Showing Posts For Deified.7520:

#3) New Zones

in Suggestions

Posted by: Deified.7520

Deified.7520

Every 6months to a year we should be seeing a new zone added through the living story.

Now you may be asking yourself, how do we populate these new zones?

For starts world bosses. An important part of world bosses though is that you must make all world bosses hard. A big issue with tequatl and Queen is that they are hard, they offer rewards that can be easily bought with gold, and there are a ton of world bosses that are wayyy easssieer. So I’d recommend adding world bosses to the new zones after you buff the other world bosses so they’re not just afk facerolls.

Then rewards in the. With the new weapon and new armor post. you should implement these with the new zones. New dungeons are another way to get people involved with the new zones ( you could also make a way to unlock new fraclals by obtaining a piece of history for that fractal from its respected ruins or area in the open world and then giving it to dessa).

Now how to get into these new zones? I would go as far to say that add no waypoints inside the zone. Put one outside the entry. Link the entry to an event. Don’t make the event too hard, but make it engaging enough to be fun. However, inside the zone it is hard. You could traverse it a lone, or with a group. Don’t make it so hard that you Need a group to explore it, but make it hard enough that you need to know how to play your class. Kind of like Queen’s Gauntlent. You can make the zones have a theme so people can start forming builds around that theme. In these “hard” areas, exotics and rare items that you choose have a higher chance of dropping. Then you have armors and weapons that are considerably harder to get in these zones. There are towns, and safe areas, however there wont be a ton of waypoints so that dieing does have some punishment to the player.

#2)New Weapons

in Suggestions

Posted by: Deified.7520

Deified.7520

Lets talk about new weapons. Again, most of the new weapons you’ve been introducing have been through the gem shop. While you should still put that stuff in the gem shop, you should also be introducing weapons skins in the actual game. Don’t do a ton at once, do like 3-6 weapons and make sure you do atleast one weapon that can be used by each class. So like pistol, staff, greatsword, shield, axe, torch. You should do this about every month to 1 1/2 months.

How do you impliment it?

You could use a similar system to the New Armors suggestion I posted and tie it to the same token and vendor. Another way (one way I like the most) is by putting them with champions. Make sure these champions scale and can be fought by a minimum of 5 people and scale to zerg level populations. Now each weapon would drop to a specific champion. You could do like 2-3 weapons to one champion. No champion drops. Champion bags enforce “trains” way too hard. I really like the fact that in gw1 most weapons were tied to specific monsters. It made em feel like they were unique, like they had history. An example could be say you wanted to introduce a sword and a pistol. You put in a new event chain (remember when you said you wanted to add in events with the LS to make the world feel more alive and when you did no one did the events? Well now is your chance) in gendarren fields. Since it is a sword and a pistol, a pirate type boss would be most suiting to use it. So this new event would be a chain. 3 event chain and the final event spawns the boss. This event should have a low time based spawn. Say it could take one hour to spawn and there could be 2 locations in the map that can spawn it. You could do just one location, but I would recommend making it account bound. The way you spawn isn’t obvious though. So for the pirate one I could pick up a cannon ball, put it into a cannon, and then shoot it into their base and this would start the event. The event would of course be hard. However, the weapon is based around RNG. Your current rates for RNG are horrific. If I were to do this event 20 times at least, then I should get the weapon. I’ve opened hundreds of champion loot bags and never got one exotic champion item. This is bad.

#1)New Armor Skins

in Suggestions

Posted by: Deified.7520

Deified.7520

Armor skins are an important part to your endgame horizontal progression. You must reward players these without using current ingames currently only. I know what you may be saying, thats stupid! However, current in game currencies are not satisfiying to use. If they’re not that means that players will easily buy them and they dont get the same satisfaction out of them.

For starts time frame. You should be introducing new armors in the game (not just in the gem shop, the actual game) every 1 1/2 to 2 months. The biggest and most important part is how players unlock these. Players must do something that is hard. Something that requires skill. Something that can be done with a few players. See the biggest issue tequatl has is that it requires all these people. I’d recommend organizing something with a minimum of 8 players in mind. Then scale the event to fit players larger than that. This means players will have to interact with the community to some extent, but it doesn’t take a huge amount of people like tequatl.

Lets talk about this event that will unlock it and how it unlocks the new armors. So say you introduce a new armor set for each type (heavy, medium, light). Lets just use the light set as an example. This light set can be obtained by doing certain things in one zone. What these “things” are are not timed to timers. They must seem random to promote exploration and they must not just suddenly appear. An example would be to put the light armor events in caldeon forest. At a minimum I’d say 7 areas inside the map could have the event that would give you the chain. Do not put a big marker on the map to show people where it is. Do it similar to a dynamic event. The difficult of them should be on the level of a guild challenge/queens gauntlent. You must challenge the players so you dont just afk attack like in champion trains or some world bosses. Some may be saying, why not just use guild challenge? Guild challenges use a UI to tell them where it is. It doesn’t promote exploration, it is timed, it is guild only, and it is not immersive at all because of the UI. So me and my party explore caldeon forest to look for the event to help one of our friends get the armor. Somone in map chat killed him. Ah alright, the event would have a 5-10min cooldown and then it would start again in a randomly selected area out of the 7. Here is an example in Caldeon.

Ruins of the Unseen- Skritt have found an ancient artifact of the Unseen and activated its power. You must stabilize the rift that has form from killing many of the surrounding wild life! The event would start, again it would challenge the players and require teamwork. Should they fail the event (dont just make a mission fail to a timer or to some npc dieing, gotta put in more ways that events can fail. NPC escorts are frustating for a lot of players. Timers get boring after a while), then the event would go on cd for 5-10mins and then spawn somewhere else.

Once a player completes the event they get a token. Only one and you can only get one token a reset. You take this token to the NPC in the zone and you can exchange it for one piece of the armor set. You can also exchange it for some gold (1g at the very least since it will be hard) so those who cant use light will have a point in doing it.

Do something similar for each armor type. This may seem like a lot of work, but it will keep players involved and something to do in the game. Something that can’t just be bypassed with some gold or karma.

What about WvWers? If WvWers deeply desire these armor sets and don’t want to do PvE at all, you can offer the armor set for a considerable amount of badges and ascended mats (ones you get from champions only, not crafted).

So with the new zones being released, and already considerable amount of zones to choose from, this system will do a ton for the game. It will offer challenging PvP content, an addition to the small gear look progression in the game, and it will begin to populate dead zones a bit better. With each new zone you have a new choice for a new set of quest and armor.

Sig of Vamp-Wont be that good

in Necromancer

Posted by: Deified.7520

Deified.7520

The way they seem to be going is to give us 0.004% healing power co-efficient, but allow power to beef up the ‘damage’ of our ‘heals’. This damage also avoids mitigation.

The problem is that we are kind of sacrificing CC which is a very important skill. If this skill would have worked while in deathshrould, it would be way more worth it.

At its current state ill be using it when I want to mess around in PvE or when running some kind of MM bunker/retal stacking build.

The only way I’d consider using it in a serious setting in PvP would be if they reduced the CD of plague atleast to 30. I’d be more happy with 25, or 20; but 30 is perfect. With the condi spam now a days it needs to be done. Just with such a huge weakness to condititions with using a lifesteal spec, it is not worth it. I know i know, classes like mesmers and thieves are weak against conditions too. However these class have mobility or invurnabilities or defensive abilities that fully negate damage.

Sig of Vamp-Wont be that good

in Necromancer

Posted by: Deified.7520

Deified.7520

Is there any info on how this will scale with healing power? The initial info seems to indicate the passive gives 300 health when we are hit, any ICD? and what is the healing power mod? The active states that we mark the target and anyone that hits that target steals (600?) health.

The passive could be really impressive if it scales with Healing Power well (like well of blood) or if it scales well with Power as other vampiric abilities (well not like other vampiric abilities lol… better)

The active can be used to burst if it steals health at 600 a tick (ICD?) Overall i agree that in the condition meta CC is king but this skill has potential. If my info is correct that is, does anyone have a link to the skill description?

Here is how bad the datamined skill scales (which i hope isn’t the final skill, but it looks like it has a good chanec of being).

Level 80 human. No stats/Traits

Power:916
Healing Power: 0

Skill does the following, it is on a 20second cooldown.

Passive (when its off of CD and a person attacks you): Deals 319 damage to the attack, heals you for 294

Activate (when you use it on someone. It will stay on the person for 5 seconds): Deals 496 damage to the player when someone attacks him and it gives 500 hp to the attacker.

Level 80 human. Cleric Armor/No traits/

Power: 1,560
Healing Power: 923

Skill does the following, it is on a 20second cooldown.

Passive (when its off of CD and a person attacks you): Deals 334 damage to the attack, heals you for 327

Activate (when you use it on someone. It will stay on the person for 5 seconds): Deals 560 damage to the player when someone attacks him and it gives 648 hp to the attacker.

The numbers seem good, but when I think about the damage output of other classes; it doesn’t seem that good. I mean I will be using it when I want to mess around, but on a serious aspect its pretty poor. It may be good on my MM bunker that uses a lot of retaliation.

Sig of Vamp-Wont be that good

in Necromancer

Posted by: Deified.7520

Deified.7520

I didnt even mention how any type of damage negator is a huge counter to us.

I mean most of our condi cleanse skills require to hit a target (dagger OH, staff, sig). Consume condis is the only one that isn’t. So naturally in a game where people are spamming dodges most of the time or evades, constantly going invisible, blocking, and then CC; anything vamprisim is insanely easy to counter.

Just go into a dueling arena and try doing vampirism builds. Most of the time you get rocked hard. I really don’t thinking people hitting you and healing for a small amount is going to help a lot.

I did. I know that siphon builds suck but i think our active siphon skills should siphon more hp/have better scaling instead of changing our spiphon traits much (maybe making blood thirst a 30 point trait and increase the value would be enough, but balancing that would be difficult). The passiv will help, but if siphon build become viable or not has to be tested first…

And wop and the 10 point death magic trait dont need an opponent…

Edit: signet of spite is also good for non condi builds it gives the opponent cripple, weakness, poison, 5 stacks vulnerability and blinds them ok the bleed is not that good but whatever.

Ah thats true. Wop is a bit of CD though. Shrouded removal is pretty good, I like it.

I think they’re afraid to do any kind of activation skills though. They probably believe that if they put in default siphoning skills (like the siphon without traits and actually siphon well) then necromancer will be too overpowered. Quite honestly warhorn #5 would be a nice siphon. Focus #4 could also be a siphon or a condi transfer. Dagger #1 would be a nice siphon skill considering you have to get in close. Axe could have a siphon, not sure about balance though. Maybe on its #1.

They could change it up a ton by making a master/grandmaster trait that makes it so you siphon health from foes around you over time if they have frozen on them. Just doing that could give it a great boost because it synergizes with necromancer play a ton.

Sig of Vamp-Wont be that good

in Necromancer

Posted by: Deified.7520

Deified.7520

To your your issuses i think:

1: its true we lose condition management without cc but our other heals also dont have condition management and to be honset with have many good other condition management skills (wop, dagger 4, staff 4), so i think this point isnt not that bad.

2. I disagree with the signets its more that the cd of most is too long but the effects arre good

3. its a trade of no intial heal but you can also heal your allies and for pve you will always get a good amount heal of the active (if it doesnt have a icd).

4. that is maybe true, but i always thought the siphon form traits should be a nice bonus but the junk of siphon comes from skills, which we actually lack (we have only dagger 2 and locust (too long cd…)) .

5. I think the scaling of the traits would be ok if the scaling of our active siphons skills would be better (and we would have more of them). I also think balancing our skills is easier than our traits as they effect more skills…

1. The thing about our other skills is they offer us a actual big immediate heal. If I wanted to support my team in a fight, It would probably a lot more viable to just go the well heal. The skills you talked about rely on hitting a target. When I’m in dueling people are constant dodging. They dodge the stupidest things(autoattack from dagger for example), however thanks to traits and boons the punishment for wasting a dodge isn’t that large for most classes. If this skill had a 3k heal on usage, then this issue wouldn’t be as large. Another way they can reduce this issue is by reducing the plague sig CD significantly. Like 20 second CD or 25 seconds.

2. The way I look at it is synergy and the CD. Undeath I can understand the CD. Locust, again the heal is not that large compared to a 60 second cd. Plague same story. Its mostly just spite that I hate in terms of effects. Again, I like the power. However, I just dont see using it in any builds because of the condi activation.

3. The problem is that its not that large of a heal. It last for 4 seconds too. I went full cleric just to see how much of a heal I can get on the datamined version, it was only like 450. PvE it will probably be good, but I still think wells would be a lot better in terms of wanting to throw in healing as team support. Plus when you place down a well it can’t be countered unless they CC you out. With the sig all the person has to do is run away, and in this game most classes can do this very easily.

4. I agree with you. I think they either need to do what I said, or do what you said and increase our skills that siphon health.

5. Agree

Sig of Vamp-Wont be that good

in Necromancer

Posted by: Deified.7520

Deified.7520

I didnt even mention how any type of damage negator is a huge counter to us.

I mean most of our condi cleanse skills require to hit a target (dagger OH, staff, sig). Consume condis is the only one that isn’t. So naturally in a game where people are spamming dodges most of the time or evades, constantly going invisible, blocking, and then CC; anything vamprisim is insanely easy to counter.

Just go into a dueling arena and try doing vampirism builds. Most of the time you get rocked hard. I really don’t thinking people hitting you and healing for a small amount is going to help a lot.

Sig of Vamp-Wont be that good

in Necromancer

Posted by: Deified.7520

Deified.7520

Have you looked at the actual heal?
It seems pretty decent to me, i dont like the fact that it benefits allies when they already get new heals but the passive seems decent though would prefer it, if it was on OUR attack/hit

Exactly. It seems like if you were to use this condition specs would rock you so hard, and the meta is very heavy in condis atm. I mean it wotn proc when a condition damage does damage to you. This means someone like a necro or engineer can easily counter you by placing a ton of condis (which isn’t that hard) and then running in circles. I’m going to experiment with a d/d and staff setup with lots of chilling to help prevent kiters and condi management. Aside from that, the heal isn’t too large. When you take into account how much damage people usually dish out and then combine that with AoEs and teamfights, it would seem a lot more viable just going well or consume conditions depending on how much support you want.

Sig of Vamp-Wont be that good

in Necromancer

Posted by: Deified.7520

Deified.7520

Hello,

First let me say I love new skills. I really do. This is not a post to discourage you guys on putting in new skills in. However, this is more of a feedback post to address issues with this skill and the direction you seem to want to go with vamprisim in general. This is also all based on the datamined chat codes, they could have changed it.

First let me give you feedback on the skill itself. First, this skill seems like a fun idea. However in terms of viability and its ability to stand up in the meta; it sacks. The skill itself is for starters a signent. Right now there aren’t too many good sigs that warrant getting the sig reduction/might on usage. Plague for example. It has a CD that is way too long. The rate at which conditions are applied (or spammed now a days) this sig is mostly useless. It takes up a utility slot and can maybe buy you .13 seconds before you got most of the conditions you wanted to disperse. This condition spamming is another main reason why vamp isn’t that good. We need consume conditions. There is a reason why the meta is the meta. With consume, staff, and dagger OH we can manage conditions pretty well and counter the spam. If we deviate from this at all we start to be at a big disadvantage. Sigent of Spite. The power bonus is cool, however its activation bonus and its cooldown is not. Not only is it a long CD, but most of the timer if I’m traiting for power or willing to sacrifice a utility slot for power, I would no way in underworld need to do anything with condition damage. The final thing is that vamprisim just doesn’t heal for a lot. Lets think about regen warriors and healing sig, then eles and their healing sig. The heal they do with these skills and setup are really high, and all they have to do is spam skills and easier things than vampirisim on a necro.

So my main issues with the skill are as follows.

1. We sacrifice a huge condition management that we pratically need, feast on conditions.

2. Signets are not too good except for undeath.

3. No initial heal. Unless I can get a heal when I use the sig, then it is another big disadvantage

4. Vamprisim doesn’t heal that well at all. Even if I go full vampirism and every single vamprisim buff went off at once, I wouldn’t even be close to healing in a good amount against another players DPS. Even if I have regen on.

5. Vampirism doesn’t scale well at all. Vamprisim is a great way to make cleric armor sets actually useful for necromancers. However, the scaling is horrific.

Suggestions:

Decrease cooldown to 10 seconds if you really want people to use this. 4 second up time on activation, 20 second base CD, no initial heal, low vampirism heal. The current CD isn’t worth it compared to what other heal skills provide.
Reduce CD on plague sig to 20 seconds. 60 seconds on that thing is not worth it at all considering that condi spam in this game currently is absurdly high. Throw in the fact that while its up I’m actually sucking in conditions from other players.
You could put a condi removal on a less used item. Focus, axe, or warhorn would be great to have a condi remover.
Increase scalling to healing power to vampirism. Only if healing power scaled well would vampirism be worth doing. Some may suggest just going damage. If I’m going to go damage I have berserker power builds and condi spam builds for damage.

Thats my thoughts at least. From what I’ve read about it and what testing I’ve done with vamprisim already, the build opportunities are weak and slim. This may be popular in MM builds, but thats about as far as it goes.

New skills good. Acquisition Bad

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Wait what? Op your suggesting we be disallowed from using skill points to purchase skills?? Isn’t that what skill points are for?

So what has changed that your complaining about the method now, with the new skills, and never complained about the system before?

No no, still use skillpoints. However, you can’t spend them on a skill till you do something in game. Not as the previous poster stated, just running to a trainer or in my and a lot of my friends position, just pushing 2 buttons. Thats not progression. Don’t get me wrong, its a good deal for new players and alts. However, lets be honest here; would you rather have more content that allows you to play your main longer/new things or would you rather have content that you need to be on an alt or a new player for it to feel like true progression.

This system would have been great if they gave us a constant stream of skills or reduced the ways we acquired skillpoints.

New skills good. Acquisition Bad

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Having these skills unlock the same way existing skills do is bad? Not every character is 80 and sitting on top of a giant heap of stockpiled skill points. For those of us who make alts, or for any new players that may yet join (unlikely as that seems), having these skills treated no differently from existing skills is not a problem.

In my eyes it is. I mean I could get 25 skills in a couple of days by doing a champion train. Playing 2-3 hours a day I regained my skillpoints lost from buying that one healing skill for the living story.

In fact it would not be that much of a difference for alts. You’ll be doing a event chain so you got exp. You’ll be getting money and karma. You’ll be interacting with other players (cause leveling alts in empty zones like they all are outside of the starting zone is so fun).

They way I see it doing the way I suggested would give you the following.

1. Strong Community
2. Interesting endgame progression that isn’t grinding
3. A better sense of accomplishment and satisfaction by doing something hard.
4. Endgame players have something to do. I know Im not the only person with a ton of skillpoints. IF they continue doing skills like this, they will need to release a new skill each week to get those skillpoints down from asburd amounts or give us something to spend them on.
5. Populate dead zones with a new meta and a skill unlock

I mean some of the best community interaction I had since release (because everyone was new and exploring the game still. I loved showing people secret stuff, events, etc) was at the queens gauntlent. I’d discuss strategies, give tips, and talk to people. It was fun. I’d love to see a more developed and refined mechanic of it.

The skill point system also doesn’t due justice to the amazing world Anet spent thousands on making.

New skills good. Acquisition Bad

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Hey there!

So recently it was revealed that you’ll be getting new skills coming this time around. That’s great and all and I love that we’re seeing new skills. However, how you’re having us to acquire them is a bit bad. You use skill points to unlock them in PvE.

What do you think of this acquisition method? Is this suitable progression for you or would you rather have it another way? If so whats you’re idea.

I’ll give my personal opinion on the matter.

Personally I hate gathering and crafting. As a result, I never used my skill points on any of my characters. Combine with items that give you skill points, I have a TON. My main has something close to 300.

In my opinion, you need to have us do stuff in game if you want us to have skill progression. That is why gw1 had such an awesome skill progression. You didn’t just use skill points and boom. You actually had to hunt down a specific enemy who had specific strategies that you had to master for your class to take down. What you should have done is made it so we unlock it when we do a certain event in the open world. It could be class based. We would have to do this event which was tough to a certain degree (liadari of darkness tough would be awesome, though I think too many people didn’t like that. So a bit easier)

Progression needs to take time. Since there aren’t too many good skillpoint drains for none grinders/gatherers, I know a lot of people have a huge amount of skill points sitting around. They’ll probably buy the skill instantly and then go back to what they usual do with no change in the endgame progression for them.

Anyways thats my opinion on the matter.

New heal skill

in Engineer

Posted by: Deified.7520

Deified.7520

To clarify for everyone.

Healing turret base heal is 2,520 with a coefficient of .5.
Cleansing burst (which you will use every time) is also base 2,520, .5 scaling, and cures TWO conditions.
If you decide to combo field it the aoe heal is 1,320 and coefficient .2

So at base undetonated healing turret will heal (2,520 + 2,520)/15 = 336 hp/s at max and .133 conditions/s.
Detonating the turret will give (2,520 + 2,520 + 1,320)/20 = 318 hp/s
This does not take into account the 8s of regen you also get.

Compared to A.E.D. which according to Cero has a base of 9,720 (when used optimally) and a coefficient of 1 the A.E.D. will have 9,720/32 = 303 hp/s

In the end because A.E.D. and healing turret both have the same coefficient no matter what you do healing turret will give you more health during a fight especially with the regen and condition clear it gives. The only situations where A.E.D. would be superior would be if during a fight you only get to heal once or you use A.E.D. to block a lot of overkill damage such as surviving a 5k burst while only having 1k hp.

It will be a great burst negator. However, most burst rotations take about 5-10 seoncds to be back up again.

New heal skill

in Engineer

Posted by: Deified.7520

Deified.7520

Will be fun to use, but sadly it isn’t good at all.

Atleast from a numbers stand point.

It has a 40 second cooldown, 32 second traited. So i’ll be using the traited as a comparison

If I were to use healing turret, I’d get a 4,000 heal every 15 seconds along with a 3 ( i think its three, might be four) condi cleanse. So in the time it takes for a AED to be used (keep in mind you must use it within 4 seconds that you think you will die or else you’ll only be heald for I think it was 3k with a 32 second CD) and come off of CD, the healing turret could have done an AoE heal for about 4k, self heal for (plus the AoE heal) 8k , and a total of 6 condis cleansed while the AED (if used when you are about to die) only heals you for 8k and is on a 32 second CD.

In a game where if I’m in a fight with 3 or more people, I’m usually taking 4-6k damage hits at hte same time every three seconds.

Overall rating of the skill based sololy on the datamined information: 5/10.

The skill seems fun to use, however it lacks synergy with existing skills. It lacks condi cleanse forcing engineers to go elixir C or elixir Gun. It has a very high CD with a low base heal. It requires the engineer to be VERY skilled to get the full use of the 40 second CD which is a small 8k heal. On top of that it is blown out of the water by the support potential in both teamfights and solo fights of existing healing skills.

Infinite Poison- Inv Balth

in Bugs: Game, Forum, Website

Posted by: Deified.7520

Deified.7520

Was doing the southern invasion of Orr in the straights of devastation. They were building the siege camp (first part of the chain from fort trinity). The remaining pact member got a poison on him from a risen hylek. It wouldn’t go away, I couldn’t cleanse it with skills either.

Living Story Polls! Show us your Feedback!

in Living World

Posted by: Deified.7520

Deified.7520

Hey guys, Ill try to start posting some polls again.

Here are two ones. You’ll have till next week to answer them (on the 10th).

Nightmare Within- https://docs.google.com/forms/d/1_qFF7IOwyrH7Kp9eV_-go6JhhOFXc1vvuTjRdff4viQ/viewform

Fractured- https://docs.google.com/forms/d/14wzIfQ0rbVMcwoT7o7HWKQc_Pr4u7WCWSse9O2PweKg/viewform

(edited by Deified.7520)

Deifieds Ultimate Suggestion Compilation

in Suggestions

Posted by: Deified.7520

Deified.7520

Hello,

So i’ve been making suggestions and feedback threads since release. I’ve gathered my most upvoted threads and I will post them here for the developers to read and refer to.

1. Open World-Dynamic Event Feedback and Suggestion Threads

Ideas to repopulate the world- https://forum-en.gw2archive.eu/forum/game/gw2/Ideas-to-repopulate-the-world/first#post3273358

Feedback on Dynamic Events and Open World- https://forum-en.gw2archive.eu/forum/game/events/Dynamic-Events-OW-Y-it-failed/first#post3181498

Suggestions on how to fix DE and OW- https://forum-en.gw2archive.eu/forum/game/suggestions/DEs-and-the-OW-How-2-Fix/first#post3160259

Feedback and Suggestion on Open World Boss fights- https://forum-en.gw2archive.eu/forum/game/events/World-Bosses-Y-they-bad-Videos/first#post2683070

Feedback on Open World/DE/and Living Story- https://forum-en.gw2archive.eu/forum/livingworld/lwd/Anet-Time-to-talk-bout-LS-Open-World/first#post2606396

2. Living Story Feedback Threads – Please read the LS section in the above link too.

Outline to go by-Concentrating on connecting the arcs- https://forum-en.gw2archive.eu/forum/livingworld/lwd/Outline-on-how-LS-should-be-written/first#post3301901

Poll thread- I will try to start doing some basic polls again- https://forum-en.gw2archive.eu/forum/livingworld/lwd/Living-Story-Polls-Show-us-your-Feedback/first#post2585547

Immersion in the living story- (Dev response, thank you for that fyi. Appreciate the communication ) https://forum-en.gw2archive.eu/forum/livingworld/lwd/Immersion-Where-is-it-going/first#post2556059

3. World vs World threads

WvW- My Biggest Gripes- https://forum-en.gw2archive.eu/forum/wuv/wuv/WvW-My-biggest-gripes/first#post2154422

4. Balance/Combat/sPvP Threads-

Tome of Knowledge- Confirmed to be as a reward. Thank you so much for this!
https://forum-en.gw2archive.eu/forum/pvp/pvp/Tome-of-Knowledge-Daily/first#post2426140

Basic Skill design and mechanic Feedback- https://forum-en.gw2archive.eu/forum/pvp/pvp/Issues-with-Combat-Mechanics/first#post2852724

Ideas for reveled on other classes- https://forum-en.gw2archive.eu/forum/game/suggestions/Time-to-Give-all-Classes-Revealed

5. Armor Design-

Ideas for armors from Gw1/Less flashy- https://forum-en.gw2archive.eu/forum/game/gw2/Armors-in-Guild-wars-Don-t-Follow-WoW/first#post1413826

6. Engineer Feedback-

Response to jon on 10th patch- https://forum-en.gw2archive.eu/forum/professions/engineer/December-10th-Balance-update/page/3

New PERMANENT Explorable Areas

in Living World

Posted by: Deified.7520

Deified.7520

They said before that when they release new zones, they dont want it to end up like southsun.

I think once they figure out how to get people into already dead zones in the game (frost gorge would be dead if not for the champ farm, Orr has temples only keeping it barely alive) then they’d release new zones.

Here are my ideas that i’ve stated a lot on the forums.

1. Guild structures- #1 4th paragraph – https://forum-en.gw2archive.eu/forum/game/suggestions/DEs-and-the-OW-How-2-Fix/first#post3160259

2. Make it so that all champions can only be spawned at the end of meta events/event chains and at the end of mini dungeons. Next put in a scaling system that is actually good to handle zergs and small fights. Then make it so that each champion drops a special skin. Trains are such a boring concept and don’t do well for the game in the long run. These skins that were awesome at release are cheap and don’t seem as special any more.

3. Increase difficulty of world bosses like tequatl. Put in a scaling system so you dont have to field 80 people to do it (looking at you dead tequatl). Also enforce players to interact with the world. Not just bunch them up. Siege weapons and defending them, defending supply lines to the forward lines, defenind NPCs and escorting them, etc. All this leads to the defeat of a boss. Some bosses can remain easy, like in the starter zones. At the same time put in better rewards like tequatl.

4. Make it so there are low to little timed spawnes of events and bosses. Watching timers is not fun, not immersive, and makes the game feel more like a job. Make it like zho qafa, modniir, or ogre wars. You actually have to interact with the world and do events to spawn the bosses/events.

5. Don’t mark everything on the map. Put in hidden mini dungeons, skill points, and monsters. Get players to actually get out there and look. So much more fun when you explore and you find a way into a secret area. So satsifying too. I spent hours at release doing the pirate JP in LA. Escorting people through it and being a guide. It was so much fun and I made so many friends.

Ascended armor - looks.

in A Very Merry Wintersday

Posted by: Deified.7520

Deified.7520

It will most likely be the same.

I can see what they were trying to do. Make armors very different from what we see. Light armor not being a robe. Medium not being a trenchcoat.

Medium- Full set looks great on a ranger. Thief it looks ok. Personally for none rangers, I would mix and match it. Has some great mix and match potential.

Heavy- I still think this set looks awesome as is for any class.

Light- More of a mesmer looking armor set, which I’m fine with. I thought we needed more noble type of armors. Again, some great mix and matching potential.

CDI Topic: Rewards in PvP

in CDI

Posted by: Deified.7520

Deified.7520

Reward ideas-

1. Weapon skins.

2. Guild armor- current guild armor looks horrific and boring. Get us some snazy amazing looking gear.

3. Back pieces. Flags that you carry on your back, capes, etc.

4. Flame kissed similarity. Maybe add in special particle effects to existing armors that you can only get when you get high in the ladder. Players can’t complain because it shouldn’t be easy to get.

5. WvW Siege equipment. Maybe when you reach a certain position in the ladder you can talk to a special vendor that sells WvW siege equipment with a unique look.

6. Minis/Costumes- Wouldn’t advise doing this first however. These SHOULD NOT be the main rewards. PvPers have no use for them.

7. Special foods with special buffs that aren’t available anywhere else.

8. Guild emblem unlocks/emblem features (borders for example). I’d heavily advise this to make the “good guilds” be more prominent.

9. Special Emotes

10. Skill changers- maybe change the color of certain skills. Like change the color of mesmer skills to something else. Change the look of engineer turrets. Things like that.

11. Permanent open world weapons. Weapons you can use in your inventory and have infinite charges, however they can only be used in the open world. Mortars, robots, etc.

12. Trait unlocks

13. Skill unlocks

14. Hairstyles/character customization unlocks

15. instruments

16. Account medals you can display next to your name

17. Home instance/Guild Hall items (if you ever put in guild halls…which you should)

18. Crafting mat conversions. Example- Bottle of mist. Put in mystic forge with 250 bottle of mist, 10 of X tier item, mystic stone, and mystic coin and it makes 250 of whatever item that is. Help PvPers get into the crafting scene.

19. Costume mounts- Remember the broom? Expand on this by offering different costume mounts you can use out of combat and in the open world/towns only.

20. WvW “wall” upgrades. Maybe make it so when you claim a structure the walls actually look different if you have this item.

It's because of Skyhammer farmers...

in PvP

Posted by: Deified.7520

Deified.7520

The current glory system was flawed really along with the rank system.

In every esport I watch they always reward based on skill, not time spent in the game. An example would be leagues in like starcraft (diamond league, etc) and ranks/ladders in league. These are based on how much you win and what not. Imagine if they rewarded these things based on how many games they played, regardless of what the players do. I’ve played against some rank 40+ and they were horrific. Ranks gave you some nice shinies for rewards, but beyond that they didn’t do anything. This new system they’re talking about sounds like ti will reward based on skill level, not time played.

Look at it this way, what do you think would be better for a game mode wanting to be an esport/competitve. Playing 9 million gajillion games in order to get the dragon finisher, or playing with an organized team and winning 30 games against the top teams to earn the dragon finisher. Plus it will be a lot better for streaming. Right now stream views are horrific. Now we may see “Ladder position 10+ solo que” and that will be much more impressive to watch and see how the top players play instead of seeing “rank 50 X class”. I know a lot of the guildies I play with think ranks take way too long to get, and represent nothing with player skill.

Is TPVP dead?

in PvP

Posted by: Deified.7520

Deified.7520

Gw2 has some game mechanics that are horrific for the competitive atmosphere.

Lots of passive crap, the spammability of evades/condi/boons/everything, AIs and lack of skillful micromanaging, AoEs, and stealthing (no matter what people say in response on the forums, I feel the stealthing mechanics in this game are atrocious and unbalanced).

Then animations and the rainbow clusterbomb that happens on your screen/UI clutter.

New rewards are cool and all, but this game will still not be respected among the “hardcore” gaming community till anet tackles these combat problems.

CDI Topic: Rewards in PvP

in CDI

Posted by: Deified.7520

Deified.7520

The top things I’m worried about.

1. Skill reward. It is nice to see that you guys are doing away with glory, never really liked it. However, gold I’m unsure about. If what you say in the future months is your plan, you could make gold even more focused on the games progression. Be sure that players are being rewarded for their skill, not how much gold they have. Last thing I want is to see the TP flippers in my guild who have tons of gold and sit in LA all day devalue the skill representation of PvP rewards. Same goes with PvE players. This also works vice versa. It feels so bad if its true that I will be able to buy Arah gear with gold.

2. Ladder system. I like this. PvP specific rewards are awesome.

3. Finisher changes, I like this also.

4. PvE experience with tomes. I like this again. Most of my friends in PvE just craft level their alts now a days. Heck, most of them did it with every alt. Only played through the actual game with their main. I really hope you keep the glory in there. Do not make it just gold. I fear this will have a large impact on the market of crafting and lower tier materials. Plus again, people wont be using PvP for PvP. Just make a tons of gold, hope into PvP and level a level 1 to level 80 and grab a full set of arah gear. That player

With those points being raised, here is my suggestion.

1. We need some kind of currency that can only be obtained in PvP and make these vendors require this. Without glory, the game could be too centered around gold progression (it already is heavy in this). You could tie it to achievements. Maybe a “point” system like alliance points from Gw1

2. PvP rewards from ladders should NEVER be obtainable in PvE. No achievement boxes, none of that. That being said, dungeon/fractal skins should not be able to be bought in the heart of the mist with gold then converted to PvE skins. You can not do this, this will devalue the skill representation of these items by a ton. You’ll see a similar outcry like with the flamekissed armor. I wont go as far to say that you shouldn’t even have those in PvP because they make up a huge point of progression in PvP.

So all in all, the biggest thing you need to be careful with Anet is how you devalue the skill representation of these items. Players should still have to work for dungeon, fractal, legendary, and pvp specific rewards. You shouldn’t be able to just buy them for some gold. Other than that it’s looking great.

Outline on how LS should be written

in Living World

Posted by: Deified.7520

Deified.7520

So here are some ideas for Anet that I had on maybe a basic outline on how they should approach the LS.

First I feel environment, enemies, and feel of the LS should be somewhat similar and stay similar through the LS. You failed to do this with the current living story and I feel it is adding to the general idea that the story is not connected.

Environment- We went all over the world in a weird fashion. One story we’re in shiverpeaks, then all of a sudden in southsun, then a new zone, then LA, then caldeon, etc. We jumped around way too much in the sense how drastically the environments changed. Prophecies, Nightfall, Factions, Eotn, all of these had similar environmental themes that they followed. When the environmental theme change, it had a good reason. The searing, the jade wind, nightfall itself, you see my point. Often the actual change in environment seemed a bit random. Scarlet was always the reason behind the change and the reason she changed it is one that you never really hinted at. Some people have their theories with proof, but till we see it play it out I wont bet on anything being true.

Enemies- Players need to form a connection to what they are fighting. You changed enemies so much with the alliances is that it really caused players to disconnect. One minute we’re fighting flame shamans and dredge, then karka, then aetherblades, then nightmare, toxic, etc. Again the reason behind the change in these was the same as environment, scarlet needed to change for some reason that we dont know yet. I would much rather have had scarlet get one alliance and then the players see the alliance evolve and get more advance/strong as the story progresses. Not radically changes like alliances. This change of course needs to be tied into the overall arc/reason and could also be a way for players to theorize on why they’re evolving and how this hints at scarlets plan.

The feel- The entire LS was based on this master plan that scarlet had. The problem with the LS and usual storylines is that the players are forces not to find out right away.
We can’t pull an all nighter and figure out what happens. We’re force to wait. This means when you do such drastic changes stated above and have them all depend on the eventual END of the LS, players get bored. A way to do this is take the masterplan, split into smaller plans, then let the players find out what these smaller plans were. An example could be the molten alliance. Why did she form the MA and attack. What were her motives? Reveal to the players through character chat, translation, and combat that it was for (not the actual reason, just an example) making weapons that will give her special access to energy for something. This lets the players know that ok, these past few months she was harvesting energy. We know that, but we dont know what he end game is. We never had this kind of conclusion to the story in any of the arcs. So far the entire LS has been based on speculation and nothing every really answered. We need more Whys answered. We dont need the master why answered, but the smaller whys. So far everything is being based on the answer of the master why.

So I hope you get my point on these three things and why I think these lead to the bad opinion of the LS connection so far.

Finally as a side note. I loved the voting things. You should think about combining this mechanic and the anti toxin mechanic. What I mean is that for example this LS. We have 3 good characters. Canach (chaotic good), Kiel (lawful good), and Majory (neutral good). Each of them have a plan to take out the tower. Canach would have escaped Kiel so he would be a criminal (so he should be hiding, some mentions of kiel hunting him, vice versa, etc). The players can perform any of these actions. By the end of the LS which ever action was performed the most would affect how this LS has a permanent affect on the world. Canach would tried to destroy it, but his way causes the water to become polluted and nearby inhabitants sickly if eated, quaggans sickly, etc. Kiel would have coordinated with Wardens and captured the tower in a engagement and hold it while the wardens purify it. The purification causes slyvari in the area to become buffed from the new “flower”. This also means nightmare court in the area. Majory would have used her current way and it would cause the tower to be destroyed with no effects (positive or negative). However, the anti toxin being injected into the tower and spread out to the surrounding area could have effects on the population in the zone some how. You get my point.

Favorite LS Characters-Why

in Living World

Posted by: Deified.7520

Deified.7520

Bad characters- 1 being favorite

1. Subdirector null. He does bad, but is inside the law. I got angry at him because of this. I felt more inclined to find ways to undermine him. A little more depth to the character and the consortium in general and they can be very interesting lawful evil.

2. Aetherblades- This was the only alliance that would make sense. Inquest and pirates. Pirates most likely do anything if the pay is right. Inquest willing to hire them to help take out their plans. Even if their weapons/technology felt very out of place, it is the only alliance that made the most sense to me.

3. Scarlet- I always question her. Everyone says she is more than just crazy. I have to believe them. I wish they would reveal more about her since were almost a year into the LS and she has been blamed for everything. So far she just seems crazy, but I’m holding her in the top three because she is always the center for questions and debate.

Ok forum, your team! I’d love to hear what you guys think of the current LS crew.

This is hilarious…even for a fanboy, Scarlet scores 3 place even if there are only 2 actual contestants. The Aether Blades shouldn’t have been allowed in the list because they’re not actual characters, AND THEY STILL BEAT SCARLET! HAHAHAHAHA…

Not much of a fan boy. Only reason I put aetherblades up there was because I never liked any of the alliances. Since half the time we were fighting alliances with no solid character that we interacted with a lot I felt the need to include them. I only included Scarlet because she is supposed to have more and till this story arc is over I wont make any final judgement on her. That being said in her current state and what current information we know about her, I do not like her.

Favorite LS Characters-Why

in Living World

Posted by: Deified.7520

Deified.7520

So I feel like that a big problem with the LS is the character development. We don’t see too much of it so players don’t feel very connected to the LS characters (in some cases). Another big problem I find is that the LS is often lacking connected between the chapters besides the scarlet was behind it all.

So what are you favorite characters so far? Would you like to see them make an appearance again?

First- My favorite good characters 1 being favorite

1. Canach- The chaotic good guy. He had the right intentions, but always ended badly for him. He walked the line (sometimes crossed) of what is good and what is bad, often for the greater good. He makes the players question what is to be sacrificed for the greater good. Lives? Property? Environment? I’d love to see him make appearences where he is doing things for the greater good, but the players don’t have to get involved with him. Like canach is attempting to blow up a village with a toxic spore, however there are innocents trapped inside that will be killed in the blast. Have players interact with that some how.

2. Majory- I like her. Her and kasmeer make for a pretty good team. I’d like to see this duo perhaps more on the investigative side instead of the warrior side. Figuring out why, how to fix it, etc. Like the current LS where she is charging in there with a small squad of troops to take out the tower with the anti toxin. That seems awfully hard thing to do and require very skilled combatant. It just seems out of place with what little we know about it and so far our only solid interaction with her has been more on the investigative side. I think if she and kasmeer were to go into the frontlines to fight, they should be accompanied by another character. Kiel, braham, rox, etc.

3. Kiel- I feel like she should be on the more battlefield/frontlines than she currently is. The most fun interaction I had with her was during the southsun assault. After that she just stood on the sidelines. She should be the mentor that we know from the LS. One that is always helping you in battles, not afraid to charge in there (but more knight like. Not norn/battlecrazed like). She should be leading forces on the field in kessex. She should be patroling with a squadran taking out toxic forces and organizing a defense/offense. She should be the type of character that will sacrifice herself/hold off enemies while the players do objectives and still come out alive. I would love to see you guys introduce a small team of handpicked lionguards to be her personal guard. 3-4 other lionguards with great personalities that make them seem like a team. They go into hostile instanecs with the players and progress through it along the sidelines. Help them take out enemies. An example could have been while majory, kasmeer, and the palyer were in the main spawn room kiel and her team could have been doing some kind of epic hold off against toxic reinforcements. She is also lawful good, so be sure to keep that in mind.

4. Barham/Rox- I feel like you started out with these characters with serious intentions, now they have devolved into comedic relief. They fight, make a snappy/funny statement, then are quiet again. You gave us this backstory than it is hardly ever mentioned again. Rox trying to join rytlocks legion, braham and his troubles at home (mother, the leader of the norns whitebear, etc).

Bad characters- 1 being favorite

1. Subdirector null. He does bad, but is inside the law. I got angry at him because of this. I felt more inclined to find ways to undermine him. A little more depth to the character and the consortium in general and they can be very interesting lawful evil.

2. Aetherblades- This was the only alliance that would make sense. Inquest and pirates. Pirates most likely do anything if the pay is right. Inquest willing to hire them to help take out their plans. Even if their weapons/technology felt very out of place, it is the only alliance that made the most sense to me.

3. Scarlet- I always question her. Everyone says she is more than just crazy. I have to believe them. I wish they would reveal more about her since were almost a year into the LS and she has been blamed for everything. So far she just seems crazy, but I’m holding her in the top three because she is always the center for questions and debate.

Ok forum, your team! I’d love to hear what you guys think of the current LS crew.

Ideas to repopulate the world

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

good examples, may i add some?

what do you think about errr …
monster knowledge proficiency?

for example, the slayer achievements
http://wiki.guildwars2.com/wiki/Slayer

lets look at the first one

Bandit Slayer
Kill 1000 bandits.
“All criminals eventually meet a dark end.”

say, for players who completed “Bandit Slayer”, they unlock a new progress meter for the bandit slayer, kinda like the account wide magic find %, the new bandit slayer progress meter will be account wide. i.e. kill x amount of bandits to deal + 1 % damage to bandits.

kinda like the luck bar of the magic find
http://wiki.guildwars2.com/wiki/Luck_Bar

i.e.
extra damage to bandits
1% kill 100 bandits
2% kill another 100 bandits (total 200 killed)
3% kill another 100 bandits (total 300 killed)

100% kill another 4,080 bandits (total 122,700 killed)

300% kill another 30,000 bandits (total 3,425,450 killed)

i think if someone kills 3.4 million bandits, maybe they deserve a + 300 % damage increase against them. :p

Perhaps, but people will still clump up on zones with most bandits. Plus it will make them borderline op.

I’ve got another idea. What if they make it so that if you have less than 5 people, the chances for an exotic item to drop will increase. It will be normal 5-10 people, but if it gets 11+ the chance will decrease. Trainers will still get their mats, but for those going for a certain item or precursor it will help encourage them to spread out.

Ideas to repopulate the world

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Hey guys,

My golden moments of this game were during the inital launch days. Days when I saw other players out in the wilderness. Days when I’d show a player a hidden event, puzzle, or area and watch their reaction in chat. Exploring depths of caves, saving villages, killing bosses.

It was an amazing game. Then players hit 80. They realized what they were supposed to do at 80 was a progression of gold. So nautally they each found the best way to make gold. The world become a wasteland. Dragons roamed freely. Risen invaded lands un challenged. Players farmed CoE and played WvW/sPvP. The other dungeons were populated, but making money was with CoE. Few rose to the call for heroes in the open world. Then the buffs to open world bosses came. Dragon timers became a norm. Players did the same as before, only stopping to do an occasional world boss. Then the champion buff came. What were once foes that presented a challenge to kill were quickly trampled by zerg “trains”. The game lost all immersion in the open world. What was once a vibrant land of players and activities turned into what seemed like a factory with workers trying to work as maximum capacity.

We need to fix this. Not only to give us end game players something to do that is more immersive/less grindy feeling, but also for the new players. Having these players go into zones that are void of players is bad. Very bad.

What are you ideas and/or philosophy on why these zones are dead.

Ill start it.

Why are they dead? Lack of progression. Lack of noticeable and important change on the world.

Suggestions:
1. Scale down 100%. This opens up so many options for you for future content. If you dont do that any content you add in lower zones will be insanely easy for 80s as it already is.

2. Start implementing skill progression in the zones. Not just walk up to this point and push F. Have players interact with NPCs and the world. Win the favor of villages. Defend people. Slay monsters. Find hidden areas.

3. Give special buffs that last 2 hours that you can get inside zones after doing certain events in the zones. Not only special “zone buffs”, but give players access to food buffs too. Special foods they can only get and are good (to the point where players want to get them ebfore going into lets say EB or a dungeon) in this zone.

4. Weapon crafting. Put in new weapons, but make it so you actually have to do stuff in the world instead of grinding it.
Example: Horn of the Dragon- Warhorn. Unique look. Slay 4 bosses with a special condition (lets say without dieing). The weapon can’t be sold.

5. Put in things in the home instance like player museums. Don’t call them that. Take what you did with the hall of monuments in gw1 (where you could showcase items) and do that in the instance.

I want Guild wars 2 to be the game that it was at launch. A rich and vibrant world. Not a either WvW, sPvP, or sit in LA. Dragonbrand lay waste to the citizens in the charr/ebonhawke lands. Ogres rampage through villages. Centaur and seraph fight a bloody war where many lives are lost. The slyvari fight their bretheron of the nightmare court. All these interesting things are going on around us but no one wants to look because there is no point too. Lets give them a point!

Obsidian Sanctum Arena Feedbacks.

in WvW

Posted by: Deified.7520

Deified.7520

Aside from the trolls, the small fight imbalance of WvW really picks up. Love fighting those insanely tanky classes who can dish our lots of damage thanks to food buffs.

The Open World Tower-Horrifically Designed

in The Nightmare Within

Posted by: Deified.7520

Deified.7520

This tower, it was just bad.

You designed the tower for zergs with bad scaling, so now we have a situation like we have now. Towers are practically empty and people try to run through the third level (because for some reason you decided not to put a travel golem at the end).

What makes it worse is you have these events which are close to impossible to do with the amount of people who actually want to do it still.

Today I decided to give it another try, and it just a very frustrating thing to do. The mines everywhere, scaled enemies everywhere, lack of movement because you’re afraid to agro another mob, the few players that are actually still attempting to do it leaving on another for dead, these events that are frustrating to complete.

At this point the only reason I’d still want to do this event is for my alt, and it is close to impossible to get him past the first room of level 3.

You guys need to realize you can’t just do one or the other. You can’t design it for small groups because zergs will destroy it. You can’t design it for zergs because once everyone gets the meta it becomes dead.

Having a good scaling system is the only way anything will work in the open world.

Losin' the Feels, bro

in Living World

Posted by: Deified.7520

Deified.7520

Don’t be afraid of breaking something as long as you’re giving players cool new toys to play with when you do it. You will always be balancing professions. Please don’t wait until it’s “perfect” before giving us new ways to play.

They don’t want to do wack a mole, which they’ve stated on many occasions. I think they did this design with the necromancer buff a while back and people were kitten ED. Especially in the PvP scene. Necromancers become “OP” and the exact philosophy you stated was none existent, the forums were filled with people on the opposite side.

However, I still like the design you stated. Necromancers were none existent in pvp pre patch and it added new things to do with the game. I pretty much agree with everything you said.

Leaderboards and PvE-Think about the content

in Living World

Posted by: Deified.7520

Deified.7520

Hello,

So if what I heard was right about the fractal leaderboard, it is a huge mistake. If the fractal is based on who gets 50 first, this creates a two main problems.

1. A group will get to 50 then have nothing else to work for till the next 10 levels are added
2. It relies on Anet continuing outputting content quickly.

Lets be honest here, on more than a few occasions you underestimated how quickly players complete content. 2 week living story change, ascended gear, and I’m sure it will eventually be a leaderboard change.

When I look at PvErs i notice one common thing that most will think about. How to complete a dungeon/fractal as quick as possible. It is why so many want berserkers. IT is why warriors are so popular. They output so much DPS so quickly that they allow the completion of dungeon things quickest.

Design the leaderboards around this philosophy…speed. Speed runs are insanely popular in PvE and its the only competitive PvE I’ve seen in the gaming industry. Make the leaderboards based on how quickly one can complete a fractal or dungeon. Or make it how quickly one can kill the final boss. Then recording this so that players can spectate it and see how players who are “pros” do it.

Doing it this route is a lot better than the current design. For starters most of oyu will be saying its not about speed, its about having fun and playing the content. The problem is that the current leaderboard doesn’t promote this at all. This leaderboard still promotes speed despite what you may think. So why not go balls to the wall and embrace it.

Here is how it would work.

First you must get to 50, give players more reason to get to the end fractal. Then each time you want to do a speedrun for the leaderboard you must “register” your team with the scientist in the lobby mist area before fractals complete with a name and an emblem. This would cost lets say a total of 10g (2g per person). Most of the time hardcore PvErs are rich compared to the other hardcore people of the game modes (unless they spend real cash). You are given the choices to have your guild sponser it for a decrease in price (down to 6g) and it displays their emblem/name on the leaderboard, you need a certain level of a guild upgrade to do this however. Once your team is register than you score will be documented accordingly. Either it be speed of completion of the fractal or just how fast you kill the final boss.

Bonuses that this will give you.

1. You can easily find exploits. Don’t ban players for finding and taking advantage of exploits in dungeons. Instead use the top players routes to find the exploits, fix them. Every month or so release a patch that fixes them then reset the leaderboards. Not only is this a quick and easy way to find and fix exploits, but also gives a reason for PvErs to come back.

2. Guilds become more important in the competitive scene in this game.

3. The leaderboard has a sort of decay since you find exploits and fix them and reset the board every month so that those who get to number 1 then quit/no longer support the game aren’t promoted.

4. You can balance PvE around this. Right now as many will agree the PvE isn’t balanced. Finding the team comps and why these teams use these comps is one way to find ways to balance the game around something.

I’m really worried about this LW release. From the people I’ve talked to in game and on other websites besides the forums, it is the most negative I’ve seen since release. I wish you guys luck tomorrow. Since I’m not too big into the PvE scene I’ll probably watch videos for the lore.

Rune of Resistance

in Fractured

Posted by: Deified.7520

Deified.7520

Shall we give Kits to all other professions so they can properly utilize Rune of the Engineer?

Depends, do you want to give all classes companions to properly utilize runes of the ranger? Or what about giving all classes shouts to properly utilize runes of the soldier. Or what about giving all classes weapon switching to properly utilize runes of the warrior. Or giving all classes fear to properly utilize runes of the necromancer? Or giving all classes torment to properly utilize rune of tormenting.

I’m not much on raging on the developers, but please dont use our kits as an execuse to create runes that we can’t take full advantage of. We dont have shouts, signets, or weapon switching. Unlike every other class in the game (aside from Ele). Just make gadgets signets already; they may actually be useful and on par with the rest of the classes.

Engineer, what can be changed:

in Engineer

Posted by: Deified.7520

Deified.7520

I really like your suggestion about turrets, elixir X, elite supplies, and rifle. Great post.

Got my mask, thats it for the tower...

in The Nightmare Within

Posted by: Deified.7520

Deified.7520

see anet! thats the playerbase you support with that achievment grind – “content”

What would you suggest in place of it?

Anet doesn’t have the luxury of a subscription based game. They must make content that is achieveble by lots of people to promote extended play hours and gem spending.

If they make content too hard, people rage on the forums. See Queens Gauntlent for an example. That thing went dead pretty fast after it was released because many gave up on it. The same can be said with tequatl. Hard, large person count content. People gave up doing it daily on some servers and it goes days without a kill.

If they make it too easy people fly through it and then they have nothing to do.

Achievements are a safe solution to this. They can make content moderatly hard (which this content is) and put in achievements to give people a purpose to try to suceed in those hard parts or areas where they fail.

They basically have to juggle rewards, difficulty, and player dedication to promote many people playing it. Since they have no sub, they can’t be like WoW. WoW has “hard” endgame content. Some of which requires many people. Only 10% of the playerbase sees this content. If only 10% of the playerbase saw the end to the LS content, they would lose out on a lot of potential gemstore money and future money (players get discouraged and leave, no sub to get them to stay).

I like the way this LS turned out. I’d love to see more hardcore around 10 person content in the more perm parts of the world, but I’m not requiring it.

Town Cloths in PvP

in PvP

Posted by: Deified.7520

Deified.7520

who cares about town clothes in PvP… I prefer a better pvp experience that is rewarding and balanced. after we have that, I’m fine with whatever cosmetic changes you what to implement.

Seriously… there are far more important stuff to attend and to spend time and resources on.

But what if getting town clothes IS rewarding? Unless you mean the satisfaction of winning.

The problem is that town clothes are not rewarding at all. The PvE players very rarely use town clothes, only using them to do the daily when it is up. PvP players would have absolutely no use for townclothes.

Here are some ideas for rewards in pvp that players may actually like.

1. Finishers awarded based on things players do in ranked matches that are based on their skill level. Such as no one on your team dies during a match. You do this 5 times you get a finisher.

2. Armor Skins- Some really high level armor skins are mostly out of reach for many pvpers. Then again offering high level ones in easy ways could be bad. We’d have the same result as with ranked match armor.

3. PvE Armor Skins- do something similar that you have going on with badges and WvW to sPvP. Not the same armors of course.

4. PvE experience- I know many pvpers i talk to absolutely hate the leveling. What if we give them exp to use in PvE. We could see a huge increase in WvWers.

5. Special Emotes- anything. Most f2p games I’ve played have emotes, and they usually sell pretty decently

6. Medals- Map completion players can get a special medal next to their name. Why not take this a step further in PvP.

7. Titles- self explanatory

The key thing here is award them based on player skill level, not how long they play. So make up challenges that are not incredibly easy to do, but also don’t require you to do a ton of grinding (like with the finisher example).

Need Your Opinion on Suggestion

in Engineer

Posted by: Deified.7520

Deified.7520

Hello,

So something I’ve always thought is that the reason that gadgets/elixirs (though these are still decent)/turrets are not in the meta is because they don’t properly make up for the lack of a secondary weapon. The developers have also said the firearms tree is a bit lackluster. What if they put in a trait that decreased the damage done with kits, but allowed you to have weapon switching. Perhaps to help promote build variety by utilizing the 2 weapon+gadget/turret/elixir combo without making kits overpowered.

Do you guys think this is a good idea? Thoughts on the general concept?

Nightmare Within-Constructive criticisms/Pros

in The Nightmare Within

Posted by: Deified.7520

Deified.7520

Combat mechanics were amazing? Once again I am doubting if I am playing the same game. Feels like same old CC spam to me.

Maybe depends on your class. Each class handles situations differently. I play engineer and I can’t take too many hits, so I have to watch for animations and dodge at right times. Combat mechanics as in the poss fights. It is interesting and fun to fight bosses who do special stuff. Spider can eat players and spawn mines. Worm and his aoe skills. The final boss was probably the worst boss in the story, but he wasn’t bad.

Really enjoy the new backpiece

in The Nightmare Within

Posted by: Deified.7520

Deified.7520

Imagine if they did like floating skulls/flaming skulls for the next halloween. that would look amazing on my necro.

Nightmare Within-Constructive criticisms/Pros

in The Nightmare Within

Posted by: Deified.7520

Deified.7520

Combat/NPC Fights- They are fun. You had great mechanics. I’d love to see more of these mechanics in future story lines and also the open world fights. However it should be noted that the scaling in the tower was poor. As said before, it is hard for single people to ascend the tower a lone. More often that not people leave behind others and run past tons of mobs because its too risky to try to rez people and not rewarding enough for players to kill mobs not in events

Story- Probably the poorest part. Big problem with this living story arc this year is there have been no hints to the over arcing connection. Some ideas on how to fix this are translating text/books, brain puzzles, things like that. Not really revealing it all, but giving us hints on whats ahead to those who try to find it.

Reward- Great reward system. With champion loot, hidden chest, ending chest, key at start, gasmask, etc. You guys perfected it this time.

Instanced Zones- I loved that you could solo these. I really loved the queens gauntlent fights and having these instanced zones that were hard, but not requiring a group were amazing. Best part of this patch.

Achievements- You didn’t require a ton of grinding for these achievements. I did every event on my way up, did the ending instance a few times to beat him without dieing, and boom i was half way done. It didn’t feel like a grind at all, everything was the perfect number to require dedication, but not boring grind. Great job here.

Final Review- 7/10. This living story was one of the best by far content wise. However, it is heavy sided on being with a group at the initial stages and created some unwanted characteristics with the community. The story side of it was lacking on progression too. The instanced areas, reward system, and combat mechanics of the monsters were amazing. The visuals were great too. Overall I think this is the best living story chapter in the second part of the year. Great job anet.

11/8 DB/NSP/YB

in Match-ups

Posted by: Deified.7520

Deified.7520

Need moar PVF here

DB’s NA time is terribad. And Oceanic crew, having supply problems in YBBL?

NSP gave up Saturday morning. Even your roaming groups are MIA.

Discuss.

Discussed.

-Your Big Horse

Ah yes. I can clearly tell whats going on in this fight.

11/8 DB/NSP/YB

in Match-ups

Posted by: Deified.7520

Deified.7520

Anet tried to take DB tower for NSP. I didnt see any siege but they gate is at 80%. I took the screen shot after i chased them off

Scouts, squires, and footmen — doesn’t look like Anet WvWs very much.

Yeah most of them were underleveld. Having a job and maintaining an MMO I’m sure doesn’t allow a lot of leeway when it comes to playing games.

To the Anet that were fighting, fun battles. I’m glad I could show off my awesome gasmask to some developers. Can’t wait for the new map so that there will be more fights that aren’t all outmanned.

Felt sorry for them though, they were getting focused hard haha. Decided to go leopard form and sneak into their base and sacrifice myself :P. GG.

Did anything happen lore wise?

in The Nightmare Within

Posted by: Deified.7520

Deified.7520

Just curious. I got the meta and it seemed like nothing happened in the story. Anet created and got rid of a problem within 4 weeks without progressing the overall arcing story arc (so far we only know its scarlet’s motive). This has been happening almost every patch. Getting a bit tiring. I know its supposed to be all connected in the end, but having a year+ worth of seemingly unconnected story lines only to be connected and given to the players for 2 weeks is a bit lame.

I just want to be sure I didnt miss anything important to the story before feel too disappointment story wise.

Four updates left this year...

in Guild Wars 2 Discussion

Posted by: Deified.7520

Deified.7520

Its important to note that theres a rumor floating around that on december 10th a new reward will be added to spvp, you will be able to transfer glory into exp. Apparently a dev leaked it on the twitch by accident while streaming but was taken down. 120k glory to get to level 80, however nothing is confirmed.

OP PvP healing from....

in PvP

Posted by: Deified.7520

Deified.7520

Yeah I even play engi and I can see them becoming extremely strong post dec 10th patch (Namely your standard bomb/nade build) after warriors and necros (the main counters) are chopped down a little. The nerfs – speedy kits and incendiary being moved – don’t even effect it that much, just kill build diversity.

I wouldn’t call engis “no skill” though. You try kit dancing properly and landing all your nades m8

Engineers are probably the most skill required class in the game on account of the apm required.

The patch will be interesting for sure. The inced and speedy kits nerf are pretty big. We relied so heavily on dodges to survive. I fear a ton of regen bomb build will be our mostly only viable build after the patch (in spvp atleast). There is P/P elixirs, but necromancers more than fill the role that build does. A backpack regen,bomb kit heal build may be the most viable option for us in tpvp. Still waitin on gadgets and turrets (make them useful in wvw/pve) though.

OP PvP healing from....

in PvP

Posted by: Deified.7520

Deified.7520

There are so many messed up mechanics in this game like the problem you stated in the post. You say there’s no counter. That is half the games healing sadly.

Guardian’s block heal is hard to counter unless you have someone there with a skill that goes through blocks. Guardians are worst when it comes to passive defensive skills. Then you got shoulds which more than one guardian shouting can ruin everyone’s day.

That is a big issue a lot of engineers are having with out speedy kits nerf, plenty of other classes have these vigor crap too.

You say we just have to trait into a no skill trait? Please, every meta build has some kind of no skill trait and it does a bunch of passive work for them during fights. Atleast with engineers we have to be almost dead for it to activate.

Bunker engie is no skill spam? That is every bunker class. Hell every meta class eventually devolves into spamming when you get into fights bigger than 2 on 2. Just the way the game is. Why? Every class can dish out game changing skills. This coupled with tons of AoE and passive things, spamming is the most viable option.

The problems you listed in this post aren’t just with engies, but most classes. Quite frankly there are a lot of mechanics I think are going to need a rework. We will see though. In a year time some changes in competition of gw2 will be made, it will be interesting to see how the PvP community reacts to it.

Knockbacks? Yeah, if we didnt have these we would suck. Necromancers, your main, out condition us so we have to make up for it by more CC. We didn’t have the CC we have then we’d be useless. Blind spam? Yeah I agree, but again do the fix for all classes that constantly throw out blinds.

Theme for Turrets n Gadgets

in Engineer

Posted by: Deified.7520

Deified.7520

I have trouble agreeing with your comment on PBR. Frankly I do not get it at all. It actually has solid damage. It is solid utility, its a low CD on the toolbelt skill that meld really well with SD. It is great to use to focus on ranged damage.

Thumper turret may have issues, but you listed its strengths as problems. I don’t understand where your going. Generally i think all turrets suck, but thumper turret is the most defensive turret. It offers stability s a stun breaker, and has an AoE launch.

Which classes have you leveled to 80 that your using as your comparison?

Necromancer, guardian, ranger, and mesmer are my main comparisons.

Let me make it clear that on turrets they are decent in spvp. However, to a player who is actually pay attention a turret can be downed in a couple of seconds and its hard for the engineer to counter this, especially if it is AoE (which classes have a lot of in this game). You could pick it up but it is still on a pretty long CD. The biggest thing with that is that when you pick it up you are now without a utility and a seconday weapon (how most classes when they use a utility ability they have a secondary weapon still at their disposal). So now it rest on the toolbelt skill to pick up the slack of the secondary weapon. The meh damage of the toolbelt skill on most turrets (perhaps rocket and SD rifle are exceptions) and the lack of useful utility on them (stab that last barely a second and is on a 40 second CD in a game where every class has CC on much lower CDs) does not pick up the slack that we have from not having a secondary weapon. PBR is a horrific skill. Stability is an easy accessible counter to most classes. We don’t have a lot of good boon strips either. Secondary mine requires the person to be on you and elixirs you need to be traited for. Thats the reason why the meta will be and always will be primary kit dominated. Kits are our only utilities that properly make up for our lack of a secondary weapon, and to no surprise on account of them being secondary weapons. I would glady run gadgets with elixirs or turrets if I had a secondary weapon option. We don’t though. Our builds that use turrets are gadgets are easily countered and often don’t output enough DPS to properly counter builds, especially in WvW. Try to 1 on 1 classes with a turret or gadget build. Don’t just do a few battles. Try to do multiple battles with many people (people may suck).

Level up a necromancer. They’re basically the same class as us in terms of what their role is (Condi damage with CC). The easy to use CC (fear), amazing condi application on an AoE level (scepter, dagger OH, staff, epidemic), really good surviveability options compared to us (DS does have its weaknesses, but can be very good when combined with spectral armor/mid battle). Some may say the main difference is they lack mobility. This is true, we do have rocket boots. Though their DS #2 is a teleport and they get some easy access swiftness with WH, and traits. When I play necromancer I’m just amazing on how much easier and effective it is at pulling off things that engineer pulls off. Thats why I made this thread on turrets and gadgets. These are the two things that can set engineer apart from necromancer and they are ridiculously underpowered on account of our lack of a secondary weapon.

Collaborative Development Topic- Living World

in CDI

Posted by: Deified.7520

Deified.7520

My experience of the LS can be summed up with: Everything feels random and meaningless. Events and villains come out of nowhere and then vanish into the ether. You don’t get time to get to know a character before they turn up so I literally don’t care about them, their life or their story.
They don’t linger either after the update so I feel no inclination to involve myself emotionally with the LS.

Part of the reason we’ve been including Scarlet in multiple releases is so we can build on her character. It’s kind of funny that we routinely get two types of feedback on the Living World story. From some people it’s, “Stuff feels random. I don’t know these characters.” From others it’s, “Stop using X character. I don’t like them.” So we’re presented with two competing bits of feedback (usually from different people but it’s hard to track opinions on a forum).

I do think we can do a better job at connecting the releases by having some characters stick around who have conversations, scenes, and maybe some tasks on them, kind of like what we’re trying with Marjory and Kasmeer at the camp this month. It’s something that we’ve been working to improve lately. Part of the issue here is that content that bleeds from one release to another doesn’t automatically have an “owner” in terms of which team builds it and/or maintains due to where it falls in the build schedule. That stated, Steven Waller, Angel, and I have been working with folks to bridge releases with this sort of lore-building stuff.

Expect more of that in the next few releases, and by all means I would encourage you and others to let us know how you feel about it.

My personal problem with Scarlet is that we dont know her. In my opinion this causes the players not to like her because she makes no sense to us and we get annoyed. So its not too different feedbacks, it is one causing the other. The very little we know about her makes no sense. She saw something in the mist and decided to try to burn the whole world. That is about as much information that we know about it and from a story stand point its really lame. It doesn’t answer anything about the character or the story, just raises more questions. I love questions, but leaving multiple questions unanswered for an entire year is a bit much. 2-3 months at most. The only questions you guys answer in the story are ones that you create in the same patch. Such as the alliances. They are introduced, questions about where they came from arise, answered always with Scarlet is behind it all. No answer to why she is doing it or what her motivation behind this entire living story is. So now its happened so often that the story has become easily predictable. New enemy?!? Probably an alliance with scarlet. How will it end!?!? Probably defeat her plan that made no sense from the players perspective and it will never be mentioned again. My entire guild is hoping she gets killed off this patch because of how boring and predictable she has caused the living story to become.

Theme for Turrets n Gadgets

in Engineer

Posted by: Deified.7520

Deified.7520

I don’t get where your coming from when you say they lack utility. Damage, sure, but utility? Thumper turret and net turret are very much utility. And gadgets, they are pure utility.

Turrets are talked to death in every other thread, so I got little mor to add about them here………..

Personally I would love to see utility goggles changes altogether. Gadgets have no condition removal. It all seems focused on elixirs and their traits(heck even kits only have 2, one through EG#5 and one through MK#4, 2 condition removal spread out on 2 kits is not much at all, and a lot of work to remove two conditions). I would love to see these become something like “Gas Mask” on the tool belt skill. Change the utility skill version of it to the 10 vulnerability and the 10s of fury, removing the blind immunity all together, it seems so situation at its very best. While changing “Analyze” to " Gas Mask" and simply have it remove 3 conditions with say a 30s cool down.

Well the reason they lack utility is because we lack a secondary weapon. That means that these skills must take up the slack in both offensive and defensive power. Currently they dont. Just as you said they lack condi removal. PBR is one of the worst skills for combat because it lacks damage and useful anything for team fights. Thumper turret has little to no defensive utility on top of its damage being meh. It has AoE cripple which is nice in sPvP, but is very underpowered outside of it. Sure the toolbelt is a blast finisher with a small stability. However, its cooldown makes it less than viable.

When I see these lack utility I’m comparing it to what other classes can do and how our class is made (toolbelt+no secondary).