Quoting you both as you both make the same argument, essentially, and miss the same issue.
The issue is not with -current- content. No Ascended gear is required to finish every dungeon and kill every boss currently walking Tyria.
The issue is with -future- content. It was stated, when Ascended gear was announced, that Agony (and thus Agony resist) was something that would be involved in content going forward. It was not stated, one way or the other, if it would be required to even attempt future content, and it therefore becomes a simple question: grind Ascended and Agony resist now, so you are ready for the new content no matter what, or wait and see if it will be required, and hope that, if it is, enough other people waited that you can get groups to grind it out.
It is true that as of this moment in time, the grind heavy gear is not required to see any of the content in the game. But we don’t know when or if it will be, and Anet has not said one way or the other. A lot of folks saying it is required are basically taking the cautious path, assuming it will be and preparing for the worst.
The issue with this is that ArenaNet could have easily made this content require Agony resistance from the beginning as well, by making it some Mystic Forge thing and introducing Agony at fractal level 1. They didn’t; heck, they even made it so low levels can participate. Exotics aren’t even a requirement for the early difficulty levels. If they didn’t do it now, why do you think they’re magically going to start doing it in the future? None of the content in GW2 has been restricted like that. There is zero indication of ArenaNet ever restricting content like that, and it’s simply not helpful to base your argument on an assumption that they’ll magically start doing it.
AHHAHA You really think they did that for the players? Its just there to draw out the content, an additional carrot on another stick. Oh you want to see what agony is like? Hit me up 10 levels.
The Agony mechanic wasn’t introduced at the start of the dungeon so that everybody can experience the content. While one of the goals of the Fractals of the Mists dungeon was to provide some difficult content for players looking for a challenge, we also wanted the dungeon to be available for everybody to experience. While getting far into the dungeon requires agony resistance from ascended gear, the content was designed to provide challenging content, and to allow players to choose what difficulty they wanted to play at.
As for ascended gear, to reiterate what Chris has said (https://forum-en.gw2archive.eu/forum/info/news/A-message-from-our-Studio-Design-Director-Chris-Whiteside), it’s not intended as a treadmill, but rather as a tier of rewards that can help bridge the gap between Exotics (a few hours of effort to acquire a piece) and Legendaries (hundreds of hours of effort to acquire one). They’re currently only available in the Fractals of the Mist Dungeon, but we’re going to be adding new ways to acquire them, both inside of WvW as well as elsewhere in PvE.
I felt it was necessary to revisit this. Where you say, it’s not intended as a treadmill, but rather as a tier of rewards, isn’t that the same thing? This is what I’m perceiving to be doublespeak. Nowhere have seen direction refutation or accounting for three simple facts:
1. The gap between exotics was cosmetic
2. A new gap is being created with Ascended items and legendary items over Exotic
3. You are saying this gap is one of time and not statistics despite the proof that it is in fact statistically better.
So let’s break these three facts.
First, legendary weapons were initially conceived to allow players something to progress towards. In no way were they better than exotic, save for their appearance and time investment.
Second, there is no reason the infusion can’t take place on existing items. Irrespective of that, it was stated elsewhere that you don’t players to be exclusive. What do you think this will do?
Third, and most importantly, why has this not been officially addressed? Why has no one from ArenaNet addressed the technical difference and the impact it has on the community and its relation to the content?
That being said, I am happy to see that these items will be acquirable elsewhere, eventually.
Quoting you both as you both make the same argument, essentially, and miss the same issue.
The issue is not with -current- content. No Ascended gear is required to finish every dungeon and kill every boss currently walking Tyria.
The issue is with -future- content. It was stated, when Ascended gear was announced, that Agony (and thus Agony resist) was something that would be involved in content going forward. It was not stated, one way or the other, if it would be required to even attempt future content, and it therefore becomes a simple question: grind Ascended and Agony resist now, so you are ready for the new content no matter what, or wait and see if it will be required, and hope that, if it is, enough other people waited that you can get groups to grind it out.
It is true that as of this moment in time, the grind heavy gear is not required to see any of the content in the game. But we don’t know when or if it will be, and Anet has not said one way or the other. A lot of folks saying it is required are basically taking the cautious path, assuming it will be and preparing for the worst.
The issue with this is that ArenaNet could have easily made this content require Agony resistance from the beginning as well, by making it some Mystic Forge thing and introducing Agony at fractal level 1. They didn’t; heck, they even made it so low levels can participate. Exotics aren’t even a requirement for the early difficulty levels. If they didn’t do it now, why do you think they’re magically going to start doing it in the future? None of the content in GW2 has been restricted like that. There is zero indication of ArenaNet ever restricting content like that, and it’s simply not helpful to base your argument on an assumption that they’ll magically start doing it.
AHHAHA You really think they did that for the players? Its just there to draw out the content, an additional carrot on another stick. Oh you want to see what agony is like? Hit me up 10 levels.
The Agony mechanic wasn’t introduced at the start of the dungeon so that everybody can experience the content. While one of the goals of the Fractals of the Mists dungeon was to provide some difficult content for players looking for a challenge, we also wanted the dungeon to be available for everybody to experience. While getting far into the dungeon requires agony resistance from ascended gear, the content was designed to provide challenging content, and to allow players to choose what difficulty they wanted to play at.
As for ascended gear, to reiterate what Chris has said (https://forum-en.gw2archive.eu/forum/info/news/A-message-from-our-Studio-Design-Director-Chris-Whiteside), it’s not intended as a treadmill, but rather as a tier of rewards that can help bridge the gap between Exotics (a few hours of effort to acquire a piece) and Legendaries (hundreds of hours of effort to acquire one). They’re currently only available in the Fractals of the Mist Dungeon, but we’re going to be adding new ways to acquire them, both inside of WvW as well as elsewhere in PvE.
Do I have to work for the tiers? Yes. Are the stats above the already defined maximum of stats? Yes. Are you upping the stats of legendary weapons to match this new stat? Yes. The gap is something your organization is creating with the Ascended gear. It didn’t exist before.
Furthermore, if you wanted to make this challenging based on the premise of the agony condition, then why not add that resistance to all gear? Why require a whole new tier? You are creating a gear treadmill. You are gating content. It’s that simple. I personally find these posts insulting – you and the other PR people are dodging the answer. While I’m willing to still play the game, I’m sure there are others that are not. You have to be able to see that a lot of people are not only upset about the introduction of a mechanic that goes against the game’s initial selling principles but are also upset about the double speak. The latter is inexcusable.
(edited by Destai.9603)
ArenaNet,
I’d like to thoughtfully share my feelings regarding not only the weekend, but in how the community is addressed. Take for instance, the recent thread conglomerate regarding Ascended. As of now, it contains over 10,000 posts, many of which are negative and speak of players – your customers – leaving the game. In those 10,000 posts, I’ve counted very few feedback posts from the developers or community managers.
I understand that community manager’s posts should be well thought out and aligned with the goals of your organization and the vision you have for the game. While I agree with the vision of the game and the update, I feel it is absolutely necessary to clarify the points that are in fact driving players away. Using the blog to communicate your ideas is fine, but in times like these it’s far more effectual to engage the community in the forum and tackle the highly critical and analytic posts from customers.
In summary, avoid the PR speak and engage us as gamers and customers. Most of your organization plays games and this game as well. We all want direct answers, irrespective if we like them or not, and the PR speak adds to speculation and lost customers. I don’t feel this means revealing all future plans or having us involved in the road map of the game. However, I do feel it’s imperative that when such a huge firestorm from the community erupts, that those sources of frustration are addressed directly and clearly. I feel it’s the in the interest of the community and the profitability of this game to do so.
I hope this post isn’t ignored or merged, nor met with a simple “Thank you for your feedback.” type reply.
Thank you.
I’m happy to hear others expressing disdain for this “feature”. My arguments against it are:
1. It ruins the suspense of story missions where you are fleeing, such as the battle on Claw Island.
2. It makes no sense to move slower in battle. If you are fleeing, well no one runs slower when they are running for their lives.
3. It debilitates the player in jumping puzzles.
If it’s a matter of balance in PVP, then have it only in PVP. I can’t see a logical reason for it to be in PVE.
ArenaNet, this is singlehandedly the most annoying issue in the game – for me at least.
I just find it reprehensible that they can’t implement a filter to look for common words in these mails. If you filter out a message, you block the message. Plain and simple. It happens more than a few in a weeks, you ban their account. Enable the player to back up their messages to contest a ban, but otherwise, no recourse. I find it shameful that a GM can’t sit in LA and start banning the accounts selling gold. GW1 never had this problem to this degree.
Every day I log in to see a gold spam. Every day I delete their message and report it. Every day I hope I won’t get another message, and I do.
When is this going to get fixed?
I don’t want mounts. I want to not be slowed down in combat. People seem to think that’s the normal speed. It’s not and it’s quite honestly the most annoying thing in this game.
I had the same thing happen to me. It was one or two copper, but I still reported them and blocked their ID. When is this going to stop? It’s getting more frequent.
Suggestion: Remove Run Speed Detriment and Improve Combat Reaction
in Suggestions
Posted by: Destai.9603
I can see your point. I really can. Yet, I take issue with it. Let me explain my justifications.
1. I am bring in the realistic considerations because we already have seen considerations of it in the game. For instance, how a sword swings, etc.
2. The out of combat is our base speed, not an enhanced speed. We have speed boosts to make up for the current absence of mounts. I believe the speed detriment is existent to prevent people from running through zones. But this is counter-productive. In no combat situation, would someone slow down while being pursued.
3. I do avoid getting hit. That’s why I expect my character to maintain their normal speed. Yet while I’m in Orr I am constantly surrounded by enemies. This is fine, but for the aforementioned reasons, I maintain the debuff is not only unnecessary but un-fun.
Suggestion: Remove Run Speed Detriment and Improve Combat Reaction
in Suggestions
Posted by: Destai.9603
I can’t see how it’s good design – at all. For instance, I’m in a group in Orr and a few mobs respawn and slow me because of the debuff. Naturally, the zerg keeps going and leaves me behind. I should be the same speed. If anything I should run faster in combat. No one, realistically speaking runs slower when they are being chased. The only thing I can think of is to prevent exploits or run throughs – but even then, it’s just not fun. That’s what counts.
Suggestion: Remove Run Speed Detriment and Improve Combat Reaction
in Suggestions
Posted by: Destai.9603
So I’ve noticed two things that detriment the gameplay for me, ever so slightly.
The first is the run speed debuff as soon as I get in combat. I can’t see a point to this. Why would I run slower if I am being chased by enemies? That doesn’t make sense. I can’t imagine there being an exploit this is preventing.
The second thing I’ve noticed – and maybe there’s a setting I’m missing – is when I am using an induction, it’s hard to break that even when I’m activating a skill. For instance, there is a ground targeted object that requires an induction to complete interaction. I interact with it, then I am attacked. I am pressing an attack skill, the system ignores this, and continues the induction. I would like to see a priority given to that attack skill, considering I am getting attacked.
Nothing is more frustrating than slowing down when a horde of enemies are chasing you. There is no logical reason for this and it’s just not fun. It’s also the only thing I don’t like in the game.