Showing Posts For Eli Stormstrike.8637:

New Geaphics looks awesome!

in Guild Wars 2 Discussion

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

I noticed dyes have changed; Abyss Dye, for example, is no longer chrome-coloured like in the preview window but matte-colored.

Can’t say I like the change; bring back old dye colors, maintain current graphics update.

[Legendary] Reputation Discusion

in Guild Wars 2 Discussion

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

I’d love for this to be implemented. Account-bound skins should have been in at launch.

e-Mail from "ArenaNet?" Please read! [merged]

in Account & Technical Support

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

I got one of these aswell, stating an unusual access pattern in my account, being in such of a paranoia I changed all my passwords for everything from Hotmail to GW2 and Guru.

Scavenger Hunt?

in Crafting

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Scavenger Hunt you say…

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Useless Ascended Rings

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Each ascended ring should be salvaged into 3-5ectos and a shard+globe of the mists. I have 7 acc soulbound rings i stored on one character that i have no use for and 5 soulbound ones that are wasting storage slots, anet, find something!

ANet doesn’t want you making easy money, so that won’t happen. If this were ever implemented, the value of ectos would drop, especially as the bulk of the playerbase moves ever higher in fractal levels, with much better drop rates relative to the lower levels, with everyone either dumping their ectos on the TP or saving them up for themselves and buying less and less from the market. In other words, you’d lose out on the money train unless you cashed in immediately after the salvaging option was implemented.

ANet wants you to spend money, that’s why revive orbs are near-mandatory for the higher fractals.

First post decides what class I play

in Guild Wars 2 Discussion

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Warrior if you’re basic and straightforward.
Guardian if you enjoy heavy dps but prefer more complexity than Warriors.
Thief if you prefer being a pure nuker/glass cannon.
Ranger if you like some micro-managing and pets, and prefer ranged combat.
Necromancer if you enjoy being a caster yet find Elementalists to be too squishy, and prefer the minion master role.
Elementalist if you like the idea of being one-shotted.
No opinion on Mesmers and Engineers.

Purpose of this Mystic Forge recipe?

in Crafting

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

now all we need is a forge recipe that allows you to make a bag of bags.. you know cos you never know when you will need bags.

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Precursor Scavenger Hunt?

in Crafting

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

ArenaNet say what?

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Dusk price is insane

in Crafting

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

There will be a Scavenger Hunt implemented in the future, no idea when, being an optimist I hope for the patch at the end of January, whereby one will be able to obtain a precursor through methods similar to acquiring a Black Moa Chick in Guild Wars 1.

I’d say don’t bother purchasing a precursor, and if you manage to get one sell it whilst you can for a profit, because I’m pretty sure the SH will be much less punishing with regards to monetary means, so as to make it reachable for a vast chunk of players.

My guess is there will be a set Mystic Forge recipe for crafting a precursor, a mini-Legendary sort of, that might require some mats and perhaps some form of item gathered through a semi-quest.

Dungeons: Slight Fixes to make them worthhile

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Agree with most of the changes, in particular the Tokens for Lodestones and the intricate reward system, and the proposal to make bosses more like Lupicus and encounters more like Fractals is awesome, Giganticus is the most rewarding fight in the game, at least to me.

Thief Hood + Mask?

in Thief

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Ah kitten thanks for the answer though.

If anyone from ANet is reading this, make a headpiece with that appearance!.

Your own house in GW2

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

It would be nice to have armor stands and such in the house aswell, so that you can combine different armor sets and show them off in your house, hang up weapons on the wall and so on.

In other words, something similar to the Hall of Monuments in GW1.

Show your rangers here!!

in Ranger

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

My Ranger. Love the look. Funny headpiece after buggy transmutation. (random mask + thief starter hood). Go A-Net make a headpiece like this.

How do you combine the Hood and Mask when you transmute?

Is it still "cosmetic"?

in Guild Wars 2 Discussion

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

This is an issue that plagues most modern MMOs, the line between Pay 2 Win and Free 2 Play is thin.

One example is Lord of the Rings Online; they introduced a cash shop along with their revamp of the game towards F2P in 2010, and that shop has gradually had its stock increased, from initially providing cosmetics, skins and minor items, such as potions and temporary buffs, it now provides much more than that, things which clearly give an advantage to other players, such as components in crafting legendary weapons that otherwise require massive amounts of time to obtain through normal means.

The problem is that there is no motive for the developers in these games, such as LOTRO, to develop content that is fun and enjoyable, for example there is a massive grind in the game to max out “Deeds”, similar to achievements, which in turn give you higher level traits, and one can purchase accelerators in the cash shop to alleviate the pain in this process of having to kill 360 cows in order to advance to the next Deed tier. So, the pressures from the top of the food chain also force the developers to create content which revolves around grinding; why develop challenging content and new game systems when you can simply release a dungeon that requires hundreds or thousands of tokens to get one piece of gear and then release a token accelerator in the shop?

More often than not, the vocal supporters of F2P, and the rest of us, end up having to spend more money in a supposedly “free” game then we would have in a subscription-based game. It’s the herd mentality, the Race to the Bottom; if one can obtain a powerful item in the cash shop, which requires months of grinding to get through normal gameplay, there is a pressure on the players who want to remain competitive when it comes to dungeons, raids, PvP or whatever to go to the cash shop aswell, so as to not lag behind.

F2P wouldn’t be attractive if it didn’t garner more revenue than P2P, with the result being that both the playerbase and developers suffer; the players end up spending more money to get past ever more grinds, and the developers are forced, both directly and indirectly, through push-and-pull means to develop grindy or lacklustre content and focus on how to incorporate new cash shop opportunities in every piece of content.

Guild Wars 2 risks following the same path, since it has a cash shop, but so far there has been no dramatic Pay 2 Win tendencies in the game; I dislike the gold-for-gems and vice-versa approach, and think it might become an economic problem in the future, as gem prices won’t ever go down to the levels of the launch period but will more likely continue to rise, as new cosmetics are released and new events and seasons bring more attractive skins, so those who buy and then sell their gems could amass lots of cash in, say, a few months time. On the other hand, if alternative ways of obtaining gold in a steady flow are introduced, similar to the dungeoneering changes, this won’t become a problem.

I think it’s too early to tell whether GW2 is moving towards P2W, so far it has been following the same model as GW1, with minor changes, so my hope is that they won’t allow short-sightedness to ruin their chances at long-term prosperity.

Thief Hood + Mask?

in Thief

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Hey, so what I’m wondering is whether it’s a simple matter of transmuting a chosen mask and the Thief default hood in order to get the appearance of the character below, as that is what he did, by combining the look of both the Hood and Mask into one headpiece.

I’ve tried the solution laid out in other threads as to how to get the Hood to become Account Bound, but I’m not sure whether the Hood and Mask combined into one or whether only the Hood’s appearance was saved, since I cannot wear it yet, my alt being too low level, and the preview only shows the Hood.

Thanks in advance.

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Fractal Criticism and Suggestions

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

The difficulty is balanced around completing 3 random fractals in a row. Some are harder than others, which is a problem (although the marsh one certainly isn’t one of them).

If they introduced this change then everyone would just restart and restart until they got the easier fractals, something which is not possible now. Sure, if you get Grawl fractal on your first one you will probably restart, but if you get it on the third one you will not. They also want to sell repair canisters through the cash shop and being able to restart and repair whenever you have broken gear would prevent these sales.

Thus, you will never see the change you request.

Then the real underlying problem is the fact that some fractals are harder and longer whereas some are shorter and easier; if all of them were balanced with regards to length and difficulty, there would be no motive for leaving and re-running fractals.

Another simple fix would be to prevent the same fractal from starting twice in a row with the same group.

In other words, introducing this change would probably help ANet identify the fractals that are unbalanced and the areas in those fractals in which difficulty is spiked, so that those can be gradually addressed.

The difficulty and time-investment could be increased in some fractals and decreased in other, making them all somewhat the same.

As for the cash shop part, that’s true, though I don’t believe their revenue from repair canisters constitutes a major chunk of gem profits, perhaps when it comes to organized group runs, such as high-end guilds or experienced circles, but the average pugger won’t use gems to repair their gear in a fractal, more likely he will change his armor.

Fractal Criticism and Suggestions

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Hey, so I’ve just begun doing Fractals after having a break since the start of Octobre.

I’ve identified a few problems, some of them are being addressed in the next patch;

First of all, the fact that you have to finish 3 fractals in a row to advance in level, and the bonus for daily, is one of the main issues I have with this; it’s enough for one person to disconnect or have to go afk or whatever for the whole group’s progress to be ruined, partly because of the disconnect bug, which is being addressed, but also because you can’t find anyone to fill their spot if you’ve done 2 fractals and are on your third, because that new person won’t receive anything in return.

Also, the balancing between the different fractals is an issue; it’s often in the Swamp where the PUGs I’ve been with have failed, it’s somewhat like path 3 in Citadel of Flames, it requires coordination and such and after a few failed tries, in particular if it’s the third fractal, someone will leave and everyone’s progress is rolled back.

I would propose having fractal level advancement be counted on an individual basis and saved; finishing 2 fractals, leaving, and finishing another fractal the next day would give you 3 fractals = level advancement. This would alleviate the pain and down-sides of pugging and failing, and would prevent groups from falling apart if one person leaves, since there’ll always be someone who will be willing to finish just one fractal to advance their level.

It would also be less punishing time-wise, since, as I recall, ArenaNet told us they wanted this game to be for casuals, I don’t see how a group of casual puggers would able to complete 3(+bonus) fractals without having to go and eat or do something else.

I don’t see how there is any downside to this proposal, but I’m sure there will be some bitter veterans around who despise it for whatever reason, such as it enabling more people to advance in levels faster, but I hope it is taken into consideration, at least if ANet truly wants this game to be for casuals, this would be one way to make it so.

Dungeon Tokens - Add Lodestones to Vendors

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

If nothing else, this would provide an incentive to run the older dungeons even after completing one’s set, and would also provide a nice cash bonus to those who would sell their Lodestones.

Dungeons and lodestones

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

60 Tokens per lodestone is perfect imo. That would give you an incentive to run at least a dungeon per day even though you’ve completed your dungeon set.

Let us save our armor skins!

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

I’d say the best solution would be to add a new tab to our Vault, which works as the PvP Vault in sPvP, where all armor and weapon skins can be stored.

Lodestones and Tokens

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Simple suggestion; have all the various lodestones(e.g. Molten, Onyx, Charged etc.) be purchasable through the use of their respective dungeon tokens, such as TA tokens for Onyx Lodestones, CoE Tokens for Charged Lodestones and so on.

One of the benefits is that this will ensure there is an incentive for running dungeons even after acquiring the armor sets, it will also ease the grind, as Lodestones currently are , in my experience, extremely rare, often only Cores drop, of which 3 are needed to combine into a Lodestone.

Say 20 tokens for 1 Lodestone, allowing you to purchase 3 for a daily run, ensuring this target is achievable in a reasonable time frame for the average player, and easing some of the gold sinks, as currently it is nigh impossible to acquire 100 Lodestones for a Legendary without turning to the Trading Post.

Gold Buyers - Lets deal with the cause in addition to the effect.

in Guild Wars 2 Discussion

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

I would have thought this thread would have tried addressing the cause aswell, instead of proposing banishment of all parties involved in gold selling.

The fact that gold is so hard to come by for the casual player who plays as a Jack of all Trades, doing a little of everything in the game, is probably one of the main causes of gold selling, at least in Guild Wars 2.

Seeing the awesome skins that are Legendary Weapons, then realizing the precursor alone requires almost 400g, if you’re going for a Greatsword, or 100-200g and moving upwards fast for the rest of the Legendaries, is quite discouraging.

So either they accept the fact that this is restricted to those with alot of time and experience on their hands, with an organized guild to aid them, or, as is more likely, they turn to gold selling, to exploits, to cheats, to hacks and to any and all other methods that could help them gain an advantage over others, with a large portion of these casuals ending up losing their accounts to hacking when they enter phishy sites or perform other shady actions.

I’d say one of the methods of dealing with gold selling, in addition to banishment of gold selling accounts, would be to ease up the gold sinks in this game, or at least provide some stable revenue source for players to acquire gold to sink them into these things in the first place.

What armor is this?

in Warrior

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Where are the shoulders and hands from in this picture? And what dyes are used? I know about out Abyss and Midnight Red, but not the rest that looks kind of “icy”.

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Warrior's Perspective - Arah Explorable - Giganticus Lupicus

in Warrior

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

I should note that our group has sub-par gear, mainly blues and a few rares and exotics, and this isn’t as much of a guide per say as more of a video of a somewhat good spec to be able to down him in a somewhat organized run. I’m sure there are much better specs out there for experienced groups in full exotics.

Warrior's Perspective - Arah Explorable - Giganticus Lupicus

in Warrior

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Gunnar’s Hold – KISS Guild Run

Warrior’s Perspective – Arah Explorable – Giganticus Lupicus
http://www.youtube.com/watch?v=R9DCH3VSsHA

Traits and Spec
http://upload.cip.nu/pfile.php?file_id=2363

Our fourth Giganticus Kill overall, and second attempt this run, same team all times;
80 Warrior – Me (Spec can be seen at end)
80 Mesmer
80 Thief
80 Ranger
80 Elementalist – Pugged

Phase 1: He will spawn Risen Grubs on players and Locust Swarms that can overwhelm the group, so stack up on eachother. Grubs are a priority, as he becomes harder, gaining +1000 power and +1000 armor for each grub he eats. In this video, me and the thief were killing the adds.

Phase 2: He will become invulnerable for a few seconds, after which you should spread. He will perform mass aoe, hitting for up to 14k, after which he will charge someone in the group continuously, and you will need to dodge these shadow walks as soon as he comes out of them. He will also throw random green rays at players.

Phase 3: He will target someone and chase them, often throwing life-draining bubbles that you will need to dodge, sometimes throwing green rays, sometimes floating up the air and draining life in mass aoe and sometimes doing a green carpet bomb with his hands. Kite him and spawn as many adds as you can in this phase to confuse him.

Pro Tips: Don’t revive unless safe.
Retreat to waypoint ASAP if dead.
Retrait and spec for survival, rather than glass cannon pure DPS.
Be patient, it can take a long while before your group is able to kill him, but once it is done, the boss becomes easier with each kill.

Arah Explorable - Giganticus Lupicus

in Community Creations

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Warrior’s Perspective – Arah Explorable – Giganticus Lupicus
http://www.youtube.com/watch?v=R9DCH3VSsHA

Traits and Spec
http://upload.cip.nu/pfile.php?file_id=2363

Our fourth Giganticus Kill overall, and second attempt this run, same team all times;
80 Warrior – Me (Spec can be seen at end)
80 Mesmer
80 Thief
80 Ranger
80 Elementalist – Pugged

Phase 1: He will spawn Risen Grubs on players and Locust Swarms that can overwhelm the group, so stack up on eachother. Grubs are a priority, as he becomes harder, gaining +1000 power and +1000 armor for each grub he eats. In this video, me and the thief were killing the adds.

Phase 2: He will become invulnerable for a few seconds, after which you should spread. He will perform mass aoe, hitting for up to 14k, after which he will charge someone in the group continuously, and you will need to dodge these shadow walks as soon as he comes out of them. He will also throw random green rays at players.

Phase 3: He will target someone and chase them, often throwing life-draining bubbles that you will need to dodge, sometimes throwing green rays, sometimes floating up the air and draining life in mass aoe and sometimes doing a green carpet bomb with his hands. Kite him and spawn as many adds as you can in this phase to confuse him.

Pro Tips: Don’t revive unless safe.
Retreat to waypoint ASAP if dead.
Retrait and spec for survival, rather than glass cannon pure DPS.
Be patient, it can take a long while before your group is able to kill him, but once it is done, the boss becomes easier with each kill.

Never doing exp Arah again - fire this employee

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Warrior’s Perspective – Arah Explorable – Giganticus Lupicus
http://www.youtube.com/watch?v=R9DCH3VSsHA

Traits and Spec
http://upload.cip.nu/pfile.php?file_id=2363

Our fourth Giganticus Kill overall, and second attempt this run, same team all times;
80 Warrior – Me (Spec can be seen at end)
80 Mesmer
80 Thief
80 Ranger
80 Elementalist – Pugged

Phase 1: He will spawn Risen Grubs on players and Locust Swarms that can overwhelm the group, so stack up on eachother. Grubs are a priority, as he becomes harder, gaining +1000 power and +1000 armor for each grub he eats. In this video, me and the thief were killing the adds.

Phase 2: He will become invulnerable for a few seconds, after which you should spread. He will perform mass aoe, hitting for up to 14k, after which he will charge someone in the group continuously, and you will need to dodge these shadow walks as soon as he comes out of them. He will also throw random green rays at players.

Phase 3: He will target someone and chase them, often throwing life-draining bubbles that you will need to dodge, sometimes throwing green rays, sometimes floating up the air and draining life in mass aoe and sometimes doing a green carpet bomb with his hands. Kite him and spawn as many adds as you can in this phase to confuse him.

Pro Tips: Don’t revive unless safe.
Retreat to waypoint ASAP if dead.
Retrait and spec for survival, rather than glass cannon pure DPS.
Be patient, it can take a long while before your group is able to kill him, but once it is done, the boss becomes easier with each kill.

Please teach me how to run dungeons

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Well, unless you’re in an organized and coordinated group with TS/Ventrilo, you don’t run dungeons. Constant wiping, immense length, tedious and not to mention hard is what characterizes the average PUG in endgame dungeons, often leading to the group dissolving after a few wipes with leavers and mounting repair costs.

Most casual PvE’ers either farm dynamic events in Orr, or stick to AC and TA explorable, because they’re the easiest and fastest, sometimes doing CoF and CoE exp, though that’s risky aswell with a PUG. Arah exp is out of the question.

The problem is that the equivalent of normal mode dungeons in GW2, storymode, plays like heroics in WoW, though with crap loot and no dungeon tokens, often the only reward is a repair bill or ending up at +-0, whilst the next tier is similar to 10man raids, i.e explorable mode, at least in the upper end dungeons. There’s no inbetween.

So my advice would be to gather up friends or join an organized guild, though be suspicious if you’re in a PUG where the others are from the same guild, since they can kick you before the last boss and you’ll get squat for your efforts. PUG’ing is not viable in endgame.

Just an idea regarding dungeons and their difficulty

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

What we need is to add a normal mode to dungeons, that yield 20-30 tokens per run, whilst making explorable mode exclusive for organized groups that want a challenge, with correspondingly increased rewards to match increased difficulty.

The only alternative is that endgame dungeons are restricted to a fraction of the playerbase, whilst the overwhelming majority of players continue to camp AC and TA explorable, CoF and CoE inbetween those if you’re somewhat skilled, because they’re the easiest and the exploits in other dungeons are “fixed”. That will, in turn, lead to people quitting or not doing dungeons anymore, and ArenaNet not releasing new endgame dungeons because the playerbase is focused on PvP, boring the high-end guilds to death and stagnation after running the same dungeons continuously.

Please update me about Arah expl.

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Don’t bother with Arah explorable if it’s a PUG. Average PUG takes hours upon hours, constant wiping, most probably being blocked at Giganticus or the Wraith.

Jotun Path is somewhat bugged, with no waypoint at Shoggoroth, and it’s one of the hardest and longest. Forgotten path is easiest(?).

Unless you’re organized and coordinated, with TS/Ventrilo, in a group with no leavers after 2 wipes, you shouldn’t do Arah exp. Stick to farming AC and TA exp with just about all other casuals to save yourself from the frustration of no rewards or, if you manage to get through this beast of a dungeon, 60 tokens at best.

Dungeon Stratification and Tiers

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

The main problem right now is PUG’gers dont understand or refuse to listen to the fact ANet has stated that dungeons are not for them.

Which is why I propose this system instead, that would satisfy both organized groups and PUGs.

The alternative is to restrict dungeons, a huge swathe of the endgame content, to a minority of highly coordinated groups who run together and not with anyone else, with the rest camping AC and TA explorable because they’re the easiest ones, and, since ANet is a business, I somehow doubt they will accept this approach and witness huge player dropoffs as casuals quit.

There is no downside to this system at all; in fact, those who do normal mode could increase their skills and then be able to move up the ladder and join challenge mode groups if they so desire.

It’s similar to how Structured PvP works, where there are hot join-matches for casual players, tPvP for somewhat organized teams and tournaments for the highly skilled and coordinated.

Dungeon Stratification and Tiers

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

So, at the moment, some story mode dungeons, such as AC, seem harder to do than the explorable versions, whilst some explorable dungeons, such as Arah, seem to be nigh impossible for PUGs, not only because of the difficulty and tuning, but because of the length and virtual requirement of Teamspeak and an organized group of specific classes.

What I suggest is that a new mode be added, call it normal/explorable mode, for all dungeons, from AC to Arah, that would be possible for a casual PUG to clear without top-notch coordination and organization, i.e a less lengthy and difficult version of the explorable modes, with a reward of perhaps 20-30 tokens per path.

At the same time, have storymode remain as is, as an introduction to dungeoneering and the lore for new players, perhaps with small decreases in difficulty where needed, such as AC storymode, whilst revamping explorable mode, call it challenge mode, to require organized, teamspeaking, coordinated groups, with correspondingly increased rewards to match the increased difficulty.

This way, players interested in the lore would have their mode, new players would be introduced to dungeoneering through storymode and could then move on to normal mode, which will be for the casual group of people who communicate in chat and are less organized, i.e the typical PUG, who will be able to work towards gaining dungeon sets and progressing their characters, albeit more slowly, whilst challenge mode will be the equivalent of a 10man raid in WoW, ment for those people who are highly skilled, highly coordinated and are experienced in dungeoneering.

In other words, this system would provide something for everyone, rather than the current system being a mixture of organized groups wanting increased difficulty at certain parts, whilst the majority of casual PUG’gers end up corpse running and zerging bosses over and over and demanding nerfs and downgrades of difficulty, which will lead to a clash where neither side will be quite satisfied, to the benefit of none.

No one will do Story Mode!

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

There are no tokens, loot drops literally suck and, in the case of AC, storymode is harder than explorable mode.

Since explorable mode seems to be designed for organized, guild-run, teamspeaking groups, I say let them remain that way, at least in the case of Arah, whilst making story mode a dungeon for the casual PUGs, perhaps giving us 30-35 tokens per day whilst explorable gets 60 tokens per path.

That way, half the endgame content wouldn’t be restricted to hardcore gamers, casuals could still work towards gearing themselves up and the organized groups would still have access to challenging content and rewards at a faster pace.

Another CoF Exploit

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

The fix is simply to have Magg run back to the door.

In general, people will do whatever they can when they are backed into a corner. It’s just part of what humans do when faced with adversity – we use our intellect, creativity, and ingenuity to find solutions to problems. That event is incredibly difficult, and it’s not shocking that players will use whatever tools and techniques they can to get through it.

As a dev, there is a brief moment when I hear about an exploit and think to myself “Clever. Wish I’d have thought of that.” before I enter fix-it mode. I’m more upset at my failure to anticipate an exploit than I am about the person who finds it.

If dungeons weren’t so under-rewarding, tedious, hard and annoying(yes, I’m looking at you Arah), these things wouldn’t be an issue. As it is, people camp AC and TA explorable because they’re the easiest ones, whilst Arah is dead or nigh impossible for PUGs, not only because of its difficulty but because of its immense length, with CoF and CoE being somewhere in the middle.

Be careful who you listen to regarding difficulty

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

In my experience, most explorable dungeons seem quite simple after a few runs.

However, Arah explorable mode is extremely tedious, long, annoying and insanely hard. It sometimes bugs out aswell, such as no waypoint at Shoggoroth, and the rewards for completing it are underwhelming. For a dungeon this hard, rewards should at least be double the amount they are, if anything to make up for repair costs of constant wiping.

As an example; if it weren’t for waypoints at Giganticus Lupicus, which makes it possible to corpse run and zerg, the fight would be nigh impossible, as was shown with our group today when the WP at Shoggoroth didn’t show. As for Shoggoroth, if he reset his hp after a wipe, he wouldn’t be able to be downed either.

Dungeons are just too overtuned in most parts, and seem to be constructed around a massive corpse running-fest, not to mention Arah is loooooong aswell.

I’m sure ArenaNet has statistics and data on Arah though, to see how many groups finikitten and where the difficulties lie, so hopefully it will be brought in line with other dungeons. Doubt they want to restrict dungeons to a small fraction of hardline players.

Arah Explorable Jotun Bugged

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Maze? Giganticus triggers when you walk up to him?

There is no waypoint at Shaggoroth because it’s too close to Gig. Corpse runs would make this boss quite easy because his aoe is quite dodgable and can be kited for eternity.

I don’t really pay attention to what is what on the map, dungeons have always been very straight forward to me. There are no alternate routes or dead ends, always only one possible route. So I really don’t understand what happened here.

Mainly he didn’t trigger after going up to him. He triggered the second time, but bugged out first time.

Second is more of a general complaint of how effing hard, tedious and under-rewarding this dungeon is.

Third, other paths have waypoints next to boss for kiting and zerging, so either give us a WP at Jotun or take it away from the other paths. There’s no reason to take Jotun considering how long and annoying it is comparing to the other paths.

Also, there is a waypoint at Shoggoroth; seen videos on youtube of people with wp both north and south of him.

(edited by Eli Stormstrike.8637)

Arah Explorable Jotun Bugged

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Alright, so just got a PUG together and decided to do Arah; after 2-3½ hours of constant wiping and killing and complex tactics, with two leavers, we got to the Pantheon; first of all, we can’t trigger Giganticus because he’s green, second, the waypoint at Shoggoroth isn’t spawning, third, this dungeon is a maze, insanely hard and rewards are extremely underwhelming according to guildmates.

Don’t know if it is bugged or not, according to wiki there’s only 3 bosses before Giganticus, but map marker is showing us a path way down south, but we don’t know how to get there.

All in all, poor experience and no fun at all.

Also, leet paint skills.

Attachments:

(edited by Eli Stormstrike.8637)

WvW is fun, but

in WvW

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

I’ve also talked about this in my guild chat, about how WvW needs some kind of progression/reward-system, like tokens for dungeons, karma for pve, glory and ranks for spvp etc., but I end up being chewed out by oldschool GW1-pvp’ers who say something like;
“Fun is enough for us, we don’t need rewards, why must everything be about rewards? Don’t make this a WoW clone, go play WoW”, which kills all discussion.

What they fail to realize was that GW1 was a niche game, small, little to no content updates, pvp was dead or highly elitist and restricted to long-term players and HoH/AB/GvG were dead or filled with syncers and wintraders. GW1 made a comeback after HoM calculator was released because of the progression it provided, without it would have kept dying.

In other words, “Fun” isn’t enough to keep people motivated, eventually more and more people will leave/quit until there’s a small core of hardliners left that refuse to discuss changes to the game because “we play for fun”.

starting to see a lack of people for dungeons!

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

If this happens they will add a Dungeon Finder. Happens in all games once the dungeoneering population saturates and declines.

So, once most people have their weps and armors, and people stop running dungeons, you can be sure that an LFG-finder will be added.

Dungeon Patch Discussion 9/25

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Finished AC explorable for the first time ever, had a reward window pop up with 60 tears, 25 silver and 175.000 experience points, got auto-teleported out of the dungeon before I could accept, was writing in chat at the time, and the reward window showed only 1 tear and no silver and no experience.

Please stop complaining about the bugged DR system

in Fractals, Dungeons & Raids

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

This is kitten bullkitten, atleast give us some compensation.
Disable all of your anti-farming codes until you can get them working at least, instead of not responding to bug reports, not responding on forums and then releasing a fix in a patch 2 weeks later that ends up breaking something else.

Don’t see any point in running dungeons until this is fixed, and no, “fun” isn’t a reward, “fun” is overrated. The reward IS the “fun”.

Waypoint costs have to go.

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

It’s kind of strange that Guild Wars 2 has such immense gold sinks all over the place, yet gold itself is insanely hard to come by if you’re a casual player who doesn’t grind or farm.

Just running around doing events, a little WvW, some sPvP and levelling alts will yield you 50s-1g a day if you’re lucky. You can’t farm mobs, because the anti-farm code kicks in, you can’t farm events, because of diminishing returns, and there’s no cash to be made through PvP; all that’s left is grinding, that is, running around all zones to harvest crafting nodes, which in turn has a cost in the shape of WP, and is mindnumbingly boring.

What we need is to make gold more accessible to the masses if there are going to be this many sinks; dailies, increased rewards, repeatable hearts, whatever – anything that gives people a chance to get a steady income without constant farming and grinding.

Engineer Flamer Animation = Epileptic Attacks

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Bumping this, please address this.

Engineer Flamer Animation = Epileptic Attacks

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Please ArenaNet, change the Flamer animation to stop flickering constantly at superfast speed.

Don’t know if anyone else has got this complaint, but it’s a matter of time before someone gets an epileptic attack in a DE zerg where 3-4 engineers are spamming it.

Game Improvement - Suggestions

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

WvW
To reduce queues and balance server populations;
1. Remove WvWvW as part of the World Completion achievement, which would make sense since WvW isn’t technically part of the world as it resides in the Mists, or mirror the borderlands with one another so that each server can complete their map on their respective borderlands. Currently, there are lots of people flooding queues in order to do non-PvP-related activities, in part not contributing to the battle and in part blocking other people who want to participate in WvW from getting in.
2. Make the Eternal Battlegrounds jumping puzzle a non-PvP area, e.g give everyone the starting area “Determined” buff, and compensate for this through automated traps perhaps, in part to discourage camping and griefing, in part to ensure people who are in WvW just for the puzzle finish it fast and move on to join the battle or leave WvW to allow others to come in.
3. Remove crafting nodes from WvW, in particular the orichalum and rich orichalum mining nodes in the EB jumping puzzle, and create some form of faster AFK-removal system.
4. Establish a queue system that allows us to automatically queue for the map with the lowest queue time, and allow us to see a map of WvW before queue’ing up.
5. Incentivize server transfers so that server populations are spread somewhat evenly, don’t penalize guilds by stripping them of their upgrades and influence, for example, and ensure low-population servers always have a low or free transfer cost when transferring from high-pop servers and vice versa.
And this next one is sort of related to another suggestion, which is to remove Karma from WvW entirely and substitute it with a new WvW currency, with badges being incorporated into it, a fluid currency, simply called “Honor”, which would function in the same way as Karma in PvE and Glory in sPvP. In part to not motivate people to queue up for WvW simply for PvE-related activities and in part to provide some other form of motivator for WvW players by giving them a ranking system and a separate currency, which should be given at the same rate as Glory and Karma, rather than being a rare sight dropped in bags from time to time.
Also, Karma should be made an account-wide currency, and maybe the same should be true for Honor, in part to not dissuade people from creating a new character, e.g if you’re farming for a legendary weapon.
Guild Halls & Hall of Monuments
So, for those that don’t know, guilds in Guild Wars 1 could purchase Guild Halls, where merchants, upgraders and others could be accessed and one could meet up for some activity or queue up for Alliance Battles and Guild vs. Guild(which also needs to be implemented), and these should definitely be implemented in Guild Wars 2, e.g unlocked through the “Architecture” tab using influence.
It could be tied into a Hall of Monuments, which was a place in Guild Wars 1 to store your achievements, weapons, armors, titles, accolades, companions, pets, miniatures etc., where each member has a home instance in the Guild Hall that functions similar to HoM. At the least, it gave us some overarching, coherent goal, for example one could display one’s sPvP rank, statues for defeating endgame bosses, and so on.
Also, what should be displayed in the Heart of the Mists is one’s sPvP rank rather than level, and please remove blue, red and green dyes from sPvP and WvW, since it ruins the point of the endgame, which is to get awesome gear, by making us ugly.
Dailies
I don’t know about others, but the people I’ve talked to thusfar, in guild chat and other places, tend to be next-to-broke all the time; dynamic events have diminishing returns, anti-farm code kicks in when killing mobs and so the only way to make money is through farming crafting mats and selling them on the TP, and that’s mostly the high-end materials, e.g orichalum, or fine materials, e.g claws and venom sacs.
After discounting repair costs in WvW and WP costs to participate in meta events, I usually break even or make about 50s-1g a day, and that’s if I play for quite a few hours. Most of the money I’ve made is through one-time sources, e.g finishing a zone.
This is the first game I’ve played where there is no source of steady income; WoW had dailies that ensured you were never broke, SWTOR had insane credit drops and rewards that kept you above water and most other games aswell have reasonable monetary systems, whereas GW2 lacks dailies, has lacklustre rewards, has anti-farm codes all over the place and huge gold sinks in the shape of WP and repair costs.
We need some form of daily system or other source of steady revenue.

WvW, Dailies, Hall of Monuments, Guild Halls, Account-Wide Currencies...

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Hey, so this is just a big thread with all the suggestions and the feedback I currently have;

WvW
To reduce queues and balance server populations;

1. Remove WvWvW as part of the World Completion achievement, which would make sense since WvW isn’t technically part of the world as it resides in the Mists, or mirror the borderlands with one another so that each server can complete their map on their respective borderlands. Currently, there are lots of people flooding queues in order to do non-PvP-related activities, in part not contributing to the battle and in part blocking other people who want to participate in WvW from getting in.

2. Make the Eternal Battlegrounds jumping puzzle a non-PvP area, e.g give everyone the starting area “Determined” buff, and compensate for this through automated traps perhaps, in part to discourage camping and griefing, in part to ensure people who are in WvW just for the puzzle finish it fast and move on to join the battle or leave WvW to allow others to come in.

3. Remove crafting nodes from WvW, in particular the orichalum and rich orichalum mining nodes in the EB jumping puzzle, and create some form of faster AFK-removal system.

4. Establish a queue system that allows us to automatically queue for the map with the lowest queue time, and allow us to see a map of WvW before queue’ing up.

5. Incentivize server transfers so that server populations are spread somewhat evenly, don’t penalize guilds by stripping them of their upgrades and influence, for example, and ensure low-population servers always have a low or free transfer cost when transferring from high-pop servers and vice versa.

And this next one is sort of related to another suggestion, which is to remove Karma from WvW entirely and substitute it with a new WvW currency, with badges being incorporated into it, a fluid currency, simply called “Honor”, which would function in the same way as Karma in PvE and Glory in sPvP. In part to not motivate people to queue up for WvW simply for PvE-related activities and in part to provide some other form of motivator for WvW players by giving them a ranking system and a separate currency, which should be given at the same rate as Glory and Karma, rather than being a rare sight dropped in bags from time to time.

Also, Karma should be made an account-wide currency, and maybe the same should be true for Honor, in part to not dissuade people from creating a new character, e.g if you’re farming for a legendary weapon.

Guild Halls & Hall of Monuments
So, for those that don’t know, guilds in Guild Wars 1 could purchase Guild Halls, where merchants, upgraders and others could be accessed and one could meet up for some activity or queue up for Alliance Battles and Guild vs. Guild(which also needs to be implemented), and these should definitely be implemented in Guild Wars 2, e.g unlocked through the “Architecture” tab using influence.

It could be tied into a Hall of Monuments, which was a place in Guild Wars 1 to store your achievements, weapons, armors, titles, accolades, companions, pets, miniatures etc., where each member has a home instance in the Guild Hall that functions similar to HoM. At the least, it gave us some overarching, coherent goal, for example one could display one’s sPvP rank, statues for defeating endgame bosses, and so on.

Also, what should be displayed in the Heart of the Mists is one’s sPvP rank rather than level, and please remove blue, red and green dyes from sPvP and WvW, since it ruins the point of the endgame, which is to get awesome gear, by making us ugly.

Dailies
I don’t know about others, but the people I’ve talked to thusfar, in guild chat and other places, tend to be next-to-broke all the time; dynamic events have diminishing returns, anti-farm code kicks in when killing mobs and so the only way to make money is through farming crafting mats and selling them on the TP, and that’s mostly the high-end materials, e.g orichalum, or fine materials, e.g claws and venom sacs.

After discounting repair costs in WvW and WP costs to participate in meta events, I usually break even or make about 50s-1g a day, and that’s if I play for quite a few hours. Most of the money I’ve made is through one-time sources, e.g finishing a zone.

This is the first game I’ve played where there is no source of steady income; WoW had dailies that ensured you were never broke, SWTOR had insane credit drops and rewards that kept you above water and most other games aswell have reasonable monetary systems, whereas GW2 lacks dailies, has lacklustre rewards, has anti-farm codes all over the place and huge gold sinks in the shape of WP and repair costs.

We need some form of daily system or other source of steady revenue.

(edited by Eli Stormstrike.8637)

Up the amount of gold for monthly achievements

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Gold overall is impossible to come by in this game without grinding and farming, and even when grinding and farming there’s an anti-farm code slapped on everything; killing mobs yields less and less drops, dynamic events have diminishing returns, monthly achievements give you 80 copper.

Basically, all you can do is farm rare crafting material and sell it on the TP.

What we need is some form of daily hearts in some new zone, where people can get a steady income.

I’ve gotten almost all of my cash through one-time sources, e.g finishing a zone.

Gold and Costs

in Guild Wars 2 Discussion

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Hey, so was wondering how many people out there are having problems with making gold.

Personally, I farm events in Orr and do the Dragon events with 50% magic find, and the WP costs alone make it more or less even out at the end of the day. I get diminishing returns on events, which give about 2s maximum anyways, and the drops I get are often crap that is sold to vendor, because posting in on tradepost and making 2 coppers in profit is just not worth it. I’ve made almost all of my gold through one-time sources, e.g finishing a zone.

So, you can’t farm dynamic events because of diminishing returns, you can farm mobs but that’s no safe bet to ensure a steady income(plus it becomes mindnumbingly boring), and if you participate in WvW you’ll have repair costs and travelling around to do the meta events drains your pockets through WP costs.

How come the only way to make cash is to participate in the Race to the Bottom on the TP hoping you sell your kitten before someone undercuts you, or to buy gems and sell them for gold?

This is the first game I’ve played where there is no place to make some gold; WoW’s dailies ensured you never ran out of cash, credit drops and rewards in TOR were insane and good enough, LOTRO would give you a steady income aswell so long as you didn’t buy cosmetics for everything.

It’s like ANet doesn’t want us to play the game; no gold from events, no drops from mobs, an economy in shambles and no dailies or other steady sources to make cash?

Broken Dynamic Events

in Dynamic Events

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

Gunnar’s Hold:
The Shatterer – Stuck on the last escort quest.
Balthazar – Stuck at northern invasion.
Grenth – Stuck at creating cannon.
Lyssa – Stuck at eastern pre-event in cathedral to get cannon online.

Remove WvW from PvE completion

in Suggestions

Posted by: Eli Stormstrike.8637

Eli Stormstrike.8637

This is one of the reasons for why queues are so massive, either remove map completion in WvW from the overall World Completion, which would make sense since WvW is part of the Mists, i.e not the world, or mirror the borderlands, so that each server can complete the map in it’s respective borderlands.