later. It doesn’t care that I’m there.”
later. It doesn’t care that I’m there.”
Actually, all-kit engineers were popular before kit refinement was nerfed several times and eventually reworked. At one point, we even had a hidden cooldown on one category of hidden cooldowns. But it’s cool.
down.
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Second, I would like to see capture points that just aren’t a flat wide circle. For example, having a capture point spread out over several narrow planks (like the rafters of a tall building). Player movement and positioning becomes a lot more important here, since falling means you’re no longer on the point. And the planks would be spread out enough so that people on top could avoid AOEs.
This is nice but will encourage some sort of cheese meaning the one with the most Stability and/or CC skills win like how people complained about the Skyhammer map layout with all those holes on floors and stuff.
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Pre-June 25th mesmer barely viable because conditions were completely unviable.
Lolwut??
I don’t know what game you’re playing but prior to the Dhuumfire patch, there was pretty much always a mesmer in all teams in a tPVP setting. They were pretty much viable and borderline OP even after the bug fixing like LOS requirement on clones/phantasms, quickness nerf, and stuff shaving. Yeah, they got a lot of nerfs that right now they feel like eles but waay far from being unviable once condi-aoe is toned down if you ask me.
And also, I find Mender’s Purity and Arcane Thievery sufficient condi removal for my mesmur.
later. It doesn’t care that I’m there.”
If it was boon removal, then I would agree with you. But it’s boon stealing, so no.
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“Ultimate Farmer”
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Mesmers are fine. Just wait for the condi-aoe spam nerf and Mesmers will shine again.
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Elementalist
We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support. You’ll see improvements to all 4 of the conjure weapons to make them stronger and better for support.If you change my Fiery Greatsword 4-th ability, I will use swearing vengeance and immediately get rid of this game.
They said four. So that basically means the four utility conjures and this is the case based on the leaked patch notes. The ones that needed changes are the ones that are never used outside of goofing around like the Earth Shield, and Flame Axe.
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I have a question that ties into the topic, I think, so I won’t open another thread for it.
Does defending the cannons for example qualify you for the 25% increment rewards? Or do you actually have to go for Sunny itself?
I remember that originally just defending cannons could award you gold status and the chest for the event. Was a nice way to avoid the skillag in the beginning and still get gold for the event. But since these days almost nobody bothers to use/defend the cannons I’m uncertain wether this still applies.
I certainly hope so however, because that might motivate people to not attempt to brute force the dragon and try to coordinate.
This should be the case. This was what they thought was the case when the game was released: you do stuff aside from hitting boss and you still get the status for your participation in the event. However, hitting the boss and mobs prior to the upcoming patch was way easier to ensure gold status that’s why everybody and their dogs are wearing zerker gear. Tagging is stupid. Support roles are kidding themselves if they want to heal, buff, and ress allies. Anyways, now that the mobs will no longer drop loot on kill, this MAY encourage doing the other side mechanics of the event other than hitting Teq and giving him some foot scrubbing. And prior to the upcoming changes, mechanics like lasers can be easily ignored since Teq can drop faster when being DPSed by players. Now, they revamped the Bone Walls, laser and canon mechanics so that merely DPSing him won’t ensure you a win. In theory it sounds fun, but let’s wait til players come up with the most optimal solution to defeating Teq be it through player coordination or loophole/bug abuse.
later. It doesn’t care that I’m there.”
I’ve never felt more frustrated in playing a character this weak. I mean, after months of playing an Ele, I thought that, man, GW2 is a difficult game. I love being the archmage type of player so I definitely feel that the ele class was for me. But then after a few weeks of leveling a mesmer, a necro, and a ranger and taking them into sPVP, realization struck me. Eles are in a dire state I believe. The other classes I’ve mentioned are so easy to play, sometimes I play with one hand only, no joke. Damage output is basically AI and condition dependent so the skills are mostly fire and forget or just spam autoattack. Yeah, eles spam skills to since they have a lot at their disposal, however, most skills are so pathetically weak, using them is basically just using them for the sake of using a skill other than the crappy auto attack. And then there’s the issue of survivability. Maybe this is an L2P issue but playing a spec outside of 30 water 30 arcana is just suicide. You die in 3 hits and you still can’t kill enemies fast enough as frequently as how you do it with another class. It’s just frustrating. I just needed to vent that’s why I created this thread.
I wish the devs do something about the ele as a class. Yeah, I get that they thought it was good for the game to nerf certain builds that was a bit too powerful in the survivability department like d/d eles and EA staff eles. But taking away so much of that survivability left the ele with nothing else up on their sleeves. It’s either DPS with a hammer and GS and become trying hard warriors which do amazing DPS without even swapping weapons. Or full support and still die because a full regen/bunker/condi removal specced staff ele can still be overwhelmed with so many conditions by just an engie/necro duo. And they spam these conditions like there’s no tomorrow.
I want to do decent damage without relying on conjures so much. I want to have some sort of out of jail cards when I’m close to death like how thieves stealth and shadowtrap and how mesmers evade and phase retreat so easily. Playing a mesmer full zerker, or carrion, and I do DPS without dying or worrying about dying so much since I have so many options to kite, retreat, and negate damage. With the ele, yes I have heals and regen and boons but I have to spec heavily into healing and boon duration to get anything out of it. Speccing zerker and you die in one or two grawling scratch while your cantrips have fairly long cooldowns. Relying too much on utilities to survive is not a good thing since it’s a selfish way of speccing whereas a mesmer can slot some indispensable tools in a team battle.
I think I blabbered too much and I don’t know if I got my point across, but I just want to say that my ele which was the very first character I made in GW2 will be on the shelf for a little while and that just saddens me. I wish I can play him more but it’s just not fun anymore when you feel so useless and under-performing compared to other classes.
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- MoConcentration - What people underestimate is that this ability can be chained together. With 50% boon duration, you’re looking at 3 seconds of stability per charge. With Harmonious/Cooldown Mantras that means we’re putting out 9 seconds of stability every 20 seconds which means that our group will have stability nearly 50% of the time .
Yeah, the one thing I love more about this is you can double that duration for your party mates with Signet of Inspiration! Hoahahaha! I’m so excited about this patch!
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Wait til you see more anti-stealth mechanics. After one year that is. This is so much fun!
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“Hey we have a class with ridiculously low hp and armor that actually needs defensive traits and 3 defensive utilities to survive the glass canon meta – nerf cantrips!”
I don’t think that eles actually have been the best bunkers in the game at any given time (but second to guardians), they were just the first class pigeonholed into a bunker spec.
And now they are pigeonholed into a well-rounded useless spec: mediocre damage, mediocre heal, mediocre mobility, mediocre hp and toughness.
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D/P thieves are no longer effective now due to conditions being out of control.
.
A lot of builds are no longer effective because of conditions being out of control.
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Stealth is annoying.
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well Anet wants the players temporary in few specific zones so that the world feels alive. They don’t want to split the playerbase too much. We can see the results in the living story design (main things happen in few specific areas like Lions Arch (Dragon Bash) or Divinity’s Reach (Queens Gauntlet). We can also see this on the daily-achievement design (kryta killer etc.).
In my opinion the world exploration should have other incentives (which aren’t necessarily achievement-only related).
- Example could be guild-created events which are announced ingame (guild missions like content but with the same gameplay & rewards for every player). People could go to announcement boards to see where events will start.
- such events could also be NPC-initiated. A small portal opens to the hourly “expedition” and you follow that npc through a small portal into a random zone where you can accompany him on bigger eventchains with exploration-specific rewards.
Both of these methods would bring a lot of people to the same (low- mid- or high) level areas. Both of these are also permanent content – non living story related, so that people have things to do when they are done with the weekly living story updates. Those expeditions could reward you with a zone-specific progression which would lead to new skins, bags, finishers, new challenge missions for solo+group players (e.g. time trial of the local jumping puzzles),…
+ add sets of collectibles / artifacts to the open world. Things that spawn rarely and leave you excited once you find such a rare piece. This would encourage people to roam around instead of waypointing everywhere.
Expedition!
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Compare it to real life situations.
You go to the mall. Crowded.
You go to the beach on a holiday. Crowded.
You go to the beach at night. Empty.
You go to the middle of the north pole. Empty.
You go to wall street. Crowded.
You go to the forest at night. Empty.You, going to a lvl 20-75 zone, is like going to the north pole.
You, being in LA or lvl80 zone, is like going to wall street.You shall find solitude anywhere wherever solitude is meant to be.
But what should have been the ideal scenario of a thriving community and a lively PVE environment in each and every zone was that there was reason to go on an adventure with a squad, a party, or a guild, hunting the most dangerous world boss in the zone, trying to clear all contested waypoints and feel a sense of accomplishment and victory, a sense of meaning, a sense of worth with the rewards you get for exploring and that what you’re trying to do in that particular zone has some sort of impact in how the environment would evolve itself through time.
What happens now is that most people just explore zones for map completion: visit vista, POI, WPs, do hearts as fast as possible. I often listen to my guildies complain how excruciatingly painful it was to complete a map to 100%. This should not be how exploring zones should feel like. It’s like a chore that’s being done for the sake of fulfilling a requirement in making a Legendary. They do this as fast as they can so that they could get back to the farm trains popularized by the community be it in-game of in game guides and websites and never look back. And these farm trains can be seen in either beginner zones like Queensdale or high end zones like Frostgorge and Orr. Others will just check websites for respawn timers, again, for the meta events popularized by websites. People will flock to the Event Zone on the dot, spam auto attack and get loot. Do this for all the meta events if you want everyday at the same manner because people want those daily rares to earn as much gold as they can to buy mats for crafting a legendary that’s readily available in the TP.
Players with the classic MMORPG mentality will always find the quickest way to earn the most gold per hour because that’s basically how you get your shinies. I’m not saying nobody likes exploring and roleplaying. In fact I do, but trying to explore an empty map and trying to gather people to do a meta event that’s rarely done, and you’ll end up giving up anyways since all of them are waiting for the Fire Elemental and Jade Maw to spawn, only to be killed seconds later right after respawn without a sweat.
The problem here is that the effort/reward ratio for most activities in the game are rather off especially when we factor in scaling of big events. A champion has too much HP and fighting it alone might be tough for most players. The same champion should be as tough and should be taken down just a bit faster by a larger group of players with that same feeling of epic-ness and not get spammed by autoattack and die in 15 seconds or less. The rewards should also vary a bit based on the level of difficulty of initiating and finishing the encounter or based on the frequency of the event cycle. It’s pretty boring to kill 4 or 5 champions in a fixed routine again and again and again. Yeah, some people might find it fun but obviously people do it since it’s basically a brain dead activity that lets you reap a lot of fast cash in a small amount of time with little to no effort. That is just ridiculous. However, I think ANet is trying to fix this by revamping all bosses in the upcoming update. I hope they do find that sweet spot of making all content equally challenging to both small and large group of players participating and equally worth it in terms of time spent doing the events and the rewards reaped afterwards.
later. It doesn’t care that I’m there.”
(edited by Gallrvaghn.4921)
Glyph of Elemental Power.
Glyph of Renewal.
Focus..
Focus..
Focus..
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but i would like to tag and deal dmg to a zerg aswell.
Yeah, this is the main reason everybody and his pet dog equips zerker gears. I feel you man. I want to play support and at the same time get the chance to loot. Mob tagging is just stupid.
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long distance instant escapes seems like the most reasonable solutions (what gallrvaghn said basically)but still…. >_>
It’s the painful truth. But having the means to escape that i have mentioned still doesn’t guarantee an escape. How much more if you don’t have even just one of these? Anyone being hammered, cricketed, and condi-spammed to death by any combination of damage and CC oriented builds/classes will eventually die a merciless death if they don’t have at least one or two of these especially if they are greatly outnumbered.
That’s why condi is kinda OP right now. They get reapplied pretty much mindlessly while stunbreaks and out of jail cards are not as abundant and not as equally accessible for every class.
And as a mesmer or ele, a necro + engie combo is like “WTF just happened??”
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(edited by Gallrvaghn.4921)
Could you also add a 1/4 second delay to Necromancer Death Shroud (like you’ve done with other skills in the past) to prevent double tapping in laggy (WvW) or intense situations? This would prevent Death Shroud from being wasted because the button was hit twice. Thanks.
Yes to this please
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Yay for Ele conjured buffs! Will we be finally seeing some condimentalist play with conjures especially the forgotten Earth Shield? One could only hope.
Now please rework the Fire and Earth traits. More than half of them suck so bad, putting all of them into one trait and they’re still not event worth taking. Okay, that was too much, but I hope you get my point. >.<
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…. So I Need to wait another 8 months for the repply….
There is sadly enough nothing ingame that was a real challenge… Fractals was easy we just played and hopped it gets hard till we hit the cap on 80
Liadri was tricky especially light it up achievment still not too hard ( have beaten her on day 1 )
SAB beaten everything on TM first 2 days just a matter of time and wipeing to know the traps…
When will there be hard Content ? …
ahhh I forgott I’ll ask in another 8 months….
Good for you for accomplishing such tasks which some of us consider challenging. Instead of asking for hard content, maybe you can try to challenge yourself without asking for new content like soloing a dungeon like TA F/U without any armor or weapon and then post it on youtube. I’m pretty sure that would be a bit/ challenging and hard for me.
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Mantra mesmers playing as support (talking PVP.WVW here) might be too tricky to counter other than that one opening which is the moment they need to charge their mantras again. I agree that mantras should have been what they were originally intended for: powerful insta cast abilities but with a long charge time. Now, they can be used more than once (2 untraited, 3 traited) but the effects were brought down too far. Now, seeing that mantras are still avoided like the plague other than some niche uses, they are trying to buff the effects again this time by giving it some sort of support role. This is a very nice move IMO, however as I have said earlier, it might be too powerful in a group fight (PVP) because mantras are instantly cast so there is no chance of preventing a group wide stability or cleanse unless the mesmer is focused or killed instantly. It’s like the new fresh air trait for eles which allow for frequent instant single target burst that can hardly be countered except for random dodges and blocks and blinds but no one is complaining since eles are lame and useless anyways.
Boon sharing mesmers with staff and sword or scepter/focus with inspiration signet may possibly be an alternative bunker guardian but I think it may require the team composition to build accordingly to the mesmer’s support style.
I’m so hyped about this since I love Signet of Inspiration
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We wouldn’t even need this sort of diminishing return if the glaring issues with these unbalanced builds are receiving some effective shaving which we will see in the next big balancing update.
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Stealth, stability, invuln, blink, reroll, or alt+F4.
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Just remember: higher hp doesn’t necessarily = more challenging content
I agree. Unfortunately damage and defense scaling reaches a point where it no longer conveys a sense of progression and challenge. For example, once creatures start one-shotting every player, it doesn’t matter how much extra damage they do. We’re also looking into how to meaningfully extend the scalability of FOTM.
this is just a stupid idea, but perhaps you could incorporate some of the aspects from jumping puzzles. It is one of gw2’s strengths. I know I had a lot of fun with the halloween clock tower puzzle.
THIS. Boss encounters can also be improved and adjust the difficulty with changes to map layout and environmental mechanics like the Mega Destroyer World Event and Mad King. Those are my favorite boss encounters so far.
Jade Maw mechanics and map layout is kinda nice and all but I’m really not that in to stationary bosses. They feel dull and boring like the Shatterer, Teq, and Jungle Wurm. You’re just actually trying to survive the adds while DPSing the huge piñata. It’s pretty lame. XD
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Tequatl will have a chance at a rare new skinned ascended weapon which should have been put into the game since launch imo. The mini is cool as well.
The problem lies again in RNG. If those items become so hard get because of RNG and the event becomes too much of a Temple then noone will end up doing it.
The LFG tool might help this but people don’t really want to do a difficult event if there is no reward or a tiny tiny chance of getting one.
When they introduced Champs and the inevitable champ farm in frostgorge I went to look at Jorlag and found that there were 5 people doing that world boss…5! There was too high of a risk vs reward. I fear that Teq and even ALL world bosses can fall into that trap.
This is where ANet needs to carefully implement the tweaks they had in mind. Because based on previous updates (AC and temple revamp), when they said fun, they meant annoying as hell CC and OHKO boss and mobs skills. That Krait Witch and Kholer pull skill is still really hard to read and avoid and/or counter. >.<
I still have yet to see an active participation in mid level Champions. The ones farmed are either starter zoned or end-game zones like Orr and Frostgorge. We already have enough challenging content in the open world but sad to say only a minor portion of the entire explorable maps are active with players. When one decides to do events and kill Champs alone or in a small party, it’s really tough especially the Group events with some kind of complicated mechanics that need to be done in order to succeed, but when a zerg decides to create a train, those poor Champs don’t have anything to put up a good fight and I really feel sorry for them and for myself as well. I wish they give Champs some sort of OHKO skills and a proper scaling of HP when more than 10 players zerg in on him especially the low level zone ones. And also avoid buffing the ones that are already being ignored most of the time.
But that’s just me.
later. It doesn’t care that I’m there.”
(edited by Gallrvaghn.4921)
So egzoited about this! ^o^
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Any insight on what to expect from the other world bosses? The preview notes says they’ve been updated.
The easier ones will still be farmed while the others will still be ignored completely unless there’s some kind of tool that lets us monitor all world event bosses conveniently in-game in addition to the upcoming LFG tool for a more convenient way of grouping up and hunting the not so popular world bosses down.
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i really dont see how guardian is OP in anyway… everytime im on my necro.. and im in tpvp… i literally go after ALL guardians first.. because i know i can kill them without my health ever dropping below 15k… HOW is guardian OP in anyway shape or form lol… i just dont get that.. and tbh.. ive seen an MM necro tank and survive 4 players… while the guardian on there team dropped to just 2.. so.. yea i dont even see that class as OP atm.. maybe when this condi meta goes down a bit.. but even still. they are just a balanced class for now.. no where near Op..
You’re a necro.
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We have a lot on our plate but what you can expect to see soon is:
- Temple of the Silent Storm map layout re-work (took out the water)
The WvW team is taking out the majority of the lake (and underwater fighting) in the borderlands map and no new content from the Living Story team has involved water fights. Has ArenaNet lost faith in underwater combat and now phasing it out of all gameplay types?
Removing something is easier than fixing it, no?
But this is very sad. Underwater combat was very promising like how GW2 PVP was when it was on its hype stage.
Anyway, I love solo que. The problem is that because of a stale meta, and major issues like 4v5, erratic matchmaking (which is basically a result of a very low PVP population) and long que times between matches, I feel like I’m not enjoying it to it’s full potential. I really wish it’s fixed soon and not removed just like what they’re doing to underwater combat.
Will Raid on the Capricorn Map be removed/reworked? Please put mid node on pirate ship. Yay!
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I play warrior. I don’t have a single stun, nor do I have heavy sustain. I use banners and conditions. So explain to me again why if I use healing signet I should have it reduced because of these so called stuns and sustains that I have neither of?
I think the OP’s point is the passive play, which comes with the healing signet. You get heal while you don’t have to do anything for it. Overall the healing signet pretty much counters whole classes (especially elementalists), just by taking it. In every competitive game, that should be never the case. Atleast not unintended.
Well, to be fair, since it’s a regen over time kind of heal, it should easily be counterable by burst. However I’ve yet to see a sustain warrior be burst down with all those toughness and HP. O___O
But that’s just me.
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I dont want to be forced into support/tanky, thats something I did not sign up for when I picked this classes.
This is the sad state of these two classes unfortunately. At least guardians still have access to some sort of damage mitigation and active defenses aside from healing through Block, Aeigis, Blind and lotsa other buffs when specced burst or condi (those burn hurts). But guardians were specifically built as a defensive class that’s why they excel in surviving and the only viable mid-bunker class at the moment.
About eles, wait.. no. Nevermind.
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Guardian as the only viable mid-bunker class? Since no other class can perform this role, I say that’s pretty much OP. But that’s just me.
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There’s a Champion Giant Devourer in Fields of Ruin. Has tons of HP and obvious AOE knockbak attacks. Kind of annoying but I soloed it for quite a long time with a staff ele XD
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You mean there are eles that use focus in WvW? Shocked!
And fractals and certain dungeons. It’s useful in certain situations but these situations are still pretty much doable with the other weapon sets. So compared to other weapon sets that feels well rounded overall, it feels lackluster regardless of some of its niche uses. It needs some more tweaking.
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perhaps we should make it so the more hp you have, the more blood you lose. Why? because osmotic pressure in the blood vessels, maybe to balance it out we can make it so the less hp you have, the less bleeding, instead you start getting cold, slow down, change color to pale blue (cool effects!).
Oh my god, is this science?
perhaps, in that case only engineers might be allowed to use it, who knows….!
But then the patient goes into hypovolemic shock starts to vasoconstrict (therefore less blood loss.) Blood is shunted to the vital organs and heart rate goes up which can increase cardiac output. Then we need to give them fluids (Engineers again!) usually PRBC, FFP, or cryoprecipitate! They will live dammit!
This sounds complicated but I’ll go with this than eating 1-3k per tick of god knows what condi combination is stacked on me.
Torment is good on paper but still feel sort of meh on actual. It’s basically a damage condi wrapped in another coating. But I love conditional conditions.
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I love this thread. I don’t have any meaningful statement to contribute but I would just like to say that the discussion here somehow does make sense. When the next meta shifts back to burst, it will finally complete one full cycle.
I also noticed that the QQ against certain professions are cyclical. I’m guessing the next prof to be called out as OP will be mesmer or ele once again. :P
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Now they are just doing it to correct a problem that’s an entire year old. That’s not a valid solution for anything! It further makes it more difficult for people with alts to gear up enough to get out there and handle the WvW or the Fractals enough to get the other materials they need once they reach level 80. They are basically trying to improve their image while biting the hand that feeds them, new players/players with large numbers of alts.
I feel the same way. Basically the ones that farmed karma to death is now sitting on millions of karma and will be hapilly spending them once decent and new items are introduced and shall be obtainable from karma while new and casual players will have to work much longer and harder to gain karma compared to how people easily obtained them through farming dungeons and meta events.
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I thought something intresting should be commented. It’s possible they killed Karma for the time being as a quick fix while they figure out a reasonable rework of the currency.
Like adding more currency since we have an account wallet?
Most if not all new weapons, accessories, and armors should have had the option to be obtainable through karma also. Or is there already this option that I didn’t know of? o.o
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Petition! Bring us back the Daily Jugs!
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I can tell you why the Karka queen rarely gets done: Only two of the pre-events are soloable. I can’t tell you how many times I’ve single handedly got the ball rolling on the Centaurs, Melandru, the Eye, Megadestroyer etc. simply by advancing the pre-events by myself. Usually by the time I get to where I need some help someone shows up. By the time we get to the relevant boss there is always enough to get the job done.
The event timer ensures people will show up if you can get the pre-events moving. this will not be a problem with Teq. And i have no doubt my server (Maguuma) will be rolling out for him every time he pops . . . . except for possibly on the late night shift. We Maguumans do love our sleep.
Yeah, I’ve pretty much try to initiate certain World Events all by myself and then announce on map chat that the boss is almost up sort of. The reason why some events are totally ignored while others are frequently farmed is because some of the pre events require player coordination like you’ve said while others are pretty much soloable. If they added some sort of Zone Wide or Region Wide World Event tracker, or heck even a Region wide chat just to improve player awareness of what significant events are currently rolling, it won’t be so hard to get people participating in the pre events that require coordination however some might think that this defeats the purpose of exploration and looking for events but as it stands now, the popular events are already being monitored in a timely manner through timer websites, so why not include the feature in the game itself just like what they did with the LFG tool. Region-wide announcements for the start of World Events like how we have worldwide announcements for Scarlet Invasions would be nice.
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There’s really only so much you can do to the starter zone bosses without turning them into something akin to launch-time fire elemental. They’re in starter zones and should be relatively easy.
Yes, they should be easy since they are starter area bosses but they should also not drop level 80 rares, exotics and precursors if they are THIS easy. There’s the discrepancy in effort/reward ratio with these types of events which isn’t healthy for the game IMO.
If 10 appropriate level players take on Shadow Behemoth, it should be epic and challenging and rewarding for their level. But if 2 dozens of fully geared level 80 does the event, the experience and challenge should also be appropriate with the amount and value of loot obtained from the said event. What happens now is that high level players WP and rush towards the boss, hoping to tag it in time because it dies a few seconds later. The length of time it takes for level appropriate players to take down the boss should be almost equal to the length of time a zerg of fully geared level 80 players and the difficulty should scale properly as well. Magic words: scale properly
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I’d really like to see the Frozen Maw buffed. It’s ridiculously easy.
It’s in a low level zone.
Any low level world boss needs to up their mechanics and hp pool BY A MILE IF BEING ZERGED BY MORE THAN A DOZEN LEVEL 80 PLAYERS. Downscaling stats obviously isn’t going to cut it in order not to trivialize low level zone encounters. Scaling a boss’ HP, active skills, and environmental mechanics (add on mobs, phased events, extra activities aside from hitting the boss) should properly consider the zerg factor. They have implemented some sort of trial runs in temple events and claw of jormag, I hope that the next patch is an improvement of those experimental changes and then become implemented on all boss encounters.
However they should be careful not to make the world bosses impossible for a small scale level appropriate group trying to seek adventure or some challenge but at the same time make them tough and challenging enough that the event will stir some sort of player coordination when a large group is trying to participate. The thing we are looking for here is an actually working scaling of events based on player participation.
later. It doesn’t care that I’m there.”
(edited by Gallrvaghn.4921)
Challenging content will be ignored when there are a dozen other possible stuff to do that can easily be done and still reward you with equal or even more loot than the challenging ones.
If it ain’t farm-able, it ain’t worth going back to.
later. It doesn’t care that I’m there.”
Reduce Fire #5 Air#5 cooldowns.
Totally rework flamewall or increase direct damage and burning duration from Fire#4.
Make Water#4 a small AOE or some sort of leap like mentioned above.
later. It doesn’t care that I’m there.”
This is why we can’t have nice things.
While I admit FC did some bad moves like spamming AOE’s (fire 4, ice 3, earth 2) when not near the target, rtl/updraft against a target moving away, using CC’s ontop of each other (instead of using them in decisive chains for interrupts to proc perp runes), not quite using dodge to avoid some moves (should’ve paid attention to the guardian’s greatsword animations and when the engineer equips toolkit to pull/stack confusion on you), and just some small insignificant errors that can be excused for even experienced players.
But there is no need to be rude on his thread. Please post constructive criticism and then move on. I, for one, enjoyed watching FC’s video and think he is an experienced elementalist with just some bad habits.
So please, chill.
I snickered a bit.
later. It doesn’t care that I’m there.”
I want a skin locker room for both PVE and PVP just like how achievement skin rewards can be reusable. Please make this come true!
later. It doesn’t care that I’m there.”
This change wont impact people who play many hours a day.
This. Nerf karma from loot bags. Un-nerf daily jugs. Please!(
later. It doesn’t care that I’m there.”