Showing Posts For HHR LostProphet.4801:

Warrior's Ridiculous Mobility

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

So basicalyl Thieves are from all classes in regard of moveability, just the 3rd place, when they are supposed to be the 1st place, because moveability is a thieve’s core concept and not that of a warrior or elemetalist, whose core concepts lie alot more on damage dealing and support, but not moveability >.>

You’re so dead wrong.
Stealth is your core concept. STEALTH.

Experts at stealth and surprise, thieves can move through the shadows, vanish into thin air, or steal items from their opponents and use them as weapons. Thieves practice an agile, acrobatic fighting style, which can make them very hard to hit.

Source : https://www.guildwars2.com/en/the-game/professions/thief/

You know who is supposed to be the fastest class in game? It’s the ranger, the skirmisher. By definition, the ranger has no burst but sustained damage.
Now this is very bad if the ranger gets outrunned by other classes. They can get bursted down easily because everyone is able to catch up to them. On the same note, ranger can’t kill anyone because they can run away.
So, following this logic, all classes should have less mobility than the ranger.

They are the fastest.

Errr, no? Warrior has more mobility with shorter cooldowns and a 100% swiftness uptime. The ranger reaches non of those.

Warrior's Ridiculous Mobility

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

So basicalyl Thieves are from all classes in regard of moveability, just the 3rd place, when they are supposed to be the 1st place, because moveability is a thieve’s core concept and not that of a warrior or elemetalist, whose core concepts lie alot more on damage dealing and support, but not moveability >.>

You’re so dead wrong.
Stealth is your core concept. STEALTH.

Experts at stealth and surprise, thieves can move through the shadows, vanish into thin air, or steal items from their opponents and use them as weapons. Thieves practice an agile, acrobatic fighting style, which can make them very hard to hit.

Source : https://www.guildwars2.com/en/the-game/professions/thief/

You know who is supposed to be the fastest class in game? It’s the ranger, the skirmisher. By definition, the ranger has no burst but sustained damage.
Now this is very bad if the ranger gets outrunned by other classes. They can get bursted down easily because everyone is able to catch up to them. On the same note, ranger can’t kill anyone because they can run away.
So, following this logic, all classes should have less mobility than the ranger.

Passing the torch: from dwarves to sylvari

in Lore

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

So what of the Nightmare? And more pertinently, what of Vorpp’s dialogue in The Dead End: A Study in Scarlet:

Vorpp: “This is Synergetics Headmaster Omadd’s isolation module. A sylvari named Ceara went in; Scarlet came out.”
Vorpp: “I reverse-engineered an image of Ceara’s aura patterns before and after. The schism is pronounced and dramatic.”
Vorpp: “Yesss. I remember Professor Omadd. He outsmarted me in several Polymock tournaments. I’m sure he cheated…but that’s beside the point. He never should have put Ceara in that cube.”
Player: “What can you tell me about the cube?”
Vorpp: “His notes say its purpose was to shut down the mind’s security system and open it—like opening a door—to welcome in the truths of the Eternal Alchemy. But our minds are protected for a reason.”
Player: “When Scarlet looked across the open threshold, she saw things. And something looked back.”
Vorpp: “Ceara encountered something that literally broke her mind, but the only things in there were things she brought.”
Vorpp: “I surmise she was directly exposed to a part of her own psyche that had been carefully walled off. Perhaps for her own protection?”
Vorpp: “We’d need to do far more extensive study of the sylvari Dream before I could draw any more-detailed conclusions.”
Vorpp: “What I can conclude now is that she’s preparing to strike. Mark my words: Scarlet’s next attack is planned and ready.”

Part of the sylvari psyche seems to have been deliberately walled-off. It’s another leap, but my guess would be that if the magic that created the sylvari is derived from Elder Dragon magic (probably Mordremoth’s), then an aspect of that Elder Dragon will inevitably remain as part of the sylvari. The “walling-off”, then, was a deliberate attempt to prevent that aspect from surfacing. It could well be exactly the same magic used to liberate Glint from Kralkatorrik’s control (and might also go part of the way toward explaining how the dwarven Brotherhood of the Dragon could have a mental connection with Glint, which is something their successors, the Zephyrites, did not have).

Now this is a lengthy and broad post, and I can almost guarantee that some of this is wildly off. But I do firmly believe that it is a step closer to resolving the problematic question of the true nature of the sylvari.

Well, the only thing we, as players, have to do is capturing someone from the nightmare court and bring him to the end of Arah P3, where warden Illyra has freed the risen chicken, to free the sylvari. If the sylvari isn’t obsessed by the nightmare after the ritual, we’ve proven that the nightmare is an incarnation of Mordremoth’s influence and that the sylvari are indeed dragonminions. The pure luck is accountable for the finding of Ventari’s Tablet by the Pale Tree, which has turned the sylvari as race into a “good one”. We have to see how Mordremoth’s awakening will influence the dream, if the Pale Tree is able to resist the influence of Mordremoth.

(edited by HHR LostProphet.4801)

Good-bye Underwater combat??

in PvP

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

… Read Again. It’s PvP only.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

They have metrics for where GOLD comes from in this game. This is literally to keep the economy in the same position it is at now.

If they have and if this metric has told them that the most gold is aquired through events, they are simply wrong.

They have all the Numbers, but since what they do, to address what their numbers tells them hurts what you do…. THEY are wrong??? hahahahahaha

Most self-serving argument…. ever!!!

What is the reason of nerfing the event rewards? Did the players got too much gold from it? Please, if they want to lower the goldincome, they should have started with the TP flippers and the dungeons. Farming events to get the gold is the most stupid thing I could think about simply because the current event rewards are near zero. So why nerf eventloot again? It will hardly have any impact.

The problem is, that the risk/reward for doing Champ Trains is out of whack.
too little risk as newbies run around pressing the w key to follow… then the 1 key to auto attack.. and an occasional dodge. Too much reward for the lack of risk from champion bags + loot + event reward.

Everyone says " the rewards for doing events suck as it is." I keep asking why is it that from the Moment I log in… all I read on map chat is.." Where is the championn train?" " Is there a Champion train?" or " Some people are taking the Champions out of yturn " and they would say the names..One wonders if some were maybe taking down the names and Putting them on a " do not help " list or something?

" Jo Shmo is taking the Champ troll out of turn… guys…remember that."

The entitled attitude may also have something to do with it. Some people seem to feel that ONLY the Champion Train owns all the Champions… they actually try and shame players for fighting the Champs out of turn." so and so is greedy taking the troll by himself… he peobably doesn’t Like to share in RL either." I am serious… people on the Champ train say these things.

So yes, I think anything the devs do to nerf the champ train is a good idea. The fact that it " may have unintended consequences" is no argument for doing nothing. Almost everything has unintended consequences.

We don’t talk about champtrains, we talk about the rewards normal events are giving. They are simply too low.
An event should give proper reward based on the time you spend to complete it.
You can get 1g through dungeonrunning in 15 minutes. Go ahead and try to get 1g with events in 15 minutes. It wont work, it wouldn’t be even close.
The loot you get from normal monsters is better than the reward you get from an event that’s blatantly unbalanced.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I dont dislike TP baroning because they are rich, i dislike it because the game reward systems are too based around the economic style of the Items team, and not enough about game design.

the problem is the things the game are the best at, dynamic events, open world content, instances, etc, are not properly rewarded, or have weak incentives (not just talking about gold here) And while the pittance of copper from events isnt much, its really sad to see events get even less incentive for completion.

Its sad to see that common players who primarily kill stuff will have less available money, and also make less money from sales, (because the bulk of day to day materials are collected by all players) Dudes in the Tp forum even have graphs and equations showing how prices for day to day farmable goods will drop with peoples wealth.
So who wins? The people who dont earn based on drops. The gap between regular play wealth and tp mastery wealth grows, and that benefits no one but TP players. Playing the game feels less rewarding, and i have to run merchant based activities more when i want to make money, which i find boring.

Hopefully the last blogs have something built in that will actually foster some type of progression or reward systems that work to incentivize people to do more interesting activities, but im not too hopeful.

I don’t like TP flipping at all. Those guys do nothing but buying and selling stuff and yet get the most gold out of it, while people who play the game how it’s meant to be played earn less and less gold. Ofcourse, you could argue that making profit out of the TP requires some sort of skill. But I think those guys ruining enough in real life, they don’t have to ruin my game-experience too.

(edited by HHR LostProphet.4801)

How2 solve Stacking and Zerging without nerfs

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

This would be a nerf.

Would also lead to griefing.

How do you want to grief with character collision?

Look up “The pool is closed”

https://forum-en.gw2archive.eu/forum/game/gw2/How2-solve-Stacking-and-Zerging-without-nerfs/first#post3823445 ….

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

A lot of people are still fixated on the fact that this change likely effects only the CASH from events and champs. They arent affecting the loot. So… who the hell runs champs for the silver or three from each champ when the loot bags are worth far more because of the other things they contain.

As you may have realised by reading the title, we’re talking about event rewards, not championbags.

That still doesnt negate my point. So I’ll make it again: who runs champs for the pittance they get from them? I certainly dont. I run them for the karma, experience, and the materials found within the loot bag.

Well, you should post your concern in a thread dealing with the champion bag loot nerf then. ^^

How2 solve Stacking and Zerging without nerfs

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I really do like this idea, even though I think many things, especially dungeons, have to be adjusted to this change.

I don’t think so.

None of the dungeons in the game have been specifically designed with stacking in mind.
NPCs should of course still not collide with each other because that would require too many calculations, but instead have the AI simply avoid each others’ hitboxes and when in melee, circle their target zergling style to find an open space if possible, or simply clip through and attack like now if the target is already surrounded or otherwise inaccessible.

Simple.

Well, as Flissy already pointed out, stacking is a valid tactic, a messy one, but still. We would need more effective ways to kill things. I’m also fearing an “AoE or go home”
meta if implemented wrong.

How2 solve Stacking and Zerging without nerfs

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

You wouldn’t even have to “readjust” anything if you allow people to roll through friendly players.

I would love collisions in GW2. Warhammer Online had some impressive world PvP battles thanks to this.

Yep, dodging through someone should indeed still be possible, no matter if friend or foe.

How2 solve Stacking and Zerging without nerfs

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

A group of friends just stand in a line in a doorway to something like a bank.

Griefing accomplished. Nobody can get in or out without something akin to Blink – which not every class has.

“Ofcourse, some things have to be tweaked, you oughtn’t be able to block paths for other players, as example.”

It would be nice if you would read my entire post before giving feedback.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

A lot of people are still fixated on the fact that this change likely effects only the CASH from events and champs. They arent affecting the loot. So… who the hell runs champs for the silver or three from each champ when the loot bags are worth far more because of the other things they contain.

As you may have realised by reading the title, we’re talking about event rewards, not championbags.

How2 solve Stacking and Zerging without nerfs

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

This would be a nerf.

Would also lead to griefing.

How do you want to grief with character collision?

How2 solve Stacking and Zerging without nerfs

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Suggestion:
Simply add Charackter- and Obstacle-collision.

Impact:
If you Fiery Rush against a wall, your character would stop, because he collides with the wall. This would solve all problems with stacking and zerging simply because it wouldn’t be possible anymore.

Precautions:
Ofcourse, some things have to be tweaked, you oughtn’t be able to block paths for other players, as example. Also the bank in each city has to be tweaked, so all players can get to their own safe and events, which meant to be completed by zergs, have to be readjusted.

Problems that would be solved:

Stacking in dungeons
People complained about the no-skill tactic of stacking in dungeons. That wouldn’t be possible anymore.

Zerging in PvE
People complained about championfarming and zerging as new Metaevent-meta.
This change would solve the problem.

Zerging in WvW
Some people have complained about not being able to hold a fort against an enemy zerg of 100+ men. Well, those zergs would be really hard to coordinate with this change.

(edited by HHR LostProphet.4801)

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Popular events/champs should give bad loot and unpopular events/champs should give very good loot. This would make players actually explore world and try to find some very unpopular events. Of course players would probably find some way to exploit this.

If ANet would once in a time do a good job in debugging, the events couldn’t be exploited.
The rewards could be depending on:

  • How many players participate
  • How much one player does to finish the event
  • The time the event is being completed
  • The Time needed/Actions performed coefficient
    They should also monitor each event to find those who give unusual high or low reward

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I believe they are trying to get players more spread out in the world and degenerated gameplay like champ trains and boss event trains are keeping players away from the rest of the game’s content. All it’s doing is training players to zerg en mass instead of learning how to play their profession.

I would also expect that the trait unlocks will also require players to spend time in zones and doing content rarely frequented now.

How are they? They are lowering the reward you get from normal events. You will have even less reasons to go to unpopular maps like Snowden Drift.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

The problem with new content, and new land to explore is that we’d grind it out in a week, figure out that best stuff to kill, and then go back to complaining about how bored we are, and why isn’t anet expanding the game already. We don’t use up 80% of the map as it is, why should they open up more of it, just for us to ignore it after we’re done with it.

If they would give events a proper reward, you could go out and look for the eventchain yo like the most and do it. And once you’re bored of this particular eventchain, you could go to the next eventchain. You would actually have a reason to go to maps like Snowden Drifts or Timperline Falls.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I don’t really understand this change at all; wouldn’t reducing the amount of gold given at the end of a dungeon while increasing the amount received from events do a better job?

Either way, it’s a real shame, I love doing the events while I’m out filling in my map.

If they do so, they should focus on trading post flipping first. You can acquire much more gold by just simply buying and selling stuff.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

You’d rather rescue civilians for a year? While the 1st season Living story wasn’t very strong, the lore that GW has established is strong enough to keep me in it. The content itself, was fun for me. If you don’t enjoy it then do something else. If you can’t find enjoyment in anything else then you have a serious problem that these forums are not going to alleviate.
FF stories are a matter of taste and for the most part, I don’t care too much for them (not a fan of Japanese humor).

I want to rescue civilians until they are all saved. After that, I want to kill the enemies until they are all dead. I want to decide how fast I play through the story and those bits we got every 2 weeks were too small. And since ArenaNet can’t deliver a thrilling story, I want them atleast deliver thrilling rewards.

Play a single player game?

Why should I? The Personal Story until lvl20 was good. They should just stop to justify new content with a half-baked story.

Feedback: Event loot nerfed

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HHR LostProphet.4801

You’d rather rescue civilians for a year? While the 1st season Living story wasn’t very strong, the lore that GW has established is strong enough to keep me in it. The content itself, was fun for me. If you don’t enjoy it then do something else. If you can’t find enjoyment in anything else then you have a serious problem that these forums are not going to alleviate.
FF stories are a matter of taste and for the most part, I don’t care too much for them (not a fan of Japanese humor).

I want to rescue civilians until they are all saved. After that, I want to kill the enemies until they are all dead. I want to decide how fast I play through the story and those bits we got every 2 weeks were too small. And since ArenaNet can’t deliver a thrilling story, I want them atleast deliver thrilling rewards.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I hope they are prepearing for a new loot system t encourage players to play the dungeons/bosses with the motivation that amazing stuff can drop instead of, gold focused mechanics.

The problem is that gold is by FAR the most valuable thing in game. EVERYTHING you could possibly want, you can get with gold. Which in itself wouldn’t be so bad, the bigger problem is: for most things you might want, the ONLY way to get them is by farming gold.

That’s the problem with a reward system that depends almost entirely on RNG. If you get lucky and get a rare RNG drop, you can make a killing on the TP. If you don’t, you will have to grind for weeks and months to be able to buy what you want off the TP. It’s a lottery based system which doesn’t make for enjoyable or rewarding gameplay, sadly.

The nice part of the game though, is that you get Gold for everything. sPVP, WvW, PvE, crafting (if you’re clever with it). There’s little reason for you to grind the same thing over and over again, when you can just play the entirety of the game and make Gold doing it.

You are playing the game I would like to have. You get gold for everything, yes. But for the most part, it’s abysmal low and not worth the effort.

I play the game to have fun, not for a job. If you guys really are wanting some kind of extravagant return, I recommend doing something in real life that will get you it because a video game is not supposed to satisfy every little thing in your life.

Lol. Getting rewards is the very reason for MMO’s to exist. Get gear to be better. That’s all about it. You get no bonus if you get some friends in to complete events, you don’t get a bonus for helping all the npc’s. All you get is gold. And all you can do with gold is buying gear to “impress” other players. If you want to play for fun, you can also buy a WII. But that’s not what I want.

If those are your sole reasons, then it sounds like you have some inadequacies that you need to address before you can get better.

Why do people, for the most part, log in? Is it because the game is thrilling or does the game has gorgeous graphics? None of those. It’s pretty good but that’s no long-term goal. If you want the players to keep playing your game, you have to keep them satisfied. The graphics and the gameplay are a good start, but the game has to deliver more than that to keep it’s players. I have played this game now for one and a half year now and neither graphics nor gameplay keep me playing GW, it’s the reward I get. And the reward is pretty low. So if ArenaNet wants to keep me as player, they have to deliver some proper rewards or stories (which they failed up until now). You may have fun playing this game. But when the graphics and the gamplay become ordinary and the story isn’t satisfying anymore, the game has to convince with other qualities.

The whole “brand new sword” carrot on a stick tactic just doesn’t cut it anymore. It’s why everyone kittenes about Diablo and everyone kittens about whatever MMO they are currently playing. It’s not 2001 anymore, there are too many good games out there to tie yourself to one, grinding the same crap over and over, in order to get a marginally better sword. You all say that’s what you want, but yet all I see is kittening in all the games that provide that type of carrot.

GW2 at least gives new stories and experiences to play through, through the Living Story.

You do realize you just explained GW2 also – right?

A player just logged into the game after a year of absence – How exactly has the game evolved since then beyond farming for skins, farming for money and farming for marginally and I mean MARGINALLY better gear?

This game is almost identical to release. So if you have done 1 character map exploration and story which most have done by now – what exactly is left to do?

Oh wait – that’s right – grinding the same crap here as in other games…….

Pot meet kettle.

“GW2 at least gives new stories and experiences to play through, through the Living Story.”

Let’s see if you continue ignoring that statement.

The living story was crap. It’s neither permanent, nor fast enough. We had 2 weeks to rescue civilians. The story was just there to give a reason for the new content they added (which was also bad). If you want to see how thrilling a story should be, play Final Fantasy for example. That is both good story and good story telling for the most part.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I hope they are prepearing for a new loot system t encourage players to play the dungeons/bosses with the motivation that amazing stuff can drop instead of, gold focused mechanics.

The problem is that gold is by FAR the most valuable thing in game. EVERYTHING you could possibly want, you can get with gold. Which in itself wouldn’t be so bad, the bigger problem is: for most things you might want, the ONLY way to get them is by farming gold.

That’s the problem with a reward system that depends almost entirely on RNG. If you get lucky and get a rare RNG drop, you can make a killing on the TP. If you don’t, you will have to grind for weeks and months to be able to buy what you want off the TP. It’s a lottery based system which doesn’t make for enjoyable or rewarding gameplay, sadly.

The nice part of the game though, is that you get Gold for everything. sPVP, WvW, PvE, crafting (if you’re clever with it). There’s little reason for you to grind the same thing over and over again, when you can just play the entirety of the game and make Gold doing it.

You are playing the game I would like to have. You get gold for everything, yes. But for the most part, it’s abysmal low and not worth the effort.

I play the game to have fun, not for a job. If you guys really are wanting some kind of extravagant return, I recommend doing something in real life that will get you it because a video game is not supposed to satisfy every little thing in your life.

Lol. Getting rewards is the very reason for MMO’s to exist. Get gear to be better. That’s all about it. You get no bonus if you get some friends in to complete events, you don’t get a bonus for helping all the npc’s. All you get is gold. And all you can do with gold is buying gear to “impress” other players. If you want to play for fun, you can also buy a WII. But that’s not what I want.

If those are your sole reasons, then it sounds like you have some inadequacies that you need to address before you can get better.

Why do people, for the most part, log in? Is it because the game is thrilling or does the game has gorgeous graphics? None of those. It’s pretty good but that’s no long-term goal. If you want the players to keep playing your game, you have to keep them satisfied. The graphics and the gameplay are a good start, but the game has to deliver more than that to keep it’s players. I have played this game for one and a half year now and neither graphics nor gameplay keep me playing GW, it’s the reward I get. And the reward is pretty low. So if ArenaNet wants to keep me as player, they have to deliver some proper rewards or stories (which they failed up until now). You may have fun playing this game. But when the graphics and the gamplay become ordinary and the story isn’t satisfying anymore, the game has to convince with other qualities.

(edited by HHR LostProphet.4801)

Feedback: Event loot nerfed

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HHR LostProphet.4801

I hope they are prepearing for a new loot system t encourage players to play the dungeons/bosses with the motivation that amazing stuff can drop instead of, gold focused mechanics.

The problem is that gold is by FAR the most valuable thing in game. EVERYTHING you could possibly want, you can get with gold. Which in itself wouldn’t be so bad, the bigger problem is: for most things you might want, the ONLY way to get them is by farming gold.

That’s the problem with a reward system that depends almost entirely on RNG. If you get lucky and get a rare RNG drop, you can make a killing on the TP. If you don’t, you will have to grind for weeks and months to be able to buy what you want off the TP. It’s a lottery based system which doesn’t make for enjoyable or rewarding gameplay, sadly.

The nice part of the game though, is that you get Gold for everything. sPVP, WvW, PvE, crafting (if you’re clever with it). There’s little reason for you to grind the same thing over and over again, when you can just play the entirety of the game and make Gold doing it.

You are playing the game I would like to have. You get gold for everything, yes. But for the most part, it’s abysmal low and not worth the effort.

I play the game to have fun, not for a job. If you guys really are wanting some kind of extravagant return, I recommend doing something in real life that will get you it because a video game is not supposed to satisfy every little thing in your life.

Lol. Getting rewards is the very reason for MMO’s to exist. Get gear to be better. That’s all about it. You get no bonus if you get some friends in to complete events, you don’t get a bonus for helping all the npc’s. All you get is gold. And all you can do with gold is buying gear to “impress” other players. If you want to play for fun, you can also buy a WII. But that’s not what I want. It’s not like I don’t want to play with friends or just to have fun. But at acertain point this game gets boring if the devs don’t deliver an appropriate reason for you to keep playing.

(edited by HHR LostProphet.4801)

Feedback: Event loot nerfed

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HHR LostProphet.4801

I hope they are prepearing for a new loot system t encourage players to play the dungeons/bosses with the motivation that amazing stuff can drop instead of, gold focused mechanics.

The problem is that gold is by FAR the most valuable thing in game. EVERYTHING you could possibly want, you can get with gold. Which in itself wouldn’t be so bad, the bigger problem is: for most things you might want, the ONLY way to get them is by farming gold.

That’s the problem with a reward system that depends almost entirely on RNG. If you get lucky and get a rare RNG drop, you can make a killing on the TP. If you don’t, you will have to grind for weeks and months to be able to buy what you want off the TP. It’s a lottery based system which doesn’t make for enjoyable or rewarding gameplay, sadly.

The nice part of the game though, is that you get Gold for everything. sPVP, WvW, PvE, crafting (if you’re clever with it). There’s little reason for you to grind the same thing over and over again, when you can just play the entirety of the game and make Gold doing it.

You are playing the game I would like to have. You get gold for everything, yes. But for the most part, it’s abysmal low and not worth the effort.

Feedback: Event loot nerfed

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HHR LostProphet.4801

I honestly see no point why I oughtn’t get 1 gold for an event lasting 15 minutes if I’m able to get 1 gold within 15 minutes through dungeonrunning. Ofcourse, this has to be balanced out, but there is no argument why it oughtn’t be that way.

The balance is the issue.
It is much easier to zerg an event than to speed run a dungeon.
(There are exceptions to everything, i.e. COF1 vs Teq., but this is a general principle that most people won’t dispute.)
If we get that type of profit, we will see massive inflation.
Nobody wants to see Twilight selling for 26,370 gold in the trading post.

If everyone were getting that type of cash for being at the right event at the right time, it would totally break the economy.

If they want to heal the economy, they could slightly nerf dungeons. That would be painful for a while, but would slowly reduce prices and make events/champs more worthwhile.

And the time is the balance factor. You can get 30-50g if you do ADAP runs (All Dungeons All Paths) all day. But you will sacrifice a hell lot of time. Same with the events. If a zerg need 2 minutes for an event, you get a reward matching your 2 minutes of effort. If you need an hour for one event, you will get a higher reward.
Ofcourse, this shouldn’t be infinite. You shouldn’t do one event for 3 days and get 100g at the end. But it should be worth the time you would spend if you do your best to complete the event. You could also divide the reward if there are too many people doing the same event over and over. So you are forced to search for events who are not overrun by other players.

(edited by HHR LostProphet.4801)

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

My suggestion? Drop types

Concentrate certain types of drops in different areas. Overland general, events, bosses, and dungeons would each have slightly different median drop types. Thus, people would be attracted to each area: I need new weapons? I go boss hunting. I want new armor? I do events. I want new trinkets and rings? Dungeon.

Thus, people would have incentives to do them all. Of course, the TP would make it so that anyone who wants to avoid any particular area doesn’t have to go.

Just an off-the-cuff thought…

I don’t like the idea that much becuase I don’t want to chose. Gold is everything since you can buy nearly everything from gold. For my ascended stuff I had to farm worldbosses and temples to get the dragonite ore. While I did this I literally got just 1g per day. Keeping in mind that crafting an acended armor can cost you up to 100g extra if you don’t have all the materials, it really sucked to farm just one type of stuff you need while abandoning 9 other types.

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

To chime in on LostProphet’s legitimate point,
I agree in principle, but disagree on point. Specifically, I disagree on adding silver to events, because to actually make the event feel rewarding the increase would have to be dramatic enough to be economy-breaking.

I would, instead, suggest a large subset of rares/skins/etc that only drop randomly from particular events. This would make events – especially major ones – more rewarding. The mini-chests were a good idea. That idea should be expanded. IMO

But if they were to expand even loot drops there would have to be a gold sink somewhere to balance it out. :/

I honestly see no point why I oughtn’t get 1 gold for an event lasting 15 minutes if I’m able to get 1 gold within 15 minutes through dungeonrunning. Ofcourse, this has to be balanced out, but there is no argument why it oughtn’t be that way.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Did you even read my initial post? I’m claiming that they should increase the event rewards so it actually worth farming them.

My pardon, LostProphet. I did read your post which was why I wasted my time reading all the others. That comment was not targeted at you. (Notice I wanted them to read your post that kicked this off.)

You brought up a topic that should be discussed. Not whined about. And for the most part people who commented on it said “I hate the world!” Rather than discussing your comment.

Thus my anger.

If they want to complain, they should find someone who cares. You – and I – actually want Arena Net to succeed with GW2. And I prefer constructive – even if critical – conversations.

Thanks for the clarification.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I’ve always thought that receiving 2-3 silver for completing an event or opening a champ bag was negligible since I’m going to spend much more than that in WP and repair costs. Are we really fretting over receiving 2 silver instead of 3 silver? How does such a minute difference make such a huge difference in your wallet? It’s not the raw silver that you receive from event and champ bags that makes you money, that just barely pays your WP fees. It’s the selling of the loot itself that makes you money and they aren’t nerfing the loot. The amount of money you make in champ trains will not change whatsoever.

You didn’t understand the purpose of this thread. They shouldn’t retract the reward, they should increase it drastically. You’ve described the problem perfectly. The loot from killing monsters is better as the loot from completing events. That’s pure nonsense.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Raise your hand if you farm events and bosses for silver drops.
I see no hands.

So why does this matter?

Oh, I know. There was nothing better to complain about today. Seriously, I hope arenanet staffers only bothered read the first two whining posts on threads like this before they stop wasting their time. I don’t disagree with critical commentary, but there is nothing useful about the complaints in this thread.

Advice: Buy a towel. Cry into it in silence. Leave the rest of us alone.

Stupid me, thought I could help the devs to add more diversity into the game.
Seriously your comment couldn’t be more out of place. Did you even read my initial post? I’m claiming that they should increase the event rewards so it actually worth farming them. Noone does farm events right now. I want that to be changed.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

They have metrics for where GOLD comes from in this game. This is literally to keep the economy in the same position it is at now.

If they have and if this metric has told them that the most gold is aquired through events, they are simply wrong.

Feedback: Event loot nerfed

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HHR LostProphet.4801

The problem is, they can’t really make events that rewarding, otherwise you’d get either massive inflation, or a flooding of the market in terms of items. This game actually needs more gold sinks, not fewer.

Why can’t they? If you want maximum gold, run dungeons. There is no alternative for that. They wont decrease the gold income, they just force all to run dungeons.

Feedback: Event loot nerfed

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HHR LostProphet.4801

Anet has mentioned previously that their metrics tell them that we don’t like Dynamic Events, and don’t do them. That’s why none have been added since September 2012.

If so, they are simply stupid. Have they never considered that running a 15min dungeonpath for 1 gold is more satisfying than doing 15 events for 2 silver each?

To be fair, you get a lot of drops from events. You do get some drops in dungeons, but each event gives you more gold then just the 2 silver you get at the end.

That shows once more how dull the current event rewards are. If you get more money from killing one mob than from completing an event, there has to be something odd.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I’m glad for the nerf on the champ train. a) You can make far better gold doing other things. b) I personally think this hurts the game because players tell new players this is how you earn money in the game, and they quit after seeing how grindy and boring it is.

I earn 12g+ in under 2 hours in Arah every night. Trust me, the champ train is not a great way to earn money. It is just easy and boring.

Sounds like that is the thing that needs its reward nerfed.

No, the reward is equal to the skill level. When you can kill lupi with a group of five in under a minute then you can earn 12g+ as well. Hitting 1 repeatedly with a group of 40 against some easy champ does not deserve a good reward.

It’s still grindy. GW2 can turn out very expensive if you aim for special gear. There is simply no aspect of the game which is not grindy. Champtrain is grind pure, Dungeonpaths are also. You are not just hitting 1 all the time but it’s not more encouraging.

Feedback: Event loot nerfed

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HHR LostProphet.4801

Anet has mentioned previously that their metrics tell them that we don’t like Dynamic Events, and don’t do them. That’s why none have been added since September 2012.

If so, they are simply stupid. Have they never considered that running a 15min dungeonpath for 1 gold is more satisfying than doing 15 events for 2 silver each?

You mean 1-2 events .. since nobody can do 1 event per minute.

Ofcourse, my example was too optimistic. Even more reason to make the loot more satisfying.

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HHR LostProphet.4801

Fractals can take 2-3 hours depending on the group and which fractals you end up with, and dungeons other than CoF or some CoE paths can take an hour or more (again, depending on the group). I just… I’m not sure what this does except encourage me to event farm harder during my limited weekday time? -shrug- we’ll see.

Well I don’t spend more than 15 minutes in dungeons for the most part. After 30 minutes I would probably leave and look for a good group, I would still be faster than 1h.

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Anet has mentioned previously that their metrics tell them that we don’t like Dynamic Events, and don’t do them. That’s why none have been added since September 2012.

If so, they are simply stupid. Have they never considered that running a 15min dungeonpath for 1 gold is more satisfying than doing 15 events for 2 silver each?

Again, ANet built up too much hype...

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Well, they can’t just say here are some changes, deal with it. They have to promote their game. Ofcourse, you oughtn’t get deluded by their diction. But in relation to the proir changes, this update will probably be pretty huge.

(edited by HHR LostProphet.4801)

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Remember that they are DECREASING gold sinks. No longer will you need to purchase multiple gem store sets, weapons, repair armor, etc. That translates to HUNDREDS of gold saved over the course of a year.

Don’t cry just yet because you’re getting 1s less per Champ bag/event. You can and likely will still farm the kitten outta them, so relax.

Don’t forget that this is also an on-going project: they will continue to tweak and balance the game so that ALL aspects are rewarding(perhaps not ideally equal, but hopefully close).

Did you even read the thread? We don’t talk about the championbags. We talk about the event loot. And as you may have noticed, the loot isn’t worth farming. They also wont decrease the gold income. The trading post can still be flipped, dungeons can still be used to get gold. Why sould you do events for 1s, if you can run dungeons for 1g? They don’t decrease the gold income, they just cut diversity.

Feedback: Event loot nerfed

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Well I don’t think this will impact the average player too much. Maybe the champ train will take a knock, but essentially with this change the only running cost of pve play is waypoints.

It wont impact anyone because noone is farming events becuase it’s not worth the time. The have to increase the loot to stop dungeongrinding.

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HHR LostProphet.4801

would rather this stay the same and keep repair costs.

The current rewards are too low to be considered worth farming. They have to increase the rewards based on the time you spend completing them. They have to increase them drastically.

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I can’t get behind this decision. I can’t remember one single event which is worth farming because of the loot you get at the end. All in all I think ArenaNet should work on making eventfarming more desireable to compete with dungeonloot.
Reducing the current abysmal poor loot is definitely the wrong way.

(edited by Moderator)

Warrior's Ridiculous Mobility

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

So a Ranger with sword/X and greatsword uses Swoop and swaps to sword to use Hornet Stingx3 and back to Swoop and goes 5200 in 12 seconds of cooldowns.

A Warrior also with sword/X and greatsword uses Whirlwind Attack-Rush-Savage Leapx2-Whirlwind Attack-Savage Leap-Whirlwind Attack-Rush and goes 5550 in 20 seconds of cooldowns.

An Elementalist with D/D uses Burning Speed-Ride the Lightning-Conjure Fiery Greatsword-Fiery Whirl-Fiery Rush-Fiery Whirlx2-Fiery Rush and goes 5700 in 10 seconds of cooldowns.

A Thief with a dagger uses Heartseekerx6 over 18 seconds and goes 2700 in 18 seconds of initiative when starting at 0 and doesn’t care since he was stealthed and still managed to escape with every skill on cooldown.

So how do Warriors have good mobility again? They have the 4th best and only if they use a weapon set that can’t kill on its own.

Rangers have a higher skill cap to actually have to pause or get down that about-face transition for it to be useful.

Elementalists – not sure why this is even a comparison when after those 10 seconds they have way longer cooldowns to reuse it added to that is the FGS cooldown alone already super high.

Thieves – They can catch up or be as mobile but what will they do with 0 initiative other than stealth?

Wars can just easily repeat and initiate an escape whereas the other classes have sacrificed CD’s or fighting capability just to be mobile on top of the fact that they are indeed squishier.

Positioning your character is hard so lets ignore Rangers who come with blocks and evades on their weapon set while escaping too.

Do you need to escape more than once every 120 seconds on your Elementalist or something? git gud

I didn’t include utilities and Thieves have the most mobility with utilities by far.

A Warrior with those weapons wont kill anyone with a working keyboard and mouse. How is this different from Ranger also?

The need for ele’s to have an escape on demand at a lesser rate doesn’t justify that they should have a decent one every 120 seconds only.

If you did include utilities than wars can break away even more easy and add immunity along with it with the other 2 free slots. Add do that if you want stability it’s there in an elite while ele’s have to use cantrips just to survive at a normal speed.

You need to stop giving wars who use that weapon set less credibility as you make them out as incompetent players.

How dare they have amazing mobility on a 120 second cooldown, why is it fair that I lose after 60 seconds of Fiery Greatsword when a new guy suddenly appears on the opposite side of the guy I left behind 40 seconds ago even though all my weapon skills are off cooldown and I’m at full health.

No no no, Warriors lose even harder when comparing utilities with any of the 3 classes I mentioned. Also why does the Warrior have his immunities off cooldown when hes trying to escape. Did he not even try to fight?

Competent players don’t lose to sword/warhorn/greatsword Warriors.

I’m not sure what you just said. Did you intentionally run into another player while running away? That could happen to anyone. And if it did to an ele who just used that glorious 120 CD elite just to have a comparable escape than what would they do when they engage that new person and a warrior is closing in on them who probably regenerated his health already?

If warriors lose then why are threads like this even being made? They don’t lose because they can rinse and repeat because they have ease of access to do such on top of what is always being mentioned, they are more tanky in general.

Lol Warrior was left behind 40 seconds ago as I said. Only a Thief or Ranger can catch up to a Fiery Greatsword Elementalist and the Thief would be out of cooldowns while the Elementalist has everything but Fiery Greatsword. Because people are terrible at this game?

Oh mighty pro at this game, enlighten us with your wisdom, so we shall never ever lose to a Sw/Wh+GS warrior… not.
Seriously, the very exinstence of this thread and the participation in this thread shows that there is something wrong with the travelspeed the warrior is reaching. Just because you are theroycrafting all day long doesn’t mean that your points are valid.

Warrior's Ridiculous Mobility

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

glaphen did you ever seen that happen?

Theorycrafting not applying in game…….i already tried to explain why.

(p.s. add cast and aftercast to start with…..).

I do this and Warrior is still worse off since they cast the most.

If you’re using Sword/Horn + GS + Bull’s Charge + Signet of Rage, you can cast all skills you have who are granting either a gapcloser or swiftness 10 times (not each skill) before you have to wait for cooldowns. And those cooldowns aren’t higher than 4 seconds maximum. You can try that out yourself, I have tried it just this minute.
And don’t dare saying a sw/wh+gs warrior couldn’t kill someone. He might be outplayed easily by other players who are good in what they do, but the warrior is indeed capable of killing people.

I just don’t know how to respond to this level of wrong.

Just accept your point being invalid.

Warrior's Ridiculous Mobility

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

glaphen did you ever seen that happen?

Theorycrafting not applying in game…….i already tried to explain why.

(p.s. add cast and aftercast to start with…..).

I do this and Warrior is still worse off since they cast the most.

If you’re using Sword/Horn + GS + Bull’s Charge + Signet of Rage, you can cast all skills you have who are granting either a gapcloser or swiftness 10 times (not each skill) before you have to wait for cooldowns. And those cooldowns aren’t higher than 4 seconds maximum. You can try that out yourself, I have tried it just this minute.
And don’t dare saying a sw/wh+gs warrior couldn’t kill someone. He might be outplayed easily by other players who are good in what they do, but the warrior is indeed capable of killing people.

(edited by HHR LostProphet.4801)

@The New Ranger GM Traits

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

@ OP…. That is ONE trait… there will be 40 new ones…. and. I could actually be thinking of using it! So plz, try things out Before complaining, and only speak for u’rself in the future!

To who are you referring to? The OP, the creator of this thread, is complaining about all 5 new traits. Every class just get 5 new traits and we don’t have to test Read the Wind to be sure about it’s being almost useless. Same with Poison Master.

Warrior's Ridiculous Mobility

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

One idea. Although, it’d be highly controversial, especially because it nerfs one of the premier ways to speed-kill ~anything in PvE. That being said, I really think that removing this burst DPS would be an important step in reducing PvE health significantly:

  • Remove the ability to disable auto-targeting.

This makes gap-opening with gap closers very difficult, and somewhat impossible in most cases. In fact, any charge/rush move would be tricky around anything which can potentially be attacked.

It would fix the problem, and much much more cleanly than any ability-nerf.
Ofc, alternatively one could make them all require a target. Then if you got autotargetting enabled the game would do it for you, but you could turn the autotarget off. Though you’d still not be able to Fiery Rush or Rush or RtL to gain distance unless you have a distant target.

As you have said already, this would be highly controversial and I would hate see this being implemented. Skipping in dungeons wouldn’t be possible anymore even though the devs have said that some mobs are meant to be skipped.
What I would like to see is that skills like Bull’s Charge and Rush have their cooldown doubled and, if they aren’t targeted, with just the half traveldistance. The problem that I foresee with just changing gapclosers to only close gaps, is that the warrior wouldn’t be the the best of running away, but still the one who’s best in closing gaps.
So simply, if you got catched by a warrior once, you wont be able to abscond from him if you haven’t some sort of stealth.

(edited by HHR LostProphet.4801)

New Pale Tree dialogue

in Lore

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

We’ve yet to see a sylvari ghost, however. We don’t even know if sylvari have souls to become ghosts.

If Sylvari die, their spirits return to the dream. So we should be able to find her within the dream.

Warrior's Ridiculous Mobility

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Build designed for burst mobility has high burst mobility, but also requires Condi Immunity to even work

http://wiki.guildwars2.com/wiki/Cleansing_Ire

That was the absolute worst response you could have possibly countered with. But let’s roll with it:

Warrior has Sword+X/Greatsword. Warrior needs to get away from a group, or get out of a bad encounter in general. He doesn’t have condi immunity up, but he has xXx Cleansing Ire xXx_Sephiroth at his disposal. He’s in one of two places:

1. Right next to the group/person he is escaping from: he turns and uses his Burst ability to clear up to 3 of the conditions on him, freeing him up to then turn and start to run. But whoops, jeeze, many cripples/chills can be cast at range. Uh oh.

2. At a distance from the group/person: he needs to land the Burst ability to clear the conditions, so he turns and runs back into the fight. I hope he has enough time!

Neither of those situations is what a Warrior wants when trying to escape. They want to be clear of condis, and then be immune to them. The only weapon that can use Cleansing Ire when in the process of exiting that doesn’t require turning and landing an attack on an opponent in melee (or with a 3 second cast at range) is the Longbow. Word on the street is, that weapon isn’t very mobile.

It’s hard to imagine a stronger pair of blinders as to how the game actually works. I chill/immobilize Warriors who are just starting to Rush extremely often. It isn’t even difficult. It’s one of the easier reads in the game. Warrior turns his back on you, odds are he’s going to be running out. You can even sense when a fight is going against him and prepare for it.

Cleansing Ire. Almost laughed out loud in my office.

While he made a mistake, you’re still wrong. Just use your GS Spin2Win and Savage Leap. You’ve created some impressive distance by now. Now you just have to toot in your horn to clear all cripples and chills and you’re free to go. Simple as that.

@The New Ranger GM Traits

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Poison Master would be far better if it would also apply Weakness for the duration of the poison. And it would match the “Poison Master” idea, since the most poisons tend to paralyze the victim.

Should have also reduced the healing efficacy by 50% instead of 33% would have worked as well. This was actually suggested in the CDI as well from someone.

Same like the idea of adding to a trait 50% Physical Projectile Finisher (instead of just 20%). But I doubt it would happen.