I couldn’t care less about popularity. It’s simply a matter of “does it actually suit any of my characters?”
The other ones were small and the constant flapping was just dumb. These look way better. However, the only character I currently have that these might suit is my necro…
Just previewed it. My necro is a vampire so these are kinda/sorta but not quite there. Maybe if they were skin based (bat, dragon, etc.).
I remember when ESO first came out. When you crafted an item it would do this very thing.
I don’t care either way but I will say that using something like ‘abusive player names’ as an excuse not to is just a poor excuse. If people are getting these names through, then there is a problem with the name filter.
Hammer trains have been around for a while now and it’s only going to get worse. The best way to protect yourself from a hammer train was using stability but with the upcoming changes to stability, it’s going to get worse.
But yeah, in WvW an engi has very few weaknesses. I wonder why you see so few of them.
Many reasons.
-They don’t fit within the GWEN. After all, it stands for Guardian, Warrior, Elementalist, and Necromancer.
-Some people enjoy a challenge. That is, they will avoid build/profession combinations that they find to be “too easy”.
-Some people (I fall into this one) simply don’t care for the design of the profession.
I’m sure there are more reasons than this.
I would say Necro if it’s for ZvZ. Not to say engi wouldn’t be bad but I think you will contribute better and get more tagging (bags) with necro.
Marks are great but wells is where it’s at. Converting conditions on allies into boons and converting boons on opponents into conditions is very benefitial to the zerg as a whole. Plague form plus spam blind inside the enemy zerg and having half their attacks miss is another huge benefit to your zerg.
It’s quite simple really. The question you need to ask yourself is, ‘do you want to win?’
It’s as simple as that. If “no” then carry on but if “yes” then…
Not getting on TS (which is free and doesn’t require a mic)? You’re right. You don’t have to and nobody can make you but if you find yourself getting left behind, or the opposing zerg overwhelms you and you turn to find that all your zerg has ducked into the nearby tower, don’t go pointing fingers at the commander. It’s not his/her fault you can’t be bothered to get on TS to hear the orders being called. Also man up and take responsibility that if the comm says to dodge back due to an enemy bomb and you blow up because you are not on TS to hear it, your death means the enemy rallies and your allies will find themselves quickly overwhelmed and eventually wiped.
Not tagging up and leaving the map tagless? That’s fine, you don’t have to and nobody can make you. But if half your guild group is caught up in queue and half the map is just pugs standing around in keeps or at spawn, or wandering around, then don’t go giving them flack. Also man up and take responsibility that, despite a map queue, if all your kitten is capped by the opposing teams because there is no tag and everyone is either standing around or roaming aimlessly then be prepared to lose in the PPT department.
There is a reason that teams have a coach, assistant coatch, and captains. WvW is a team effort. Like any team based game (sport or videogame), if you can’t be bothered to be part of the team then you have no business taking a spot on the team.
The only real macros I’d wish they’d allow would be 1 skill and chat dialog. It’d really be helpful if you could call out when you’re using certain abilities, so the party knew when to do certain things. This is how EQ2 worked even before they really let you trigger multiple abilties.
This would be a good one, especially in WvW. Warriors using their banner, ele’s using water fields, etc. If it linked these in chat when used in game…
As per the OP. This game’s combat is fluid and fast paced. Part of a players skill is their ability to chain their skills manually. It’s about reflexes. You practice, practice, practice more in order to chain skills together. If you use a macro, you could effectively have skills chained perfectly together. Where each skill has a cast time (animation), the macro can activate the next skill at the exact moment the animation is complete on the previous one. While an actual person has to use judgement and reflex which can result in small delays.
It’s this advantage that they don’t want. There is also the possibility of pressing the wrong button while a macro won’t. Human judgement, reflexes and error is much of what makes up the player’s skill.
Although I figured out a song for the flute that I’m making a macro for. I’m half done and made the mistake of pressing the button by accident while in the middle of a field. I didn’t create a ‘cancel macro’ button yet so I had to sit back and watch my character use random skills for little over 2 min. Poor rabbit, didn’t see it coming. I would’ve been a sitting duck in WvW.
CoF shoulders, gloves, and boots. Krytan (Gem Purchase) everything else.
“Many a wild beast have succumbed to my might”
“That reminds me, have I told you my wife is pregnant?”
Also, regarding some of the replies above, I vote that “Kitten” be replaced with “Skrit”.
There are actually two separate stories.
First is the personal story of your character. Solving the problem you start with, joining either the Vigil, DP, or OoW, then finally becoming Trahearne’s right hand with the pact to defeat Zhaitan.
Then there is the story of Destiny’s Edge and how they get back together. This is comprised of letters you get as you progress along your PS, as well as the dungeon story modes.
Both of these stories converge on the final dungeon.
The problem is that they butchered the personal story. They cut some of it out without changing what they left and as a result it became a broken mess.
Also many players, I suspect, don’t really follow along with the DE story involving the dungeons as they become available for a couple reasons.
1. It requires forming a group for which many can’t be bothered; and,
2. Watching the cinematic is part of the story. Some fear doing this because they don’t want to be that one person the rest of the group is waiting.
Before, the PS worked based on Level. That is, you could try and do the next mission right away but there was a recommended level associated with it. I guess this was a problem for players who would try and do the next mission without leveling up first. So they change it and lock the PS completely until you reach each 10th level milestones (lvl 10, 20, 30, etc.).
What they should’ve done is adjust the xp rewarded so that a player could play through their PS in one shot (from lvl 1 to 80) if they so choose.
I’m a Charr Ranger and I don’t understand the traits or the lines or what skills to use, or even what weapon to use, I have the same pet I started with, I randomly have an exotic weapon that I might have gotten for purchasing the Heroic version, my cooking is level 1 and my leatherworking is level 50, I haven’t spent any laurels, karma, or other types of currency, and I leveled by randomly doing random stuff in random zones
NPE. Working as intended….
As horrible as the OP was, there are some points.
Pretty sure when they designed the dungeons, they intended players to play through them. Not run past everything and only fight the last boss.
Also, despite being a MMO, why does the “personal story” (for which the entire thing can be solo’ed) end with a group dungeon?
As for draw distance, it’s no Skyrim but I fail to see where the OP is coming from. Get a better video card?
Stack intensity vs duration. This actually sounds like a nerf to stability and that is the last thing WvW needs right now.
Currently you can stack up the duration of stability and for the entire duration you are immune to the kind of CC stab is for. No matter how many times you are hit, you keep on pushing forward.
Now there will be ‘charges’ for which each charge is removed for each CC you are hit by. On top of that, each ‘charge’ will come with its own limited duration. Think bleed stacks.
Now think of two zergs pushing into each other. When a hammer skill can cleave and hit multiple opponents delivering the CC to each one, those stacks of stability will get stripped almost instantly. Then you have wolf F2, or necro staff 5, which also hit multiple opponents.
Think hammer train is troll now? It’s gonna get worse.
be my guess
http://wiki.guildwars2.com/wiki/Reaper%27s_Mark
My oldest and second most developed character is my necro. I’ll admit, I’ve used that skill a fair bit against SR and it can work but it is by far a guarantee.
The thief will run away from you. So if they are at the edge of SR toward you and you don’t have fear traited, it’ll wear off before they run out the far side of SR. Melandru + Lemongrass for reduced duration on it helps with this as well. If Shadow’s Embrace happens to tick as soon as the mark is triggered then bye bye fear condition. Then there is being able to place it quickly enough. I have necros place it on me while in SR and by the time I run out of SR, the duration is up on the field and I’m good to go. Reaction time, Cast time, swapping weapons if not out already…
Shortening Quote
Are you sure? I’ll admit, I left out what utilities I use.
Heal Skill: Hide in Shadows
Utilities: Blinding Powder, Shadow Refuge, Signet of Shadows
Elite: Dagger Storm (not for the reflect, kinda for stability, but really for the “OMG the loot bags”) Nothing quite like using DS with 100% crit chance + Invigorating Precision on top a necro well (Dark) in the middle of an enemy zerg.
I also left out Applied Fortitude and Strength (I know, not in PvP). Between Practiced Tolerance + Applied Fortitude + Runes of Melandru and I have pretty good hp.
I have Stealing traited for stealth.
I make good use of stealth, I taited to get good benefit from being in stealth and I have many ways to enter steath. All for good reason. It is OP.
(edited by Deamhan.9538)
There are alot of counters against stealth… l2p…
Couldn’t help but notice you didn’t mention any of them.
Sic em, whatever the engie “sic em” is called, interrupting d/p HS in BP, pbaoe after they stealth, immoblizations, running in the opposite direction so they’re forced to use a shadowstep. block/aegis and dodgeing after you see aegis strip. there are likely more that im forgetting, be creative.
Dont complain about having to slot a skill specifically to counter a theif, we’ve had to slot daggerstorm ever since the RF buff just to have a chance of not dying immediatly to rangers.
Now that I play a thief, I can honestly say that those don’t work worth a kitten .
Sic’em? Can’t stop me from entering stealth. In fact, going into stealth will cancel the effect of the shout. Interrupts? That’s the beauty of the initiative system. Spam-ability. Interrupting is a temporary draw back. Blinding Powder also works no matter what state I’m in. I also hope that interrupt is a ranged one. Black powder will blind you and your attempt to interrupt my HS will miss. However, being D/P, I will probably be on you so even if you are ranged, my BP will still blind you and your ranged interrupt will still miss.
If you depend on DS to counter RF you are doing something wrong. Although I have an advantage here. I run dagger/pistol so Head Shot = RF canceled. Also don’t stealth on an RF. Dodge (twice if you have to) and then stealth. By the time you come back out your endurance should be good for one more dodge. Assuming you even need to the moment you come out.
sic em works for 4 seconds at least. it puts revealed on you, it has to work.
My most developed and played character is my ranger. However, I use a survival build and don’t bother with shouts. I always assumed that the reveal was a drawback on the pet so it couldn’t be used in condition with Guard. So I basically went off the Gw2 wiki which states
“The effect will end prematurely if a shout is used, the pet is given an order, the pet falls in battle, or the pet’s target becomes invisible or defeated.”
Which probably refers to the fact that the buff on the pet lasts longer than the reveal. Good to know.
I did toy with a shout build once.
Weapon Set: S/Wh
Skills: Sic’em, Guard, Protect Me, Rampage as One (made me wish this elite was a shout)
Traits: Shout Master, Nature’s Voice
Runes: Trooper
Gains: Perma swiftness and almost perma regen to yourself and nearby allies. Take no damage depending on Pet status. Reveal on enemy.
Drawbacks: Only one stun break (my survival has two). Only one condi removed per shout for a total of three (my survival can remove up to six). Less Fury. Less burst with no QZ.
Edit: I can’t believe I forgot the biggest drawback. Shout range is way too short.
(edited by Deamhan.9538)
If you want thieves to stealth less, give them active condi clear and more armor so that they dont get Full-hp-to-destruction’d by anything that isnt a slight breeze.
Yes I do play thief, but by the quoted comment above I question if you do.
Knight’s Armor
Zerker Trinkets
Assassin’s Weapons
Melandru’s Runes
Lemongrass food
Oil Utility
Sigils that give bonus to crit chance and stack vulnerability.
0/6/6/0/2
Practiced Tolerance, Ankle Shot, Invigorating Precision
Shadow’s Embrace, Hidden Thief, Shadow Rejuvenation
Thrill of the Crime
D/P + SB
Conditions are not a problem (especially bleed lol) thanks to Melandru Runes + Lemongrass + Shadow’s Embrace + being able to stealth when ever revealed wears off (assuming I even attack from stealth).
Sticking to the enemy like glue is also not a problem
Pretty much a 100% crit chance (works well with Invigorating Precision)
Knight’s + Melandru Rune + Practiced Tolerance means I don’t die from a single burst.
I still do as much damage as my other professions who require more survivability since they don’t have stealth as a crutch.
Don’t make your build a glass one and you won’t insta-down and lose this self entitlement that the enemy should be the one to insta-down from a single burst from you.
There are alot of counters against stealth… l2p…
Couldn’t help but notice you didn’t mention any of them.
Sic em, whatever the engie “sic em” is called, interrupting d/p HS in BP, pbaoe after they stealth, immoblizations, running in the opposite direction so they’re forced to use a shadowstep. block/aegis and dodgeing after you see aegis strip. there are likely more that im forgetting, be creative.
Dont complain about having to slot a skill specifically to counter a theif, we’ve had to slot daggerstorm ever since the RF buff just to have a chance of not dying immediatly to rangers.
Now that I play a thief, I can honestly say that those don’t work worth a kitten .
Sic’em? Can’t stop me from entering stealth. In fact, going into stealth will cancel the effect of the shout. Interrupts? That’s the beauty of the initiative system. Spam-ability. Interrupting is a temporary draw back. Blinding Powder also works no matter what state I’m in. I also hope that interrupt is a ranged one. Black powder will blind you and your attempt to interrupt my HS will miss. However, being D/P, I will probably be on you so even if you are ranged, my BP will still blind you and your ranged interrupt will still miss.
If you depend on DS to counter RF you are doing something wrong. Although I have an advantage here. I run dagger/pistol so Head Shot = RF canceled. Also don’t stealth on an RF. Dodge (twice if you have to) and then stealth. By the time you come back out your endurance should be good for one more dodge. Assuming you even need to the moment you come out.
I have one of every class. I agree that stealth is OP.
The question is, what makes it OP? Being able to disappear and having the enemy guess at your location spamming 1 is a decent advantage in itself but that is not what makes it OP. All the benefits that come with it is what makes it OP. The sheer frequency in which you can enter stealth to gain those benefits is also what makes it OP.
Shadow Refuge. Just run over and spam 1? Yeah, I see this done to me all the time. I LOL at this. I can still move around within the circle, your 1 spam isn’t even dropping my health, and your conditions are falling off.
CnD. Yes this can be blocked but it can also be repeated, instantly. Thanks initiative system. Someone using a skill that blocks. Well, that’s a channel so I have no problem waiting. After all, they can’t hurt me. It’s a good time to regen some hp, let some condi expire, regain initiative, and let the cd on utilities run down. Then I’ll CnD when you finish channeling. Aegis? I’ll just auto you once to remove it then CnD.
Or I can CnD a mob, critter, even a gate or wall
Dagger/Pistol. Who cares about your blocking? I’ll just 5 then 2 and vanish.
Stealing can be traited to stealth me.
Falling far enough to take damage can stealth me.
Dropping below a hp threshold will stealth me.
Healing skill will stealth me.
Utilities stealth me.
Spam-able weapon skills can stealth me.
What benefits do I get? Regen which stacks with a trait that simply gives me hp over time while in stealth for some really good healing. I lose a condi upon entering stealth and will lose one more before I leave (so two condi’s removed each time I stealth), even more if I SR. I get the benefit of not being hit by weapon/utility skills that require a target. While possible to spam 1 with ranged weapons, to do so to hit me in stealth is just impossible. Giving you the uncertainty of knowing where I am.
Of course complaining without offering up a solution is just whining so I’ll offer up a balance.
First off, there needs to be fewer ways to stealth. Shadow Refuge should be an elite replacing Dagger Storm, CnD should be a utility replacing SR, and DS should be toned down (remove the stability and reduce the channel time) and replace CnD.
Hide in Shadows should be changed out for something else. Mark your target, the next time you steal from that target, you transfer up to 5 conditions on you to them and take up to 5 boons from them. Healing yourself for a lump sum in the process. Breaks stun. 40 sec CD but the trait Hidden Thief should be changed to one that reduces the recharge on the healing skill by 20%.
Black Powder’s smoke field should be changed to a dark field.
With the ways to stealth reduced and the ways to spam stealth removed, stealth itself needs to change.
While in stealth, a thief should be impervious to damage. Getting hit physically produces 0 dmg. Thieves are also immune to the application of conditions but are also immune to the application of boons. Any current boons and conditions on the thief before they enter stealth continues to exist on them and effect them while in stealth. Thieves can not be healed while in stealth, so while regen may remain on the thief when they enter stealth, they no longer receive healing from it until they leave stealth. Shadow’s Rejuvenation should be the only way for a thief to gain back some health while in stealth. Thieves continue to gain initiative while in stealth.
The idea here is that being in stealth kinda works like a warrior’s Berserker Stance and Endure Pain rolled into one but with the added drawback of not receiving the benefit of healing from outside sources (shouts, water fields, water attunement [shared], virtue of resolve [shared], etc.), can’t have boons applied to you, and lose the benefit of regen that is currently on you prior to entering stealth. You gain the advantage of giving the enemy uncertainty about your location.
The idea is that stealth acts as a momentary pause instead of a way to reset yourself while your opponent doesn’t get that luxury. It’s use will be more tactical this way as well. Putting it more in line with other profession’s skills like Endure Pain or Blocking which offer a momentary pause and must be used tactfully.
Hmm…
The thing with Tomes of Knowledge is you need to factor in the time it took to aquire them. It’s still invested time playing to get them, even if it was time you were going to spend anyway.
WRT EoTM and map completion, as stated already, EoTM would be faster but map completion may be the better choice.
Having all the waypoints unlocked is convenient.
Some traits require you to complete some maps.
If you ever decide to go for a Legendary you’ll need to have it done.
It’s also not that much slower than EoTM.
huh? What ya mean? I have 18 slot bags that I can pass freely between characters.
I think the better question is, how do you define a ‘day’?
Most people spend, what, ~3hours per day…
None of those activities will get you that much gold in just 3 hours.
yes pls
15charnonsense
where today’s critters are already tough enough
I’m talking about enemies in GW2
There are also tombs of knowledge which are quite useful.
Not sure if you wrote this on purpose or it was a mistype but I lol-ed real hard.
Neither. You must not have alts or you actually like the NPE.
Tombs of Knowledge or Tomes of Knowledge
Ah lol. Now I’m laughing pretty hard.
There are also tombs of knowledge which are quite useful.
Not sure if you wrote this on purpose or it was a mistype but I lol-ed real hard.
Neither. You must not have alts or you actually like the NPE.
One of the common complaints about the game is the ease of the PvE content. ANet’s idea to make something harder is to basically use simple tricks.
Boss goes down too quickly? Increase toughness and hp
Players can just stand in one spot and spam one? Increase the damage so players have to dodge.
Players can get though by simply stacking? Add a condition that, when put on a player, pulses dealing damage to the rest of the party within range forcing that person to leave the stack.
While these tricks do help to spice things up, it doesn’t solve the root of the issue.
As it is now, players will stack around a corner so that even enemies that are ranged will go around the corner into melee range. So the players stack to share boons/buffs, and they stack around a corner so the enemy stacks on them to be cleaved.
There is no one single change that can fix the problems that currently exist. It’ll take a couple changes.
Increase the range of boon/buff sharing. Take rangers for example. I was playing around and actually came up with a shout ranger. Trooper runes, the trait that grants swiftness and regen to allies, and take three shouts. You don’t need the 25% signet since you can actually gain perma swiftness (especially if Wh offhand). Your shouts will regen, swift, and remove a condition off nearby party members. Unfortunately the range is barely beyond melee (350 I think).
If the range was increased, the need for stacking in order to share is decreased.
AI use of skills. Right now, it’s way too scripted. Some boss fights are like fighting a bad player who simply uses a skill because its off CD rather than the situation calling for it. What if an enemy that is capable of blocking only did so based on a trigger instead of a timer (and no, hp reaching 50% is not a good trigger). Say there is a 75% chance for the enemy to use it’s block if it detects certain skills being used on it. The trigger is the skill being used by the player, with a 75% chance of the enemy actually responding.
In addition to that, the enemy could have an interupt skill and would have a 75% chance of using it if it detects a healing skill being used.
Rather than defiance being an automatic thing, what if it was a skill that must be triggered. A warrior uses a stun on the boss, the boss uses a stun breaking skill which leaves it with defiance. Again, with a chance to proc (instead of it being a sure thing), it is more unpredictable.
Another is AI positioning. Ranged enemies shouldn’t cut corners. They should go around the corner wide and maintain range.
Positioning can work for melee enemies too. If swinging your weapon deals damage to any enemy within a zone in front of your character, they should be trying to move out of this zone when taking damage while trying to keep you in their zone. Same goes for ground AoE. I can take my necro around a corner after grabbing aggro, drop all my wells, marks, and then pop DS #5 and #4 for a nice AoE burst. As for the enemy? They stand there and take it. Why?
Very few enemy actually dodge and they’ll do so regardless if the attack you are doing to them is trivial or significant. Again, trigger appropriate.
Take a look at the guards in WvW. They start immobilize and then stun. It’s like clock work. The immob I can see being used, especially if you are trying to run by them. The stun should be triggered based on what you are trying to do (eg. use a healing skill or a channel based skill).
It all basically comes down to the enemies actions falling to one of two catagories.
Proactive and Reactive.
In the proactive, these would include the time based skills, and skill performed on their own. The guard starting out with an immob is an example of a proactive. Or an enemy buffing itself as soon as it’s aggo’ed. However, these need to be given a chance to proc in order to produce unpredictability.
The reactive are the actions the enemy makes as a result of the situation it faces. These are your triggered skills like a stun that is triggered by a player using a heal. Again, these too should be given a chance to proc instead of being a sure thing to produce unpredictability.
ANet like rng and yet very little rng goes into the fight mechanic…
Before or after is irrelevant.
If they complained about it before it took effect, that means they didn’t want it. If they thought it was good before it took effect, that means they wanted it.
So what?
If those that didn’t want it out numbered those that did and if those that don’t like it out number those that do then no matter how you spin it, it received more negative attention over all than positive and that is all that matters wrt if it was something ANet should’ve done or not.
TBH I’m not seeing it. Or I should say, I’m seeing it in game already. Some skills take time to do (some are channels) while others take little or no time.
Take my ranger. S/Wh + LB. I’m currently fighting with my sword and things are not going my way. I use S #2 to disengage and while I’m in the middle of rolling back I swap to LB and immediately take advantage of the range with LB #2. They dodge it then they use a gap closer to get back into melee, I use #4 to interupt them and push them back out and follow it up with #3 to go invisible and use the time to use my healing skill without any fear of being interupted.
It’s not as if there are pauses between actions. This whole thing plays out in rapid succession.
S#2→swap→LB#2→LB#4→LB#3→Heal
Another good example is a hammer warrior. Use one skill to knock you down, another to knock you away, then a leap.
All ANet really has to do to make it feel more like a combo is change how damage is indicated.
Rather than registering seperate damage for each attack, allow it so that the damage indicated accumulates with each hit rather than popping up a seperate damage for each hit.
The accumulation stops if too much time passes between hits, if you are interupted, and/or maybe if you take damage from that enemy.
As for the boons/conditions
Are you basically saying..
2 skill combo totaling 7500dmg and they get Vulnerability?
or
3 skill combo totaling 10k dmg and you get Might?
Legandary should be the only “next tier” as it has identical stats to ascended (not even 5% more). The ability to swap between stat combinations would be the “unique ability”.
With the mega server, it doesn’t matter what server you are on for PvE and PvP. It only matters to WvW.
If the timer just picked up where it left off and the dolyaks could not be healed back up and could not be sped up (like golems), then this would actually favor smaller populated servers.
A single thief should be able to dwidle a dolyak down even if there are up to 5 opposing players guarding it. All 5 wouldn’t rez because then the thief would just go to town on one of the players.
This means that the smaller server only needs to send one player while the bigger server has to send 5 (or more). More people defending means less people in the zerg. So the smaller server’s zerg would stand a better chance against the bigger server’s zerg.
There is a trade-off to it. Other conditions that do DoT do so regardless if you attack or not. Confusion and Retaliation on the other hand, can do no damage at all if you don’t attack while active.
My most developed character is my ranger. Probably have more hours on him than any of my others. I use S/Wh + LB. Wh #5 then #4 on a target with Ret, switch + Pop QZ and use LB #5 then #2 w/ piercing at that same target who is in the middle of a zerg. Start with full hp (24k) and walk away with about 10k remaining.
Maybe make your ranger less squishy.
Couldn’t ANet just lock it so players on server A can’t transfer to server B if population of server B is greater than server A?
Astral already addressed the core of the problem. They are too specific. Take PvP for example. One is to ‘Win with [Profession]’. The game comes with less character slots than professions available. So what if the PvP daily requires you to win using professions that you don’t have?
Are these players suppose to keep one char slot free at all times so they can make throw away characters? What about those who had all slots filled before the change? Are they expected to delete a character?
I bet they’re expented to whip out the CC to buy a character slot…
(edited by Deamhan.9538)
It’s a game, everything is optional. Even playing it.
That’s not acknowledging the hierarchy of needs here. Optional to play the game is not the same level as optional to do something while playing that game, so that comparison is nonsense. Optional is a very VALID argument because it’s the players choice.
Good thing that it’s optional at every level then.
That’s ok. I make a tidy living off of clubbing baby Quaggan out on the ice. Maybe a connection to a dragon will get PETQ off my back.
It’s a game, everything is optional. Even playing it.
the pve dailies are dumb.
the worst is when you ahve to kill a specific npc but have to stand around forever waiting for it to spawn….that is not fun!
the only pve daily worth the time and effort is the gathering ones.What….
You know you can google the boss timers? And it will tell you exactly when to show up and where. If you are waiting forever, perhaps your map isn’t doing the pre-events necessary? Show up 5min before the timer says and you’ll be fine. Read what the top right says, it usually tells you what step you are on. Don’t just stand around if it is taking long, there may be some stupid escort event or gathering event that must be completed first. If everyone just shows up and does nothing, the boss will not spawn.
I guess a lot of people don’t realize there are pre-events to spawn the bosses?
escort = stand around walk occasionally swing sword around mobs melt cause even when scaled down youre still OP. if you are in the middle of something its annoying to stop and go do this “quick.” i dont care enough to look up timers for something with very little return (reward + fun).
the pve dailies just are not fun, theyre more of a chore than amusing.
Well luckily the dailies are optional then and only really give you AP (and I guess XP scrolls and random trash loot). And anyone can tell you if your focus is on getting lots of AP as quickly as possible, it’ll be a chore no matter what.
I will say though that the 10AP daily is by far one of the easiest ways to get consistent AP progress if that’s your focus. Fun or not, 98% of the time it can be completed in under 15min.
Also, world bosses are pretty rewarding considering the time needed to complete. Sure some take longer than others, but the majority of them don’t take more than 20min and most guarantee you 2 Rare items (to be sold and/or salvaged), ascended mats (if you even still need them), and random items (that can and have been exotics for me).
To me world bosses have a good time/reward ratio. Most of them anyway.
Optional is not an argument.
And btw, you can get quite a bit. WvW chests give WvW xp which mean you rank up faster meaning more points to invest to make your character better at WvW. PvP has the same thing. When you rank up in WvW, the WvW chest gives you ~15s and two pieces of gear which could be rare. Could even give you a precursor.
There are also tombs of knowledge which are quite useful.
Also, when events like the current one are going on, you get a related item. Chests now give those envelopes.
As for the AP. That too actually holds significance. The chests at AP checkpoints give everything from magic find, to skins, to gold and laurels.
Yeah, from what I see, one person initiates the kick and then it just takes a second person to confirm. In a 5 man group that is too few. It should be majority rule. Where the person being kicked doesn’t vote (doesn’t count) then;
3/4, 2/3, and 2/2.
It’s already been stated by a Dev that they would like to add it. So, ah, tough luck but it’s gonna happen.
Other than map completion and Char storyline, the arena in BC is pretty much unused. If dueling was limited to that one location, it would do well to accommodate those who want it while being sufficiently enough out of the way for those who don’t want it.
Fractals are not so bad from 1-10. It’s really not any more difficult than running a dungeon. Dailies should be limited to this range.
The only real issue I see with the PvE portion of the dailies is availability to all players. I hop on my lowest char (L30ish Engi) and when the dailies reset, a fractal daily is not something I can do on that char. So what about new players who’s highest level is L30? Are they SoL?
I think if they had an option for premade teams to enter, players may be less likely to quit if they find themselves on a losing side. Especially if guildmates party up.
There is an important element being overlooked when calculating the number of skills available.
Cool down. Each weapon comes with 20 weapon skills (4 elements and 5 skills per element). Each with their own CD. I can use weapon skill 2 for fire, switch to air and not have to wait for a CD on skill 2. There are utility skills (glyphs) that change based on your attunement but the CD remains even after switching attunements.
So I would only consider that to be 24 skills available to you where 4 of those can have their effect changed.
I don’t care for crafting. Most of the reason why I hate the fact that crafting is the only way to reliably obtain ascended weapons and armor. However, I wouldn’t say it’s complicated.
It actually makes some sense. Items, like a sword, are made up of parts. Each part is first forged and then the parts are put together to form the final item. It’s a fantasy game so you have magic. This too is a part that must be made (Inscription).
Just be thankful that each trade can make their own inscription. They could’ve easily made ‘Scribe’ it’s own trade.
http://wiki.guildwars.com/wiki/File:Mursaat_Longbow.jpg
My GW1 main was a Ranger. My prize possession was my Rare (Gold) Fiery mursaat long bow of Fortitude w/ Dmg +15% @ >50%hp dyed back (even though they did dye well at all).
Its a good idea and it would give them an excuse to add in new weapons (and therefore abilities) into the game. And i’m guessing that you didnt intend for your original list of weapons to be the final draft or whatever. But polearm for a thief? dual shields for a warrior? how about this instead:
warrior: 2h axe or some kind of dual wield setup that isnt dual shields
guardian: polearm or flail
thief: dual wield kusarigama (1h scythe) but without the ball and chain, dual wield Sai, or dual nunchucku (lol)
ranger: crossbow
mesmer: throwing darts
necro: 2H war scythe
elementalist: wand
engineer: machine gun or gatling gun. yes i’m serious…make it gear driven with a hand crank or something i dunno. And as much as i hate the term ‘steampunk’ they could make it look like that.
Love the 2H-Axe for Wars
Guardian Land-Spear(Javelin) was to make them more like Paragon from GW but the Polearm would also give you that Monk feel
Thief, I like all your ideas but the nunchucku I really like
Mesmer with darts, never thought of that but would be good control weapon
Necro scythe does fit well wit the Dervish from GW
Elementalist wand just seems like a scepter to me
Engineer with old style hand-cranked Machine-gun OH YEAH
The game has a chainsaw skin. I’m sure a steam driven gatling gun would fit well into the game.
Removing the despawn aspect of the guards could cause some problems. For example, when I come across a camp with 2 dolyaks sitting inside with 2 escorts each, I usually focus the dolyaks to get rid of the 4 extra guards. If the guards didn’t despawn, taking the camp would be MUCH harder.
Actually I consider this more of a reason for the OP’s suggestion to be implemented. It gives the upgrade more worth.
I like
/15char…..
