I’m usually really sweet… but this an internet forum and you know how it has to be.
/i’m a lesbiab… lesbiam… less bien… GIRLS/
Actually removing someone is simply never going to happen. The followers list only lets you know who has added you to their friends list. Removing them would mean editing someone else’s friends list. If ArenaNet’s going to do anything, they’re simply going to remove the list altogether.
Block functionality works like this in literally any other game or online service. What this game implements is actually something more like IRC’s /ignore.
This stat combination has taken some major hits, and yet is still important to many builds in the game, especially on Elementalists and Engineers. I feel that with the upcoming expansion and what the Weaver can do (like damage and healing simultaneously without losing Fire/Air DPS), its importance for Elementalists will not fade away, but instead becoming stronger.
The reason Celestial is such a common stat combination is because it allows people to make supportive builds without doing zero damage; this is especially important in PvE where people will yell at you 24/7 if you don’t do any damage. Yes, I know you want us to use your new “support” stat combos like you introduced with Dry Top, Heart of Thorns and Lake Doric, but its not a good idea outside of WvW.
And even in WvW, these sets make you into mince meat when you are alone.
Considering the cost and time required to create this kind of gear, could we please at least have it looked at in relation to other gear sets, especially four-statters? Lacking Expertise and Concentration in particular is a severe downside in the coming updates severely nerf these bonuses from foods.
If you want to keep it as-is, at least reduce the overhead of creating it. It is the most expensive (time- and effort-wise, maybe not gold-wise) set in the game.
ArenaNet, you are going in the wrong direction!
You need to nerf baseline durations, not the duration of the increases. Stats should be required, not just have everyone running around with an average.
Now you’ll have people with full Expertise only doing 7.5sec bleed while someone with a build nothing related to conditions does 5sec. The problem is that the base conditions come too often and too long, not the increases.
Why do you think almost no one even takes Condition Duration? All existing condi builds are built almost entirely around Condition Damage alone.
My dumb suggestions:
- Change Condition Duration to an absolute; i.e, having 50% means that your conditions last only 50% of their normal time, not 150%.
- Give players a base Condition Duration(Expertise) of 50%, and make it able to increase to 150% with the use of Expertise and duration% gear.This will put conditions back in the hands of condition users, not random joe builds.
Also almost no one uses the new foods outside of raids and WvW because it takes too many resources to craft something that only lasts for 30-45 minutes, we’re talking up to five gold for some of the benefits which is too much.
At least introduce lower level versions of the foods to save costs.
A – there will be lower levels of the food and utilities. Nowhere did they say that they were removing non level 80 food/utilities.
B – This change will help enforce needing teh stats. Now you actually have to build for condition duration if you want it, instead of having stupidly easy ways to hit 100% duration and then going tanky and just kiting while you outlasted their cleanses. This is literally what this change is implementing, so how can you be upset over it?
You cannot even come close to hitting the cap with Expertise unless you have traitline bonuses to certain conditions and those are class-specific. Even with full Expertise, Giver’s weapons, Nightmare runes, Sigil of Malice, and the best Condition Duration food, my Necro could not hit the cap (~97%).
Now there will be no chance of anyone hitting the cap, in fact we will all be pulled back down towards people who do not have Expertise in their builds, even if we are running with it we’ll be lucky for a 50% gain, so it will be akin to running a maximum Precision build with no Ferocity in regards to DPS output.
Its not that hard to understand how bad a nerf this is.
Sure, it works for classes that specialise in some condition (i.e, Poison on Ranger or Thief, Burning on Guardian or Berserker), but it does not work for classes that don’t specialise, they end up having to stack everything just to compete in condi builds, so you might as well just switch back to power builds at that point.
Also most foods that they have added in the last few years are lv80 only, there are no low-level alternatives available for them and its unlikely that there will be for any new foods going forward. I was not talking about the foods they are changing in this update specifically, but all new foods especially in the expansions.
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There is currently no support for softblocking (removing followers).
There is also no real blocking, all that blocking them does is make them see you offline, they can still see what map you’re on and everything, and if you unblock them then they move right back to the followers list.
The problems with the block system have been reported hundreds of times, but ArenaNet doesn’t seem to care about it because its low priority. Anything that gets marked low priority in software development is never revisited.
ArenaNet, you are going in the wrong direction!
You need to nerf baseline durations, not the duration of the increases. Stats should be required, not just have everyone running around with an average.
Now you’ll have people with full Expertise only doing 7.5sec bleed while someone with a build nothing related to conditions does 5sec. The problem is that the base conditions come too often and too long, not the increases.
Why do you think almost no one even takes Condition Duration? All existing condi builds are built almost entirely around Condition Damage alone.
My dumb suggestions:
- Change Condition Duration to an absolute; i.e, having 50% means that your conditions last only 50% of their normal time, not 150%.
- Give players a base Condition Duration(Expertise) of 50%, and make it able to increase to 150% with the use of Expertise and duration% gear.
This will put conditions back in the hands of condition users, not random joe builds.
Also almost no one uses the new foods outside of raids and WvW because it takes too many resources to craft something that only lasts for 30-45 minutes, we’re talking up to five gold for some of the benefits which is too much.
At least introduce lower level versions of the foods to save costs.
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As the Mists become more and more important to lore over time, and fractals now taking on some of the main story (starting with Thaumanova), I would eventually like to see the inclusion of a Mists-themed guild hall.
Not only would this be an ideal guild hall for non-PvE guilds (as PvP and WvW take place entirely in the mists) but it would also be a good choice for PvE guilds that specialise in dungeons, fractals and raids.
No, they have stated that expansions will never appear in the gemstore. The best you can hope for is to be able to upgrade from standard to deluxe with gems.
I don’t get why people complain about navigating HoT maps. yes, its bad without the masteries, but with the masteries you literally just mushroom/wallow/waypoint everywhere that you want to go within seconds.
With advanced gliding you can even glide across the whole maps.
If you think its going to be that different in PoF, then I wouldn’t bet on it. The LS3 maps were more flat and yes you could walk everywhere but they were still difficult to navigate, just like Malchor’s Leap and Mount Maelstrom in Central Tyria.
There has always been maps like that since launch and always will be. The difference is, we won’t have something like wallows to cross them instantly.
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My big beef with season 3 is that, once again, they tried to put too much of the lore in the open world, just as with core and HoT. Yes, making us do the hearts does encourage us to accidentally encounter the lore this time around, but it still doesn’t ensure it compared to say, putting us in an instance for it.
This is alot of why people feel the season was disjointed; after playing the story go back to every map, talk to every NPC, listen to every conversation. You only catch a very small amount of it during the first playthrough.
For example, its stated that the reason we [non-Human races] are helping the Humans and their kingdom is because the White Mantle are a threat to all the races in Tyria because of what they have done to the bloodstone. This is why we find Unbound Magic as far east as Bitterfrost Frontier, but because this isn’t explained very well in the story itself, people assume its from killing two dragons.
Now they’re crazed magic-hungry lunatics and there’s still two other bloodstones out there, did you think they were just going to stop at one?
And there’s bloodstone elementals invading Ascalon and the Charr don’t care?
This is largely why season 3 focused on completely eliminating the threat of the White Mantle, Caudacus, Lazarus, Jade Constructs, or anything else that could make use of this magic to be a danger to Tyria; because sometimes we face threats other than the dragons and they just kinda woke up halfway through our efforts and that is why it all started to become a convoluted mess.
But for anyone who doesn’t understand the whole point of LS3, I’ll explain it: Killing two dragons made things bad. Bloodstone double bad. White Mantle triple bad. Mursaat quadruple bad. Unbound magic and pop-up ley lines all over the world is basically accelerating the degeneration we caused in PS/LS2/HoT.
The planet is on the verge of bursting at the seams. Make sense now?
Now, Balthazar.
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I wouldn’t be suprised if ArenaNet is trying to make minions less popular.. currently there is almost no Necro in PvE that isn’t a leeching minion train and it has been that way since pretty much launch, they want you to play other builds too.
How many Necromancers did you know who made their character because of the lore and not so they could get fast and easy XP and loot?
It reminds me alot of the Ranger bearbow meta.
Minions already take a small amount of AoE damage compared to players, so I’m not sure how you expect them to fix this. Its not like they can just eliminate the threat to other classes to make the minions survive the onslaught.
I do agree they should fix the ley organ thing though, that’s just wrong.
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To be fair the UI is pretty bad:
1) You can’t move most things around, or can only move them to one other spot.
2) There is usually too much going on for the right side of the screen, there is too much text and often it is cut off, overlapping, or individual UI elements over there such as the heart or event progress panes will collapse themselves.
3) Everything is overly large, even on “small” size – the game barely fits in a 1366×768 resolution which is used by many laptops even in 2017, and at this resolution it isn’t really that playable compared to higher resolutions.
4) Some of the feedback mechanics are considerably bad- for example the buff bar both in party and near your skills does not wrap, so if you have a few dozen buffs (boosters, banners, etc.) it just goes off the screen and you can’t see it, or in party it overlaps the combat for your allies making it hard for them to play.
5) Many important functionalities, like lock skillbar, are missing, making it easy to change these things by accident outside of combat, and there is no permanently visible combat log which makes reacting to combat more difficult than it has to be.
Some generic improvements that could be made:
- Detach the minimap, quest pane, etc. away from the fullscreen UI and allow us to move them around as windows, making the border disppear when we stop moving them (fusing with the screen) and locking in place.
- Try to scale some of the window borders and other large components down, they should not be excessively larger than the text they contain.
- Improve the feedback panel, in particular make it so that buffs from sources such as food and banners are on a separate row from combat buffs and those should also be on a separate row from conditions to easier manage cleanses.
- Split the chat panel into two panes top and bottom, with the top pane able to either be another chat pane or a permanently visible combat log. Make it so that you can drag a bar to hide the top pane if you don’t want it.
- Add a lock checkbox next to the skillbar which prevents all changes.
I am a UI designer…
This is, sadly, the trend for modern gamers. The uprise of PvP-centric games in the last decade (especially MOBAs) have created communities of people who think that their gameplay in an online game is the be-all end-all of the world, and that’s why they develop those toxic personalities and act like you are threatening their life just because you want to do something a little differently.
To these people, it usually /is/ their life, its all that they have, and its sad. But they are still bound by the game rules and you should report them…
ArenaNet cares about guilds? I thought they only cared about gutting them.
As for the Tengu, I’m not really sure they will be playable. However, I do think the painted “fog” over their city has somewhat changed since the last time I looked at it. I do think they will play a role at some point and that we get to visit their city.
I fear Cantha might not happen. As far as I know, it was originally planned that you didn’t pick street rat, commoner or noble in the human character creation, but your lineage from Cantha, Elona or Kryta. But the guys at NC Soft didn’t like that and so Arenanet had to scrap it, along with the Canthan district in Divinity’s Reach, which became the great collapse and later the queens pavillion.
We also have to consider all the points in the NPC dialogue that would conflict with the Tengu suddenly becoming a part of the fight against the dragons. For example in the Zhaitan-arc there is this Tengu blacksmith that mentions how his race wouldn’t join the fight against the dragon.
If the Tengu would join in as a playable race, all the story so far has to be sifted for eventual mentions of the Tengu, possibly the same VAs have to be hired to record new dialogue and everything has to be patched into the game.
Either that, or they would need completely new story arcs where they act from the shadows during the fight with zhaitan and mordremoth.
Another option would be: Tengu can’t play all the content so far the same way the other races do. They have to use some kind of asuran device to revisit/play “simulations” of the events as one of the other races.
Well, the new business model is that going forward, like GW1, each map is a slice of time that is frozen like that forever after release. So, going by this model, if the Tengu were introduced in a future expansion they would not be particpiating retroactively in content, they would just have a unique personal pre-story that would then pick up as they join the fight against the enemy of that expansion.
This means they wouldn’t be the “Pact Commander” for example in open world, they would just be some Tengu adventurer wandering Central Tyria maps.
If they want to go back and play the normal personal story, they could do it by purchasing a package from the gemstore that would allow them to experience the past with their character details filled in using some generic data- but of course, seeing their own character model and name on dialogs. Basically, the PS would be introduced to them the same way LS2 and LS3 are to other races.
Yes, I know this wasn’t done with Revenant, when it should’ve been. Hopefully ArenaNet has learned from that past mistake with the massive holes in the lore that it created to have Revenants fighting against Zhaitan in personal story.
Seriously ? This is an MMORPG, not a bleeding edge FPS. Not even big-name MOBAs do the kinds of things that you want this game to do.
https://www.smitegame.com/project-olympus/
Support for DirectX 11 video cards
64-bit client support
High-definition texture DLC for PC — improves the performance and visual quality of gods and maps.o rlly?
1) This game supports DX11 cards, it just doesn’t use the API, and using the API would not magically improve the graphics, only allow better threading due to the thread-safe model of newer DirectX versions. But aside from that , DX9 is already capable of everything with vendor support.
2) This game already has a 64-bit client, Windows and Mac.
3) A high resolution texture pack for an MMO would run into the terabyte range, as the game has a hundred thousand unique textures, in fact the current 30GB installation size is with most of the textures being low resolution.
Relax, they’re probably going to patch it in stages like they did with HoT.
They intentionally spent all of this time building systems that they could reuse so that they could churn out content quickly and effectively instead of always fumbling around like Zhaitan’s undead on the shores of Orr.
Those “old” things were removed because they didn’t work too well, so that they could be added back in at a later date when they were fixed!
As I have posted before, the big problem with this business model is that going forward, we will have alot of community segregation.
Just imagine the next time you’re about to do the new raid (when it comes out), and you ask your guildmates to gather up and get ready— and all the replies you get are “I only have core game”, or "I only have HoT’. Or maybe you’re going to Verdant Brink raid and the answers you get are “I only have PoF, I didn’t buy HoT”.
This may not seem like such a big deal—afterall, you can just find other people. But what if those people don’t exist ? Look at how dead some of the HoT and LS3 maps already are, now imagine that the majority of the player base is going to move away from them, good luck ever doing anything difficult on them.
Maybe-MAYBE if the game used a different balance model, but it targets groups and group content like Dragon’s Stand will become… well, how long do you expect just the people who don’t want to buy HoT to carry the entirety of the game that [those of us who are upgrading to PoF] are leaving behind?
This model will become unsustainable after only a few years… we already have people who can’t do champion HPs, extend that to entire maps.
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How about an ethereal forest? Something up near the Woodland Cascades. Maybe Bubbles could surface in Janthir Bay and some of the maps could be underwater.
I mean, Primordus moved, so Bubbles presumably can too.
That’s just hopeful thinking, though.
ArenaNet absolutely loves jungles but the closest we’ve ever had to a proper forest in this game is a bunch of sparse trees labelled “XYZ Forest” in a POI.
What’s the fascination about Tengu anyway?
Yeah, what could possibly be the fascination about mystical artisian bird-people who inhabit one of the most mysterious cities to have ever existed in Tyria.
Oh, and they look cool I guess?
(This post is mostly directed at very old players.)
I’d like to remind people that 3-4 years ago, we were sitting here on these same forums talking about how we were in the worst storyline ever, completing random mediocre objectives all around Tyria while chasing around some crazy Sylvari we didn’t know who apparently had a plan but everything seemed random and unconnected and pretty much all the same complaints as now.
The storylines have issues, but you need to not look at the past through rose-tinted glasses; LS1 was widely regarded by the community as a very long, very convoluted and completely nonsensical storyline that many feel had to be utterly abandoned (by the awakening of Mordremoth) just to solve its multitude of problems.
The first few years of the game piggybacked on the hype of a few very well designed, and very well executed episodes like Battle for Lion’s Arch.
Say the name “Scarlet” to yourself, shudder a bit, then be more open going forward.
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The whole point is to take something away to give you something new. If they allowed you to keep things then you would have even more power creep than usual.
Like, I don’t want to give up overloads on my Ele, but that’s the cookie.
Also, PoF is separate from HoT, so it can’t “depend” on anything from it, so although you will see individual Core, HoT, and PoF players, a single player cannot mix builds from these multiple game versions except for stats on items.
Reminder that we got six new maps in LS3, so we’re actually probably going to get about 11-12 maps by the time this expansion and LS4 are over.
Of course, I imagine the LS4 maps will be smaller than PoF maps…
Why do people think graphics API has anything to actually do with graphics ? DirectX 11 and 12 are APIs, nothing more, they provide an interface to the programmer, and don’t determine what kind of content you can create.
Even if they completely rewrote the game the graphics would not just magically look better, this is a myth that is used to sell bad games.
All you’d really gain is better CPU usage from thread-safe GPU model.
This would require anet to actually work on their engine and improve it. Something they have never shown any interest in doing. So no, it’s not gonna happen unfortunately.
They have massively improved the engine over the years, at launch the game could barely handle world bosses with 10-20 players, much less the kind of content that was introduced with HoT and LS3 and now PoF.
Even just Tequatl and Shatterer required significant internal retuning.
It’s not necessarily looks but many believe performance will automagically improve. Dx11/12 and Vulkan can handle a multithreaded renderer that Dx9 can’t. To support a redesigned renderer the in program data elements need to be thread safe which last we heard wasn’t. So they have a lot of work to the engine even before they chose which APIs to support.
The BIG issue with GW2’s engine is that its CPU bound because its an MMO. Its like the difference between an RTS and FPS, with an RTS you have 1,000 units on the screen at once and in an FPS you have one character and some enemies, so the RTS is naturally going to be CPU bound by processing all the units, while the FPS is GPU bound because its mostly scenery and effect rendering.
The internal design of an MMO is alot like that too, especially an open world game like this where zergs are very frequent- that’s why turning your graphics down to potato doesn’t actually help much on most computers in WvW etc. because the servers and your computer still have to compute everything.
Having a thread-safe GPU rendering code would be beneficial , but it wouldn’t improve the framerate of the game much outside of solo situations.
ArenaNet has always been traditional. Everything in GW2 at launch existed in other MMOs long before it, and in tabletop games long before that.
Can you name one thing in GW2 that no game ever had before it?
What made GW2 different is that they try to take a new spin on everything, and that has not changed. This is what makes it seem “unique”, and going forward it seems they have continued to take this approach with mounts.
Yes, we have mounts. No, they won’t be exactly like other games, even just what little we saw of them shows they are very different because they are important to navigate the terrain instead of just crossing it for travel.
You will receive neither HoT or LS3 with PoF, unless you buy them together.
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Seriously ? This is an MMORPG, not a bleeding edge FPS. Not even big-name MOBAs do the kinds of things that you want this game to do.
Why do people think graphics API has anything to actually do with graphics ? DirectX 11 and 12 are APIs, nothing more, they provide an interface to the programmer, and don’t determine what kind of content you can create.
Even if they completely rewrote the game the graphics would not just magically look better, this is a myth that is used to sell bad games.
All you’d really gain is better CPU usage from thread-safe GPU model.
This would require anet to actually work on their engine and improve it. Something they have never shown any interest in doing. So no, it’s not gonna happen unfortunately.
They have massively improved the engine over the years, at launch the game could barely handle world bosses with 10-20 players, much less the kind of content that was introduced with HoT and LS3 and now PoF.
Even just Tequatl and Shatterer required significant internal retuning.
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It seems HoT is not connected to PoF, they are entirely separate, which means the expansion can include, -but not depend- on anything from HoT/LS3.
This means your items will probably be HoT items only.
They never said that non-upgraded accounts would get previous expansions for free.
HoT released as $50. If you buy PoV with HoT it too will be $50. So for the same price as the first expansion you can get the both. Also if you already have HoT it’s cheaper. Everyone wins.
There’s just one problem with this model:
Good luck ever seeing another player on the HoT maps once the new expo drops. There will be no reason for anyone to play them, except maybe for legendaries and a bit of gliding masteries. All new players will just read about how bad the story was and jump straight into PoF, rendering the maps dead.
This will, by extension, negatively effect the LS3 maps too, since they depend on people owning both HoT and LS3 to enter them.
We’re quickly heading towards a future where when you ask someone to port to you, they say “I don’t have HoT”, “I don’t have LS3”, “I don’t have PoF”, and this will only continue to build stacks with each new LS and expo.
On topic:
I am looking forward to the reduced cost for people who already own the game.
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I’m conflicted on this.
On the one hand, these items are unique items of prestige that should only be given to those who have worked very hard for them.
On the other hand, without massive gold sinks like the old legendaries, there’s alot less rich people using gems to gold and as a result everything in the gemstore, including past Living World episodes, gets alot more expensive for people who don’t have money IRL and can only grind gold for it.
One of the biggest advantage of this game is those without jobs (especially disabled people) can still play it without really missing out on anything. But without massive gold sinks that will eventually become something unmaintainable.
And then what of ArenaNet’s profit, which everyone benefits from ?
The old legendaries, and all the cosmetic aura items, etc. serve a very important purpose for the long-term stability of the game. That’s why they rarely drop, to keep them expensive and to keep people spending gold.
Both camps have a hard position to defend …
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There are no leaks in this game except for a bit of data mining. The only reason they seem legitimate sometimes is because ArenaNet takes inspiration from the community during development and changes course.
[HoT SPOILERS]
Did you know that on YouTube, there’s videos of someone predicting the entire storyline of the Sylvari, that they belong to Mordremoth, etc. years before Heart of Thorns was even announced? And of course, people thought this was a leak of early, abandoned material, when its more likely that ArenaNet saw this and say “hey, this matches up pretty well with lore, let’s change things up a bit!”.
Of course, they can’t just come out and say this, because there’s alot of legal red tape in the world of game development.
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Weapons have the same problem, really. There are so many weapon skins in the game that people would use (especially BLTC skins and legendaries) but they don’t match your look so you don’t bother using them at all.
Most of the people who buy these items do so because they’re the small niche that the look just happens to fit, or they’re doing collections.
I don’t want to return to the “waypoint zerg-it !” mentality that came with Central Tyria maps ,especially at big events and world bosses. You are in active warzones, not prancing across a meadow, too many waypionts not only breaks immersion (like in Orr), but makes the game too easy since there’s no meaning to death.
If you need waypoints alot you’re not learning to play the game, you’re relying on a broken resurrection mechanic to crutch you through it .
I know I sound oldhat here, but death and travel are both essentially free in this game compared to older MMOs where you had to cross an entire game world on a mount every time you died, unless you had a mage to teleport you.
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I do wish and hope this expansion will hit the reset button and undo a lot of the damage that has been done to the game…
There’s literally nothing about the game that you didn’t complain about in this post. You should probably find another game to play, to be honest.
On-topic:
Thanks for all the fish ArenaNet, I’ve had some major beefs with you over the years but you seem to’ve recovered from “The Wreck of Yesteryear” and got back on track, so I’m very much looking forward to this next expansion !
See you soon.
Elementalist, they have the lowest HP and armor in the game – wearing a full set of “tank” gear only brings you up to the baseline stats of other classes.
This means they are entirely dependant on their skills for survival, and they have access to about 25 skills at any given time (for core Elementalist) or 29 skills for Tempest subclass due to the addition of overloads.
I only have this to say: We’ve come a long way since season one.
I must conclude that everyone who hates this season is looking back on the past with rose-tinted glasses, and doesn’t remember what it was really like.
Our guild captured Guilded Hollow (the easier of the two) with three people, you just need to make sure you have a healer and 2 DPS (one for each vinetender).
Just be careful not to wipe at the final boss, your team must be exp.
Upgrading it with two or three people is also possible, just slow. Our guild is level 26 and has unlocked all of tier 1, which basically gives you access to all services except the PvP arena and some advanced upgrades, and that’s with us still spending gold on decorations and our own personal endeavors.
Yes, small guilds got ruined.. but.. they can be rebuilt, it is possible.
They said already at HoT release that it would be. Going forward each expansion will be released for free, and the next exp will include the previous ones.
If they keep their word F2P player would get HoT at next expo drop.
I must admit, you live up to your name.
They said they will not be adding new classes after Revenant, probably because each class increases balance difficulty exponentially especially in PvP.
Plus, it was kind of a failure.
There will be only new subclasses (specialisations + weapons + skills).
All of these are good points, but,
I find the placement system much worse than the decorations themselves:
- No rotating (besides on one axis) or scaling.
- Collisions are always either on or not implemented, no toggle etc.
- No isometric view so everything is warped by perspective.
- No grid.
These things alone make decorating extremely frustrating,- and if you fixed them, people would be able to do a hundred times more beautiful scenery with the existing decorations than they already have.
Look up “terraining” in other games to see what I mean.
I feel like the difficulty is okay in everything from LS2 and onward. But personal story, and the Central Tyria maps, have taken some serious nerfs that have left them completely unchallenging (even group events to lone players).
Its become so bad that in the last years since the New Player Experience, I’ve seen no less than a dozen people who had just joined the game coming here an complaining that the gameplay is too easy for them /as a casual player/, and this is often cited as one of the biggest reasons that people leave early on.
Sure, I understand that the game is casual and always was, but people should understand "casual " at release time was not the same as “casual” now, especially not for Central Tyria where you once had to be in full rares just to tackle level 60-80 maps by yourself. There’s a very good reason that the minimum level for each tier of gear was set to what they were: you were supposed to be need them.
I’d be 100% in favor of “backporting” some of the LS2+ difficulty to what came before it and making the core game something worth investing time in again, not “loolworldboss1111111zergzergloooooooootnextoneplz”.
If only they would just add color correction controls already so that people could adjust the game according to how their own eyesight works …
The sad part about EOTM is it would make an awesome PvE map, (and it was always used for this in WvW – karma trains, etc.), but now it will just sit and rot instead of being moved to where it will actually be used.
It was just never a good PvP map …
The sudden shift to the story direction that ArenaNet took isn’t really good at all. Guild Wars 2 was unique because it was focused on the Elder Dragons as main antagonists and each expansion was supposed to be based on one of them but for some reason they gave up on that with living world season 3 and changed it to other random things making it impossible to kill another dragon in next expansion which is a turndown. We waited for so long to find out which Elder Dragon we will fight next only for them to change their mind and give up on the unique story it had.
There is no sudden shift if you’ve been keeping up with Guild Wars lore.
1) The lore was always about Humans and their Gods, they just took a backseat during the first years of GW2 to give the other races a chance to shine (mostly Sylvari, as they had zero exposure in GW1 while the other races all had some).
2) Killing dragons was always bad-its been explored since the start of the game. personal story addresses it, artifacts in the Durmand Priory address it. Throughout the game there have always been hints that “what if this has consequences” but we continue onward because “we have no choice anyway”. This was ramped up in the HoT storyline and then finalised in season 3.
People act like there’s this sudden change that killing dragons is bad when a certain book in the Durmand Priory literally says EVERYONE WILL FALL OFF THE PLANET if the flow of magic is destabilised in their absence.
3) Ultimately, Guild Wars is about many different antagonists. The dragons may seem like the main antagonist, but if you look back on it, they never actually were. We’ve had many enemies over the years that were just as bad, just as dangerous. If anything, they were always background noise compared to people who literally wanted to blow up the whole world or get it sucked into the mists for their own benefit. In fact, the entire Mist War (which is canon) is about invading/pillaging/subjugating/destroying (its never made clear which) one Tyria just to benefit another.
Hats are love, but they don’t work well in GW2 because ANet doesn’t understand hair.
The best advice I can give you is to use a guild to do the HoT content. The maps are already dead since the expansion is now well over a year old.
At best, you can find a meta map with alot of players in it.
As far as waiting to buy the next expo, keep in mind it likely won’t be released until at least six months after the announcement. HoT took like a year to be released after the announcement, if I remember correctly (my memory is fuzzy).
So in other words.. don’t hold your breath. We have no info right now.
Power of the Mists (WvW bonus for PvE) was removed from the game. As far as I know, you can now only get extra materials, not extra hits on nodes.
https://wiki.guildwars2.com/wiki/Gathering_Booster_Bonus still works .. ?
(edited by Hannelore.8153)
Imagine, for a moment, that you just joined the game.
Congradulations, everything that happened in LWS1 is useless to you. You can’t even imagine it, you’re lucky if you can even get a basic idea of it.
This was a failed business model that did not have any long-term viability.
And I was there, and I took part in it. Yes, it was amazing. But here’s what I also remember: Broken servers, tons of bugs, rushed updates. Huge zergs with unplayable framerates. Frantically trying to do all the achivements in one week or see them lost forever into an ever-growing void of removed content.
The story was good. The premise was good. The execution was very bad.
(edited by Hannelore.8153)
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