2. Having a back button on the trading post. It is a bit annoying when I am viewing my buy list and select and item to view, there should a way for me to go back to my buy list.
Just click on the item again to go back. The TP UI should be a lot more user friendly however.
Really? I never noticed this.
I think slightly increasing invulnerability and adding a delay to skill activation both to and from downed state would be a better idea. You have no idea how many times I find myself going from the heat of battle straight to vapor form, not realizing I’d just been downed and wasted my tactical escape skill.
This is certainly a really tricky issue, I personally wouldn’t like a delay most of the time as I often time this retreat on purpose as soon as I get downed before the skillbar even appears, I always liked that I could pull that off. This does sound like a bad move in spvp, but in pve getting out of danger a second earlier means you can get up faster.
Yes both new pois are at their respective living story instances.
Yeah for food and minis would be nice
Leveling is already too easy and fast, I really don’t see a need to even further boost it. Whats wrong with going off the beaten path and exploring a bit between story moments ?
There is no right and wrong when it comes to designing an mmo, the point of GW2 is to be different than other mmos, not just blatantly copy everything everyone else is doing in every other mmo out there. Personally I find hearts much better than the standard quests.
Guys, u can allready change name with the new item in the gem store called name change contract;P 800 gems in the gemstore!
Wrong, you can’t, that is used to change a characters name, not the players name.
Unfortunately, just as you say, most of the world bosses are really boring, effortless to take down, are being spammed all the time, and on top of that give out crappy rewards. There’s a lot of ways they can be improved, at the moment they are just not epic, their cooldowns need to be longer and their windows winder, I do not want to see Claw of Jormag appear 10 times each and every single day.
I think these battles would be much much more exciting if these world bosses would only appear once a week or so, but last much much longer so people would have a decent time frame to attend, these battles should take hours, but would reward exotics instead of the junk we now get at a steady pace.
Also as you said, these bosses need to be able to win once in a while, at the moment all of these “epic” battles are completely one-sided and boring and predictable because there is no way the players can fail the encounter, they just show up, attack for a few minutes (sometimes even seconds) and grab their vendor trash. Shadow Behemoth in particular doesn’t really do anything, he doesn’t even have a single worthy attack to throw at us, I have never ever seen anyone get downed on him, he just appears and sits there until we kill him, great fun.
+1 to you sir
The wurms target only appears after he fully emerges from the ground, but you can still hit and damage him easily with aoe before that time as soon as you see him appear, since he doesnt have much health and too many players attend the event he goes down way too fast. The solution isn’t to fix his targeting, its to make him scale much much more.
As a GW1 veteran, I can clearly see the big difference with waypointing for free in GW1 and waypointing for a cost in GW2. the big difference is, in GW1 you could have only ported to towns, basically there was only one set point you could have gone to in between the areas, but in GW2 we have 15 waypoints all scattered throughout entire maps, hence why waypointing in in GW2 is in my opinion a bit too imba, because hardly anyone walks anywhere now when they can teleport to every tenth of a map.
Making them free would just making the living world dull, as you will never see anyone walking anywhere, especially at end game when people already have world completion.
I agree with the majority, I don’t really see where the problem is, and if anything the WP costs are too low. They are a convenience and should be used only with well thought out plans. By playing normally for about 15 minutes ikittenone you can easily make that money back by doing a wide variety of things. Also there are ways to get to the 4 corners of the world by pretty much no charge at all by using LA portals and the mists.
Just one orichalcum node in cursed shore will pay you back the wp fee, and I also don’t see why you should take TP out of the equation because it’s an essential part of the game. There’s also one post in cursed shore so you can always pick up the money there you earned by selling stuff.
This kept happening to me while I was using the mobile google authenticator for logging in, could barely play anything and dungeons were really frustrating. I then stopped using it and now I get DCed very rarely.
Once you’ve beaten the skill point NPC can’t you just talk to the NPC again? Is the dialogue different afterwards, because I do know you can complete a skill challenges multiple times.
There’s some truth to what you say, yes you can talk to him again but he will only say how worthy you have been hence not really having the same dialogue anymore. And yes you can complete it again, provided someone else started the challenge, because you don’t get the option again if you already completed it.
People are already using software to make their camera behave like that, technically it isn’t a mod because it doesn’t modify or access GW2 data in any way, it just rebinds their hotkeys on the computer. It also doesn’t really give you an advantage in any way, so there is no reason why it would be bannable.
Excuse my ignorance, but how exactly is " doing multiple paths in the same instance" an exploit? I’m not sure I understand whats being done here.
Here’s an example of what I witnessed in HotW before a patch fixed it:
Party goes for explorable mode path 2, after defeating the final boss they do not restart for path 3, instead immediately after the path 2 boss dies they glitch a wall and land in the room with the final path 3 boss. After he is defeated, he drops a chest and grants tokens despite the party never accepting that path and never replaying the dungeon, essentially clearing two paths in one single run.
Another solution to this problem would be for example, when path 1 is chosen, bosses from path 2 and 3 disappear from the instance, or better yet, no boss exists when dungeon is entered and is then spawned when a path is chosen.
Yes, I also feel like people are abusing exploits every chance they get and it’s really ruining the experience for others. They need to fix them faster, or simply add such a mechanism you mentioned that might prevent them.
Isn’t the listing fee 15% not 47%.
Wrong again :P, listing fee is in fact 5%, selling fee is an additional 10%.
Excellent suggestion, this would be great if the living story didn’t advance every month but instead new chapters would appear every 3 or so. They should give us a few choices and then after a while expand in the direction players have contributed the most.
Wait I just remembered one thing, if you don’t hit him at all you won’t really participate in the event, so if another player triggers him just be sure to not attack him and you should be able to talk to him again, at least that how it works for every other event, so I imagine skills are no different.
Awesome ideas +1
The way to make legendaries should be more skill focused from the start, the current lottery system we already have for precursors is already driving people mad. No random factors should ever come into equation, especially not buying them from the trading post. Getting a legendary should be a really hard process, but not farming time wise, a good solution for example would be that only people that can solo every dungeon could get materials for crafting a legendary, as that would really make them legendary. This of course isn’t possible currently because of the way dungeons are designed and I’m not saying that HAS to be the way, I’m just implying the difficulty and skill one would need to have/master in order to get one, not farm for 1000 hours or just get lucky with a random drop, because that isn’t the solution, we already have that and it isn’t good.
You’re right, the only way you could avoid this situation is to quickly port to another map when you see someone engage him, which isn’t really all that practical of a solution. However, being forced into something because of another players actions is one of the main aspects and charms of an mmo, it’s a multiplayer game first and foremost.
I really can’t come up with a solution to your problem, as that would negate the “come and participate” mechanic of the game if everyone would have to accept or deny events taking place near them, it would change the game on a fundamental level. Most of the times, people really like to just come at a hard skill challenge and join in with others to get the completion. I understand this is also an impractical solution, but if that happens again and you miss out on something you really wanted to read, you can read up on every skill point conversation here:
http://wiki.guildwars2.com/wiki/Skill_challenge
I am in no way implying you are wrong, I would like to see both sides happy, people who want to read dialogues should be able to, especially when it comes to viewing cinematics in dungeons, most people are quick to skip them especially when it comes to farming and that isn’t ok. You might want to look around first if there are any nearby players next time you see a skill point challenge.
Like the above poster implied, the problem arose because most of these items simply aren’t useful, there’s only a handful useful items in the game so most of the stuff is just a means to get by and reach those hence why the demand is much lower than the supply. The solution is to give us more ways to use them, mystic forge being one of them, another good solution to me would be being able to donate them to certain npcs for karma in return, however that in turn means we need more good ways to invest karma in, because currently karma is pretty much useless. A karma vendor that sells tiered materials like the laurel vendor would be nice.
One per month?? And a random one at that?? You can’t be serious.
Yeah I wish we had more of such smaller details, I’d also like to see some kind of dedicated roleplay server, at least one where people can play at a slower pace and smell the roses, at the moment everyone just rushes and focuses on killing stuff instead of living in this living breathing world.
There’s a number of extra software you can use to hold the camera button for you at all times, like The Combat Mod for example. Technically this isn’t a mod itself, you don’t change any of the game files, you just have different keybindings set on your computer, and like people already said it’s allowed because it doesn’t really play the game for you or give you any real advantage.
Yeah I doubt this feature will ever be added due to personal story complications. Also, last time I checked crafting does reset when you make a new char, every char needs to raise his own personal crafting skills, it’s just the achievement that does not reset, so you can always power level him through that, provided you get some extra gold on your current thief.
Thanks for that quote, haven’t noticed it and I’m glad they are aware of it, however this test shows it needs to be tweaked quite a bit. Also I apologize if this has been brought up a number of times already, but I really find it silly how everyone just keeps focusing on abusing these encounters currently, it really turned the whole game into something else.
Most of the meta events seem to be broken and boring if too many players show up, Frozen Maw, Jungle Wurm, Shadow Behemoth and Shatterer seem to by dropping like flies. Not sure how their scaling is currently set, but they need to have about 50k hp more for each person that shows up, and they also need to be more deadly. At the current rate everyone just stands in one place and autoattacks them, this includes guild bounties as well, sure some of them are deadly, but most I saw aren’t, they hardly have any attacks we need to evade, which means pretty much nobody needs to pay any attention and just keeps standing there auto attacking.
A good example of scaling would be Temple of Grenth, the risen priest that appears is quite deadly if more players attend the event, but is relatively easy if only 3-5 players are there. Events like Tequatl the Sunless have attacks that appear to be doing nothing, like the giant bone walls he spawns, what’s the point of that exactly? Yeah it’s cool and different, but people easily bypass them and then ignore them. Shatterer and Claw of Jormag have safe spots all over which really make the encounters less engaging, their attacks need to cover a wider area and players should be spreading out instead of grouping together for easy revives, the dragons need to have some attacks that can down all players at once if they hug one side too much. The best possible improvement however would be to make them less static and make them move around or rotate a bit, but I realize this won’t ever happen due to many other factors, I think it’s worth a mention though.
As for guild bounties, I think they should each have some unique tactic we need to utilize but less health, and give us more time to pull it off, at the moment it boils to basic rushing with an hour of preparation but only 5 minutes of actual event duration.
I don’t get it, as you said, an ele can do good damage but dies fast (aka glass cannon), then you say they need to be glass cannon…. ? You contradict yourself. Hi-dmg and less def, or low dmg and hi def, seems perfectly balanced to me, so where’s the issue?
I’m pretty sure you found the wrong items, people that haven’t yet returned the first two items still need to be able to find all 4, hence why all 4 are spawning so keep looking further. All 4 items should appear as dirt/snow covered objects.
ANet said they wanted transmuted weapons to retain the quality of the higher weapon used in transmutation, so even if it isn’t so now (i heard only the color is that of the higher item, but not the item), despite it being bugged I’m sure they will eventually make it how it needs to be through a patch. However until we actually hear from them officially on this subject I wouldn’t transmute any legendary if I were you.
+1 this would be nice
Older mmos that didn’t have this mechanic had players kite or lead world boss monsters into towns to troll others and have them kill everyone, this mechanic was added to prevent such things and to prevent complications that might happen when monsters came to places they weren’t expected to be at. Yes it’s true that such things cannot happen in GW2 due to every map being separated by instances and loading screens, but without such a mechanic players would still be able to pull every single enemy on the map and kite everyone in a single corner, essentially leaving the map empty.
I always found roles to be the worst thing about team play in mmos, and GW2 fixed this really well. Like people already pointed out, roles were forced on people that didn’t enjoy playing them, and roles themselves were move valuable than the player, also it’s true that all of the roles tanks/healer etc already exist in the game and people may play them if they enjoy them, but being kicked or not included just because you aren’t specced the “right” way isn’t good, and having one set way of playing the game instead of more options is boring.
Great idea +1, though I think maybe cores would be better than lodestones, for maybe 40 tokens or so.
+1 I agree this would be nice, the achievements for dungeons should expand and show individual path completion.
Like they already said, it cannot be done because every single server has different times, so what time would be the “real” time for these events then?
No, there’s a good reason they don’t reset at the same time everything else does, people could grab double rewards if they were to do a puzzle at midnight. Also, there are quests in this game? I only saw achievements, no quests.
Regarding soundtrack, I know every other playlist is randomized, is the randomization in the bosses playlist bugged?
Good suggestion, I would particularly like it if the call target would have some kind of voice command associated with it, cause checking the chat for calls can be messy.
Well some of us use some skills by clicking on them, I particularly only use 1-5 on hotkeys and every utility I use by clicking them with my mouse so your suggestions would greatly hinder my playstyle, however I do agree that the little arrow is too small, my suggestion would be that instead of the little arrow we could swap skills by right-clicking skills to open the list of other skills, and that left-click would still retain its current function. However now that I mentioned this, I don’t think I ever right clicked a skill and in fact don’t know what that actually does at the moment so I’ll need to go try it out…
Level scaling is the best thing in GW2, and they won’t ever remove it because it’s a core concept, if you’re just playing to get stronger, then you’re doing it wrong. And also having full rare or exotic items when you downscale makes you much much stronger than when you were there at that lower lever playing anyway. Levels aren’t meant to make you stronger by default, in GW levels are here to open up more ways to customize your builds and play styles, not so you can have xxxxxx more strength than your enemies. The worst part of every mmo is the fact that you can simply outlevel more than half of the game and then simply always ignore it, being able to kill anything in just one shot just because you played for a long time is plain stupid and boring.
+1 Yes please, this would really make things a bit more convenient as I keep throwing them away at this rate.
Like people above already explained, this isn’t a bug at all.
Yeah this tends to happen on almost every salvage kit.
You can transfer a portion of your karma to your other characters by buying the new orrian jewelry boxes.
At first I thought that being able to find random objects to use as weapons was really cool, and I still do in a way but these are incredibly useless. Not only do they break after a few swings, but they are also a lot weaker than our regular weapons and don’t provide any useful or unique skills. Why are they in the game then? Give us a reason to use them please! I’m not talking about items that can be found near events that are designed to help with event specific objectives, but actually those branches and steel pipes and stuff like that. Throw-able rocks for example can be useful to interrupt and knockdown enemies, but these knockdown effects need to be way stronger than our regular knockdowns, now it’s just a hassle to go and pick up a rock just to knock someone down for 1 single second…
If you played sPvP, you might have noticed that such a map already exists and has been there since launch, it’s called Legacy of the Foefire. It has everything you mentioned, a castle at each side with two paths inside which players must defend but also 3 other points for capture elsewhere in the map.