Showing Posts For Einlanzer.1627:

HoT and my Thoughts

in Guild Wars 2: Heart of Thorns

Posted by: Einlanzer.1627

Einlanzer.1627

HoT’s maps are really polarizing. I think having 4 maps back-to-back with that degree of complexity was kind of a mistake, but all of them were really well designed individually. The problem was that, taken as a whole, the expansion felt like it pushed too much relentless tedium, and this was a problem especially for players with less solo-friendly classes.

I actually like TD the most, which almost no one else does.

I’m happy that PoF will have less verticality, although I expect and hope the occasional map to be as complex as HoT’s maps were.

(edited by Einlanzer.1627)

Wow did hot really change

in Guild Wars 2: Heart of Thorns

Posted by: Einlanzer.1627

Einlanzer.1627

I was actually the biggest fan of Bloodstone Fen, but that might just be due to its uniqueness. I think that, historically, there’s been an inadequate amount of variety in map design, which is starting to change very much for the better now. This is one of the main reasons I’m looking forward to PoF.

Things I would change

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Einlanzer.1627

I should have specified that I meant melee is a problem specifically in larger scale content, but larger scale content is kind of the norm in this game, so it becomes a problem.

Things I would change

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Einlanzer.1627

1. Melee is too punishing. This is more in monster ability/AI design than in the mechanics. Build better encounters. Trying to finagle ‘melee viability’ through stat manipulation isn’t the way to go.

I favor both, and I also don’t think there should be such a large gap in damage potential between melee and ranged. This is in part, though, simply because having increased deflection on melee weapons makes conceptual and thematic sense, not so much because I think it’s mechanically necessary.

4. Fractals. Thing is, FotM isn’t getting enough new content. Some, but not enough. And the way it’s filtered in, if the number of fractals exceeds 25 . . there’s a problem in the UI and organizaton. Otherwise, Fractals are Dungeons, but faster and with less need to shoehorn lore.

But see, I think we need larger dungeons with lore tie-ins from time to time. I think FotM feels hollow and repetitive after a while, even when new Fractals are introduced, which, as you said, doesn’t happen enough anyway. There’s an atmosphere of immersion created by world dungeons that FoTM doesn’t really replace.

6. They almost tried to fix this issue in HoT. Since vanilla Tyria is pretty easy, one can world-explore their way to almost full viability into an elite spec. And Verdant Brink / Auric Basin / Dragon Stand have some fairly easy commune points to get to, which is also a huge boost. And now, there are so many loose points that a fully explored character could just outright buy the next elite spec to completion (probably). Might have been nice to have that build flexibility in HoT, but past is past.

My only counterpoint here is that it’s not ideal to fully unlock it immediately, either. We need to have a way to play around with it viably while still allowing for advancement and progress in refining it as you play through new content. Not sure what the best answer here is, but I still think it was a mistake to put traits and skills both under the umbrella of HP. They shouldn’t compete for the same resource.

Thanks for the feedback!

Things I would change

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Posted by: Einlanzer.1627

Einlanzer.1627

I wholefully disagree with your first point, and as a main warrior, even.
You have 2 dodges, use them. Learn to use them, master them!
And if you’re short on dodges, carry a signet of the dolyak. And if the enemy doesn’t have a multipoint breakbar, use quick stuns like Wild Throw and Headbut to stun your enemy

And I disagree with your disagreement. If you were correct, you wouldn’t see a huge number of players switching to ranged for big fights, which is exactly what you see anywhere you look in the game.

It’s especially a problem since there’s way more visual clutter in melee range which makes it difficult if not impossible to see when you’re getting hit and when you need to dodge. That’s probably the main reason players do it.

Just because the anet has said it won’t happen doesn’t mean that’s a good idea. They’re wrong and it needs to change.

Just because it’s a personal choice whether to use it or not doesn’t mean it isn’t a systemic problem. it’s a systemic problem that should be addressed. I shouldn’t have to kitten myself to play around with an elite spec before I master it. This is almost entirely a product of the fact that skills & weapon unlocks are tied to the same unlock track that traits are. It doesn’t need to be that way. It isn’t that way for core specs.

Seriously, none of your counterpoints hold much water.

(edited by Einlanzer.1627)

Please remove annoying Soulbeast FX

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Einlanzer.1627

It’s pretty awful. Minimalism is key with things like this.

Things I would change

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Einlanzer.1627

I’m a veteran player who is really looking forward to PoF and anticipate playing the crap out of it. This is a great game with a lot of really good content, but there are a few basic and far-reaching serious flaws that have gone on for years without being properly addressed. Here’s a list of things I would have changed years ago, and I still think need to be changed pretty badly:

First – melee/ranged is not well balanced. Melee is over-favored in organized play while ranged is over-favored in solo and zerg play. I’m not convinced that giving melee way more damage with the same utility is the right way to balance them. Maybe some, but a better way is to give melee better defense and mobility (i.e. armor bonus, deflection mechanic, etc.), not way more damage.

Second – offensive vs defensive stats are way out of balance. Because so much damage avoidance is tied to dodging, and dodging is limited, it becomes disproportionately important to end fights quickly – meaning that offensive stats not only make the game more fun, they increase your overall attrition relative to defensive stats, which is silly. I think that Vitality should increase endurance regen in addition to health, and either toughness or agony resistance should have an impact on condition damage ticks. I also think toughness should mitigate damage in a subtractive rather than a divisive way, so that weak attacks are severely minimized while heavy attacks still need to be dodged.

Third – BLW skins are handled somewhat poorly, and after 5 years we have no new weapon types. Too much emphasis is on making same-theme skins for all weapon types when there should be a greater focus on just making unique skins for individual weapon types. This would not only be more interesting & exciting, but it would help remove barriers to adding new weapon types (such as polearms), which I think is badly needed (I’m pretty miffed at the missed opportunity of adding land spears with Elona content).

Fourth – Dungeons need to make a comeback. We should at minimum get one new complete dungeon every expansion. The open world content in the game is really solid, but it can’t replace classic 5 man content no matter how fun it is (and neither can raids, which target an entirely different section of players), and FoTM simply isn’t enough on its own.

Fifth – Since it can be replayed anyway, LW progress should be account based rather than character based, simply because of how large it’s going to grow and how daunting it is/will be to play through with multiple characters. Rewards for completing scenarios can still just go to individual characters.

Sixth – elite spec acquisition is very awkward and needs to be changed. You can’t experiment with it before mastering it without gimping yourself, which means that, even though you unlock it right away, you just have it on the backburner for the entirety of new content until you master it, which takes a while. Some kind of change here is warranted that allows you to experiment with the new weapon and skills without having to use an unfinished trait line.

Seventh – all of the leveling revamps that happened a few years back were bad. The system worked much better at launch – unlocking weapon skills by use; no per-level rewards (they’re just tedious at this point), traitlines were more well defined, and skills and traits were separate systems that didn’t compete for the same resource, which was a particularly awful change.

That’s all I have for now! I may edit to add anything I forgot later.

(edited by Einlanzer.1627)

Should LW progress be account based?

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Einlanzer.1627

Especially seeing as how it can be replayed, as it grows larger it becomes more and more daunting to have to play through it with new characters. It sort of seems like progress should be tied to account rather than character.

Can we name the mounts? PLEEASE?

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Einlanzer.1627

It doesn’t matter if it has a name plate or not, we should still be able to name it. Ditto for mini pets. It impacts immersion as an individual player.

I thought season 1 items weren't coming back

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Colin didn’t really know what he was doing. He was wrong, and I’m glad they introduced ways to bring it back.

Why are melee players punished?

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Einlanzer.1627

I’ve always thought that melee weapons should grant an armor bonus. It’s only logical, because it’s way easier to deflect attacks with melee weapons than it is with ranged weapons.

Armor vs power creep

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Einlanzer.1627

That would make sense if the game was Tank and Spank…..but the mere existence of active dodging changes the entire balance dynamic. Armor/Toughness isn’t there to supplant damage avoidance; its there to compliment it. Both Defense (armor + tough) and HP in general are distinctly tuned to blunt sustain damage, while dodge rolls exist to counter burst damage.

snip

So again….. the game is heavily focused on “active” combat. That means rewarding well timed and well executed actions/strategies, and punishing passive players for not getting out of the way of big damage when they see it coming.
What the OP is suggesting the players behave like AI in core Tyria….. just stand there like a lump, using skills as they come of cool down, and not move when AOE circles come up. Thank about that carefully for a second!

Yes, the game is focused on active combat and damage avoidance, which is why offensive stats are too powerful relative to defensive stats. As I said above, when the game revolves around active dodging of big hits and then severely limits your capacity to dodge, offense becomes way more important than defense, because you need to end fights quickly to avoid death.

It is a problem, and is why we have a berserker-dominated meta, no matter how much people try to argue to the contrary. It sounds counter-intuitive, but offensive and defensive stats would actually be better balanced if we had unlimited dodges, because it would become less important to eliminate opponents as fast as possible and you could effectively strategize around which hits to take and which to evade. Of course, unlimited dodging would make condition damage way too strong, which is why I favor something like what I proposed above. B

(edited by Einlanzer.1627)

Armor vs power creep

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Posted by: Einlanzer.1627

Einlanzer.1627

The problem always has been and remains that offensive stats give you way more bang for your buck than defensive stats do – pretty much always, though the impact is less substantial in PvP than it is in PvE.

This is in large part because of the active combat. Because your ability to avoid damage is limited, the best defense in the game is ending fights quickly. The longer a fight goes the more of a liability it is for you, so defensive stats actually undermine your defense in more situations than not. It’s actually pretty horribly broken, and it’s surprising Anet hasn’t done more to address it.

I actually agree with the OP that defensive stats need to be made more effective than they are. Three major changes I would make:

- vitality should increase your endurance regeneration in addition to your health

- armor/toughness should reduce incoming damage in a subtractive way rather than a divisive way, so weaker hits become highly ineffective against heavily armored characters while heavier hits still need to be dodged. Additionally, it should reduce damage from condition ticks by a percentage, OR

- agony resistance should be retooled in such a way that it impacts all condition damage. I’d leave the specifics up to Anet.

(edited by Einlanzer.1627)

Snowy maps = least interesting

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Einlanzer.1627

I the the original maps in the game are a bit too mundane. Too much of the same everywhere and not fantastical enough. Thankfully, as the game grows this becomes less of a problem.

Plz let us race change once per account

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It would also be good to allow a reset of the personal story without even changing race. My guess is that there are too many things tied into the personal story and its rewards, and unwinding that would be a huge dev headache.

Still, it should be something that’s allowed. It was shortsighted to do it that way.

[Suggestion] Idea: Solution to "trenchcoats"

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I kind of feel like they need to get rid of the idea that classes are tied to a specific armor weight, and give all classes access to all weights, giving each their own advantages (i.e. faster endurance regen or something).

[Suggestion] Idea: Solution to "trenchcoats"

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Einlanzer.1627

I doubt it will happen. I think that this is more complicated to implement than we imagine. But even if it is dead simple, they stated with the leg armor release that they want to give each armor weight a distinct profile. And part of mediums profile is trenchcoats. So ANet wants medium armor to have trenchcoats for some reason :/

Those are all excuses from ANet, as you can wear an outfit that will completely cover your visual profession identity in PvP and everywhere.

Frankly, I have a feeling that some designer at ANet is getting a kick out of angering us with trenchcoats, because they know a majority of players hate them.

Look at the ranger profession in GW1 and then tell me that trenchcoats are a necessity to identify that profession. It’s a shameless lie.

Agreed. They’re good at making excuses for things they don’t want to prioritize.

Weapon skills

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Yeah, I more mean having, for example, more than 5 weapon skills available for a given weapon and being able to swap them around, exactly like how utility skills work.

Apart from my view that more customizability is always better, it would also allow for us to define our own roles for weapons. You could have warrior’s sword, for example, be either power or condition focused depending on your skill setup.

Profession Strengths... Stupid Question?

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The classes in this game are designed around theme more than mechanics, which is how I prefer it and why I’ve stuck with GW2 for so long. Therefore, the choice you make is primarily a thematic one, and only secondarily a mechanical one. Some classes are better at some roles than others, but it’s due more to versatility than it is to straight-out power.

An example of this is warriors doing ranged combat. They’re competent at it, but most of their ranged skills are situational and they definitely specialize more in melee, so if you want to do a lot of ranged physical combat, you’d probably want to pick a ranger, or, with PoF, a thief.

Weapon skills

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I feel like this is something that GW2 could have handled better, but I’m curious what other people think – should we have customizable weapon skills?

thk we deserve another baseline MH/OH?

in Revenant

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Uh, yes. I still think core rev should have gotten shortbow, and the elite spec should have had greatsword.

Season 1 Redux

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No one is saying “it’s impossible”.

What they are saying is that to do as you suggest they really need to so (“recreate …season 1 from scratch”) is at least as much work (and probably more) as creating an entirely new LS4 or LS5. So it’s not about being innovative or assertive.

It’s about choosing between:

  • Attempting to recreate an old story, which can’t possibly meet the diverse expectations of a huge number of players, versus
  • Introducing new stories, like those which have historically met or exceeded diverse player expectations.

Or if you’re an automobile fan, it would be like asking Ford why they don’t still make a Mustang II King Cobra, but only new models with new designs.

I agree with everyone who says that the gap between the Personal Story and LS2 is glaring. And I agree that ANet should do something more than a 30-60 second video. But there’s all sorts of other ideas that fall short of insisting that they stop forward progress and rebuild LS1 from scratch… regardless of how streamlined they try to be.

tl;dr no one says it’s nearly impossible; what ANet is telling us is that they have to choose between attempting to retell the old story and telling new ones.

That’s why I said “all but impossible” and not “impossible”. And I still think they can and should find a way to do it that doesn’t require the same amount of work as doing a new season of LW.

Season 1 Redux

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Einlanzer.1627

What they need to do, really, is recreate living world season 1 from scratch, heavily streamlining the content and only including important pieces such as the introduction of the Dragon’s Watch NPCs and some of the dungeons & boss fights as new instances. Much of it can just be left out or mentioned in passing, including most of the tie-ins to festivals and a lot of the open world content.

They could even reconceptualize it as a “prologue” to the living world, and adjust Living world seasons 2 & 3 to become seasons 1 & 2, which is what they should have done to begin with.

I just don’t really buy the “it’s all but impossible” argument. They just clearly decided it wasn’t a priority and therefore aren’t being innovative or assertive enough in trying to address it, which I will continue to argue to anyone, including Mike O’brien, is the wrong move – immersion is extremely important in an MMO, and you cannot become fully immersed in an incomplete story with huge gaps in-between significant events that leave out extremely basic/important things like the introduction of NPCs that are very important to the current story.

(edited by Einlanzer.1627)

Season 1 Redux

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Yeah, I’m not really satisfied with their official response. I think it needs to be done, and they can bridge it with improvements to the personal story and overall narrative structure.

It’s a jarring gap in the story that’s becoming more awkward and absurd the more in the past it gets, and it results in the game feeling very unpolished.

Also, I fail to see how it would take so long, since there were very few new maps, and a lot of it was already instanced. They could just cut out some of the more complex stuff, and separate out the bits of it that tied into the first year’s festivals.

This is even getting more true now that we’re approaching having a healthy amount of new content. The game suffered tremendously from the incredibly slow pace of new content for the first 2.5 years, but we’re getting past that at this point.

(edited by Einlanzer.1627)

Stat availability should be reviewed

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Einlanzer.1627

releasing HoT stats to dungeons would have been such a nice thing

Perfect would have been 1 new dungeon with HoT
and 1 new dungeon with PoF
so casual players can get the exotic versions of the new stats in a good way

Still hoping anet reconsiders introducing new dungeons one day ^^

Yeah, it kind of amazes me how unimportant they consider world dungeons to be. Like, open world content is great and all, but you still need actual dungeons. Even just a new one every once in a while would be phenomenal.

Condition Damage Mitigation

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Conditions have proliferated to the point that I think there should probably be a stat controlling resistance to it, really, and it should probably be separate from both toughness and vitality.

Maybe they should find a way to combine it with agony resistance. It’s sort of lame having an entire stat only devoted to reducing a very particular type of damage found in only one part of the game.

(edited by Einlanzer.1627)

Mini Heart of Thorns Review

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I actually found TD less confusing than VB and AB after spending a little bit of time there, and have grown to like that map the most of the expansion zones.

That said, I’m really looking forward to having less complex zones in PoF. I don’t have any problem with some zones being like the HoT zones, but having 4 of them back to back to back was a bad idea, and HoT would probably have been regarded much more positively if it had had a few simple maps mixed in with a couple of complex ones. The game now feels a lot more balanced with the LS3 zones being much less complex.

At some point, though, they’re going to have to go in and change a lot of those champs to veterans.

No Flying Mounts?

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Flying mounts will make gliding obsolete. I doubt they will ever appear.

They wouldn’t necessarily, though. Flying mounts as they exist in WoW would, but Anet can and probably would handle them differently – i.e. giving you fly time limits, restricting them to certain landing areas, etc. – things they could easily tie to masteries and avoid making gliders totally obsolete.

All POF mount info

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I trully cannot understand all the crying about mounts. Mounts are awesome, especially how Arenanet implemented them into this game (animation, usage, attack skill, etc.).

This expansion and the mounts are the main reason I am returning to GW2.

HoT was a weak expansion imho with all the overcomplicated maps.

Yeah, it’s a pretty silly point of view; the arguments surrounding the opposition to mounts really don’t hold much water. Having mounts is far more realistic and immersive than not having them, and they’re one of the most fundamental drivers of collection-oriented income in a microtransaction business model.

Notes from Cologne Meet & Greet

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The build templates thing is kind of absurd. It can’t possibly be that hard to do, and it’s badly, badly needed.

No Flying Mounts?

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It probably needs to happen at some point, but it may be too soon.

What I suspect they’ll do at some point is add flying mounts to the game, but have them more “controlled” than they are in games like wow, i.e., only let you fly in certain ways for certain periods of time based upon various masteries, similar to gliders. I think that would be better than what WoW has, and they probably wanted to hold off for a while until we got more accustomed to ground mounts.

(edited by Einlanzer.1627)

Please Don't Forget Underwater Exploration

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I think the only thing that’s wrong with underwater exploration is:

a.) mob density tends to be too high for the 3d movement
b.) too many utility skills don’t work for no good reason.

If they addressed both of those things I’d kind of enjoy it from time to time. After all, it’s still a minority of content in the game, and I don’t expect that will ever change.

Dear ANet, re: PoF Spec Unlocks

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They want to explore the new lands and play the game with the new elite spec.

Not be rewarded with the new elite spec after exploring and playing the new expansion pack.

Exactly. Couldn’t have put it better myself.

This sort of thinking is really sad to see. It completely trivialises the character progression within the new expansions. As it is you can collect all the current hero points in the game and be able to unlock the majority of the new elite spec, assuming they continue with the 250 point unlock cost. Masteries are account bound already, which makes them a bit too “fire-and-forget”.

It reminds me of a time before release back in 2012. People would complain that they couldn’t have a L80 instantly on 25th August 2012, they would complain that they couldn’t get everything unlocked from the get go. It is so very sad to see. Now you can get an instant L80 and I think the game is worse off for it.

Speaking more generally, I’ve met a few people in game over the last few months who have bought the game, or come back after a very long break. They pop a L80 boost. Stand around asking what there is to do and within a week you never see them log in again. So what does getting everything unlocked get you? It gets you even less to work for and no idea of what you want to do. Levelling slowly and unlocking skills and traits at a slower pace means that you generate aspirations as you play and by the time you get to L80 you actually know what you want to work towards.

[Sarcasm]If they were to trivialise elite specialisations by making them unlocked for everyone who bought their relative XPacs then they should definitely make all legendaries unlocked on all accounts so we don’t need to work for those either. I can’t be bothered to work for legendary armour so that would be sweeeeet.[/Sarcasm]

I honestly think the bigger problem is that there’s no real progression with elite specs. If you slot them in before you master them, you’re just gimping yourself, so it “forces” you to keep it on the backburner until you have it fully unlocked.

I don’t know what the best solution is, but I definitely see that as a design problem they should try to iron out.

Dear ANet, re: PoF Spec Unlocks

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Yeah, I agree. It should not be required to complete PoF content to unlock the elite spec. The HoT elite spec took too much time and energy specific to playing HoT content to fully unlock.

Part of the problem, though, is that you can’t play with an elite spec without fully unlocking it if you don’t want to be kitten. This is a very questionable design decision that emerges from the way they changed the system for elite specs. My general feeling is that skills and traits should have remained separate rather than being combined with hero points, and that traits should be easier to unlock than skills.

T6 Leather still massively inflated

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A bit of hyperbole, perhaps, but it doesn’t really matter. The fact is that hardened leather, a mid-high level “common” mundane material that is used in a lot of recipes in large numbers, costs more in the market than a glob of ectoplasm – an exotic rarity material used in small quantities in high level crafting.

The fact that anyone is defending this as okay or normal is absolutely ridiculous.

It is okay, since they added a way to directly farm it. You don’t have to spend a single copper on hardened leather now, you can get all you will ever need without ever opening the trading post.

No it isn’t. If that was working as intended, it would have driven the price down a lot more than it has.

T6 Leather still massively inflated

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A friend of mine was finishing her crafting to level 500 yesterday and had to buy something like 50g of leather just to make one set of exotic armor which sells for about 10g on the trading post because of bad stats.

Our guild has been stalled on upgrades for over a year because every upgrade is now over 100g of leather thanks to the ongoing drought that did not exist at Heart of Thorns release when other people levelled their guild halls.

New players coming to the game who play mediums almost cannot afford any gear. A basic set of gear on my new Thief cost 100s of gold if I were to buy or craft it directly and that is for the exotics. I ended up having to use cheap “named” equipment to sidestep this cost so that I could play lv80 content.

I am tired of this. Exhausted.

And don’t talk to me about farming. Farming leather in this game is a huge snoozefest, its only implemented in one farm in one map.

Made a new Thief this past weekend. He’s wearing full Exotic Zerker armor that cost me 0 gold because I spent a few hours farming Airship Parts in Verdant Brink. Spending 100s of gold on Exotic gear is not something anyone should be doing.

A bit of hyperbole, perhaps, but it doesn’t really matter. The fact is that hardened leather, a mid-high level “common” mundane material that is used in a lot of recipes in large numbers, costs more in the market than a glob of ectoplasm – an exotic rarity material used in small quantities in high level crafting.

The fact that anyone is defending this as okay or normal is absolutely ridiculous.

T6 Leather still massively inflated

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Einlanzer.1627

Forced to spend real money for gold? Man I play very minimally and still can pay for what leather I want, especially now that it has dropped. Or I could (very hard to understand I know) go and farm some, and pay for the rest I need.

Maybe this is because you are a veteran player? Tier 6 leather used to be about 1/10th the cost it is now.

That I used up a long long long time ago. So I am at the same amount of leather as anyone.

Yeah, but if you used it up a long time ago, it was on things that you needed/wanted, which a newer player doesn’t have the option for.

T6 Leather still massively inflated

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Forced to spend real money for gold? Man I play very minimally and still can pay for what leather I want, especially now that it has dropped. Or I could (very hard to understand I know) go and farm some, and pay for the rest I need.

Maybe this is because you are a veteran player? Tier 6 leather used to be about 1/10th the cost it is now.

T6 Leather still massively inflated

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Einlanzer.1627

A friend of mine was finishing her crafting to level 500 yesterday and had to buy something like 50g of leather just to make one set of exotic armor which sells for about 10g on the trading post because of bad stats.

Our guild has been stalled on upgrades for over a year because every upgrade is now over 100g of leather thanks to the ongoing drought that did not exist at Heart of Thorns release when other people levelled their guild halls.

New players coming to the game who play mediums almost cannot afford any gear. A basic set of gear on my new Thief cost 100s of gold if I were to buy or craft it directly and that is for the exotics. I ended up having to use cheap “named” equipment to sidestep this cost so that I could play lv80 content.

I am tired of this. Exhausted.

And don’t talk to me about farming. Farming leather in this game is a huge snoozefest, its only implemented in one farm in one map.

Precisely. All the people acting like this isn’t a problem above are blowing my mind. It clearly is the case that t6 leather is overpriced due to insufficient supply for the demand, and that this is bad for the game.

Players should not be more or less forced to spend real money on gold just to have access to a reasonable supply of a relatively mundane material used in a ton of stuff.

If gw2 was launching today..

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

I’d reduce the level cap to 40. The story would be the same length and there would be the same number of maps, but you’d reach the level cap with most of it still uncompleted. Hopefully that would make the point that reaching the level cap doesn’t mean you’ve finished anything, just that you’ve unlocked all your options.

I also think it would help to make every level meaningful. I’d keep (or reintroduce) the concept of level up rewards (which didn’t come into the game until later) and getting enough hero points to unlock all your skills and traits by the time you reach the max level, but because of the lower cap it’d be much more condensed so you wouldn’t have levels where you just get some random items or a slight boost to your core stats.

Oh I’d also go with the current version of the trait system rather than the original version, but maybe bring back the option to put lower ranked traits into higher spots in place of the defaults.

I’d also introduce Order specific dailies – for example the Vigil would have to kill a specific champion, Priory would have to complete a mini dungeon or something and Whispers would have to find and spy on an NPC (stand near them, but not too close, while they have a conversation). And maybe race and profession specific too. But with the current limit that any extra dailies you do after the first 3 don’t get you achievement points so people don’t feel forced to do them all.

Oh yeah, I’d also make all items from Black Lion Chests, all mini pets and the vast majority of other cosmetic stuff tradable. Some things would still be account bound, like dungeon skins, achievement skins etc. but anything with any type of RNG involved or which players may not choose to get would be tradable.

Yep. I feel like 40 levels would have made far more sense than 80, and almost wish they would devote some time and energy into squishing them down.

The whole game would feel more polished and well calibrated if there were 40 levels instead. You would reach the level cap faster while moving through individual levels more slowly. This would allow you to properly experiment with gear and builds while leveling, and would allow them to have a better distribution of mob level ranges throughout the existing world. They could hypothetically remove gear levels and have the stats only be determined by rarity, which would be a much cleaner system.

I would also make the expansion structure more like GW1s – new expansions add new leveling content in addition to end game content, rather than only the latter, with new races built around a new personal story.

I also think they’ve really dropped the ball on adding new weapons, although I remain optimistic that will happen in time.

I would probably have made the personal story involve fewer branching elements, and made the individual missions much larger with better-written stories (those cutscenes need to go). I would also have an NPC library in the story and/or a hud interface for NPCs within missions, since it’s way too easy to forget who is who and who did what.

I’m okay with most other aspects of the game, actually, at least in terms of what they could pivot with and build off of in the future.

(edited by Einlanzer.1627)

T6 Leather still massively inflated

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

Their solution was to give players the means to control the prices which they did when you see that the price is about a third of what it used to be. There really isn’t a supply and demand issue going on at the moment.

I’m not sure where you got this, but I don’t think it’s 1/3 of what it used to be.

T6 Leather still massively inflated

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

It’s not a supply issue; it’s a demand issue. When you have full blown farms operating essentially non-stop and the price is still high, demand must be far in excess of supply. Strangely, you’re not complaining about the outrageous price of amalgamated gems or one of the other essential T6 mats which are at the same or nearly the same price level as hardened leather. Protip: currently it costs less to buy the final product than the hardened leather necessary to generate the final product.

Yeah, that’s what I’ve been doing. A demand issue is a suppy&demand issue. It can’t be one without the other =P

T6 Leather still massively inflated

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

Clearly there’s an ongoing supply and demand issue with hardened leather. I don’t understand why this hasn’t been properly addressed, even with the addition of the farm in Lake Doric. Are we going to see additional tweaks to drop rates, like everyone asked for months ago?

If gw2 was launching today..

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

I would fire Colin Johanson…

I chuckled. It definitely does seem like he was largely behind a lot of the problems this game had for years after it launched. Mostly the obsession with the living world concept that clearly wasn’t as good an idea as he thought it was.

(edited by Einlanzer.1627)

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

all of the elite specs were conceptually awesome, but a few needed some major tweaks.

Renegades feel lackluster compared to the others in terms of what you gain from it, which is compounded by the fact that core rev still feels unfinished. I would suggest giving Revs a few new utility skills not tied to the new elite and making some tweaks to the warband summons.

I see no purpose in giving Rangers beastmode but still forcing them to leave it constantly so they have to deal with the pet. It feels extremely clunky & awkward. An elite spec that modifies the way the core pet mechanic works in this way is the perfect opportunity to provide ranger players with a “petless” option. Don’t force otherwise onto players just because you have an irrational vendetta against the concept of a petless ranger. Just allow pet swapping in soul beast mode and dial back the aura.

Mantras for both Mesmers and Guardians still just don’t really feel right, although overall I loved the firebrand concept as well as gameplay.

Raids and Dungeons

in Fractals, Dungeons & Raids

Posted by: Einlanzer.1627

Einlanzer.1627

I’m very surprised that these aren’t higher priority for new content than they are. Fractals are great, but they don’t create the same level of (badly needed in this game) immersion that classic dungeons and raids do. I know a dev said they were working on new raids, but it really seems like it should be happening faster along with new 5-man non fractal content.

Is there any more specific word about what’s going on there?

lol souldbeast and holosmith

in Warrior

Posted by: Einlanzer.1627

Einlanzer.1627

Anet hates the warrior class and the players that play them, no ifs or buts.

Lol. People say this on every class forum. There’s literally nothing more irrational than believing that Anet is motivated by malice to make a class underpowered. Well, maybe believing in biblical literalism is equally irrational.

Need to be able to switch while in Beastmode

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

I doubt the idea of the specialization is to camp Beastmode and never see your pet again.

It clearly isn’t, but it clearly should be an option.

Need to be able to switch while in Beastmode

in Ranger

Posted by: Einlanzer.1627

Einlanzer.1627

I completely agree.

We need to be able to swap pets while in Beastmode. I fear we can’t “because the tech isn’t there yet”, which would be the only valid reason, but then we need instant Beastmode switching without delay.

Also, currently it’s better for me to NOT use Beastmode at all because Beastmode doesn’t have the pet F2 skills. Why doesn’t it? It really blows my mind. It must be because of time constraints because Weaver already had 180 new skills to look at.

I’m guessing it’s intentional, the weaving kind of gameplay Anet mentioned in the preview so you don’t just camp beastmode but pop out of it to utilize the pet and go back in again.

I’m pretty sure it’s intentional, because someone at Arenanet has this misguided zeal that Rangers “have to have pets at all time because I say so”.

Why bother with this elite spec at all, then? This spec should be a fantastic way to allow for a petless ranger that still uses the pet mechanic.

Revenant and ranger bleed attacks

in Guild Wars 2 Discussion

Posted by: Einlanzer.1627

Einlanzer.1627

You have to factor the pet in for the ranger’s auto attack, and I’d bet money that Crossfire has a shorter aftercast and therefore a faster rate of fire. Activation speed doesn’t matter as much for autoattacks as the aftercast delay, which isn’t factored in.