I rarely do PvP or Hard PvE, unless it’s organized.
I rarely do PvP or Hard PvE, unless it’s organized.
Some traits that need to be looked at.
Spite
(III) Spiteful Removal
(VII)Spiteful Marks
(XIII)Parasitic ContagionCurses
(V)Reapers Precision
(XII)Withering PrecisionDeath Magic
(XII) Necrotic Corruption
(XIII)Unholy SanctuaryBlood Magic
(II)Bloodthirst
(V)Vampiric precision
(IX)Deathly Invigoration
(XII)Vampiric Rituals
(XIII)Unholy MartyrSoul Reaping
(V)Speed of shadows
(XIII)Renewing Blast
Mostly PvE based opinions of mine.
- Spiteful Removal, usable in PvE, kill mobs to remove conditions, also good for condition manipulation, if the mobs inflict heavy conditions, some extra breathing room is nice.
- Spiteful Marks, quite weak as it appears, never used it on PvE
- Parasitic Contagion, excellent with Epidemic, more mobs suffer from DoT conditions, more healing ticks, even if small.
- Reaper’s Precision, yea, only using it with power/precision builds, which involves DS.
- Withering Precision, unfortunately weakness is only good for reducing damage in PvE, and can inflict AoE weakness with Enfeebling Blood already.
- Necrotic Corruption, useless trait, as minions are not the most responsive additions, including the 10% is very unreliable for removing boons. I read one topic suggesting turning Minion master traits into active traits, there it was suggested that the Subsequent-minion skill is instead modified by this trait.
- Unholy Sanctuary, haven’t used this one either, mainly because majority of PvE content being too simple to find use for this trait. Perhaps for CQC Corrupter builds, if there were more boons used in most PvE content.
- Bloodthirst, while there isn’t any other good trait for increasing dmg dealt, this one is then used, to boost minion dps or make life-siphoning melee-necromancer.
- Vampiric Precision, well, since my life-siphoning melee-necromancer uses berserker gear anyway.
- Deathly Invigoration, used it on my healer necromancer, it has quite little use tho, due to simplicity of PvE content.
- Vampiric Rituals, combine with every possible lifestealing skills, traits and foods, then there’s monstrous lifesteal from on hit, on crit and per pulse…
- Unholy Martyr, well, according to description, 1 condition from 1 ally on each 3 seconds, not like Plague signet, that draws 1 condition from 5 allies in range on each 3 seconds. (Perhaps more useful if it drew from 2-3 nearby allies on each 3 seconds?)
- Speed of Shadows, well, if I don’t have space for Signet of the Locust on utility and I have DS build, then I might, but mostly favoring Vital Persistence over this.
- Renewing Blast, unusable, hopefully it’s updated to create healing blast on hit, instead of healing only when hitting allies…
I rarely do PvP or Hard PvE, unless it’s organized.
You’re posting those kind of thread everyday, we already gave you answers and you refuse to listen. Before doing the same thing over and over, take into account what more experienced people say.
Your answer is to keep same design, content should remain ridiculously easy, direct damage = common weakness.
It’s same as supporting gimmick builds that exploit the common singular weaknesses. That is flawed way of thinking.
So having direct damage vulnerability as the best option in PvE?
More correctly, weakness should vary, everything in PvE shouldn’t share same weakness.
Why should there be stat sets which are not used. Being optional means that, they will not be used and they’re sub-par and below everything, than being optional.
Just being optional is not rewarding (Some players will insult and pick on players trying to be group effort, while those just say “play berserker”, seen this many times over and over…), since best IS direct damage builds.
I already listed the stuff in my original post…
Then again, this is about old PvE Group content.
And I’ve been asking the question from devs too, since so far I have not received any clarifications…
Who knows, the new content will very likely be not possible to play like the old PvE group content can be done.
I rarely do PvP or Hard PvE, unless it’s organized.
Warning: This topic was written when I was mentally disappointed on making no difference when compared to builds that weren’t DPS or *DPS-support.
I wasn’t thinking straight during that time.
Well, I’m all for making every stat set more usable in PvE.
I especially like the new mordrems and the bosses in Dry top. Even the Karka are quite, while not as much, unique with their more active combat mechanics.
But doing so, would mean that “Play how I want” philosophy would be limited to Solo content only.
Since group content would be most affected, if it were to be updated to match that of Mordrem.
In general, PvE group content, except few (Southsun Cove, Maguuma, Tri-wurm, Tequatl and Claw of Jormag), is designed so that no one really needs to play support at all, they were designed so they’re playable with any builds, even if everyone (100%) uses Settler gear, but are heavily leaning over to direct damage and crit builds, and also lacking mechanics that limits singular player defense capabilities.
Yes, one can play any build. But the “Play how I want” doesn’t protect against being picked out of the group for not having the desired gear. There’s also those who directly insults players who talk about support and CC, saying things like “live in your bubble” and “DPS and DPS support all the way”.
The thing is, what if “Play how I want” is limited to Solo content?
Mostly about Open PvE content.
Pros:
- Every stat sets get more meaning.
- Focusing on Direct damage and crits is no longer the best of the best way to deal with the mobs.
- Healing will get more use, if mobs create DoT fields that eventually kill the player, the healing provided by support player will compliment the self-heals of other players.
- Conditions start to deal more damage when compared to direct damage (Example Partially Digested Husks and Mordrem Husks).
- CC/aggro control gets more use, when mobs are less defended by Champ rank and higher. Giving significant abilities to elites and veterans, making them the targets for CC and aggro control.
- GW2 Trinity would get more use in PvE group content, since mobs won’t be sharing same design and falling into one weakness category.
Cons:
- “Play how I want” would be Solo only. Players can no longer decide what build they use, since it could be incompactible with the group.
- It doesn’t stop players from picking on others (While “Play how I want” causes the same problem, like the “zerker only groups”)
- To make every stat sets desireable, will create limitations, requiring minimum of 1 of each of GW2 Trinity.
- Group events would be slightly harder, depending on the content, if there’s not atleast 1 of each from the Trinity.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Well, my reply was mostly about open-world PvE, where the rank ups tend to happen very often when scale up hits.
So your problem is with the condition cap.
The key thing to note is that the game is balanced around five-man groups (pvp, dungeons), not 100-man zergs.
Nope, not complaining about the condition cap, nor about defiance scale ups.
Problem mainly being that old PvE content mobs mainly designed for direct damage builds and being easy in mind of “play how you want”.
Players who do builds with other stat sets are not quite welcomed to the events, getting insults for “inefficiency” sometimes from unfriendly players.
Obviously it was very optimal for that design in ANet’s mind, than making mobs have more armor. It’s not necessary to add any kind of support or CC into builds, which partly diminishes the DPS of the said player if they do, so it’s good enough to kill the mob before the player dies.
Well, quite many players seem to be against making every armor stat sets usable in PvE, since to do so, it’s needed to limit “play how you want” into solo content only, where your build shouldn’t matter at all, unlike in group content would.
I rarely do PvP or Hard PvE, unless it’s organized.
I delete ascended mats, I guess it’s about 250 a day, when killing world bosses.
Exception is Bloodstone dust, which can be used on toxic utility consumables.
But then again, there’s the shortage of T6 mats, as mentioned before, required for the toxic consumables, as I got about over 100 bloodstone dust for each 1 crystaline dust…
I rarely do PvP or Hard PvE, unless it’s organized.
Mobs are not boosted against conditions in any way. You have a few rare examples like alpha, alphard, belka and lupicus who cleanse conditions or have shorter durations on conditions but they’re exceptions, not the rule. So if mobs cleaved that would require a build stacking selfish defensive stats like vitality and toughness? Mobs are not immune to CC either, they’re just immune to the pointless spamming of it after you land your first Ckittenil you burn through five more – it promotes intelligent play and not mindless spamming. Conditions are also important even in groups as sources of damage amplification, burning to proc fiery wrath on guards, bleeding to proc attack of opportunity on warrior, a new ranger trait I believe is going to give a modifier if a mob is afflicted with a movement impairing condition. Then there’s vulnerability which is pretty straightforward. Conditions could be better, but for group content they basically operate in a support role to activate damage modifiers.
Well, my reply was mostly about open-world PvE, where the rank ups tend to happen very often when scale up hits.
As for rank ups, I really hope it’s multiplier based, so that rank up doesn’t increase specific stats, as it feels like with old PvE content, they have more HP and more DMG and barely any armor increase.
In party related group events, the effects tend to be more easier to manage.
Also about armor, the higher it is, the higher is player’s aggro rating, so it’s not all that selfish.
Along with that passive defense has less effect of your survival…
If the player attempts to keep certain variables up during combat (closest to target, has shield, has very high armor and deals damage), they can control the aggro of mobs, boss monsters are mostly exception due to special rules.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Since Old PvE content in general has been designed wrong. Mistake on ANet’s part.
What I want is every gear has meaning, current PvE design doesn’t give much meaning for other than DPS and offensive support. Again the new mordrem are exception.
“Play how I want”, also known as “Selfish gameplay where you don’t have to rely on allies” which fits more to Solo gameplay, when bringing same thing to group content, it gives players no reason to cooperate.
(Come with high armor, your aggro rating increases, if you know how to utilize it, but there’s no content to teach players how to use it, since it’s not made necessary, while high direct dmg builds are more desired, since mobs don’t have much of defense against direct damage.)
Group content always should require atleast minimum cooperation. As most group content are, there’s no actual benefit on bringing support, CC or conditions, because of design that doesn’t give reasons to bring them. Tho very few do bring out the need for support, while CC is mostly unwanted. It was never about making content hardcore, just more teaching and enough challenging
Again simple design that doesn’t utilize active combat elements, doesn’t teach players how to use it. The new content however does better job…
Once again, any other armor stats, than Pvt or Ppf are mostly despised. This in turn forces players to play DPS as there’s no actual player acknowledgement of healing, CC or conditions.
Dungeons, they’re designed for direct damage in mind, since there’s no good reasons to even play support, since it’s always better to kill the mobs fast, instead of bringing healing or CC to prolong allies DPS capabilities or control mobs, mostly because too simple designs and serious threats having Unshakable, and that mobs have more HP and DMG than armor.
Everything is designed to be vulnerable to direct damage sources, thus optimal for direct damage builds, like berserker gear.
“Play how I want” doesn’t bring group gameplay, it just makes players selfish. Unfortunately it also removes the meaning of RPG, along with players from actually learning stuff. One reason for making players deny existence of mechanics and even the trinity…
I rarely do PvP or Hard PvE, unless it’s organized.
Pretty much bad game design by ANet.
Well, there was the Risen Grub farming exploit, where Risen Giants threw them, and players apparently farmed the grubs only. Atleast that was fixed, so the grubs drop 0 stuff now. And some group events with spawned champs, which were nerfed to not drop champ lootbags.
Which extencts over majority of old PvE group content (Not just the ones which are exploited for farming).
I rarely do PvP or Hard PvE, unless it’s organized.
Also that, only way we get Dragonslayers as you’ve described, are as a name tag and as a hostile NPCs only…
Pretty much like the Golemancers, they’re Asura NPCs with special skills to buff nearby Golems
I rarely do PvP or Hard PvE, unless it’s organized.
Hopefully ANet adds collectors into GW2, give some other value for junk items…
Of course, to ensure the junk doesn’t become expensive stuff, it’d better to stay soulbound or become account bound…
I rarely do PvP or Hard PvE, unless it’s organized.
Ranger, due to having options for extreme range and pet being your support. Even has abilities that evades attacks.
Warrior, if you spec for full berserker, very potent on solo play, possible in group events too if you use dodge effectively, due to high health, and mostly because mobs are not quite designed well,
I rarely do PvP or Hard PvE, unless it’s organized.
But now, if you planned on selling the skins, their prices drop accordingly.
Quite sad truth…
I rarely do PvP or Hard PvE, unless it’s organized.
Active combat, which doesn’t exist in majority of old PvE Group content (corner exploits, blind spots etc.). You’re not rewarded for playing support, CC or heavy condition builds, since it is optional to play as one, while some players don’t want them because of that, they’re not necessary for gameplay…
Other being the armor sets, you don’t use most of them, since you can always go offensive since they’re the optimal choices…
Offensive support, they’re mostly boosting direct damage sources, while might does also condition dmg, still not providing reason to play other support. Most offensive support don’t use other armor sets, since those builds focus on boosting offensive stats.
You’re just saying that there’s no reason to use every armor sets, only the currently optimal ones, which excludes the most of the stat sets, because it’s better off to spec on offensive support. You’d rather keep it that way, no use for the armor sets, keep them in state where they’re barely used…
What I want, is full use for everything, and still make difference, than being just optional and not necessity, thus being avoided with majority of old PvE group content…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
can be bought with real world money.
But stat swapping !
But using real world money to buy stuff is against the rules, and can result in temporary or permanent ban.
But yes, Legendary are prestige items.
Including the fact that you can swap the stat sets infinetely, instead of once with some gear, allowing you to adjust them accordingly.
I rarely do PvP or Hard PvE, unless it’s organized.
Read the lore, Dragons are hostile to everything else.
Only dragon that has been ally to the playable races, was Glint.
But Glint was released by the Forgotten, from Kralkatorriks influence. And the Forgotten have not been seen for over 250 years…
I rarely do PvP or Hard PvE, unless it’s organized.
Well, boss monsters being one type that have different aggro rules.
Then there’s the other things that also affect aggro.
- Closest target to them
- Who is dealing damage
- Top damage dealers
- Who is using a shield / has more toughness and overall armor
- Others (see Tanking tactics)
Then including this one:
- While reviving an ally, downed or defeated
I assume that combo of these pretty much makes the aggro ratings.
As for tanking, I’ve seen some with players with Guardian kiting the Gravelings in AC, I recall they also had a shield equipped, but not fully sure about tho. And that times there was the hurry to destroy the mounds from which the Gravelings spawned on P1, I didn’t have much time to check out the gear, since it was usual speedy clear…
Then again, on Dry Top is the Colocal Queen, with my necromancer with Rabid gear, Undead runes and heavy condition build, I’ve noticed that I could break aggro by starting to run away from the boss monster, did it every time when the colocal started to heavily focus on me. (By running away, I mean that you stop attacking it, turn around and start running away from it)
Then on the recent LS chapter, when dealing with the Veteran Mordrem Hound that spawns when touching the wrong box, I had issues of shaking off the Hound, but then I was playing solo, so I was the biggest threat source present…
Most recent would be when I played Support Elementalist on world bosses, there I had no issues with aggroing nearby elites or champs, but the experience was quite limited, due to simple designs, lesser mobs being mostly slaughtered before they even spawned completely and that the world bosses don’t attack singular targets.
I’ve also experienced aggro due to high armor.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
If only old PvE group content would have more action combat, since they’re mostly done with passive combat, stack on the best possible blind spot and sometimes without even dodging….
I rarely do PvP or Hard PvE, unless it’s organized.
Bad mistake, which caused that Support, CC and conditions have the shortest straw…
Support and CC are part of every speed clear team comp, but most don’t pay attention. Condition damage is viable for dungeon solos.
Since I successfully turned your position, I expect you will reply expressing thanks for the educational moment.
Group content that gives reason for conditions, etc.
But:
- Mobs health with rank ups, is usually heavily boosted against conditions, especially with the current condition system.
- Mobs have simple skill sets that mainly hurt 1 player, making support in general having barely need.
- Mobs with considerable abilities, are usually immune to CC due to being rank Champ and higher.
I rarely do PvP or Hard PvE, unless it’s organized.
So, your answer is to not give challenging content, only remain on the direct damage/critical optimized for everything. Easy content in other name.
Don’t give reason to play other styles other than Berserker?
Support, CC, but players don’t use it, since it’s better to kill the monster as fast as possible, before they deal serious damage.
With more compelling group content, dps build with support might just almost barely keep players alive…
It was a bad mistake by ANet to design the content, the Mordrem on other hand are a step towards right way. Hopefully this gets more widespread, since combat is more active.
Other bad thing is that players think that professions should be buffed over their balance philosophy, while the problem is the PvE Group content that limits all to direct damage/crit as superior choice…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
I would say heavy Tanky Warrior with CC. With excess armor, and if having a shield, would be enormous amount of aggro.
But problem is that majority of PvE group content don’t offer reasons to use any other than Berserker, because it was designed to be easy and optimal for direct damage/crit builds.
Bad mistake, which caused that Support, CC and conditions have the shortest straw…
Solution is not to buff classes for PvE…
Solution is that ANet updates old PvE Group content. Hopefully they have plans to do that…
I rarely do PvP or Hard PvE, unless it’s organized.
But unless you have friends to do the content, others will very likely force you to use berserker…
Well, I see no answers from you, looks more like an angry outburst when pointing that most old group content doesn’t offer you reason to use support, CC or conditions, since berserker is the most optimal…
Much like some players get outraged when stuff is nerfed…
I rarely do PvP or Hard PvE, unless it’s organized.
Warning: This topic was written when I was mentally disappointed on making no difference when compared to builds that weren’t DPS or *DPS-support.
I wasn’t thinking straight during that time.
Are there plans to update the OLD GROUP CONTENT?
Would be nice to know…
Mainly because old content doesn’t give good reasons to use Support, CC or condition builds, being mostly optimal for direct damage builds, like full berserkers…
And so they produce the unfair practices, full-berserker-teams and other exploits…
Of course, SOLO is not affected, because SOLO isn’t exactly a Group content, when played alone…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Just bunch of idiots who use each skill available.
What could fix it, is to ensure the content makes players to play the game and use their skills more carefully, instead of unloading everything in random…
I rarely do PvP or Hard PvE, unless it’s organized.
full-berserker-teams, corner-exploiting and other unfair practices becomes impossible to abuse.*
Jesus Christ, my sides.
Go home everyone. Line of sighting and efficiency are exploits.
You do know that OLD GROUP CONTENT is mostly plagued by mobs that don’t make Support, CC or condition builds viable over full berserkers…
Only the newer content offer use for the least used builds, especially the Mordrem, give a good challenge that is not too hard.
Bad design indeed, when aim was to give easy content for casual gaming.
Of course, it won’t extent over solo content, since that’s where you don’t need team effort, as you’re alone…
I rarely do PvP or Hard PvE, unless it’s organized.
More like ANet should update old GROUP content…
Dungeons, world bosses and group events come in mind.
Since they were designed to be easy for casuals, which was a bad mistake…
Hopefully they do update the PvE group content to be impossible to abuse with stuff like full-berserker-teams, corner-exploits and other unfair practices…
I rarely do PvP or Hard PvE, unless it’s organized.
Yea, darker nights and a hud element that indicates wether it’s night or day!
Would be very nice to have.
I rarely do PvP or Hard PvE, unless it’s organized.
Correct term would be “map copy”.
But yea, the kitten sorting doesn’t work…
What I think we need:
- Map copy selector (Same as GW1 District selection)
- Queue system (it was in GW2, but was removed on release of Megaserver)
- Reconnect feature (Same as GW1 Reconnect)
I rarely do PvP or Hard PvE, unless it’s organized.
There’s more to nerfing and buffing, like complaints and class performance. Hopefully you are not having self-centric rage, without awareness about thousands other players concerns and performance…
PvE is pretty much in need of update, buffing classes doesn’t fix the hole created by group content that doesn’t encourage group effort.
Since majority PvE content is designed to be easy in mind, a bad mistake in game design.
ANet should update old GROUP content, so that full-berserker-teams, corner-exploiting and other unfair practices becomes impossible to abuse.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Even if there were very little personality related dialogs already in game, it’d be nice if it were to be expanded in a better way.
So, yeah, I would also look forward for personality features…
I rarely do PvP or Hard PvE, unless it’s organized.
Well, to achieve good balance, it’ll take time, and sometimes it cannot be done without messing up something else.
But when talking about dungeons and old group content, they should be updated to be impossible to do with full-berserker-team and contain active combat abilities…
Necromancer as they are, they possess alot of conversion powers, but mobs rarely have boons or heavy condition designs…
I rarely do PvP or Hard PvE, unless it’s organized.
My Guardian’s Support gear:
Visionary’s Helm
Fanatic’s Mantle
Heavy Plate Chestguard
Draconic Gauntlets
Heavy Plate Legguards
Heavy Plate Greaves
Guild Towershield/Guild Pummeler and Krytan Warhammer
Dyes: Burnished Steel, Ash, Stream and Mithril
I rarely do PvP or Hard PvE, unless it’s organized.
I’m hoping we would get a battle harness or what’s it called, which has sheath for weapons to holster on…
I rarely do PvP or Hard PvE, unless it’s organized.
Well, my day consists:
- World boss train, so that I’ve defeated each boss that is possible to defeat in the train atleast, one time each boss, mostly to avoid incurring DR.
- Gather all nodes from Cursed Shore, once.
- Free of schedule time, visit some lower lvl map and collect nodes, etc.
I rarely do PvP or Hard PvE, unless it’s organized.
Worse would be that Nightmare Court is now part of them, and assist the Mordrem.
OR
Other possibility is that we’ll see the first true Mordrem Sylvari…
I rarely do PvP or Hard PvE, unless it’s organized.
Also that if you played “Where life goes” with Sylvari, you’ll know what Nightmare Court could do…
I rarely do PvP or Hard PvE, unless it’s organized.
Racial skill:
Charr: Charr Machinegun.
As it’s racial-type, it’ll never be that useful tho, like
It’s also possible that ANet will reduce the cooldowns of the existing elites, should it be not game breaking…
I rarely do PvP or Hard PvE, unless it’s organized.
Not to mention that one of the zephyrite ships also got downed, it’s gonna take long before another election or dragon bash would happen.
I rarely do PvP or Hard PvE, unless it’s organized.
Will ANet updated old PvE content, GROUP content that is (since Solo should remain as it were, possible to complete with any build)…
To contain more active mobs (quite similar to the new Mordrem, but should have their own design, doh) and *be pretty much “full-berserker-team-proof”, so that *?
As I’ve looked at it, the old content’s “berserker optimal” design has been quite bad idea, since the beginning.
As most content never did have serious need for Support (For being very simple), CC (Unshakable along huge number of champions) or Condition builds (huge HP boosts on scale ups and from ranks)
I rarely do PvP or Hard PvE, unless it’s organized.
Same applies to all humanoids, all use same animation.
Well, I agree with the female stance being the correct one too.
There’s also the problem that humanoids animations, seem to swing the any weapon as if they’re sticks, with no apparent weight in their swings, which looks ridiculous in my opinion…
Hopefully all races get their own animations and also reasonable ones, not swinging with sticks!
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Yea, I forgot about writing down the late players as one reason about my suggestion not gonna work.
Gotta admit, my suggestion was abit half-baked, didn’t think about it much, but seeing community opinion pretty much is far better than singular selfish suggestion…
I rarely do PvP or Hard PvE, unless it’s organized.
Question: How to get lazy players who just wait nearby for other players to complete pre-events?
Well, my suggestion:
Divide the reward, to force the players to complete atleast 1 pre-event.
Could vary depending on the number of pre-events, like Ulgoth for example.
Optimal divide, in my opinion, would propably be 3/10 for pre-event and 3/10 for boss, when both are complete, they get the 4/10 bonus.
Of course, there’s the possible issue of disconnecting, which is a problem yet to be solved.
I recall that if you’re lucky to be dropped into same map copy you were before disconnect, you retain the contributions and receive the rewards that you worked on.
There might more to improve this suggestion too…
Well, better suggestions would be, according to opinions:
- Add reward on Pre-event (would propably have minimum requirement of atleast 1 completed pre-event, scales up, depending on number of pre-events, like Ulgoth)
- Merciless army slaughters the lazy people standing there, since the world boss spot is ground zero, would also include any other possible areas, these mobs will not drop anything and consist of champions mostly, these mobs would de-spawn once the area specific meta-event starts.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Could say that people want to control others and are very short sighted.
Their own morals are the truest and correct, even if they’re flawed (don’t like blacks, hates immigrants, heretics, etc.). Should these fail them, it’s the apocalypse tomorrow.
So these people are very inquisitive about their beliefs, so they make it hard for anyone else who doesn’t share the same belief.
Could also say that people don’t want to know about others in most cases, instead use the belief and moral codes to define them, so there will always be hostility that is not thought with logic.
It’s quite hard to make person understand that he/she is wrong, when he/she really is wrong. To them it’s almost like we’re trying to hurt or kill them.
This goes so far as to deny individuality too…
Why narsissism, hate, ignorance and more…
I rarely do PvP or Hard PvE, unless it’s organized.
Guild Wars 2 is advertised as sub-free game
Introduction of subs, will make vast majority of players to leave, leaving the small group who want subs.
After that, ANet will close the game servers on regions with extremely low player bases. Most likely places would be EU and NA, dunno about china, korea or any others there is…
China has subs, due to ridiculous laws, because they have their own problems, and very likely, they want to uphold a positive image to outside world.
Most ridiculous law they have there (if it’s really true), is the crime related law, where you can blame anyone for a crime, if the real culprit manages to escape, even those who help out of good will…
Guild Wars 2 is advertised as sub-free game
However, as these subs give advantages over normal players, it’s even bigger no…
Every decent MMOs have limiters, for reason too.
Other being possibility of being exploited by gold sellers and such…
On otherhand, ANet doesn’t get direct profits, Gem store being one low profit for ANet, NCsoft gets them and then gives ANet budgets. NCsoft uses the profits how they plan to do, even other titles.
Perhaps only thing Subs could work, is just early access to content…
I rarely do PvP or Hard PvE, unless it’s organized.
GS is a burst AoE, less foes, lower the damage ramp up.
What I hate about GS, or more like humanoid animations, is that humanoid characters swing it like a stick, having no apparent weight, Charr and Asura animations are best possible.
I rarely do PvP or Hard PvE, unless it’s organized.
Well, there’s always the encroaching threat by other dragons at the same time…
No one want’s a two-way war, if the risks of one happening are quite high.
Hopefully the battle with Mordremoth or what ever is the next Dragon to defeat, I hope we get the final battle on dragon’s lair, which was planned for Zhaitan, but got cut…
I rarely do PvP or Hard PvE, unless it’s organized.
That sword belonged to Adelbern.
Rurik’s sword is broken. You need to fix that one first.
Ruriks sword was Sohothin (Was left on Ring of Fire islands, perhaps Rytlock travelled there at some point and found it, since heroes of the past were in a hurry to stop the lich, then hurry to escape the erupting volcano…), while Adelberns was Magdaer.
Magdaer was broken when Foefire was unleashed.
Perhaps you should play Ascalonian Catacombs story once more.
Don’t forget that the charr occupied ascalon before the humans. I mean, that was the whole reason they started the in gw1, to take back their land once they had their own ‘gods’
That the Charr “only” wanted Ascalon back is GW2 lore, i think one needs to differentiate between the games here or see it as the Charr’s subjective point of view as of “today”/GW2 time.
In GW1 they wanted to eradicate the “infestation” that was humanity for them. The driving force for this may have been the shamans or the Titans, but the Charr went on to Orr and Kryta after the Searing, they did not stop in Ascalon.
And originally the Charr came from east of the Blazeridge mountains and Ascalon was not their homeland. If one argues that Ascalon became their homeland during the time they lived there then it became human land during the thousand years that humanity lived there as well.
Or one can take the Charr’s approach and say that the forceful expulsion of the Charr from Ascalon by humanity justifies the Charr’s actions a thousand years later, which i find to be unacceptable.
On topic, i am glad that Rytlock failed. He should end up in the Realm of Torment, if any of it still exists, but that’s just my opinion. I assume he failed because he was neither at the “right” place, which is most likely the heart of the Foefire, nor was he the “right” person to succeed. I do not find it to be logical that a Charr can lift the curse, but we do not even know where the “Prophecy” how to lift the curse came to be.
I would not be surprised if Rytlock would try to find Prince Rurik, to whom Sohothin may have gone. Entering the Hall of Heroes should be impossible for Rytlock though.
Maybe the whole situation is connected to how Rytlock got Sohothin, it feels liek there is something more to it (if it isn’t simply a bad conscience that makes him refuse to tell how he got it). No matter how he got it, Sohothin is a human heirloom and does not belong to a Charr. Even more so if he simply plundered it from somewhere.
After bringing humanity to Tyria, the human gods drove the humans to war with other races, only Melandru didn’t like it and drove her followers to communicate with them.
Quite unjustified move by the Six gods in general…
Also you should take into account, that most of the manuscripts and written lore in GW1 were based on Humanity’s view. They took no views from other races…
Alot of the information were over time told by other races, showing the true origins of many of the human “victorious stories”.
Ascalon was very likely Charr lands before.
Example: Bloodstones weren’t created by six human gods either, it was created by the Seers to combat the dragons hunger for the ancient races…
Humans just wrote it off as theirs…
Who knows, many powerful artifacts created by the ancient races had fallen to human hands, during their god driven genocidal wars, which then were then written off as their own artifacts, regardless of the true origin.
Similarily, as humans had massive army under their command, united by the six gods who drove them to war against anything else on Tyria, the Shamans very likely use their massive army of united Charr into other places, as the Shamans were quite the liars and deceivers. There’s no difference on humanity, they weren’t very virtuous themselves, easily broken into other cults over time…
So Humans and their gods can all rot for eternity in Realm of Torment…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Hopefully Robin Atkin Downes then voices Rurik, again…
I rarely do PvP or Hard PvE, unless it’s organized.
Diminishing Returns was clearly explained in GW1, the exact same system is in place in GW2.
Simple: STOP DOING THE EXACT SAME THING IN THE EXACT SAME AREA.
Move around. Go to different zones occasionally. The DR affects everything except guaranteed items in chests and guaranteed rares from events.Incorrect. DR in gw2 is random (if not broken, no way to tell really). Theres been many times where I can literally see DR kick in within a minute of the first event in Orr for the day. You get some gear, some crafting stuff and such then bam 9 out 10 drops is suddenly greys.
There is something going on behind the scenes that Anet is never going to tell us about.
So it doesnt really matter.
I don’t do same stuff twice in short time periods, not even dungeons. I still seem to get same rewards everyday, wether I played Water/Arcana/Staff Elementalist or Full Berserker GS Warrior.
I rarely do PvP or Hard PvE, unless it’s organized.
Well, if they plan to keep playing, would understand that they keep their email on hand and check it on short intervals.
I rarely do PvP or Hard PvE, unless it’s organized.