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Please, stop abusing the farm options.

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Posted by: Daddicus.6128

Daddicus.6128

What if they turned off auto-loot for any character which hasn’t moved or used a skill in the past X seconds?

This suggestion might be onto something. It could work fine even if auto-loot was activated only while moving, especially when there’s a keybind to AOE loot. So, if a player is present and not moving – just press another button to loot or move for auto loot.

Thanks.

I also think that even the automatic skill (usually skill 1) should count, because you have to fire it once per enemy to keep it going.

The risk I see is botting, but I think they’re getting pretty good at catching bots. No matter how sophisticated one makes ones bot-timing algorithm, it’s still going to report as a machine after a while.

So, I think this is a win-win situation for them.

Additions to Material Storage

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Daddicus.6128

One more thing that would be very helpful, Lindsey:

Give us a button in our bank tabs area that will auto-deposit everything (in the bank) that can be auto-deposited. When you’ve got several hundred slots, it’s hard to find all of the depositable items manually.

(edited by Daddicus.6128)

original leather farm

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Daddicus.6128

Personally, I felt that the leather farm failed because it didn’t give players the ability to DIRECTLY farm the leather they needed. (Mainly, Hardened leather.) Nobody likes having to go through RNG after a farm to see if you MAYBE get the item you need.

Actually, that’s not true. If they had created a hardened-only farm, it would have had the drop rate about the same as it does now. So, players would only receive hardened scraps occasionally, and nothing the rest of the time.

What they did is fill out the rest of the salvages with other kinds of leather.

So, the solution would be to simply change the ratio, if the farm were the only change made. (Other ideas above are better, however.)

Please, stop abusing the farm options.

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Daddicus.6128

Even more so its a result of the not so great afk detection gw2 has. You’re determined to not be afk if you use a skill, or move. You can do both without actually being present at your keyboard.

That would be a violation of the terms of service.

Please, stop abusing the farm options.

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Daddicus.6128

I just realised this is also a product of autoloot. Without autoloot you can’t AFk as efficiently because it doesnt go directly into your inventory.

This is correct, and gives me an idea:

What if they turned off auto-loot for any character which hasn’t moved or used a skill in the past X seconds?

That would completely solve the AFK farming problem everywhere in Tyria. It creates a small risk for non-AFK players, if they read the news for too long or something like that, but that seems acceptable to me.

Necromancer for WvW

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Daddicus.6128

Sorry, I meant hammer. Same thing, just smaller?

You may be right. I just assumed they came with.

I tried using the reaper trait, and it worked. So, I was wrong above.

Shouts Being Blocked And Evaded

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Daddicus.6128

What I can’t understand is how a creature can interrupt a dodge.

Additions to Material Storage

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Daddicus.6128

Ms Murdock did say that they are “technically limited” in how much they can put in material storage. I don’t recall seeing an explanation past that, other than its very time consuming to make changes (which is one of the reasons why it’s taking months for this update).

Anyone knows how ANet decides?

One of the big problems with writing a game engine is that it’s impossible to see the future. As time goes on, the limits nobody ever thought could matter begin to matter quite a bit. And, usually, for reasons completely unrelated the to the item they might want to change.

However, I applaud your question. One thing ANet does NOT do well is communicate with the players. If they told us the real reasons, we would most likely be a lot more patient.

Necromancer for WvW

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Daddicus.6128

Sorry, I meant hammer. Same thing, just smaller?

You may be right. I just assumed they came with.

Necromancer for WvW

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Daddicus.6128

But, one obvious problem is that many of the skills for reaper simply don’t exist in WvW, like all reaper shroud skills.

By “simply don’t exist” I assume you actually mean “are not used”, because otherwise this is … rather wrong.

Also, at least the ice field / whirl combo for throwing around bleeds is definitely used it WvW, verifiable by looking for the complaints about how overpowered it is. Beyond that, I routinely see (and use) reaper shroud skills in WvW.

So … while you might not use them, it is not the case that they “do not exist”, or that they cannot be used effectively.

No, I mean they don’t exist. Hit F1. The skills are not reaper skills, they’re necro skills.

On my engineer, if I equip a mace, I have no weapon skills at all.

Now, maybe I’m missing something in how to make them work, but having skills 1-5 being completely blank qualifies as “do not exist”.

How friendly has the community been

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Daddicus.6128

I’ve had a bit of experience with this in the first place. People doing the meta get really uppity about people trying to do a hero point run or the like when meta time approaches, and insist that they stop what they’re doing and go to another map, sometimes complaining about the ‘awful timing’. The problems with this are:

1) Organising a meta map often starts about half an hour before even the pre-event portions of the meta start. This means that ‘meta time’ can be half of the total cycle. This can leave precious little time for a hero train to complete the map, particularly since some hero points are hard to get to without completing certain events first.

2) Because of the way the megaserver system works, the HP train may well be the reason that the map in question was still open rather than having been closed, and hence why it was there to get populated by people looking to do the meta. The trainers didn’t choose to train on a meta map – instead, the meta group is gathering in their map because they were there keeping the map open in the first place. This is particularly obvious when you have a map where the various camp/pylon events were not progressed (unless needed to by the train) but suddenly you have a mass of meta players demanding the trainers leave.

3) Many trains are only a handful of people. Half a dozen people should not decide whether the meta succeeds or fails.

4) With the consideration that the next expansion may be as little as five months away, for some players stocking up on hero points may well be more important to them than another run at the loot.

Personally, though, I blame ArenaNet for putting hero points that are balanced for groups on maps that have a meta that requires most of the population to participate in to succeed. Tangled Depths seems particularly toxic in this regard – which is probably a function of the meta providing very little reward for a failed attempt while being one of the hardest metas in HoT. If the hero points had been on maps that were more like the Living Season maps that do not have such demanding metas, there wouldn’t be a problem. If the hero points were soloable (or at least, soloable after the meta had progressed far enough) then there also wouldn’t be a problem: Dragon’s Stand is a good example of this. Maps with an ‘all hands on deck’ style meta probably should just have soloable hero points on them, while group hero points should probably be kept on maps which do not have such demanding meta-events, where a bunch of people running around hitting all the hero points in turn will not interfere with the meta.

You bring up valid points, and so have others. But, because there is random placement of characters into maps, there will always be tension between players trying to do the meta and players who are trying to map or do the missions.

I’m not sure how they would implement it, I think what’s needed is a meta-only map. A map that you can only join if you check a box (or something like that).

Additions to Material Storage

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Daddicus.6128

I’d say: if you craft 250 roux’s: use them! Otherwise, don’t even craft them until you want to use them. Same goes for the items you can buy from the MF attendant: don’t buy them (they’re next to the MF anyway) unless you want to buy them. Which is rarely enough, for the majority of people.

For Chef: I used to keep exactly one of many of the components in my bank, so when I wanted to use discovery, I could see all of the possibilities. I got rid of them when I ran out of bank space, and when I stopped needing most of them because I was done leveling most of my chefs. But, many people are still leveling chef.

List of discoverable scribe recipes?

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Daddicus.6128

Perfect! That did it!!!

Thank you!

List of discoverable scribe recipes?

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Daddicus.6128

There are lots of lists, but I can’t seem to find one showing just discoverable recipes (for scribe). Does anybody know of such a beast?

Necromancer for WvW

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Daddicus.6128

I use carrion on my necro/reaper, and it needs a lot of work. Many people recommend viper, but I’m just now building up a second necro to find out how well it works. I primarily play PvE, so I’m not nearly as interested in WvW specs. But, one obvious problem is that many of the skills for reaper simply don’t exist in WvW, like all reaper shroud skills.

original leather farm

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Daddicus.6128

It’s a mess. They need to come up with a way to negate or reduce the efforts of AFK-farmers, but not clobber the active players. Their first attempt was a good idea, but it’s overkill.

If they really want the farm to work. make the number of enemies equal to the number of player characters in the immediate area (i.e. within longbow range). Then, upgrade a percentage to veterans, elites, and champions to make it more challenging.

Right now, you have to have a large group in order to do anything at all up the trail. And, such groups became non-existent with the AFK farm in production. Nerfing that was needed badly. But, they somewhat overdid it.

How friendly has the community been

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Daddicus.6128

Why? Because I am being honest? If that is considered brash then you really have to question if those people are taking things way out of context, there is nothing brash about what I stated, people tried to question my experiences and that’s what it came down to, I am not going to let anyone tell me different, I am sorry if that is to brash for someone but that is a personal issue with them not me.

I am not a people pleaser I am very friendly but I certainly do not believe in walking around egg shells or care about someones opinion of me personally.

I don’t think you have been brash at all. I do slightly disagree with you (see my previous post), but I think your posts have been well-stated. HoT is almost a breath of fresh air in comparison.

There are just some people who can’t tolerate anybody pointing out truisms from HoT. You’ll figure out who they are in a couple more threads.

But, don’t totally disregard them; there are some points they make that are true. (Like above when someone said that people can’t reply when they’re in combat, which you tend to be in a lot more often in HoT.)

And, if you want to see real toxicity, try to join a raid group not knowing what you are doing (especially if not knowing includes not asking in advance whether the group is “experts” or novices). Dungeon groups can be this way, too, but to a far lesser degree.

How friendly has the community been

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Daddicus.6128

I don’t see toxic in HoT so much as unhelpful. HoT’s population is generally not interested in helping as much as in core Tyria.

Some HoT-zealots above have said it’s because the content is harder. While that’s true, and part of the reason, perhaps those posters can explain why there are dozens of posts that happen while none of them respond to questions? When I see a whole screen of postings about bacon, but no answers to a question I asked twice, it discourages me a little.

There is, however, some higher levels of toxicity as the map population goes up. I think this is because the elite players tend to think that if you’re on a fully-populated map, then you had better darned well be doing the meta. And, they can get very toxic if you continue to ask for help (on a fuller map) while they’re busy doing “their” meta. I understand the sentiment, but it’s NOT “their” map, and they treat it like it is.

Please, stop abusing the farm options.

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Daddicus.6128

I agree.

However, humans are really rotten inside, as a rule. When an exploit exists, people will use it. So, ANet has to be the police force.

On the flip side, Bitterfrost really does need to be nerfed. There are far too many treasures available without combat. It really needs a participation counter, and the numbers of chests that show up would be based on your percentage of participation. Further, participation needs to be per character per map instance, not per account.

Additions to Material Storage

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Daddicus.6128

This is wonderful. For the minor sigils please remove them from the game or make them not drop from salvage or classify them as junk so when you select sell junk they go away.

Classify as junk IF chosen by the player. I still use minor runes and sigils occasionally while leveling. And, there are a couple that turn a profit on the TP. So, classifying them as junk is a great idea (I proposed it myself a couple of years ago), but by choice of the player, not automatically.

With the new expansion, will Anet avoid HoT?

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Daddicus.6128

What’s wrong with the mini map? Far as I can tell it works well.

You cannot identify passages above and below you, even though you’ve been there before. The minimap needs some kind of dotted lines or colored lines to indicate that there’s a passage above or below you (IF you’ve been to it before).

With the new expansion, will Anet avoid HoT?

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Daddicus.6128

I’m removing the ones I don’t comment on:

01. Pricing the expansion as the full game for players already owning the original game.

Pricing was fine, IMO. In fact, I wouldn’t mind at all if they increased the price of the next expansion, provided they don’t make the same mistakes (as you are listing here). I didn’t like the idea of making the core game free-to-play, though, which was part of the pricing strategy.

02. DLC worth of new content, not worthy of expansion name.

It was fine content-wise, although they seem to have expanded how they do things since HoT (in LSS3). It’s not right to demand that they make different content, just because they’re giving away current content. Really, they SHOULD charge for LSS3 episodes, but their business model seems to be working as is.

04. Questionable map design, not the beauty of HoT maps, just usability. Minimap system is not enough for HoT layout.

This is exactly correct. While I like the 3D maps somewhat, they’re a real pain to navigate. They MUST change the minimap somehow before ever returning to the multi-tiered maps. (And, they seem to have forgotten this message in LSS3 episode 5.)

06. Killing the casualness of the original Guild Wars 2 in more than one way and thus making maps either extremely hard or right down impossible for solo completion.

This is HUGE. There’s no way it can be overstated: HoT was a complete disaster in this area.

07. Nerfing the older content, all in hope player base will be forced to buy into deeply flawed new one.

Another huge mistake. They mostly corrected things, but they have stopped working on the core Tyria content. Just because they made the decision to make it F2P doesn’t mean they should abandon it.

08. Essentially killing off PvP with tying it to the expansion.
09. Nearly destroying WvW which survival is still up in the air.
10. etc.

I can’t really speak to PvP/WvW, since I don’t play them.

My biggest concerns are the maps/minimap and the strength of the enemies.

The minimap MUST be fixed, and they need to test their fix in HoT, not in an expansion. We shouldn’t have to pay for them to fix one of HoT’s biggest failings.

And, a solo character simply cannot break many of the creatures break-bars. And some are mere veterans. Veterans were promoted to champion-level power, and elites are off the scale. Creatures were made impossible to interrupt, but at the same time were given nearly infinite-interrupt capability of their own. The whole expansion was grossly overpowering.

Additions to Material Storage

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Daddicus.6128

I’m very happy with the list as is. I suspect there may be more items, but just doing the list as it would be excellent, and anything after that would be cleanup.

One caution, though: The mystic forge doesn’t currently access bank storage, so many of the mystic-only items could be counter-productive. On the other hand, showing banked items in the left pane at the forge could make it enormous. So, I’m not sure what the solution is. But, it’s something to think about for the future.

For now, though, excellent work!

Anti-AFK farming changes

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Daddicus.6128

This! Because of obvious violators people now hate anyone who uses a pet/minion. Since those professions are balanced around you having an AI thing with you as well any character that uses such is winding up at a disadvantage, whether using it as intended or not.

Exactly.

This could easily be corrected by simply toning down the damage. AFK farmers will still be neutralized, because the turrets and minions will eventually die, although it might take a few minutes.

Anti-AFK farming changes

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Daddicus.6128

I run a minion necro, and I never EVER AFK farm. But, now I can’t even survive there, because my minions get taken out almost immediately. Even when I’m running full tilt, they’re blasted because they don’t know how to dodge or move out of the blast radius.

Please have the artillery take out minions that haven’t moved recently, and turrets, but not active players meat (and bone) shield.

I have no issues going alone with my necro, I don’t even have blood magic nor death magic, but it’s probably cuz i go with my WvW gear (full trailblazers)
I have no idea why so many ppl on pve complain about the content, it’s never been hard anyways…

So, your point is to brag about how good you are running a character that has absolutely nothing to do with what I’m talking about?

Anti-AFK farming changes

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Daddicus.6128

Well this goes to show that there’s still ingenuity among the AFK farmers: They’re all stacked on top of the entrance gate on the west side. They must have figured out that the bombs don’t land there. It looks even more stupid than it did before the changes.

Anti-AFK farming changes

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Daddicus.6128

It was originally revealed as:

This release will also include a new, challenging group-farming spot for leather.

… which of course just ended up being more zerg content. If it was actually intended to be challenging for groups, it would have scaled and decimated the zerg. As is, there’s no reason why it shouldn’t just be a normal area.

I was wrong. Thanks for pointing out my error!

Anti-AFK farming changes

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Daddicus.6128

That’s not how they advertised it, at least not as it came out. And, group farms don’t make any sense. Farming, by its very nature, is a solo activity.

Anti-AFK farming changes

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Daddicus.6128

Oh, and scale the hills better to the number of players active in the area. For a farming area, this place is decidedly impossible to farm solo.

Anti-AFK farming changes

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Daddicus.6128

I run a minion necro, and I never EVER AFK farm. But, now I can’t even survive there, because my minions get taken out almost immediately. Even when I’m running full tilt, they’re blasted because they don’t know how to dodge or move out of the blast radius.

Please have the artillery take out minions that haven’t moved recently, and turrets, but not active players meat (and bone) shield.

Hardened Leather and Update.

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Daddicus.6128

The problem with the Doric leather farm is that you can’t farm it alone. Oh, yes, you can get a few at the turret farm, but that’s cheesy. People don’t farm in groups very often. By definition almost, farming is a solo activity.

They need to tone down the number of enemies going up the hill. It should be scaled based upon how many people are on the path at that moment. (Path = the overall path, including the rocks to either side.) The way it is now, it is impossible for a solo character to get anywhere near the top by following the path. Even a geared-out tank simply can’t get very far. Plus, there are tons of enemies that can hit you, but you can’t hit them.

It’s ugly.

Blood Rubies dropped out of sight...

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Daddicus.6128

It’s because those three are the best three in the game, de facto legendaries (stat switch any time for 100 UM).

True, but compare to winter berries, where there are a bunch of minis and similar gear available. There’s so much more to buy that the farm rate had to be higher.

Jumping Puzzles are getting out of hand

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Daddicus.6128

I agree that they should make the puzzles less trial and error with guesswork, but I actually like some of the challenge that comes with some difficult jumps. Guides are always available, just wish I didn’t have to use them every time for certain puzzles. Don’t make em dirt easy, though.

As for being part of collections, so what? Most aren’t that bad with a guide.

Yeah, I agree. I don’t object to various kinds of difficulty. What I object to is being forced to hammer my space bar with W held down, until I just happen to be pointing at the one pixel that will allow me to jump up onto a rock that is only to my waist.

Confusion over new Condi hate

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Daddicus.6128

You forget, that condi damage doesn’t cleave. The only thing that keeps condi relevant in mass combat environment is epidemic.

AoE.

And, while cleave is valuable, it’s only three enemies at a time, and doesn’t help much once the power build is downed, which was my point.

Plus, cleaving is completely useless against a lone boss. (But, so is AoE condi, so that’s a wash.)

(edited by Daddicus.6128)

Are the new zones worth it?

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Daddicus.6128

I like the new maps (except that last one, which is harder to navigate). They’re a breath of fresh air after the disastrous maps in the main HoT expansion.

And, I may be missing some candidates, but Bitterfrost Frontier is probably the best farming location in Tyria. (So much so that I suspect they’re going to have to nerf it.)

Blood Rubies dropped out of sight...

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Daddicus.6128

Isn’t there a cap on the number of rubies you can get a day? Like, 15?

I found a reference, and the limit is 50 per day.

Also, I think the reason they drop slowly is because there’s almost nothing to spend them on. A ring, an amulet, and a back piece are the only things.

Blood Rubies dropped out of sight...

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Daddicus.6128

Isn’t there a cap on the number of rubies you can get a day? Like, 15?

Any old timers still do random events?

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Daddicus.6128

I do (PvE) events all the time, especially when the zone is today’s daily. The map rewards give me incentive, but, I’m also interested in the story.

I’m working my way through all of the storyline missions. Frankly, I am amazed at how many of the “random” events are actually directly tied to the main storyline (in the core game). I keep telling myself (after finishing a mission), “Oh THAT’S why that event exists.” I don’t think a day goes by where I don’t have that kind of eureka moment.

Confusion over new Condi hate

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Daddicus.6128

I don’t know about pvp, but in pve power builds are still stronger than condi ones at burst. It’s in the long run that condi builds shine.

That’s definitely true. And, it brings out my biggest problem with power builds: they’re expecting the enemy to die almost immediately.

That’s OK when there’s only one enemy. But, when you get more enemies, it’s the power builds that crash first, requiring the character to be revived. So, in large battles, power builds are a detriment to the other players involved.

UNLESS everybody is running power builds, and the crowd in the area is not in over their heads.

How to get "Beasts Slain Quick"

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Daddicus.6128

The main issue with that bit is that for whatever reason the beast needs to build up momentum or something. If it runs into a rock too soon after it starts a charge it just stops without doing anything. The main thing you have to do is get the alignment correct so that doesn’t happen and get it to run over the minions.

Yeah, that seems to be my problem. But, it’s really hard to predict exactly when he’s going to start the bowling skill.

Jumping Puzzles are getting out of hand

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Daddicus.6128

No you want to do them to attain some frivolous rewards, making them completely optional.

Mastery points are frivolous?

Considering how many excess ones we have, yes chasing the ONE located in a JP when you know you hate JP’s is not only frivolous but an exercise in insanity.

You’d think if you hate platforming, you’d i don’t know here NOT do that part and chase the literally hundreds of other alternatives.

Interesting use of the word “literally”.

There are 185 HoT mastery points available. You need 137 of them to complete the masteries. 30 of the 185 are adventures.

So, yeah, your math is a little off.

Edit: Thanks to Djinn in the next post, and whoever fixed the Wiki for the number change.

(edited by Daddicus.6128)

Toxic event farmers still an issue

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Daddicus.6128

I recommend reporting them (in-game) for verbal abuse.

Jumping Puzzles are getting out of hand

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Daddicus.6128

No you want to do them to attain some frivolous rewards, making them completely optional.

Mastery points are frivolous?

Jumping Puzzles are getting out of hand

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Daddicus.6128

Well, to start with, that second “M” is for “multiplayer”. The adventures are all solo-only content.
They make acceptable diversions, but they shouldn’t be required content.

They aren’t required. Neither are jumping puzzles.

They are optional content, you can choose to do them or not.

They are not optional. You MUST do them if you want to advance your character as much as you can.

(edited by Daddicus.6128)

How to get "Beasts Slain Quick"

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Daddicus.6128

Thanks. I’ll have to update the wiki: it says 30-40 minutes. But, I’ll try that a few times to see what happens.

Thanks!

How to get "Beasts Slain Quick"

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Daddicus.6128

How on earth do you succeed on the “Beasts slain quick” achievement (on the last mission of “A Crack in the Ice”)? I’ve tried and tried, and I can’t even come close. I haven’t ever even finished taking out the gumbies by the time five minutes are up.

I tried getting a PUG, but there doesn’t seem to be anybody else doing it. And, someone from my guild said it’s easier solo (because of the multiple targets issue).

I’m stuck. Any ideas?

Please can we make crow bars purchasable?

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Daddicus.6128

I do not understand how you think crowbars are the easiest? All other are purchasable with zone currency.

I agree that crowbars are the hardest, at least of the first three zones.

But, machetes are purchased with currencies from the other three zones, not DS. Once again, ANet is forcing us to play content we don’t want or need for any other purpose, in order to attain an unrelated goal.

Jumping Puzzles are getting out of hand

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Daddicus.6128

“Normal MMO content”? What exactly is that?

Well, to start with, that second “M” is for “multiplayer”. The adventures are all solo-only content.
They make acceptable diversions, but they shouldn’t be required content.

Can we do something about mastery points?

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Daddicus.6128

If there is an edition at an additional cost of 20 Euro that comes with pre-maxed masteries, I’ll buy it immediately.

This is probably not the right thread, but this is a darned good idea: give us the ability to buy mastery points with real money (or gold).

The purists will hate it, but I think it’s brilliant.

Can we do something about mastery points?

in Guild Wars 2: Heart of Thorns

Posted by: Daddicus.6128

Daddicus.6128

That’s how I feel about all those mini games in HoT. I will eventually do them for the mastery points, but they are a duty and not fun.

Exactly.