U don’t need farm at all. The exotic gear is easy to get. .
i’am sorry, but
- Having to do more that 50time a boring dungeon to get a complet exotic armor + 2-3weapons for me its farming.
- Having to collect 900+ mcm insignia just for a complet exotic armor, for me its farming
- I dont speak about Ascended gear which is CLEARLY farming.
- And i dont even speak about the necessity to have serveral stats to be able to correctly play 2-3 differents builds per char : which mean repeat X time the previews farm to play decently ONE class.
- And i forget to add the necessity of having X version of the same armor / weapon because of runes / sigils.
Yeah sure, no need to farm in GW2.. sure ! Are we really playing the same game ?
I’ve been playing since the prerelease so maybe things have changed that make it more difficult for new players, but I have never farmed. I never did the Cursed Shore trains back in the early days. I never farmed CoF or any other dungeons. I don’t even have the dungeon master title. I very rarely jump on a champ train, usually only if I happen to be in Frostgorge or CS doing the daily. I just do whatever I feel like doing. But I have about 11K AP and ten toons all in exotic armor and weapons. Most have ascended trinkets and I have at least one ascended weapon. I didn’t think more of those were worth crafting. Likewise for ascended armor. You do not have to farm to have exotics. Just play the content and you can easily get them. Do the dailies. Early in the game I didn’t even do the those. Kill some world bosses. Do some events. Do an occasional dungeon. You can get everything you need in this game by just playing casually. Or at least you could. I suspect it is still true since I leveled a toon to 80 after the trait change using only weapons and armor that I found or occasionally got from karma vendors. Grinding is definitely not required excep for vanity items like legendaries.
This experience is almost identical to mine.
At OP, for what content do you want to have those exotics now? You can just get them by doing that same content (and other things when you feel like it) in blues, greens or rares until you get the gear or enough guild to upgrade to exotics (perhaps start with cheap exotics and then go for nicer skins).
You set yourself a grindy goal of obtaining the penultimate armour stat-wise on many different characters as fast as possible (which is not required for anything), instead of just acquiring wealth gradually while doing what you feel like. Since you suggest you do not feel like grinding, don’t only do the content that is the most efficient for getting said exotics, mix it up a bit. You can choose not to grind, but from your post I suspect you actually choose to.
Only for expensive skins it is nigh impossible to earn enough money without deliberately grinding, but that too is a choice. I would like to have an incinerator (legendary dagger) for the skin, but I’m not going to sacrifice my free time on something way more boring than most real life jobs just to get it.
(edited by Galespark.7835)
Maybe you’re stuck in a bubble with regards to this game as you’ve reached a comfort level – so I’ll let you in on a secret, as someone who would have to ‘pug’ group content – the Guild Wars 2 community is horrible by and large.
I pugged dungeons and fractals for the longest time, it is not as bad as you say. Just make an lfg that shows you are not going to speedrun and you will be left with other people that are either new or not interested in joining speedruns. The reason why lfg is filled with zerker runs is that those generally fill a lot slower than “all can join” parties.
On the general scope of things, if you insist on never doing a certain part of the game, expect to be locked out of certain rewards sometimes. These include scavenger hunts that incorporate different game modes. I’d think if you REALLY want it for some reason, that in itself justifies going out of your comfort zone for once.
This hardly affects me, but looking at the price and use of different coloured tags from a neutral perspective I am not entirely sure of the purpose this would serve. It seems more like a huge gold sink aimed at people would like to show off their in-game riches than an added utility to promote and facilitate organised play in different game modes. Especially considering some of the people who could put it to best use do not earn a lot of money while commanding.
The increased price for account bound tags seems logical to me though.
There’s only one thing I disagree with you on, I do not believe the crystals were meant to represent Kralkatorrik. The lighting effects around the crystals reminded me far more of the Zepherites than the darker corruption of the branded.
I personally think Mordremoth is after Glint’s child, who already has hinted connections with the Zepherites.
I suspect this as well, since we have yet to find out what the Master of Peace is up to. Looking forward to finding out where this is going.
I’d like to support this. I don’t mind harder achievements and managed to get all S2 LS achievements yesterday, but especially in “World Summit” the dialogue gets irritating after the first attempt. Some mechanics to keep irrelevant dialogue to a minimum for those only interested in achievements would be very much appreciated. It would help achievement hunters to get more quality out of their ingame time.
Did you follow the trail correctly? You do not have to climb that cliff (I believe it is indeed impossible), you need to head to the area with the vine bridges, then take the newer one up and go to taimi across the high plateau.
I cannot do this. You simply cannot beat down the 2 Inquest assassins solo. My two “friends” just sit down below while I get my kitten beaten. Playing as an Ele, I am just a pin cushion for them, and since they’re chained you can’t get one alone and take it down. As a clothie, they wade in and just beat you down before you can do anything.
Complete dead end.Use Glyph of storms with earth enchantment, it will blind them almost constantly
If that’s not enough, use the lightning hammer auto-attack chain, the final attack blinds surrounding enemies. Use the glyph in earth attunement to give them an initial blind, summon the hammer then autoattack them (try to position yourself so you hit both). It is far from impossible, just practice a bit and you’ll nail it.
What you all smart eyed people apparently fail to realize is that he has not said jumping should be removed, no one likes jumping or whatever, he said he doesn’t like it, and both last events implied it, thus he is requiring a choice: if you like jumping, jump. If you don’t, be allowed to kill even 300 mobs to reach the top by secondary way. Is that so hard to accept?
Some are clumsy at this jumping trash and spending 2 hours to try reach a stupid goggle on top of that wreck is nothing more than a frustration, just like it can be to hunt useless coins or it was to hunt useless crystals.
While I seem love the things you find “jumping trash…stupid…useless”, it appears that perhaps Arenanet should in the future look for an alternative for the jumping for people who are really unable to do it (motoric handicaps, bad coordination or scarred tissue come to mind), or have developed some kind of strange allergy to jumping in a game. At least they should be able to see the story. I still don’t understand how you can do the combat in this game and not the very minor mandatory jumping required in this patch for story purposes, but if you let me jump my way and be happy, others can go their way and be happy as well.
However, the relatively hard jumping achievements are fine. These are achievements, they are optional. If you have for some reason set yourself a goal to get as many achievements as possible, you have made the decision to brave anything the developers throw at you. If you then bump into an achievement you do not like attempting, you can choose to either let it slide, or push through. Demanding it to be nerfed or removed is just unwarranted entitlement. I do not like PvP, you do not see me complain about PvP achievements being a drag to get. I just don’t attempt them.
I also bound the sheathe/unsheathe button even though I don’t RP, I just found it fun to do sometimes. Especially with weapons with unsheathe effects like the Super Shield. I guess an option not to auto sheathe would do no harm, I’m all for it.
In my case it’s quite the opposite. I bound the key to manually sheathe the weapon as soon as I’m done with combat. I feel stupid standing still with no enemies around, just a racoon and a bunch of butterflies and for some reason my character still has his weapon and angry face on.
That said. I understand you since this is a matter of taste and personal opinion. I hope ANet has time to add this QoL.
Well, in a martial arts I practice it is normal to keep your weapon drawn and remain concentrated for a while after performing certain techniques to simulate making sure your target is unable to continue fighting, and that there is no one else around that might be a threat. Perhaps you could justify it that way.
Personally, I would like to see a return of the Shining Blades to prominence, The White Mantle, the Mursat and ofc Glint.
I’m really hoping the Zephyrites do not get destroyed entirely here. From snippets of conversations i’ve heard at the Cliffs, the Zephyrites seem to be the new guardians/protectors of Glint’s legacy, replacing Dwarves in that regard and i hope they will play some major role in the LS2.
Here’s hoping.
Might become interesting if perhaps their role in preserving Glint’s legacy is the reason they’re being targeted.
Aren’t there like 700+ poi in total in the game? Are you sure you’re not looking for something else?
Ok then. Everybody can play their own way right? Then I want have option not to play with leechers and afkers. Right now I am not able play my own way.
You want this, and you’re playing an MMO? Try Skyrim. You would probably like it.
The same thing could be said of those feeling AFKing at any point in the game while there is no emergency is their right.
Interesting. I wonder, would that be 200 blades, or 10000 blades?
It doesn’t make sense that only reflects, blinds, knockdowns, knockbacks, stuns, daze, fear and others are useless against bosses. We need to make sure that bleeds, sword damage, greatsword damage (all exploiters use greatswords), damage in general, any sort of not exploitable damage, and being able to be killed are also made illegal.
Kitten hackers that want to be able to use skills like reflects as intended.
Do not forget the exploit where even blocks work against certain bosses, or monsters in general. Nothing worse then accidentally blocking that final attack that was going to kill you because blocking is too inconsistent across the game.
When I started (at launch) there was no stacking, and yet we could still finish dungeons although it took a bit longer. Supposing the trait reset disadvantage and the mob rescaling advantage from the recent patches successfully negate each other, this dungeon should still be possible for a full lower level group if they know what they are doing, only now stacking at queen will not be possible for them since the DPS might be too low.
Perhaps you will be less likely to find a group, but I think this change is not dramatic enough to cause people that created unrestricted and unoptimized groups before to become very restrictive now. Those that really care about level etc. now would likely not have accepted lower level/undergeared players before patch either.
I understand the frustration (when you’re standing there for the 30th time) but as has been said I don’t think it is possible to change the interval without messing the whole puzzle up. Believe me, it makes you that much more delighted when you finally get it right.
Small tip, use stability if you end up on a geyser that’s about to spout, you might (not always possible) find a way to continue from that point without having to start over.
Well, a bit early to get all hyped up as we can not be sure what this is about, but improving general enemy AI would be a huge step forward for this game.
I don’t really think…
Animations don’t help when you can literally run circles around the enemy.
They can. If the skill that they use includes a CC, or a target-lock leap/something, running around them wouldn’t be a problem. All they need to know is when use and what of good stat/animated skills. Like if you run around it, the AI says “yay, didn’t hit the player for like 6 seconds, let’s leap on its face” – or “Arrgh, this one tries to kite me, let’s CHARGE-locked” – or “Hey hey hey he knocked me down and damages me heavy! Retreat strafe back, block, if gets close just kick it awaaaay!”
Kind of
If you’d changed an existing skill or add a new one to have that functionality that would not be a real AI change, but what you are describing could be a textbook example of AI. Also, the animation of a skill has no effect on how it works, only on how it looks and possibly on how players react to the skill. I find it funny how you say AI changes are not needed and then describe an AI change as a possible “alternative”, I think you actually agree with the sentiment in this thread without being aware of it.
snip
I think expanding the GW2 HoM is a good idea. I think some LW encounters make sense for Fractals, others do not.
My concern is that, if too many of them are added, Fractals lose their “wow, what on earth is this?” feeling. It becomes a very high probability that you’re just replaying old content.
Thaumanova was cool in that regard because it took something we knew about the world and gave us a little more insight into it.
I understand your concerns, and it is honestly just my personal preference. I believe fractals is the most original and valid medium I have seen used in an MMO to allow certain events in the past to be relived. In my earlier post I mentioned that fractals could be added to the random rotation while also having a “stabilized” version that is freely selectable from one of the terminals inside the fractal hub. These stabilized version could more closely (preferably completely) resemble the old LS content, while the random rotation version is modified to fit there, like the Molten Facility was.
As for “diluting” the experience, not every recycled instance has to be added to the random rotation, while of course completely new fractals should be added from time to time to keep the balance. Also, to me it hardly matter which came from LS and which did not at this point, since I have seen the original fractals so many times they are all content I am quite familiar with. I think everyone that does it regularly will get to this stage sooner or later.
Perhaps it would be best to continue this discussion when the CDI touches upon it more closely, this might be getting too specific. I won’t be replying here on this matter for now.
I do agree that enemy teams in dungeons seem a lot less coordinated than what we encountered in (even not so high end) guild was 1 maps (where everything was an instance). I remember not interrupting certain skills or heals, or leaving certain key enemies alive could result in losing a lot of time or even wiping. Having more of that here would be fun, though reworking AI requires a lot of effort and time.
What effect better AI would have on the DPS meta remains to be seen. I suspect it would raise the risk in the risk vs reward equation, but that would just boil down to a higher basic skill requirement for speedclears, not a complete meta change. Unless they go really far in directions I cannot guess at.
Tyrians… you better not defeat Scarlet until she finds whatever she’s looking for!!!
It would be funny if we stop her before she finishes drilling and never find out what she was after. Anet’s way of punishing speed clearing, if only we had worn more clerics…
I keep seeing people saying they want to replay the living story inside fractals.
I get it. People want to replay the temporary content. I do too. I really do. Just not inside fractals.If the only way to replay previous temporary living story content is through fractals a large number of players would be excluded as they are not fractal runners. The subset of fractal runners that does want the living story content would be reliant on RNG to actually replay the content they wanted. This wouldn’t please anyone.
At the same time we need more fractals and more fractal variety. Every fractal should have multiple paths to completion (Like dredge turrets vs bomb door or bloomhunger vs mossman).
Let new fractals be previous missions / dungeons from GW1 or totally new things like cliffside / swamp / underwater etc.
I’m all for replayable living story events just not inside fractals.
Would it be satisfactory for you if old living story instances do continue to be incorporated into the random fractal rotation, while also becoming selectable from some kind of terminal for people who would like to replay just these instances as “stabilized fractals” (possibly with different content/rewards compared to the normal the fractal rotation)?
I personally think adding these slightly reworked LS instances is a great way to recycle old content while driving up the variety of challenges one might encounter during a fractal run, so I would hate to see Anet stop adding them to fractals. Also, old LS instances becoming available as a fractal is a nice, canonical way to keep them in the game. Certainly compared to our characters meditating back into time to recall events they might have never even experienced themselves, like it happened in GW1 for starter missions on characters from other campaigns.
Top three:
1)Rebalance dredge fractal to get it more in line, and alot less tedious
2)Make fractals more rewarding (according to expected length/difficulty level)
3)Give us something to do with unwanted rings that is more interesting than selling for a few silver
Snip
And there you go, made in a minute gw2 ship! Well, now. If i can think of this, surely they can think of something even better and easier to implement.
If you seriously think it is this simple, do you also think people can fly once they sew condor wings on their backs?
I think this would take too much resources from an engine that was not designed with this kind of gameplay in mind. I am even doubting whether it would be possible to do this on guild wars 2 with all the effort (and personnel and money) in the world, unless they make an entirely new game for it.
I’d much prefer they polish up and add to the core game. While this comes from a person who is not interested in naval battles, you’d do better to play a game that offers this type of play than hope that it gets implemented in this game. Because you will be stuck hoping for a very long time.
Like others here seem to do, when I happen to pug dungeons or fractals with 2 people or more from the same guild I take a screenshot at start so I have proof to report them by ticket if they kick me in the end. I was never kicked for any reason until now (and I always PUG), so I think what you describe is a rare occurrence, luckily.
Oh, but you quite clearly claimed that you should be able to play as you want and be rewarded for it as much as grinding LS content. And some people want to play by just standing around in towns and chatting, and thus, going by your logic, they should also get the same rewards as grinding LS content, right?
To be honest, I totally got cesmode’s point without having to take it to such extremes, but I am oblivious to forum vendettas so I might be missing something.
Are you saying this because you feel like open world should stay as unrewarding as it is now (aside from LS content, champ trains and some heavily scaling gated bosses) or just because you like arguing semantics?
Either way, I hope they make open world worth it again at some point (and I am not just speaking of rewards), it is really painful to see all that work go to waste. I do doubt that they can make it happen by the next feature update .
As for what else the feature update may hold, aside from some confirmed stuff (which might still be prone to delay) we can all just guess.
Still to figure out why Tequatl got stronger!
in Battle for Lion’s Arch - Aftermath
Posted by: Galespark.7835
He killed a lot of players since start and levelled up last September? I shudder to think how many levels he has gained since then, that first week of massacres still haunts me in my dreams.
I didn’t realize I was disappointed until I read this. Thank you for expressing my feelings for me.
lol’d. this is exactly what my post was about. thanks for confirming!
I didn’t realise I was confirming until I read this. Thank you for confirming my confirmation!
I didn’t realize I was disappointed until I read this. Thank you for expressing my feelings for me.
Quick notice before real life whisks me away (might happen any time): I am not sure if it is wise to post images of known exploits, regardless of the context, it might result in you getting infracted or this thread removed. If I have anything to add when I read this in full I will edit this post.
The idea of a Lions Arch dungeon popped into my head as well. Just the concept sounds cool to me, I didn’t really think of any features it would have. Paths that explain the history of Lions Arch in some interactive way would be cool, though. Especially for newer players that never saw it at its peak (supposing it is never coming back it’s full glory).
Some events that could be relived: Sunspears in Kryta, the battle of the Shining Blades against the white Mantle and the Mursaat, the flooding during the rise of Orr, resettlement by pirates, the Karka invasion, Scarlet invasions 1 (during first Dragon Bash festival) and 2 (upcoming).
snip
The five platform achievements are skill based, not completion based. It shouldn’t matter whether or not someone’s a great teacher, failure to break a chain shouldn’t stop a perfect performance on a platform from getting the achievement.
These are my feelings on the matter exactly. There is already an achievement (actually 2) for having good organisation and “teaching” newer players (or forcing an overflow with your big guild) and beating the marionette.
It seems completely arbitrary that the dodger and deregulator achievements are tied to full success. I feel that this is more because it was harder to code the end criterion for the achievements to be the destruction of the regulator on your platform rather than the end of the phase 2 event.
I have given up on getting all of these dodging achievements since I do not have the time to do 20 more attempts, and it is just getting frustrating to yet again make it but see that one or two other platforms will not. Likewise, I have my fail moments and I do not want those to hinder 20 other players, who can not help me at all, more than I have to.
For those who have had a 50% success rate on Marionette allowing them to easily get all achieves, congratulations on being able to camp main servers or being outright lucky, no hard feelings there. But do not tell others they should lead better, because your success was mostly through luck (level and distribution of player skill on platforms, presence of organised guilds, language barriers etc). Had you seen what I have seen, you would be speaking differently.
(edited by Galespark.7835)
I still clearly stated in my post that I agree that a few focus skills are lacklustre and that I would like to see them updated. Even though it gets by in PVE I find it disappointing that I use some of the skills on focus only ever as an afterthought (oh, I am in fire attunement, might as well press 5, it does not interrupt my autoattack) and never miss them when I cannot use them due to attunement or skill cooldown.
Off topic time again, in response.
The fact that I went off topic for a larger part of my earlier post was
1: because everything I could add had already been said countless times in this thread. I would not have been here if this thread was not about focus, or how else would you explain me skimming up to page 5?
2: I am not fond of people treating others unfairly (however harmless the situation), so since I was about to post I decided to dwell on that a bit, with an off topic disclaimer.
You are right, this thread is not about semantics, but as long as the “semantics” in your opening post clearly imply that you are asking for opinions without specifying game type, you will get exactly those opinions. You then have no right to tell those players off because they don’t get the point of the thread, and because you do not care for their opinions. That’s why I pointed to what you wrote. Like I said, if you wish to move to the pvp perspective exclusively, consider updating the OP.
Oops, I did it again. Also, consider this a bump to the first page.
While all this matters little to myself, it seems there are those that are tired of grinding dailies for hours a day to stay on top of the achievement board, while there are others that would still like a chance to catch up.
As I see it, the only fair solution that has been mentioned is to cap the total AP you can accumulate from dailies and monthlies regardless of how long you have been playing. You would never again get AP from dailies after you hit this cap. Now how high this cap would be is another discussion which I leave to those to whom this really matters.
As you can see, I do not agree with this:
Turning the dailies into a meta like the LS ones would be ideal imo. Have all the dailies worth 0AP and then reward 10 or so AP in the chest that has your coin/karma/luck/laurel already.
While I do believe the current system spoils the fun for achievement hunters who want to accomplish goals rather than just grind dailies, it would not be fair to introduce some kind of cap to how much AP can be earned daily from dailies (eg. 10AP per day) since newer players would never be able to catch up no matter how hard they try, which is even worse than the current system. If this had been implemented from the start it would have been fair, but sadly it is too late now. But even if it had been implemented from the start, it would still give a large advantage to people who have played longer, and one could wonder whether AP is meant show accomplishment of different feats or just be a less passive equivalent of /age.
This post is not about whether the recently added World Boss encounters are good or not in general. I would like to focus on a small part of the mechanics of the Marionette encounter. While I realise Marionette will not be around long enough to get a lot of changes, I make this suggestion mainly so, if popular, it could be taken in to consideration for future content.
I personally like the way the Marionette splits the zerg up into 3-5man teams for the champion phase, and I understand that this was done so that the importance of individual performance was clearer than in previous zerg content. But perhaps some limited way of aiding others when you finish your part of the fight would have helped to alleviate of the helplessness we feel when finishing a platform just to watch the last platform fail.
To demonstrate what I mean, imagine that when a platform is cleared, players on this platform can teleport to a higher balcony with turrets that provide support and/or damage to other platforms. The amount of support/damage would depend on how hard the developers want the encounter to be, ensuring that it takes multiple platforms to win to make a meaningful difference for the last 1 or 2.
Examples of effects could be damage projectiles to inflicting conditions, giving boons, healing, providing CC, perhaps a “Resurrection bomb” that can rally downed players on a large cooldown. Additional players might then be able to reduce the cooldowns on the skills of a turret by a means of providing supplies or just a “press F” channel. Anything to keep us from just frightfully watching on.
Of course, the aid could be provided by a totally different mechanic, this was just an example from the top of my head. Also, keep in mind that the Marionette was obviously not balanced for this and introducing it now might make the fight easier than intended, but this suggestion is about avoiding helpless bystanders in future content.
TL;DR:
For future content, allow forcefully split groups to help each other, possibly in limited ways, when both have crucial objectives that can be failed, and one finishes earlier than the others.
So, what do you think of this?
I have been using focus in PvE lately and I agree that its fire skills are laughable, while its water skills also need a boost in some way. I can understand why people do not use it in PvP, while you have 3 very good skills your focus is almost useless while those are on cooldown.
Off topic, regarding OP’s response to Iris, which I believe was entirely unfair:
The OP asked for opinions about the focus, he did not specify which area of the game.
snipI’m the op, and no, I did not ask for opinions. I stated my stand on focus, and then many many many many elementalists proceeded to agree with me. I then asked questions about focus which had nothing to do with PvE and WvW. It’s really unnecessary for you to cry out loud and make things up.
snip
OP, with all due respect, in that case you have not made that clear in your opening post. Iris response is most certainly valid regarding the opening post, and she is certainly not making things up. I included the OP at my time of writing below for reference.
I believe you overlooked how general your opening post was if you truly meant to only get WvW and PvP perspectives on this. It does not state that you limit your scope to these game modes. As you can see, you also explicitly asked opinions with your question, to which Iris was directly responding in her first post. If you are not interested in this kind of answer I advise you to change the OP accordingly.
As we all know, there are only 3 / 8 skills inside the focus set that are acceptable. Earth 4+5 and air 4. All the other skills are completely lackluster. Make some noise, keep this thread bumped for a good time, we need focus to be buffed. cmon!!!
Side note – Question to ele players : Would you be okay if anet completely changed some of the focus’s skills? Or completely re-worked focus and gave it completely different skills? How about changing the other 5 lack luster skills? Which is water attune, fire attune, and 5 on air. MY ANSWER…………….
YES! (for all 3 questions it is a yes!!! a RESOUNDING yes!)
Again- Point of this thread is to make some noise, let us be heard, focus is reallly bad concerning the other 5 skills.
Perhaps we get a scarlet backpack, then her deranged creepy smile can motivate us forever!
>ridiculing
>overgeneralising
>cant handle civil discussion
Funny, this is what all the anti zerkers have been doing since the last year. Some of us are just fed up now. People don’t read or try to understand what we write.
I have seen some of those threads and I agree certain people on both sides showed such deplorable behaviour. But what do you hope to gain by launching a barely disguised attack on a part of the community (also those who respected your opinions) apart from having your point of view being taken less seriously, inviting even more unconstructive arguments and risks of forum bans? All you can hope is that Anet employees gathering feedback recognise which posts are meant in a constructive way and which are hate fueled, this thread does not change that.
This is what most of the gw2 playerbase wants boss fights to be like.
This is what most of the gw2 playerbase thinks is good/fun content.
This is fun.
Why? Because wanting to mix up the DPS meta automatically means that all content should be facetankable in clerics?
I am sure you have, but perhaps you should again (thoroughly) read the OP of the “Clearing the air on berserker” thread in the profession balance forums. That is what many people want. Not saying most, as unlike you seem to do, I do not have metrics. You do not have to agree with us, but ridiculing and overgeneralising those you do not agree with just makes you look like you cannot handle civil discussion.
EDIT: I might add that I agree with the OP that berserker equipment itself does not trivialise things and is only really effective in competent teams, except for some laughably easy dungeon paths. Nerfing berserker will not solve the problems many have with the system since they come from content mechanics, not the gear.
(edited by Galespark.7835)
Disclaimer: I am personally for mixing up the current meta, but understand that not everyone agrees. However, a few of people in favor of the current DPS meta seem to be misunderstanding what many in favor of changing it want. This post is directed at those.
I am not sure how you can read the OP and still think we all just want to have the current system but being able to facetank it while pressing 1 and deal the same damage as zerkers. Either you did not thouroughly read the OP and many responses in this thread, or you just try very hard to convince yourself all against it are bads who would like to play this game with the most passive playstyle possible so you do not have to consider there are also good arguments on our side.
Try to see that many who understand the meta are not against zerker as a high risk/high reward playstyle, but against the dominance of DPS itself. The fact that every problem can be solved with more damage just turns high end PVE bland for many people. We would like to see more mechanics that heavily encourage other playstyles, perhaps even encounters (or dungeon path themes) where damage hardly matters at all.
Another thing often misinterpreted by you: most posts I saw do not ask for a reinstatement of the trinity. Anet is treading on new ground with this and many applaud it. But if you do not have trinity you need to devise new mechanics to ensure that different roles have meaning, and while they tried, this is where they fell short. Many people here proclaim that no trinity means DPS is the end goal. But this seems to be coming from the assumption that since this game removed the trinity and ended up with a DPS meta, every attempt to remove the trinity regardless of other factors will result in DPS metas. But one just has to look at PvP or WvW to see that this is untrue. These modes have problems of their own, and one could conclude that it is harder to balance different roles without a spoon fed trinity, but that does not mean it is impossible, and that certainly does not mean DPS is the only way to go.
Tl;DR: What the OP, I and many others want is for arenanet to further refine their system to try and show that diversity within a no trinity system is possible. While those against may disagree for various reasons, some need to stop hiding behind the false accusations that we are all just bads that want it easy. We want it different.
(edited by Galespark.7835)
Kormir didn’t destroy him, she simply became a vessel for him to escape. She was too blind to see this trickery.
There was a communication from anet years ago (after the Nightfall expansion of gw1) that Abaddon was terminally dead. The exact message has been reposted somewhere in this forum recently. As for the quote, was the pun intended? It made me smile.
I think both sides in this discussion (the general one, not just latest posts) have good points, and some people are generalising the other side way too much. It’s wrong to just assume that speed clearer=exploiter=toxic person. Likewise it’s also shortsighted to just assume that those who are not too fond of the current DPS-heavy meta are those that join your carefully prescribed LFG groups and go “I play how I want”. That said:
Lately I have been running dungeons a bit more, and while I am starting to play quite DPS heavy myself, I don’t feel I have the experience needed to join those zerker teams as of yet so I only join generic LFG’s. Anyway, I am currently shifting toward the DPS meta, but like BeoErgon I believe it would be good for the sake of variety that some (existing or new) dungeon paths/bosses would favor a different balance of aspects of gw2 combat than nearly full damage with some damage boons, a little damage prevention if required and a pushback/pull to get foes into the favored stack corner.
This does not mean, like Nike seems to believe, that people need to simply stand back and spam heal/support/control. Timing these abilities right and providing other functionality while they are not needed seems like a very active playstyle to me. Like mentioned just a bit higher (again by Nike), this already exists to an extent in the current meta for support(reflects, projectile absorbs etc), I just feel that it should be elaborated upon to give viability to more builds in high end PVE.
I also believe stacking is a bit overpowered. Like spoj said, it is risk vs reward, but now I run dungeons more I feel that it’s the best tactic for far too many encounters (boss and otherwise). It is not just that the risk is not always big enough, I feel the reward as opposed to spreading out (melee or ranged) is too big as well. I think it is fine that you get increased damage in melee and bunch enemies up by stacking, but do you not feel sharing boons/aoe heals is too difficult in this game when you choose to fight battles in a mobile way, except for a limited amount of builds (shouts and banners come to mind)? Having more encounters that punish excessive stacking, and making sharing boons easier could mix things up a bit.
I don’t think the original bosses with the same mechanics should be kept around. The Shatterer and SB are ridiculous right now – just stand in one place and spam 1. They both need to be upgraded and made less boring.
Isn’t that exactly what 90% of the people in the zerg fighting Tequatl do?
You can debate the difficulty of this encounter now people have learned how to do it, but I seriously doubt you can defeat tequatl with a full Sparkfly Fen map at his feet if 90% of them just autoattack, even disregarding required positioning and jumping in order to stay alive. I have only done it with my ele since I feel I contribute the most with it, but with my other classes just standing and autoattacking would probably still be incredibly ineffective.
If you really do it this way you just leech off of the others who ARE trying to put a dent in that health bar.
To OP, while it would be a nice way to introduce some new world bosses, I think the new tequatl was a step in the right direction and I hope to see some more open world encounters like this, even in lower level zones if neccesary. I don’t see the use of locking them in an instance. What difference does it make if a newbie gets into trouble on a hard world event or if he gets into trouble in the optional superboss instance after a ridiculously simple hp-bag encounter? I would still wander in out of curiosity anyway, newbie or not.
I also agree with the notion of others that the autoattack spam fests like the Shadow Behemoth or Shatterer are an insult to what this game’s can produce in terms of mechanics, and should be made more challenging (not neccesarily to the level of revamped Tequatl, something like the new fire elemental is already better).
Since you already have your answer I felt like going a bit off topic with this one. You are indeed correct in assuming that bots rez, and not just NPC’s. Quite a while ago, I was myself revived in Frostgorge Sound by a small legion of bots that were killing mobs and harvesting there after getting myself killed in some way. Quite an unexpected turn of events that had me giggle I might add.
how do you know they were bots?
They were a bunch of underlevelled longbow rangers with random character names autoattacking mobs from afar, moving in unison and ressing each other if one of them got downed. I don’t think I reported them, since there were too many nonsense names, and they DID res my sorry behind:D
Shadey Dancer, out of curiosity, did you, even once, answer one of their whispers? Even if it was to say “No I will not stop rezing these NPC’s!”?
Bots don’t rez. Verbal abuse could be a problem for the OP but that is all.
Actually… I beg to differ. A Bot can be programmed to do any activity. It just depends on what the programmer owning the Bot wants it to do, so long as the activity has enough “nodes” within range of the bot for it to be successful at performing that activity over a long period of time. So yes, Bots can Rez. The problem is, why would someone program a Bot to rez?
Simplest Answer is it was a Bot programmed to harvest crafting nodes, but came upon a clump of downed NPC’s and started rezing them instead, since the command to rez is the same as to harvest… But that is neither here nor there, the question I originally asked has not been answered.
Since you already have your answer I felt like going a bit off topic with this one. You are indeed correct in assuming that bots rez, and not just NPC’s. Quite a while ago, I was myself revived in Frostgorge Sound by a small legion of bots that were killing mobs and harvesting there after getting myself killed in some way. Quite an unexpected turn of events that had me giggle I might add.
I would not be so sure of that, Lord Kuru. The inherent rewards without abusing the champ spawning would probably still draw enough players to complete this event. The problem starts when everyone goes to the same event, upscaling it past sanity causing the champs to spawn. If you’ve ever done the aetherblade events with 10 ishpeople, you should know that it goes MUCH faster than in a farming zerg. And since many people are at few, slowly progressing events, the meta event bars stop going down.
Due to this, the farmers are not only “not helping”, they are actually working against people trying to complete the event.
Note that this is not a judgemental post, I have been on both sides myself. Though I would prefer they make it so the best rewards are had by actually completing the event, not by abusing the spawns.
Elite skill in Zone 3 impossible to get.
in Super Adventure Box: Back to School
Posted by: Galespark.7835
All good tips there, but there is something I’d like to add. If you don’t jump from cloud to cloud too fast you can actually jump back to the cloud before the cluster of 3 near the rock mouth. What I did was jump to the cluster, play part of the song leisurely while jumping, jumping back to the cloud before the cluster during this, then jump back to the cluster when the clouds reappear and finish the song there. The mouth opened for me the first time I did this.
Possibly, if you hurry the notes the game might not register the song as correct, which could be why you weren’t able to open the mouth.
On normal mode you have no alternative for the biggest portion. Perhaps you could party up with someone who can carry you through that zone, then you just have to die everytime the next checkpoint is reached. You won’t need coins for this since you can just leave to hub and then rejoin party when you lose your last life to get another one for free (just make sure there’s at least one person still in the instance, not sure what happens if no one remains).
If you see me online sometime you can ask me to help in case you haven’t done it yet. There’s no more water-heavy parts in zone 2 and 3, so you should be fine there.
The first time you have this? Try to go around to find a cracked spot and shoot at it.
At some spot further on an icicle bugged out for me and it would not fall down after taking enough hits (and it could not be damaged further either), but this was an icicle for a bauble, not needed to get to the end.
That’s it Scarlet, this means WAR!