Showing Posts For FogLeg.9354:

Condi Damage

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Posted by: FogLeg.9354

FogLeg.9354

There is a lot wrong with condis after big change in June. Allowing stacking condis basically doubled all the damage in the game and changed most condis to burst damage (short time, high damage). Remember, the change was required for PvE content, boss fights, upcoming HoT areas and raids. Yes it screwed up wvw but who cares about wvw.

I will only list most obvious flaws of current condi system (there is more):

  • there is simply too many different condis that do basically same thing – damage. The number of different condis needs to be reduced (honestly bleed, burn and posion are all same thing)
  • there is simply too many skills, traits and general stuff that applies condis on you. This needs to be reduced dramatically so only very few selected skills apply conditions
  • toughness/armor/protection needs to reduce condi damage too
  • all the condi burst needs to be removed. Whole idea of condition is that they have duration instead of direct damage. If that duration is reduced to only few seconds, it is not condition anymore, it becomes just normal damage. There needs to be time to use your condition removal before condition has done all damage. I would say remove all conditions lasting less then 8-10 seconds
  • again, too many condition and too many boons clutter up UI so in any larger fight you basically ignore everything. There needs to be less of them so you can react (or continue to ignore them). List of 20 icons is just meaningless noise during the fight
  • there is no difference between annoying conditions that have really weak effects and deadly conditions, making impossible to remove the ones that are killing you. All the icons look same and they all behave same way
  • there is no way even to know which ones are killing you as the damage depends on the attacker stats. And the number of stacks that constantly change. Obvious change would be make condition damage based on your HP so you know how much it will hurt

The new auto loot doesen't work in WvW. [Merged]

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Posted by: FogLeg.9354

FogLeg.9354

The logic anet uses is something like this: you have 2 separate mastery lines: one for hot maps and one for old tyria. The masteries you unlock and expand only rely on xp earned on that specific area and only works in that specific area. For example you can only unlock gliding by grinding in hot maps and it only works in hot maps.

Now wvw is completely separate area, it is not part of tyria and is not part of hot maps. So you can not earn any xp to increase any masteries and none of the masteries work in wvw.

As soon they enable one mastery in wvw (autoloot), they will also need to consider every other possible mastery too (gliding?).

Unsustainable map design

in Guild Wars 2: Heart of Thorns

Posted by: FogLeg.9354

FogLeg.9354

Map wide long meta events just don’t work. It is bad idea and will mostly annoy players.

If they really want to have long and complacted event chains involving hundred people, these should happen in separate instance, call it dungeon, fractal, raid or whatever new name to put on same thing. The open world map is then left for people to gather flax, explore, gain hero points, glide for fun and other things you normally do.

Events in instance means everyone joins it for one goal and once that goal, which involves usually killing some monster, is finished, everyone leaves.

What did ANet Break Now?

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Posted by: FogLeg.9354

FogLeg.9354

Yes none of our Auras work anymore.

Also new BL maps turned into laggy mess with multiple walls updating each second.

Veteran creatures for daily added but where?

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Posted by: FogLeg.9354

FogLeg.9354

I think the south one we ran into by accident. Its the veteran wurm Henry. Surrounded by sand and I dont think event popup appears anymore.

FYI it's not just WvW...

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Posted by: FogLeg.9354

FogLeg.9354

ArchonWing is great but is not working for Anet, does not really develop the game and probably has no more information about future plans then we do.

GW2s New Direction

in Guild Wars 2: Heart of Thorns

Posted by: FogLeg.9354

FogLeg.9354

Couple things:

1. I find it weird that people who LOVE the HoT content and ENJOY it SO MUCH spend most of their time posting in the forum about how much exactly they love and enjoy it. Personally, if I really like the book I read or food I am eating, I do not stop reading or eating to post about it in the forum. I think people who actually love HoT are playing the game instead.

2. If you find game too easy, there is endless combinations to make it harder and more difficult for you. Have you tried to complete everything without wearing a weapon? Using only blue items? Implementing permadeath, deleting char and all items it had every time you die? You are not forced to get best possible equipment, or use some broken skill that one-hits everything and then moan how easy the game is, demaning more difficult content for everyone else. Thats just selfish.

3. Players who really want very difficult content have not played GW2 for many years because there was none. Those players have played other games instead. Players who only want to raid have not played GW2 for many years because there was none. Such players, too, have moved on to play other games. The players who actually played GW2 for many years, are actually the players who liked the content the way it was, who did not mind lack of difficulty or 0 possible raids. So, the HoT expansion is not created for GW2 players in mind, it is created to attract players who did not like GW2.

Server merges for low-pop WvW?

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Posted by: FogLeg.9354

FogLeg.9354

I’m still wondering why some servers are “full” when they are clearly lacking a full wvw population. Wasn’t Anet going to base server pop entirely on wvw participation?

Fairly sure the status is not based on few last days only but somewhere around month maybe. And surely many players have logged into wvw during last month, even if it was to check the new maps out. HoT hasnt been out for full month yet so the status could reflect situation before HoT release.

GW2s New Direction

in Guild Wars 2: Heart of Thorns

Posted by: FogLeg.9354

FogLeg.9354

It’s possible they’re trying to pick up the massive Wildstar crowd with HoT, it’s a courageous strategy I hope it works out for them.

I don’t see how this will work. I heard that many people left wildstar because wildstar focuses on hardcore raid and the vast majority of the gamers do not have the time for raids. Creating raids to attract wildstar crowds probably wouldn’t work.

Fairly sure that was a joke… You know, massive, wildstar…

Server merges for low-pop WvW?

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Posted by: FogLeg.9354

FogLeg.9354

eotm is packed for many reasons, of course the devs are going to model wvw after it in ways.

EotM is not WvW.

So... Were Raids a Success?

in Fractals, Dungeons & Raids

Posted by: FogLeg.9354

FogLeg.9354

But can you really say they’ve ignored wvw? I mean you guys just got a whole new borderland. Even if you don’t like it, you can’t really say you’ve been ignored.

Yes, rub the salt into wounds…

Server merges for low-pop WvW?

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Posted by: FogLeg.9354

FogLeg.9354

Having been in last tier server long time, I feel there are 2 separate problems that require 2 separate solutions.

1. HoT has reduced size of wvw population. This has affected every server, both top tier and bottom tier. It is possible some times later when PvE areas/raids have been done multiple times, and guilds have maxed up the guild halls, people will eventually return to wvw as it is only really fun gamemode. Server merge could be only solution if playerbase is permanently reduced.

2. Players tranfering from low population servers to high population servers. This has been going on since wvw existed. Anet has tried some fixes by reducing number of players per map (so creating both queus and eotm), changing transfer fees and marking some high population servers as full. Im afraid none of those works as they don’t fix the reason players gather up into bigger and bigger blobs. Only way to actually make sure all servers stay at roughly same population requires redesigning scoring, rewards and battles so having more players is not easiest way to victory anymore. Forcing servers merge is not solution, it would probably only increase number of players leaving the bigger merged server they don’t care about.

Please Please stop LFG map chat spam

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Posted by: FogLeg.9354

FogLeg.9354

Do you honestly believe players who do not know how to use LFG will bother reading forums?

So... Were Raids a Success?

in Fractals, Dungeons & Raids

Posted by: FogLeg.9354

FogLeg.9354

Were raids success?

Depends what you might call a success. Most players at least tried it. Most players also failed at first boss. As the wipes continue, I expect most people lose interest and return to whatever they were doing before raid release. I suppose the really dedicated players will spend long time in raid(s) and eventually master all of them but it will be very small group of overall players. Most people will quickly get bored and ignore it.

Should Anet throw so much time and money on developing something only few players enjoy? Not really. Should they instead improve for example wvw, played by many more people and ignored for so long? Yes.

Is reaper raid viable?

in Fractals, Dungeons & Raids

Posted by: FogLeg.9354

FogLeg.9354

No, you need faster classes. Necro will lack speed against first boss.

how far did you get

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Posted by: FogLeg.9354

FogLeg.9354

Did several guild runs, changing some classes, but without reading any guides or looking up the web. We got Vale Guardian to phase 2 once, then timer ran out. We just run so tanky builds for wvw, not enough dps against the timer, this requires completely new set of items again.

GW2s New Direction

in Guild Wars 2: Heart of Thorns

Posted by: FogLeg.9354

FogLeg.9354

Guild Wars 2 never had any type of hardcore commitment; there was no monthly subscription either so it was always pick-up and play when you wanted. The game was designed around that and that’s what always kept me coming back. It’s why I’ve had the game since pre-release and I purchased the $100 copy of HoT.

The thing is HoT has moved the game in a much different direction than what GW2 represented to me and was to me prior to the expansion.

Thanks for taking time to write this up.

I feel the same. I have played the GW2 for long time because of freedom to do what you like when you like. I really dislike HoT for all the timers, for all the stuff that are gated behind masteries, for very little freedom and lack of options.

Guild Hall upgrades: tactivators

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Posted by: FogLeg.9354

FogLeg.9354

But they do provide real advantage when used. If you have 2 servers/guilds fighting each other. One that has heavily invested into Guild Halls, Scribing, upgrades and grinded months in PvE for all that stuff. And other that ignores that, doing wvw instead every day. You end up PvE guild winning because they dont do wvw that much, because they can throw gold/PvE-mats at opponent.

The lesson here – to be good wvw guild you should avoid wvw as much as possible!

Dear anet: more lfg categories please! [Merged]

in Guild Wars 2 Discussion

Posted by: FogLeg.9354

FogLeg.9354

No point in this. Random groups will never finish the raid, so they should stop using LFG to even enter it. Its new and everyone wants to try it out but people will stop soon.

Raids forcing stats on certain classes?

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Posted by: FogLeg.9354

FogLeg.9354

The problem with changing stats on ascended set is the next boss. What if (we dont know yet) it requires another set of stats. And again, its not just recommended, you either have 10 people with best stats or you fail. Will you change your gear for every boss? Will you craft dozen sets once all the raids are released?

AFK raiders ruining Verdant Brink meta

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Posted by: FogLeg.9354

FogLeg.9354

Pugs will never clear the raid so they will try few days and once the understand its not going to happen, they will stop trying. Just do other maps while the hype wears off.

Builds Diversify Death of the Berserker

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Posted by: FogLeg.9354

FogLeg.9354

The first boss abolutely requires zerker (dps) builds. I am fairly sure the others will too. You can tank and heal all you want but that wont get you through the boss.

Keep Waypoints

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Posted by: FogLeg.9354

FogLeg.9354

Thats the very first thing I thought when entering BL after patch.

Just to understand the logic:

  • each keep has waypoint that is automatically activated once server captures the keep
  • but in each keep only one of 3 servers can actually use the waypoint
  • other 2 servers can capture the keep but they will never get access to the waypoint
  • the waypoint you CAN use is closest to the point you enter the map making it mostly useless

Why? Why you need system so confusing and complicated?

Why not instead use something clear and simple:

  • every keep gets waypoint once it reaches tier 3

Anet captures Irony in its latest ad

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Posted by: FogLeg.9354

FogLeg.9354

Our raid leader is loving the squad UI. Even for 15 people its better then anything we had before.

Seriously Anet?

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Posted by: FogLeg.9354

FogLeg.9354

I play in EU server and I never seen or heard anyone lagging around oasis event. I admit, there just is not many people doing it, as the BL maps are really empty. So it could be an issue for full map. But if the cause of lag would be event itself, you would start to lag even when you are alone in the area.

Why did they make Maguma so hard?

in Guild Wars 2: Heart of Thorns

Posted by: FogLeg.9354

FogLeg.9354

HoT is clearly designed for one very small part of overall playerbase. The main problem is that it is not very clearly stated, it is sold as simple expansion and players who buy it assume it is very similar to base game. But while Anet may sell more expansions this way, they also get a lot of disappointed, angry customers who expected something completely different.

Its like watching cute romantic comedy, liking it a lot, buying part 2, waiting for more of the same and finding out it has been changed to slashing horror zombie movie.

Seriously Anet?

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Posted by: FogLeg.9354

FogLeg.9354

What are you talking about? Lag? We never had any lag near oasis event. So, I’m not sure what your point is.

WvW Maps and Scoring

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Posted by: FogLeg.9354

FogLeg.9354

The passive tick over time has always been issue for me. Specially since I play in last tier server where even before HoT people rarely managed to fill up more then 2 maps. usually keep were only flipped once per day by bigger zerg and then they just ticked for next 24h. Sometimes keep were taken at reset night and then they were not even attacked during the matchup week, not even once.

Like I said before passive tick simply rewards one side on the match for doing nothing. Its not reward for defending it (actually defending a structure has always been least rewarding part in wvw), its just free points. The same thing when you walk on the street and someone gives you money.

Also, in many matches the passive tick already boosts one server ahead for so much during weekend so its not interesting to play in next 5 days. The match is already won or lost, there is no way you can catch up anymore. So people wont bother.

I would say remove the passive tick completely.

What I propose instead is to award points only for capturing structures. When structure gets tagged, event is started with potential points up for grab. How many points exactly depends on number of upgrades, tier of walls/gates, number of sieges within structure and number of defenders showing up. So basically tower without any upgrades and no defenders is worth 1 point. Tier 3 maxed keep with 14 acs, 6 trebs and 60 people defending it, is worth 300 points.

Attackers only gain wvw xp, chests and other awards when the number of points awarded is greater then number of attackers. Group of 10 people will probably get no personal rewards for attacking tier 1 towers without any defenders. Zerg of 50 people would perhaps not get any personal rewards even from keep. So we remove reason for zerging up, we remove reason for people to gather up into more populated servers.

Now if structure gets untagged without flipping, defending server earns points based on the structures value, siege used by attackers and number of attackers. If lonely roamer tagged the tower, killed some guards and left, defenders get 1 point. If zerg of 50 people attacked keep, used 10 rams, 10 acs and still did not get the keep, defenders are awarded with 100 points (about half what attackers would earn).

This way there is very little point to run away from enemy into empty maps and take structures when nobody is defending because you would earn very few points. To earn more points you want to find heavily sieged up structure and take it while there is a lot of people defending it. Also, there is more reason to defend everything as you could earn points for succesful defend too. Overall, if there are enemies somewhere doing something – go and fight them and your score will increase.

Reboot the Base Map Mechanic & Population

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Posted by: FogLeg.9354

FogLeg.9354

I just got back from guild raid where we ran for 2 hours in prime time, in all 4 maps, trying to find single enemy group to fight. We found none. So I am a bit tired and annoyed.

So some thoughts. not in any specific order. Feel free to ignore if you find them out of context

I do agree that the current “servers” system does not work. I think it stopped working with megaservers and that is a lot of time ago. For new players picking a server has no meaning, they probably play for months before discovering wvw part and then see that they are stuck in “wrong” server. The server they had to choose before even playing the game. Its a mess really.

Replacing them with Globes based on time zones sounds fine to me. Maybe I missed it, but I did not see any mention of different languages. For US its not a problem. However in EU most servers have some additional language/country beside english. Some like german or french are official server languages, some like russian or polish, italian or finnish just tend to gather into one or two servers. Representing your country could be massively important, even more then playing in certain timezone.

Then at some areas I feel you are not going far enough with proposed changes. Why you feel its important to have exactly 4 maps to fight in? Just because we have 4 now is not really good reason if you try to improve current system. Why not have just one map? Specially when 3 maps are currently empty. If, and only if first map is already full of people, open up next map to fight for.

The other thing I really dislike about scoring is the constant tick based on how many objectives each side is holding. This tick basically rewards servers for not fighting, not being active, not even being online. And its terrible. I honestly do not feel any new and improved system can implement similar passive ticks where score is increased just for nothing. There should always be players doing something before they earn some points. Just for example you could get points for capturing objectives (but only once, when you capture them) or upgrading structures (obviously not with auto-upgrades like we have now but really bring in dolyaks, spread the supply around and talking with guards so they dont run off) or even capture a flag events spawning randomly on the map. What I am after here, is that you should never get any rewards if you are not doing anything and all the rewards should scale based on how many enemies are active same time.

How do I melee in HoT?

in Guild Wars 2: Heart of Thorns

Posted by: FogLeg.9354

FogLeg.9354

Warrior has rifle. And longbow.

WvWvW Borderlands are dead.

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Posted by: FogLeg.9354

FogLeg.9354

People are currently saving strength for Raids so no time for wvw.

Then its Christmas events returning.

And before you know it, its spring, messing up the wvw again.

In-base supply depot broken on borderlands

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Posted by: FogLeg.9354

FogLeg.9354

Same in our matchup. Been red over a week now I think.

Getting Guild Halls too Hard

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Posted by: FogLeg.9354

FogLeg.9354

What really bothers me, is next patch/expansion/whateveritscalled. Nothing would stop anet to do same thing all over again.

“We thought about it and really, guilds below 500 members are way too small so we have deleted all your upgrades and raised costs by 100 times. You can now pay us $50 and start wasting your time in the game to get it back again! Yay!”

Because, you know, they will randomly pick some feedback and say players were mostly happy the way guild upgrades changed with HoT, just to quote:

“Paying for a game does not automatically entitle any of us to everything within that game.”

or

“Asking for smaller guilds to have the same options, regardless of the work involved, takes away some of the reward from the larger guilds.”

Again, I want to point out that its not really up to anet to decide how many members guild should/could/must have. Its up to players. Some players like to be in large guilds, some like to play with small guild. Taking some completely random number, today 5, but tomorrow 50, and next year 500, and saying this is the size of guild we want everyone to be in, is just giving players less of the game. Its about options and different playstyles.

As long you can pick class and race and expect every class and race to be playable and able to compete, you should also be able to pick the size of your guild. If you start to argue that guilds below 5 are not really proper guilds and should be removed from the game, you could also say Asuras are not really tall enough to reach the end of jumping puzzles. Or Mesmers are too fragile to fight in the jungle…

Before the HoT small guilds were fine. Nobody roamed the forums complaining about the guilds being too small. Now, with expansion, which we had to pay for, people in smaller guilds end up with less then what they had before. Its the same as going to shop, paying $50 and leaving the shop without clothes you were wearing before.

WvW fixes

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Posted by: FogLeg.9354

FogLeg.9354

The server matching problem has been known for 3 years. During this time only “fixes” anet has made are about transfer gem cost and locking most populated servers (which players keep complaining about).

If you accept that there are “servers” and each player has complete freedom to transfer between servers, you end up with full servers and empty servers. People will always want to join winning side and in wvw the server with more people will win.

If you accept that some servers have more players and some less, you end up with uneven matches. Only other system would be never change matchups and keep same size servers fighting each other forever. Both are really bad and boring.

Guild Mission WvW Oasis Collection 3

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Posted by: FogLeg.9354

FogLeg.9354

Wiki is mistaking, its not happening every hour at all. I have seen it going on in different maps same time. The best theory I have atm is this – in each map next oasis event starts 2 hours after last oasis event on that map was finished. If nobody ever does the oasis events, then they continue to activate in 3 hour interval, last for 1 hour and end again. However, if anyone actually does the event, and gives the cores within 10 minutes, this map now starts next oasis 50 minutes earlier, again 2 hours from last finish time.

Best I can advice is to have guild members just waiting is each of the 3 maps. There will usually be oasis event in one of the maps within hour. But if you really unlucky, it will take over 2 hours to start in any of the maps.

Request Mob Nerf: Mordrem Sniper

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Posted by: FogLeg.9354

FogLeg.9354

The whole HoT area is designed to make sure players never really want to go there. With the confusing layout and long empty paths that get you nowhere. With areas that simply kill you because you have not reached mastery XX in specific line. And the enemies, all those enemies that have godly skills and mechanics never before seen in other game areas. As a player you can feel the hatred from developers, you can sense the joy game designers get from punishing the customers and how much time they have spent figuring out endless ways to make you miserable.

Getting Guild Halls too Hard

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Posted by: FogLeg.9354

FogLeg.9354

Even if you can capture guild hall with couple strangers, you have just spent 100g on a completely empty area that has absolutely nothing. Why you want just to throw your money away?

Guild hall itself is useless, you need to upgrade it, which is much more costly.

A sum up on WvW perspective and asked changes

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Posted by: FogLeg.9354

FogLeg.9354

A1 – The new sentry detection system.
Yep, I love it. Also, all the guards around the structures should have same detection system. Specially those huge keeps are horrible to figure out which side is under attack and then how to find your way without falling.

A2 – The map calls when a structure is taken by X server.
Its fine, I was able to live without, I dont mind the messages either. My main problem is with the over-complicated naming system. Academy of What? Ah, its that North-East Tower. Why dont they call it the North-East Tower then? There are 3 keeps too: Garrison, East and West keeps. Dont care what names anet uses, those are the real names.

A3 – The fact that lord HP scales up with the number of players.
Its good. What I do find annoying is how anet never actually explained the defiance bar mechanics in the game. What does it mean when its green? Or empty? Brown? Which skills reduce it by how much and why should anyone care? Its not directly related to wvw but it is confusing in lord fights.

B1 – Auto upgrades.
Hate it. The removal of gold requirement is good. Everything else is bad. Nothing should ever upgrade without player interaction, at least someone has to stay and hold the structure. And there should not be any upgrading without dolyaks.

C1 – Oasis.
I dont like it. If there is no enemy, its plain boring. If enemy shows up, its the group with more people who finishes event and gains way too strong effect of destroying ALL THE GATES. So it only helps server who has most people.

How to fix oasis event?
Remove it.
If it should stay, make it happen at random times with much shorter event timer and much less drops required to finish it. Lets say it happens every 30-45 minutes, you get 5 minutes warning that oasis is about to happen, it lasts for 3 minutes and you need 5 items to complete it. So roaming group of 3 people can do it even when enemy zerg is there in time. Last, it should only shoot at 1 random enemy structure, destroying 1 random wall or gate.

D1 – Shrine bonuses.
I like the basic idea that defending structure is boosted if they also control points outside the keep. So its better to push out and fight instead of sitting behind the walls whole day. Then again, if attackers have much more people, you wont be able to take and hold any of the shrines since you are busy defending the keep itself. Its all fairly confusing atm, each keep having 3 different levels of boosts and they all being different kinds.

How to fix shrines boosts? Replace 3 levels of boosts with just one ON/OFF system. All the current bonuses are turned ON when defending keep controls ONE shrine (one of 3, doesnt matter which). All boosts are off when defenders control NO shrines. Stealth fog needs to be removed.

D2 – Amount of time to take down gates/walls.
Takes too long and is really boring.

D3 – General map design and paths.
Way too confusing and overly complex.

D4 – Reset time.
I dont care about that.

D5 – Guild upgrade grind.
Its horrible and doing more damage to wvw then any design flaws of new maps.

And this is my own addition – no gliding. Turn if on already!

It will be a long journey

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Posted by: FogLeg.9354

FogLeg.9354

Well, the game is made for players to be played, not for developers to admire. It really does not matter what the developers planned, imagined, thought or dreamed about the game. What matters is if the players like the game and want to play it. What matters is how the game IS, not how it COULD BE.

Perhaps the many-many customers complaining about the game is the sign that your content is really bad and perhaps you are not good at desinging content. Maybe it would be better to let someone else design the game in the future.

Saying that game does not need players is foolish. The game can not exist without the players and when players do not want to play it, they first complain and suggest things to change and improve. When nothing gets improved, players leave and eventually game is shut down.

KILLED WvW Guilds

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FogLeg.9354

This is the forum I read the most but sad to say it is full of so much negativity, it needs a sub forum of WvW Rants, which would probably be 90% of the posts.

Are you suggesting players should not post their opinions on the forum?

It is obvious that players who are completely happy with the game, are spending their time playing the game, and not reading/posting forum. I am sure 90% players never even visit the forums.

And yet, it is important to complain and demand changes because if you dont and I dont and nobody else does, then anet will never change anything as players are all happy the way game is.

KILLED WvW Guilds

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FogLeg.9354

Most of the small guilds that did roaming/upgrading during off-hours, have left the wvw. And many have left the game too because PvE is boring to them.

You cant seriously ask any wvw guild to grind months in PvE, gathering thousands of items (account-bound, yay!) just so they can unlock upgrade for the wvw mode. Thats. Just. Stupid.

Plus you cant just remove upgrades from guilds and then say if you buy the expansion you can grind months in PvE mode to get your upgrade back. Thats. Also. Stupid.

Do Notarized Scrolls work ?

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Posted by: FogLeg.9354

FogLeg.9354

Each time you use one those scrolls, you finish one uncompleted Hero Challenge. They provide nothing toward mastery.

in your opinion what is the best pve class

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Posted by: FogLeg.9354

FogLeg.9354

Not sure about the “best”. PvE in open world (not talking about fractals or dungeons) is just easy enough so every class can handle it. I have completed map with 8 all previous classes, and I will do it with Revenant too.

If the “best” means easiest to play without much effort, probably Ranger since the pet can usually tank long enough so you are not in any real danger.

Guardian is also very easy to play in the sense that tanky Guardian really does not die in PvE.

There could be also best classes not exactly “easy” but “fun”. Thief is fun class but still lacks survivability for my liking, specially against conditions. Mesmer is fun but only starts to properly shine in PvP/WvW (I am sure Chrono will be nerfed soon).

I find Warrior and Ele a bit boring. They have lots of options, lots of skills and traits but none has had serious wow-factor for me. Playable, strong, sure. But not that much fun. Also, both Berserker and Tempest are lacking anything new and special.

I played a lot Engi before the nerf hammer hit them. Pistol engi was good, sadly unplayable now. Turret engi was great but got nerfed. Did not like grenades that much, yet they were nerfed too. I guess Scrapper is ok, its just not much better then all the other melee hitting classes. Playing Scrapper is no different then playing hammer Guardian, or Warrior, or Revenant.

I have spent most on my Necro. Very nice class, I like a lot. Not the best in PvP/WvW but very capable in PvE. Reaper is still very strong and will be probably nerfed soon.

I have not fully maxed Herald, just doing lower level maps with Revenant and getting Hero Points from WvW chests. I am still not fan of the energy system, its too complicated and I just tend to ignore it completely. Meaning it could be simply removed and game would become better. Condi removal looks to be weak point for Revenant, certain skills/traits become required if you dont want to die to constant bleeds/burns.

Request Mob Nerf: Mordrem Sniper

in Guild Wars 2: Heart of Thorns

Posted by: FogLeg.9354

FogLeg.9354

Any monster, even the really broken ones, can be killed eventually. You guys dont have to post about it, this is not the competition and you dont get prize here. Everyone knows it already. The problem is where the OP monsters spawn (on the middle of road from one side of map to the other) and when they spawn (just behind you during fights against group of enemies).

Quite a lot of fun GW2 has provided is related to the freedom of your character build. Every class is capable of exploring the world. Every class has many possible combinations of weapons, traits and utilities. Not every build is super-effective obviously but in the open world against normal mobs they are still capable.

Sadly the ability to easily run with different builds is lost with GW2. Not only are many weapons, traits and skills pretty much useless there but only handful of classes go around fighting enemies easily. Many classes clearly struggle and its troubling because it reduces available options and forcing every player into same boring mold.

How much is HoT worth?

in Guild Wars 2: Heart of Thorns

Posted by: FogLeg.9354

FogLeg.9354

Depends how much of the base game have you already finished. There is a lot to do even without buying HoT. Have you explored all the tyria maps? Have you maxed up all the possible classes? Have you done wvw, pvp, dungeons and fractals?

Request Mob Nerf: Mordrem Sniper

in Guild Wars 2: Heart of Thorns

Posted by: FogLeg.9354

FogLeg.9354

I doubt anything will be done about all the broken mobs. Just like the SW mobs have never been fixed.

Leeching thrasher that hits you through walls and around the corner half the map away without any warning. Yep, thats called tormentor in HoT maps, same mechanics, and broken exactly same way.

Or the knockdown lines teragriff leave behind. Not really a line but wide area with hitbox hitting everyone nearby. Yep, same line the snipers now use, again you not even anywhere close to it and you still take damage from it. Gets even better when multiple enemies criss-cross those on the ground. Has been broken since the SW came out.

Invisible aoe damage. Yep its there. No markers on the ground, you just die. Who knows, there could be some new small particle within all the animated plants, rainbow colored grass, skill effects and million other visual distractions nobody can see. Clearly broken.

Enemies that never suffer from bad line-of-sight. They can shoot you miles away but if you try to shoot back you are welcomed with lovely “Obstructed” messages because of some weird invisible bump in the terrain.

Some mechanics normal enemies below champs should never use. Fighting mobs that constantly use stealth or teleport is not fun. Its simply annoying. When game gets annoying enough people stop playing it.

Necro vs elem

in WvW

Posted by: FogLeg.9354

FogLeg.9354

Just try them both out. If you do not like one then you probably wont enjoy playing it and wont be enjoying wvw.

You can roam with every class. If you dont feel comfortable with one class, try another.

You can be useful in group fights with many classes too but the playstyle you use while roaming is usually not same. Also, in guild raids you do not have total freedom to pick whatever class you like and play however you want, you pick what is needed most and play so the group gets most benefit.

Guild Related Discussions & Feedbacks

in Guild Wars 2: Heart of Thorns

Posted by: FogLeg.9354

FogLeg.9354

Our guild only does wvw so we have only wvw missions. They are really easy and boring since there is no enemies in wvw to fight.

The hardest daily is the “kill 5 enemy invaders”. Takes hours to find even 1.

WvWvW experiance ruined

in WvW

Posted by: FogLeg.9354

FogLeg.9354

I remember the hackers from spring, they wasted 2 months of wvw from our server and nearly everyone quit. We even had to boycott wvw so the server they were from went up to next tier where more people posted complaints and finally anet banned them.

It took long time to get people back, but during the summer things got better and we even got up to next tier, were fighting fairly equally there and had much fun. Then HoT came… Nobody goes to wvw anymore, not our server, not enemies.

The wvw guilds are still grinding materials from pve to upgrade guild hall and gain back the wvw upgrades they had before HoT took all away. This will go on for very long time as the account-bound stuff that drops only from one PvE map keeps piling up.

The players too are still grinding in HoT maps. Even tho elite specs are available easier, all the new and legendarier equipment requires again months PvE grind.

WvW offers absolutely no rewards. It is designed as time sink and money sink and since HoT is still new players do not have extra time or money to spend there. I do not see it getting any better in near future either, until most players have done all HoT has to offer. During this time things only can get worse, nobody stays in wvw if there are no enemies so there wont be anyone when enemy logs in so again there is nobody to fight.

Also, having every stupid structure perma-T3 is so horribly boring.

(edited by FogLeg.9354)

Guild Halls Arena ?

in Guild Wars 2: Heart of Thorns

Posted by: FogLeg.9354

FogLeg.9354

I think this is minimum list of materials required for arena:

Required – Tavern Restoration 1

  • 250 Elder Wood Plank
  • 250 Mithril Ingot
  • 50 Bottle of Elonian Wine
  • 10 Empty Keg
  • 50 Glass Mug
  • 20 Obsidian Shard
  • 25 Bolt of Silk
  • 100 Cured Thick Leather Square
  • 10 Bolt of Gossamer
  • 10 Cured Hardened Leather Square

Required – Mine Excavation 1

  • 200 Elder Wood Plank
  • 200 Mithril Ingot
  • 50 Silverwastes Shovel
  • 4 of 18 Slot Thick Leather Pack

Required – Aetherium Capacity 1

  • 150 Elder Wood Plank
  • 150 Mithril Ingot
  • 20 Bloodstone Brick
  • 20 Minor Rune of Holding

Required – Workshop Restoration 1

  • 200 Watchwork Sprocket
  • 200 Mithril Ingot
  • 50 Vial of Linseed Oil
  • 20 Bottle of Airship Oil
  • 200 Thermocatalytic Reagent
  • 50 Orichalcum Ingot
  • 5 Elonian Leather Square
  • 50 Quartz Crystal

Starting the Arena – Arena Restoration 1

  • 300 Mithril Ingot
  • 300 Elder Wood Plank
  • 50 Opal Orb
  • 50 Potion of PvP Reward
  • 35 Glob of Ectoplasm
  • 30 Ley Line Spark
  • 2 Celestial Intricate Gossamer Insignia
  • 2 Celestial Orichalcum Imbued Inscription
  • 200 Vial of Potent Blood
  • 200 Large Bone

Final Arena – Arena Restoration 2

  • 500 Mithril Ingot
  • 500 Elder Wood Plank
  • 100 Opal Orb
  • 100 Potion of PvP Reward
  • 200 Glob of Ectoplasm
  • 50 Ley Line Spark
  • 4 Celestial Intricate Gossamer Insignia
  • 4 Celestial Orichalcum Imbued Inscription
  • 400 Vial of Potent Blood
  • 400 Large Bone

There could be extra requirements of guild level between steps. Check the prices in TP or with vendors. Good luck