Showing Posts For Ghostwind.4380:
Not feeling the same way, but to each their own.
Just curious then, do you think another class has an easier time progressing through pve content and maps? Particularly HoT.
Not sure if this a complaint or a compliment, but I simply can’t get away from playing my bow Ranger. Especially for HoT. It’s my “go to” character for any difficult or challenging pve content. It’s the one I always end of turning to in the end because it seems to make the most pve content progress the fastest and easiest compared to any other class.
First some background: I’ve been playing since beta. I have 6 lvl 80s (war, thief, guard, mes, necro, and rang). I have 3 lvl 40+ chars I am leveling on the side as well (eng, ele, and rev). 4 of my 80’s are 100% world complete and story complete (excuding HoT and silverwastes). All my 80’s are exotic geared. I also tried mixing and maxing different specs (power, condi, tanky, etc) to see how each does in different situations. I’m not an expert meta-min maxer type, but I do check out the build threads and try ones out that show promise when I can. Why am I saying all this? I’m guess I’m just trying to communicate that I’ve made an effort to try and experience each class from 1-80, and see how to they play and find out which ones work best for me and my playstyle (mostly pve).
In my opinion, Ranger is hands down the “easiest” class to play. Now by easy, I’m not saying it’s a simplistic class, it has as much complexity as other classes if you build it that way, and can be very “swap-intensive” if you want. But in terms of “least swapping energy required”, a bow Ranger is so out of the box good it’s hard to justify playing any other class (for solo pve), other than out of boredom or curiosity. For extreme places like HoT, it’s without a doubt a much more enjoyable experience since Ranger has such an easier time getting around and getting in and out of combat. Having a pet to take aggro is such a huge boon it’s unbelievable. I’ve taken my other 80’s in Hot for a spin to see how they do and try out some of the new elite specs. And frankly it was painful on some (warrior beserker – bleh) and decent on others (thief, mes and guard – um yeah ok) and powerful on others (necro reaper – holy crap awesome). But frankly the effort and energy required to make the same progress is too demanding compared to bow ranger. You have to do so much more meta-gaming and weapon\stance\elite\shroud micro-management to move around and make progress.
With my Ranger I can almost go through most maps with just a single bow weapon and pet and survive\evade most situations. Ranger seems to have it all for the solo player: A bow to fight from range and stay out of trouble. Pets to tank and deal damage. A two-hander in case you get surrounded w an escape included. And with the new Druid spec (don’t even use staff), if things really get ugly you can heal back to full in seconds and STILL escape or keep fighting. And w Druids perm 33 movement speed? Amazing. It’s just too darn good to pass up for pve content roaming and exploring.
I’ll be honest here – my favorite character is the necro. I love the necro! But it’s slow range damage sucks and it’s pets are not as powerfull as the Ranger. I defintely love the reaper. And compared to the other classes, it plays second best in surviving in HoT for me. But I think melee classes are frankly at a disadvantage in HoT (and in Gw2 pve in general), regardless of the superior damage output. I am in no way asking for a nerf to Ranger – HELL NO! What I’m wondering though is why the other classes require so much more energy to progress through pve content? It just doesn’t seem the content is balanced right to me.
Does anyone else feel the same way or am I way off?
I do not like the expansion maps and events
in Guild Wars 2: Heart of Thorns
Posted by: Ghostwind.4380
I hear ya.
I consider myself a semi-casual player. Have 6 lvl 80’s that are well-geared (all exotics), 3 with 100% map complete and story complete, and on the side leveling 2 more in mid 40’s. Played since beta, but took a break for about 6 months until the expansion came out, and now I’m playing again my normal 2-3 hours a night.
Out of all the content I’ve tried – dungeons, fractals, puzzles, stories, 1-80 maps, etc, the HoT maps are by far the most unfriendly\painfully annoying maps I’ve ever encountered. They are literally designed to cause you the most difficultly in traveling, so if you are primarily an explorer\completionist like I am, it’s an utter nightmare and stressful as hell. I’ve almost completed the first area (currently at 92% and just missing 2 poi’s), and feel like I just played the cop in that torture scene from Reservoir Dogs.
I get the idea of course. The system is designed to make you grind out masteries first. Once you have enough masteries in HoT, travel I assume will be much, much easier. Perma-gliding, updrafts, jumping mushrooms, fast travel by tunnels, poison immunity, etc, all the stuff that is such a pain to deal with now is slightly alleviated with masteries. The problem is that until you get those masteries you are forced to deal with the blantantly difficult mob gates placed everywhere on your path. It’s like a giant jumping puzzle you can’t jump on but are forced to walk barefoot, with every corner and stair having nails and needles and broken glass thrown down on it. For the solo and casual player and explorer, HoT is a big “screw you”. There’s a big difference between challenging and annoying after all. Casuals and semi-casuals value CHOICE above most things. They want the option to take on that tough veteran on, or avoid it. They want the option to go down that shorter but scarier path filled with raptors and go toe to toe, or take a difficult jumping path over them and avoid combat completely. HoT doesn’t give choice, at least not at first.
I see why the meta\hard core players love it. If you have the patience to grind out the experience and masteries, you will have a big advantage getting around. If you enjoy maximizing every aspect of your character and learning the tells of enemies like a pro, HoT is for you. The meta\hardcore like the danger, and they like to feel elite. Casual and semi-casual’s don’t care as much about that though. They compete with themselves for the most part, and just want to enjoy the story and see new areas.
The irony of course, is that by the time you grind out all those masteries that will allow you to get to most areas and bypass the annoying mob gates, you’ve likely already brute forced your way through it all anyway. Generally by waiting for a crowd or charging into the brutal machine guns a-la WWI style, getting gunned down again and again, but eventually through by sheer attrition or luck. Not exactly a recipe for fun in my book, but then again I’m not really the target audience for this expansion I guess.
This game needs exclusivity like it needs a server cluster made up of 286 IBM’s.
Stop feeling entitled to it. Events are boring if you cant earn exclusive items.
i, and many others, embrace every tear you shed upon learning something has lost its exclusivity
Good for them, and I embrace any complaint about people who feel entitled to having access to everything in an MMO. Maybe they should play single player games instead.
Remember happy people rarely visit the forums. So it likely the people who are happy with exclusive items is much larger than the few who keep crying for inclusiveness here.
I’ve used the MM backpack for most of my alts since I obtained it. Frankly I think it’s still one of the best back piece skins in the game. Even compared to the holographic wings which is my second favorite. The MM back piece just looks so crisp. I can totally understand new players wanting to have it and get a chance to earn it. Then again, it does send the message to everyone “I was there at the first Halloween event, at the start” which does mean something. I’d think it would be ok if they still allowed obtaining the book, but change it color of the flame or something so it’s not the same. Light Green maybe? Just something subtle to tell the difference between the time period when it was obtained.
I was able to reproduce this issue today. Same the OP, it got stuck after the first wave. I searched around a bit and managed to find a corrupted fish that got stuck to the south. It looked like it was within the ice wall. It was outside the red zone and just out of reach of my ranged weapons so could not kill it. I attached a screenshot of me facing the wall where it gets stuck (unfortunately this is after I reset trying to get to it to kill it). Hope this helps.
the chests loot changes if you kill him,
No, it doesn’t.
I opened the chest, got a blue pirate boot, then killed him, the second time I killed him first, THEN opened the chest, and got a bunch of greens and an orb
And if you open the chest a third time, you’ll get something else. And if you open it a fourth time, you’ll get something else. It’s called random loot, and it’s how nearly every chest in GW2 works.
I realise this entire thread is about religion (discussing where to find an item that isn’t actually in the game), but I thought people would have figured out how chests in GW2 work, at this point.
If you can see the chest, you can loot it, and the loot you get is selected from that chest’s loot table. If the loot is only available after completing a certain event, then you won’t even see the chest until you complete the event (and if you’ve looted it recently, you’ll see it but won’t be able to open it).
It wouldn’t make any sense for items to appear inside a chest just because someone died nearby. If there was additional loot intended for people who kill the boss, that loot would drop from the boss, or from a chest that spawns when the boss dies, to make it clear to players that they are getting that reward because they killed the boss.
and it wouldn’t also make sense for one chest to open when a linked chest is.
ever done craze’s folly?
the small chest there is a trap, opening it will also open the large chest later in the puzzle.
so tell me, is it not possible to have a small chest near rotbeard, that when opened will flag a large chest, invisible, uninteractable, and in the same place as the small chest as open?
what if that chest, on rotbeard’s defeat would be displayed for people who took part in the event, whilst making the small chest uninteractable?
it would be easy too: all that would be required is 2(or 4 if visibility and tangibility are handled seperately) state changes between the chests, one of which is already observable in temple and dragon chests, and the illusion of killing an enemy = better loot is perfect
if(rotbeard.isdead == true && player.tookpart == true)
{
largechest.visible = true;
smallchest.visible = false;
}
if(smallchest.opened == true)
{
largechest.opened =true;
}
I don’t think it’s Rotbeard. And I think the key to understanding this is to look at the Dev’s wording in the last hint given…
I will confirm that I looked in the game data and traced the item to its loot table to the chest that uses the loot table to the event that spawns the chest"
notice how he specifically says “spawns”. This leads me to believe it’s not Rotbeard since both the empty chest and the small chest in the room are already visible before the event to kill him fires (triggered by opening the big chest). According to the dev wording the event must completed and THEN the chest appears.
I just did Rotbeard. Rotbeard is spawned when you open the big chest in the ship at the bottom level, but there is nothing in that chest when you open it. It remains empty after he dies, and I did not see any other large chest appear afterwards.
In my long winded post a page or so back I mentioned Aurora’s Remains and the event there. I only brought it up that it had this weird otherworldly homey feeling to it. The event I did solo wasn’t too terribly hard, and it did have a chest at the end. Granted it wasn’t a huge chest it was a Sylvari-looking chest. I looted a few greens and blues from it. Event link is below.
It’s http://wiki.guildwars2.com/wiki/Draw_out_and_destroy_the_Demagogue%27s_spirit
Weird, I just did this event and got no chest after killing the champion, did get loot from the body though
You have to follow the npcs back. Ontop of some mushrooms there will be a chest. but I doubt it would be it. It was either a splendid chest or just ‘chest’ as far as I remember.
I can confirm this. I just finished it, and once you follow Lews back up the side and jump up the mushrooms you get a Splendid Chest that is Slyvari style. See screenshot…
I know it’s too late, but just some ideas I thought would be cool for the next winter holiday event…
1 – In game and out of game holiday event visibility:
Although you added something in game for the Karka event visible on the top right, clicking on it did nothing. Instead when you click on this it should give you more details on what events are happening where, and ability to see those event locations on the map. In addition, if something is about to happen that you “should” be part of to get a reward, this area needs to flash or give a countdown timer so you don’t miss it if you happen to be in game. You should also have the option to hide this if you don’t care about global events. Out of game, would be nice to get an email to subscribers about holiday events with details on when and where they occur.
2 – Skating rink:
Turn LA plaza into a huge skating rink. If you step onto the rink without skates your momentum will cause you to slide and not be able to stop until you fall off the other side in hilarious fashion. You can get skates from nearby vendor for free. When you put on the skates you will be able to slow down and move on the ice using your normal movement keys (with slight momentum effects for sliding), and your abilities bar will be replaced with the following actions:
1: Accelerate . 2: Jump spin, the faster you going are going the more spins you can do when holding down the button. To land properly must be facing in the same direction as the start of jump. 3: Reverse toggle. You can switch skating backwards and fowards.
Achievements for how many spins you manage to land.
3 – Snowball fight:
Snowballs should be availble in all cities. If you pick up a snowball you are “tagged” and can be hit and knocked down. You can get achievements for # of snowball hits on different enemies.
4 – Build a snowman quest (easy difficulty):
Quest to build a snowman. Must get various parts from across various zones. Reward is a mini-snowman pet.
5 – Reindeer games quest (easy difficulty):
Quest to find reindeer, get a saddle on them, and ride them to a nearby stables. Reward is a mini-reindeer pet.
6 – Find father time quest (hard difficulty):
Quest to find father time. Appearance is random and once found he will only stay a short while (tiny event window and timer shows). When he first appears in a zone anyone in it may hear bells jingle, but that’s all the hint they will get. If found he will ask a question. Depending on how you answer you could get one of the following gifts: 2 random exotics, 15 slot bag, or 5 BLC keys.
7 – Server wide global hidden quests (hard difficulty):
Have no idea what these might actually be, but these are quests that need to be figured out and rewards apply to the shards that complete them. As the event progresses hints should be given out by NPC’s. These quests will require multiple people to complete, and doing things in multiple zones. Once completed everyone on that shard gets a reward such as a temp bonus to exp gain or magic find (depending on the quest). Seems a good way to build community as well as give a server bragging rights. Progress for these should be visible in game in the top right so everyone is aware.
8 – Winter Tree Jumping puzzle (easy to hard difficulty):
Giant Tree jumping puzzle that is easy to find and scales with difficulty as you climb higher. Easy to climb branches at lower levels, but smaller, swaying branches as you climb and obstacles such as ornaments that come alive and try and push you off. A reward chest is available at 3 points as you climb. Lowest branch chest has 2 fine and 1 masterwork random and a winter town hat. Middle branches, chest has 2 masterwork and 1 rare random along with a BLC key. Top chest as 2 rares and 1 exotic random, along with chance to get special skin and or unique, along with achievement.
9 – Save your Home Instance quest (medium difficulty)
You get an urgent message from someone in your home instance. There are strange disappearances happening to key people in your instance. You will need to return there to investigate and question NPC’s for clues. Expect fighting, clever dialog, and a possible blizzard with elementals wrecking havoc. Soloable instance. Reward is a unique wreath back piece skin.
To the OP:
First off, you do realize that using words like “hate” and “stupid” to describe people who complain about difficulty really undermines any point you want to make? Maybe you should try using the word please, or better yet prove your point with facts and logic if you think those who complain are wrong. I might reconsider your choice of user name as well.
Second, what class are you playing that makes the story instances “disgustingly simple”? I’ve already completed the story on my main guardian and am about halfway to a third through on 3 alts trying different paths and orders (Warrior, Necro and Mesmer), and I can say with certainty there are definitely balance issues in regards to class. On my guardian it was a challenge on some missions but mostly fine and in rare cases extremely easy – same with my warrior. But caster classes have a much more difficult time. Guardian and Warrior appear have less problems since they have strong burst aoe and good survivability, while caster classes (particularly Ele) have trouble handling the rush of mobs.
Lastly, the idea of having an optional difficulty setting for the personal story would be great except for one thing: the last mission. Not sure if you’ve actually completed the story yet (hard to tell from your post), but the last mission is in fact a group dungeon – the Arah Story Mode in fact. You can’t “adjust” a dungeon. Maybe if they allowed a setting for all the solo-able missions prior to that point. But you see the problem.
Best reward I got was just enjoying the instance and getting a new desktop pic. Great job on the moon Anet
Sorry to hear you are having such a difficult time. You are not alone though if you encountered a mission that is extremely hard to complete, not all the missions are balanced at the moment, and not all are balanced for all classes. There is a large thread about story difficulty already about this https://forum-en.gw2archive.eu/forum/game/story/Personal-Story-Difficulty-Unacceptable
A couple things I might try before completely throwing in the towel on story:
1 – Report which mission you are having issues with and why. Anet appears to be evaluating and balancing based on player complaint, so if you tell them which one you are having issues with they may take a look at it and tone it down a bit. No guarantee this will happen until after the Haloween event however.
2 – Play a class that can handle lots of melee at once, like a guardian or warrior and start over. I know that is a terrible answer, but if you want to experience the story without getting too frustrated these classes have a much easier time since they have great burst aoe and strong survivability.
In regards to impact, there is currently no major impact to not completing your personal story. Nothing changes in your home instance after you complete it, the rewards are not unique (in terms of items you would get) so the only thing you are missing out on is the story experience itself.
I finished my personal story a couple weeks ago. As most have said many of the personal stories are currently imbalanced. A large amount are very hard, and some include a large number of mobs coming at you at once that are much stronger than you expect, and you basically have to die and rez, kill one, die and rez again, until you can proceed. On these missions it can be extremely frustrating, but I never found one that was impossible to finish, it simply took time and attrition (and a big repair bill) to complete. Later on at higher levels there are a couple rare missions that are so easy you simply shake your head and wonder why they weren’t all made that way.
Right now it seems to me the approach they are taking is to look for specific complaints for particular missions and evaluate those for balancing. Eventually they will get to them all, but it may take a while using this method, and frankly I find it very disappointing. I really think the entire story system needs to be re-engineered. At the very least, you should have your home instance recognize your accomplishments during and after your story conclusion, so there is some meaning to the entire thing and you have some permanence to your efforts.
In regards to implementing an “easy” mode, the problem they have with this or even trying to have an option like a “Personal Story Difficulty” setting is that the last mission is actually a group dungeon that you can’t solo (can’t tell you how much this bugs me), so that wouldn’t work. They kind of painted themselves into a corner with that decision unfortunately.
Couple responses to your last mulch…
“I never saw that it was advertised as a purely solo game or that story-mode was a solo feature.”
You’re right, they did not specifically advertise story-mode as a solo-feature, but they also didn’t advertise that it WASN’T a solo feature either. Keep in mind – they named this feature of the game a “personal” story. The word personal does indeed imply solo. This idea was also further reinforced by the first 1-80 story missions where no group is required.
“I did 3 epic quests (and parts of a couple others) in EQ1. They required groups and raids, and were effective in getting people together to accomplish goals of individuals. I loved it, and still love that aspect in MMOGs. Same thing with the big quests in other games as well — did the epic lines in Rift most recently.”
I can understand and respect if you’re the type that enjoys grouping up to complete parts of quests that you need. It’s totally up to you – I personally don’t like to have grouping forced on me to move forward, but whatever. The problem however is one of precedence, which (respectfully) I don’t think you are grasping. All the story mission quests up to the last did not require you to do any of the dungeons related to the story along the way. What occurred is that you got emails at certain points from your original contact showing you the various dungeon and location on the map, and asking you to check it out, but it was NOT mandatory or required to move forward. You could move right on to the next story part and do the dungeon when you felt like it. The fact that they started off in this pattern and kept it almost the entire way sets a precedent and assumption by the player that dungeons and grouping are indeed not required to move forward. If they had made those other dungeons required as well throughout the story mission process, well then we probably wouldn’t be having this conversation.
As someone else said, it feels like the last solo-able mission with the Eye was probably originally intended to be the last story mission overall (it sure felt that way given the cut-scenes and build up and long battle), and just like the other missions afterwards you would have received an email giving you the location to Arah dungeon and option to kill Zhaitan (if you wanted), but in regards to your personal story it would have ended there. But it seems like they decided the Eye battle was not a fitting enough conclusion and added going to the Zhaitan dungeon afterwards as a requirement (or they ran out of time and couldn’t make another solo-able instance to kill Zhaitain). This can also explain some of the problems I have been reading about regarding odd behavior for the personal story in the Arah dungeon (too easy to kill Zhaitan with mashing single button but everything before that difficult, only one person being able to see their own final dialog and story conclusion, etc), since it was probably first built to be a standard dungeon but then had to bolt on the story conclusion part when it was never really intended to have that element. It sounds like they did the best they could trying to jam the two different streams together, but doing so came at a cost.
“There are single-player games. The stories in them are 10-times better than GW2’s, too.”
Totally agree there are single player games that may have better stories. I’ve played quite a few. But there are also now MMO’s (swtor being the prime example, and this one another) that are adding more of a personal solo story aspect. Trying to say an MMO is not a single story game is not a valid excuse anymore for finding a place to introduce a good solo story feature, since it’s been done already and was done in this game on missions 1-80.
“Having to attempt dungeon content is hard the first time. I could totally see that as a valid complaint. But getting tweaked cuz a MMO requires you to group to accomplish the pinnacle achievement in a basic aspect of the game — I think it’s misguided.”
Actually dungeon difficulty is not the core complaint here, nor have I seen anyone say that. Finding a group and being forced to group to complete your personal story when every mission before it did not follow that pattern is the core complaint.
The bottom line is this is an issue of choice and expectation. Anet set the expectation with calling it a “personal” story and gave choice with solo-able missions from 1-80. Then the choice and expectation was suddenly taken away at the very end of the cycle. Maybe you think we are “misguided” for feeling that way, but I don’t think as an experienced MMO player that I’m in the minority by feeling something went wrong with the design here. As more and more of the medium to casual players get to this point in their personal stories I think you are going to hear more complaints regarding this.
I leveled to 80 almost exclusively using Greatsword\sword & focus. I tried a lot of different combo’s on the way but the burn build seemed the easiest and most fun while leveling. It’s just felt very fluid and dynamic. As a guardian you will pretty much have no problems with a glass-cannon or condition build until you get into the 70+ zones or go to Orr, then the glass cannon build starts to lose it’s shine since the mobs hit much harder, take longer to die, and use more stun\pull\range abilities on you. Once I got to 80 I switched to a survival build and now use hammer\scepter & focus and it’s much easier to solo things. I wouldn’t bother with shield, focus has much better survivability.
Still not working (Anvil Rock)
End of story mission needs to be scaled to party size and made to be soloed.
Posted by: Ghostwind.4380
I’m glad you were lucky enough to find a group and be able to finish your personal story. I still haven’t been able to complete mine because each time I’ve logged in and gone to Orr Arah door has been locked (Anvil Rock). There’s already been disappointment about the last mission requiring a group, see below…
https://forum-en.gw2archive.eu/forum/game/story/Forced-grouping-for-last-of-the-Personal-story-missions
I’ve pretty much given up and am switching to trying to finish the maps.
I was about to post about this today until I saw this thread. I’m so glad I’m not the only one that feels this way and in total agreement with OP.
Last night I finally got to the stage where I now need to do the last mission Victory or Death. It really disappointed me to find out I was going to need a group to finish my personal story. After having done every mission up until this point solo; after overcoming the difficulties of some of the story imbalance in missions and lots of deaths; after going to Orr and racking up repair bills trying to make it to my story instances; and after doing the long battle with the eye – I totally assumed they would keep the pattern and I would end up in an epic single story mission battle involving me and the NPC’s that have fought (and died) with me along the way in a final confrontation against Zhaitan.
[EPIC FAIL BUZZER]
My favorite aspect of the game thus far has been the personal story; it’s what I have focused on for the most part and has been my overall goal along with getting map complete. I’m a medium to casual gamer (maybe 2-3 hours each night) and the primary reason I liked doing the personal story is that I felt it was one of the few things I could actually complete in this game without having to rely on tons of grinding or being dependant others to finish. I thought it was something I could take my own time with since it was a “personal story”. I actually like listening to the NPC’s and click on some of them between dialog cut-scenes just to see what they have to say and get into the story. I looked forward to trying the story on different alts after this one as well to see what the possibilities were with different factions and paths.
The fact that the last mission is in Arah, a place that needs a specific chain of events to unlock and basically a zerg and thus requiring me to be on at just the right time when the door is open for a few moments to access – is not the biggest letdown (though that in and of itself will likely lock out the truly casual gamers who may not have that kind of luck or time to finish their personal story). No, as the OP said the main issue is that even if I managed to get to the door and it happens to be unlocked then I need to immediately get a group to proceed since the final mission is a DUNGEON.
I have to ask the Anet team – why? Not only does it break the immersion, but it also means my success is not based on my personal ability or choices, but on how I perform in a group setting with other players who may have different play styles, story history, and egos. It’s not personal anymore. It’s not about me or the NPC’s anymore. It’s a PUG. And that means dealing with the PUG mentality. The last thing I want to do is sit in front of the Arah gates when I have time to play and spam “Can someone please group with me so I can complete my story mission? Please?” and have to say stuff like “What? Um no I haven’t studied the boss fights online, I like to discover things.”, and hear “LTP ur class newb!” from kids too young to have actually played with an Atari or know why “Go for the eyes Boo!” is funny.
After the focus that I’ve put into my personal story thus far I feel cheated I can’t cross the finish line on my own. Yes, it’s my fault for assuming the final mission would continue to be a soloable process. But how could I assume otherwise since every required mission thus far has been that way? If you wanted to make the final part of the personal story challenging and hard to complete I can completely understand that. I would be fine with dying a dozen times trying to finish the final battle with just me and the NPC’s. Even if it was only by luck or chance I would be ok so long as it was through my doing and my actions and thus my failure or my success alone. But giving no other option to finish my story other than finding a PUG? Sorry, I just don’t get that. It’s like scaling a tall mountain all by yourself only to get right near the top and find a sign that says “Sorry but you can’t climb any further. Please throw away you’re climbing tools and wait here until four other climbers arrive, then use that funky helicopter over there that requires five people to control, and fly yourselves to the top together. PS – it might be a good idea if you all know how to fly helicopters.”
My Guardian. Was trying to go for something more oceananic\sea creature armor colors. Second pic is at night with full bioluminescence from sylvari kicking in.