous posts above the one you quoted. Until you put the effort into actually reading what has been said, don’t interject with hostility because someone points out your inconsistencies.
The problem with this thread’s attempt to hold ANet to statements made during development when content is subject to change is that we’re sending them a message that they can’t tell us anything. If we as a community continue to dredge up archives of dev posts made years ago and say “wait, you didn’t do this the way you said you would in 2008!” then they’ll simply stop saying anything at all.
Does that strike anyone as productive?
are there figures from GW2 on the fees that they charge for buy and for sale?
I’ve not seen a statement on that, but you can examine the graph and see it’s clearly a solid percentage difference. Some simple maths should be able to work up the precise numbers.
It’s a common shorthand and therefore is impossible to mix up? I’m already thinking of several things AR stood for in various other MMOs I’ve played…so it’s impossible to mix up!?
Also, I didn’t bother getting any agony resist until around lvl 16 but haven’t bothered to get past 18 because I’m playing an alt and don’t feel like starting over on him. I don’t recall there ever being a requirement to have agony resists…
It’s the only shorthand used for Agony Resist in this game, and no other game terminology uses the abbreviation “AR” (the hero panel refers to the stat Attack, but not Attack Rating). Agony Resist is only used for FotM. Impossible was perhaps to strong a word, but if you’re a player experienced at running Fractals at 10+, I simply don’t buy it that they got confused about the abbreviation.
As for requirements for AR… strictly speaking, that’s true, but Jade Maw’s agony becomes a guaranteed kill without it.
(edited by Blueshield.6291)
Yes. The real-time details can be viewed at:
The short version is gems -> gold is a lot more favorable than gold -> gems. The reason is to discourage investing in gems (the gem market would need to be inflated by approximately 20% from your buy point to return a profit).
So… would that be a 6 foot tall Asura? >.< “I feel 6 feet tall!”
When buffed with Might, they’d say “I feel 12 feet tall!”
no i don’t see your point, the guy wants experienced ppl but has NO IDEA what agony resist is, so clearly he hasn’t bothered to educate himself about the part of the game he has easily spent 10-20 hours in already and is wasting other peoples time because of it. should anet clearly explain agony resistance ingame somewhere? perhaps, is it their job to spoonfeed every player that can’t be bothered to look anything up himself? not at all.
The problem is, this player could easily not have spent any hours in FotM yet. He could have been a level 1 player who assumed that higher Fractals = better loot, even if you personally aren’t at that level.
This is pretty distressing, and I’ve been seeing a lot of it since the 28 January patch. People with no prior experience PUG their way into a 10+ Fractal and have no idea how and why they’re dragging the whole team down.
yes i do see both your points but some ppl do tend to have different perception of the meaning of some terms used in game.
i get his point of not knowing what AR means (maybe he just didn’t know the short hand for it) just an assumption
I think that’s what it was.
Heck, I clicked on the topic if only because I had no clue what the thread would be about and considering all the shorthand people write for EVERYTHING he might have just been momentarily baffled.
And it’s not like he didn’t know what Agony Resist was (he understood the next response right after)
I’m not convinced. Agony Resistance isn’t referred to by any other terminology and AR is very commonly used shorthand, so vocabulary mix-up seems virtually impossible. Furthermore, if you even just skim the wiki page on Agony Resist, it makes it very clear that the mechanic comes into play at levels 10+. Moreover, this player shouldn’t be filtering recruitment to a dungeon run on a criteria which he himself cannot pass. If you aren’t aware that you need AR for 10+, you aren’t experienced, period.
(edited by Blueshield.6291)
Slow enginners? What? It’s the fastest class in the game if they put some talents for it.
The ones in my guild don’t opt to base core aspects of their build around movement speed.
Additionally, by that rationale guardians and warriors should be “faster” classes than thieves, because it’s possible to build (and by build I mean skills and traits) for near 100% swiftness uptime. You’ll have to sacrifice quite a bit of combat potential to do this, however.
The point is, passive speed boosts become problematic out of combat. The ability to traverse the game world while not in combat shouldn’t have inherent inequalities to it.
I have mixed feelings about this. On the one hand, I appreciate the necessity of additional in-combat mobility for certain classes (specifically, thieves and rangers – for both a large aspect in survivability is mobility). Equalization across classes essentially hurts them – if a thief can’t outrun the guardian who’s got aggro of a melee enemy, the thief is going to be at risk – not just on a functional level, but by way of removing some of the flavor of those classes.
On the other hand, it becomes a problem at the macro-scale of the game – not in combat, but moving through zones. The greater distance traversed, the bigger the impact of that 25%. It’s definitely problematic – the faster members of my guild end up having to periodically stop, zig-zag, or double back so the slower members (guardians, mesmers, engineers) can catch up.
First try precursors are no less scientific. Simply add first try guy’s four rares into the op’s sample. So instead of 440 tries and no precursor now its 441 tries and one precursor. Now add in my own 20 tries and its 461 tries and 1 precursor. Calm down!
Yeah, if that was the purpose of the post, that’d be a perfectly valid approach. But the post came in and attempted to refute – not add to – the OP by claiming a precursor on 1/1 attempts.
(edited by Blueshield.6291)
I will sell one for 100 gold
Cheater! Those are soulbound on acquire :P
Well, account bound.
And wait a minute, I thought these forums weren’t supposed to be a grey market… :P
Maybe the giants will come down out of the Wayfarer hills, what with all the bad weather and stuff..
That’s an idea.
Thanks for the suggestions!
Yup, I figured a mix and match would be necessary, read that when you do this there are problems with clipping and the like…
Sure thing.
Clipping does happen sometimes, but it’s really not often an issue with armor in my experience. The only time I’ve seen noticeable clipping was when combining Lionguard chest and leggings with gauntlets and boots from another set – the under-layers on Lionguard being very bulky, and my other choice of armor being fairly slim and sleek.
Anyway, it’s pretty easy to find mix-match combinations that don’t clip.
On the other hand, I put 4 exotic GS on the mystic forge yesterday and I got a Dawn. It’s all luck.
Epic comprehension fail.
The OP conducted this over a massive sample size for the purpose of data acquisition. The fact that you happened to get one on your first try does not change this data in the slightest.
Epic statistics fail.
The OP conducted this over a miniscule sample size for the purpose of data acquisition. He’s testing for something that presumably has a rate of occurrence significantly below 1% but only has a sample size of about 400. A “massive sample size” would need to be in the tens of thousands at the very least. For this test, if we assume the rate of the mystic forge granting a precursor for 4 rare items is 0.5% then there is a 13.5% chance that a person putting 1600 rares (that is to say, 400 trials) will fail to receive a precursor. If we drop that assumed rate to 0.1% there is a 67% chance that no precursor is created. If we up the assumed rate to 1% (which seems awfully high to me, and would imply about a 5% rate for 4 exotics) there’s still a 2% chance a person would put 1600 rares into the forge without receiving a precursor back. While that seems like a low percentage, it actually implies that out of every 50 people that try with 1600 rares, on average one of them will fail.
The fact that someone else got one on the first try does not affect these data at all. However, it’s a huge mistake to try claim that these data represent a “massive” sample size.
You’re right, I should have said “comparatively massive,” because 400 is orders of magnitude greater than 1.
Either way, you’re seem to be missing the point of my post. I’m not claiming that the OP has created a statistical opus magnum that is the definitive test of the mystic forge – obviously a test orders of magnitude would be preferable. I’m saying that offering the statement “I got it on my first try!” is asinine as refutation of a testing pool 400 times larger.
It’s not that the OP has pinned it down precisely – far from it. But he’s gone a hell of a lot further than rolling the dice once.
So please Anet give us some more info.
No no no. This is the stuff guilds, and communities build themselves on. Secrets, discovery, experimentation. You young’ins may not recall, but the popularity of Mortal Kombat was largely built on top of kids trading info on the latest Fatalities, or hidden fighters. Earlier Final Fantasy games had a special mystique because there were hidden weapons, summons, or party members that could be completely missed and word of mouth or vague hints in magazines were your only real clues.
It already sort of sucks that we can just preview any armor or weapon in the game for any class at any level. There is no “wow” factor when finding a new skin because they are all available to window shop from level 2.
Game needs more things like this and more mystery. Get the players thinking and working together instead of following a list of instructions to get the thing they want. If you want specific, explicit instructions to duplicate in order to get a prize, then bake a cake.
Nobody’s asking to have the precise answer handed to us. We’re just looking for a little bit more specificity than “it’s from a boss with a chest.” After this long, I think another hint is long overdue.
I’m distinctly reminded of a similar situation in a recent MMO. There was a highly desirable item (a “white whale,” if you will) which was shown to exist in the game, but (based on dev team reports) unknown extraordinary measures were needed to obtain it.
After several months and a thousands-of-posts superthread, it finally came to light that the dev team had never actually implemented a way to obtain the item, contrary to their own “hints” at how to obtain it.
It makes me worry that what we’re seeing with Final Rest is something similar – an entry in a loot table being a factor of 10 off, for example.
I’m a bit confused about what you’re actually suggesting, but it sounds like you want a way to transfer commander status from one character to another?
If so, I don’t really see any reason why not to have an item like this. I seriously doubt that players purchasing multiple Compendiums for multiple characters is going on to any real extent, so there’s not any kind of money sink aspect that would be negated.
This is true of a handful of armor sets across all tiers – some of the skins from those sets are available during personal storyline, but never a complete set.
It’s definitely something that should be fixed. There’s no reason to limit these exclusively to sPvP – why waste art assets on a single corner of the game?
On the other hand, I put 4 exotic GS on the mystic forge yesterday and I got a Dawn. It’s all luck.
Epic comprehension fail.
The OP conducted this over a massive sample size for the purpose of data acquisition. The fact that you happened to get one on your first try does not change this data in the slightest.
How to kill karka:
[snip]
The thread isn’t questioning how to kill them. The point here is that the zone is purposeless.
Until you’re the commander, and in every encounter, automatically, you are the constant target of all enemy players/zergs. So on, causing it to become unplayable for commanders because they always die. At that point, it stops being funny and crying posts on forums, asking them to remove this feature of the game, do not stop appearing.
As a commander myself, I’m fully in favor of this feature. Being the primary target in hostile engagements is a small price to pay in exchange for dozens of players being your personal combat squad.
This isn’t about humor, this is about a way to change WvW dynamics.
‘Luckily’ for me, I still have 2 alts that need rings, and I have terrible luck getting useful rings from daily chests. Yay, my pristines aren’t useless!
Why do I get the impression that you’re being Sarcasmic?
As the OP indicates, I already supported this idea in another thread. I think this has a lot of potential to disrupt zerg metagaming without changing anything fundamental about the combat system.
What if we can assassinate commanders as a mission and gain badges of honor for it.
I think that’s an excellent idea. A context-based dynamic event should activate in the close proximity of enemy commanders. It additionally wouldn’t hurt to give commanders a 100% chance of dropping a Badge of Honor, on top of the standard loot table.
I get what you want, the equivalence of the dungeons being played as Hard Mode, which you think they are now, and Normal Mode, which is really what you would like to play. So you get to experience the material, but not the frustrations of not being able to handle it as it is now. Which is why the dev’s have taken steps to reduce some of the content. But now you feel its so much worse cause the waypoint zerg is now gone.
If the Dev’s did go for something like this then it makes sense to also reduce the reward for going in a Normal Mode(Casual Player) vs the Hard Mode.
Does this sound right?
That’d have to have lower rewards.
Yeah, and he said so.
Oh, and I really do not like the goody paladin-type class, and seems to be what was intended with the guardian in gw2. I prefer the fallen knight image much more, so I use the Bandit skins on most of my weapons to add the effect. Tying to find a heavy armour set to match the theme, but not much luck …
If I may, I’d recommend a hybridization of multiple sets. Honor of the Waves shoulders and arms, Sorrow’s Embrace legs and boots, a chestpiece from either Caudacus’s Manor or Honor of the Waves, and the karma helm available throughout Orr. This gives you a heavy plated, rough-and-tumble look, with a horned fullhelm to accentuate the “fallen” image. Not sure if that’s exactly what you’re going for, though.
Anyway, the point is that for that kind of appearance you’ll have to be somewhat creative – mix and match pieces from multiple sets. Lion Guard armor (attainable for karma in some 40-60 zones) is also a good option for a generally heavy-plated appearance, especially the chestpiece and leggings.
I didn’t check the prices of T6 mats, so I don’t know it it’s better to have 15 T6 mats or to sell 10 unid dyes.
Probably the dyes, since the mats are a gamble on value (depending on mat type).
That said, wait until we have a better sample size for data on the mat bags. Three might be an abnormally low return.
You need the utility jewelry first.
As for me, Endless cat tonic.
Better to get the infusion first…we’ll likely see alternative ways to get amulets in the next month
Each to his own, I suppose. I wouldn’t gamble on it, though – and I wouldn’t expect an alternative until after the first wave of players has its amulets (i.e., late February).
I don’t disagree with the heals in the combat log, that’d be nice, however, making heals crit would pretty much siphon all healing builds into the healing/precision/vitality gear as they would vastly outshine any others, rendering any other healing gear only useful as an off set until they got the precision ones.
It would also create insane spike heals which they deliberately avoided as part of their design. It would also mean Guardian’s, Elementalist’s and even Warrior’s healing abilities to be hit so hard with the nerf bat that any non-crit heals would be useless. A lot of people argue that the heals are already too low.I just think the disadvantages greatly outweigh the advantages.
Good analysis. I think this pretty much encapsulates why not to implement crit healing.
A relevant point though is the massive under-representation of stat sets on ascended gear. If ANet is already pressuring players towards a specific, limited sampling of stat sets, funneling all healing builds into healing/prec/vit gear isn’t necessarily a change of direction. I don’t agree with the direction, but it seems to be there.
The main problem with this is that the change ANet made to dungeons in the 28 January patch – removing the ability to rez-run – was specifically intended to counter this. In other words, ANet’s now made a specific statement that from a design standpoint, a wipe is supposed to mean a total reset.
It’s not a bad idea, I’m just saying that it’s a direct contradiction of a stance which has very recently shaped ANet design policy.
Didn’t Anet also make nerfs to the bosses as well, so now hopefully people are not dying a million times over?
I thought so, but it doesn’t say specifically it did for TA, which no one ever wants to do, especially the F/F path. They didn’t even add a 3rd waypoint like in the other 2 paths.
True, it looks like that one in particular was left as-is. However, I recall reading in a “moving forward from 28 Jan”-type of dev post (I tried to locate it and could not, apologies) that now that rez-running is no longer a concern, the team’s looking at waypoint locations in dungeons and specifically the dearth of them. Expect more waypoints soon, in other words.
EDIT: Found it.
https://forum-en.gw2archive.eu/forum/game/dungeons/So-with-zerg-reviving-getting-the-boot/first#post1279866
(edited by Blueshield.6291)
The main problem with this is that the change ANet made to dungeons in the 28 January patch – removing the ability to rez-run – was specifically intended to counter this. In other words, ANet’s now made a specific statement that from a design standpoint, a wipe is supposed to mean a total reset.
It’s not a bad idea, I’m just saying that it’s a direct contradiction of a stance which has very recently shaped ANet design policy.
Didn’t Anet also make nerfs to the bosses as well, so now hopefully people are not dying a million times over?
True, the patch notes indicate that quite a few of the boss fights have been tuned down.
Responses to the bolded ones only:
Based on your parenthetical, I hope that’s a joke. With no way to view enemies commanders’ tags, this would be next to impossible without spending days in WvW hoping for random chance to favor you.
This would be a really crappy thing to pop up for players like me who have filled our 5 character slots with 80s. A monthly requiring me to either delete a max-level character or buy a new character slot would make me seriously question the dev team.
Amusing. Maybe they could lump it in the same month with the above.
The commander one doesn’t make much sense (becuase you can’t see who an enemy commander is) and would be incredibly cruel to commanders if you could. It’s not a great idea but I like the image of two zergs meeting and focus firing on eachother’s commanders.
The leveling multiple characters idea works if you count the gaining a new skillpoint with a full xp bar as a level.
As far as the goals go, I don’t think they should pander to everyone’s playstyle just because some people don’t like leveling alts or doing dungeons or crafting. If they wanted to pander to everyone’s playstyle, why have goals at all? Why not just give people a reward for playing an hour everyday? Because it’s boring! Try something new. If you really don’t like it, you could just not do it.
Hmm, the more I think about this commanders-visible-to-enemies thing, the more intriguing it sounds. This could be a great way to shake up the zerg mentality of WvW – commanders leading from behind rather than the front. As long as the visibility was limited to close-range only (not map visibility) it wouldn’t interfere with the possibility of surprise attacks.
As for commanders drawing fire to themselves… well, as a commander, I for one don’t have a problem with that. It’s a pretty small price to pay for the ability to have a personal zerg.
I hadn’t considered that. That’s a kitten good monthly idea, with that in mind.
I have some hope that the monthlies are being shaken up somewhat – although so far the new dailies have been somewhat disappointing. Crafting and rezzing are easy and pretty boring; dodging was poorly implemented. I like the idea of combo finishers, if they manage to get that up and running. Let’s see what tomorrow brings, shall we?
I feel like there should be some feeling of progress even after a wipe. This way in future attempts, your chances of beating it are greater.
The main problem with this is that the change ANet made to dungeons in the 28 January patch – removing the ability to rez-run – was specifically intended to counter this. In other words, ANet’s now made a specific statement that from a design standpoint, a wipe is supposed to mean a total reset.
It’s not a bad idea, I’m just saying that it’s a direct contradiction of a stance which has very recently shaped ANet design policy.
I like the idea of monthlies giving players a reason to do something they normally wouldn’t bother with.
My ideas for monthly objectives:
Complete 5 different events in 10 different zones.
Kill 5 commanders in WvW. (On second thought…this is cruel in a lot of ways.)
Kill 100 enemies without taking damage.
Kill 50 champions.
Obtain 5 levels on 4 different classes.
Kill 1000 enemies in a party of 5 players.
Interrupt 200 enemy attacks.
Buy 800 gems worth of items from the Gem Store. (This would just be to see the forums explode.)
Responses to the bolded ones only:
Based on your parenthetical, I hope that’s a joke. With no way to view enemies commanders’ tags, this would be next to impossible without spending days in WvW hoping for random chance to favor you.
This would be a really crappy thing to pop up for players like me who have filled our 5 character slots with 80s. A monthly requiring me to either delete a max-level character or buy a new character slot would make me seriously question the dev team.
Amusing. Maybe they could lump it in the same month with the above.