Further reduction of the druid’s strongest points seems most likely. Possibly some changes to the greatsword and perhaps the pets on top of that.
Druids and chronomancers find themselves in a similar position. They provide powerful group buffs and other supportive features. They are basically a must-have in raids and will be present no matter what.
This means it simply the most efficient choice to change them over to be the tanks and healers respectively. The small amount of personal damage they have to sacrafice to do so, based on the builds they are already running, is rather minor compared to any DPS position.
Basically, like the debate why healing tempests aren’t being used over druids. Why would anyone pick a tempest healer over a druid healer if that means picking a sacrafice of overall 25-30k DPS instead of the 10-12k that the druid loses?
Also, can’t say I like the idea to remove most of what makes a chronomancer, well, a chronomacer. It is certainly a joy to play with a competent one. The class needs a true DPS spec more than anything else. Allowing them to make up for some of the damage others, let’s say, guardians lose if they had to tank.
I want to see an incentive to bring a different tank or healer based on the things these classes can do rather than having our current top positions be nerfed or reworked to the point where even the debatably overpowered class specific buffs are no longer enough of a reason to bring them.
We might see some variation of the “Petless Ranger”.
Beastlike transformations to allow you to run as a strong power DPS in PvE and a tanky brawler in sPvP and WvW depending on your choice of pet class.
I am fine with about anything as long as it isn’t yet another off-hand weapon only.
Dual daggers especially would allow for some interesting weapon combinations.
All though, my favorite will always be a land spear or a greataxe if were are ever going to see new weapon types.
The most common would be:
Fractals
-Mace/Shield against anything with a breakbar
-Axe/Shield or Axe/Mace against trash
Dungeons
-Mace/Shield against anything with a breakbar
-Axe/Shield or Axe/Mace against trash
-Sword/Warhorn during skips, to blast stealth, etc.
Raids
-Mace/Shield against anything with a breakbar
Open World
-Mace/Shield against anything with a breakbar
-Axe/Shield to cleave
-Sword/Warhorn for moblity
-Rifle to deal okeyish but safe damage
My best advise is to play and see for yourself. There are uses for about any weapon even if the ones above are the most efficient choices. Look at what you are fighting, look at your own party. I am not sure who told you to stop using Mace/Shield or if the situation called for it, since you didn’t mention that. However, it is certainly the most useful second weapon set for any Power PS.
In addition, get used to swapping weapons frequently outside of combat. Sword for the mobility, warhorn to buff and for the blast (might, stealth, etc.), torch for your own fire fields, etc.
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These nodes are a very long-term investment. The equivalent of their price is worth around 250g when traded directly. Decide for yourself, I guess.
To me, the part about “Entitlement vs. Achievement” means players are complaining about an exclusion they decided to enforce on themselves. They do not enjoy the content they would have to run, totally understandable to me. But they aren’t content with others having something they do not, thus they complain about it on the forums. Something I do not understand what so ever.
Seeing as you completely miss the point of most of the complains, yes, i can see how you don’t understand them at all.
I am able to understand the opposite standpoint well enough. One does not have to agree with something to be able to understand said opinion. Do I dare say, people are entitled to have their own opinions?
All though, those who disagree with me certainly enjoy telling me how wrong I am and how little I understand. Makes me wonder.
What I was actually talking about is missing the point of the constant complaining on these forums rather than any opinion in particular. Alas, complaining until ArenaNet gives in is the actual point of it. Now that wouldn’t even be the worst of ideas, considering their track record.
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Not the amount. The kind of effort. That’s not the same.
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I don’t think those are in majority, though. If that was the case, you wouldn’t hear that much complains.
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Possibly. Just as our view on what constitutes an achievement or entitlement in this case. And about how much those achievements are worth (or not).
Interests do change. Your interests in game content will progress alongside your progress as a player if you continue to play any game for a longer period of time.
I have seen people go from casual PvE to semi-hardcore PvP, have seen them move from dungeons mostly to exclusivelily running WvW. Even full attitudes towards playing casually or playing more “hardcore” have changed.
Are they the majority? No, not exactly. It is still common enough, especially with players who hadn’t matured yet when they started playing. Or even with those who simply picked up such a game for the first time and had no clue what they liked.
To me, the part about “Entitlement vs. Achievement” means players are complaining about an exclusion they decided to enforce on themselves. They do not enjoy the content they would have to run, totally understandable to me. But they aren’t content with others having something they do not, thus they complain about it on the forums. Something I do not understand what so ever.
If legendary armor at least gave you an advantage over ascended items rather than just a bit of convenience and mostly the prestige. I’d get it then. But the way it is right now, most players sound like, I apologize, spoiled brats to me.
I’d certainly prefer special items to remain special myself even if that means I will most likely never acquire them personally.
They should add this option to the infusion vendor. Let’s say, with a penalty of requiring one Integrated Fractal Matrix or something.
The casual crowd as a whole probably beats all of the hardcore players combined when it comes to spending money on gems. They do make up the majority of our population after all. All though, we might have a different definition on what makes someone casual or hardcore.
I prefer to use the terms veteran and new player. Simply because many such casual newbies end up being rather knowledgable and pretty decent at playing the game in due time. The amount of time they spend playing this game is a part of what defines them as casual or hardcore but certainly not all of it. It is just as important to look at the difficulty of the content those players play, the way they improve over time. They will end up gaining experience and be more skillful at this game. That’s simply a given. The major difference might be the rate of their personal improvement, perhaps.
Veteran PvE players needed content like raids. Many of which had already given up on the game during the content draught while many new players never even got through all of the old content before they moved on.
These veterans were the ones who greatly supported this game for years and would continue to do so if ArenaNet managed to keep their attention with new content. Someone of us bought an amount of gems over the years that would allow a new player to pick up every single item on the gem store and still have gems leftover.
There are certainly those veterans who did not move further than some Open World play. I just think it is not as common as some like to claim. Even the oldest and most casual friends of mine moved towards “harder” content in this game slowly, at a much slower rate than me perhaps, but they still did.
This entire thing is and will always be about nothing more wether legendary armor should be achievable to those not willing to put in the amount of effort and time that is currently needed.
We will never fully agree on this one. Our views on “Achievement vs. Entitlement” are just too different.
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There are cases where this rate is just too high to keep up. The numbers are certainly up to debate. However, I have to wonder wether this isn’t just us complaining because we can no longer “semi-afk” even as supposedly active roamers.
There is more to roaming than just sitting at the ruins in case a player struggling to get back to the blobs tries to run by.
The new decay rate is much less of an issue if you keep busy and do everything one would except to be your job. You know – flip camps, spawn kill dollies, move around, take down guards to tap the enemy garrison, etc. Kind of why I didn’t seem to have such an issue with the rate when I tried it myself.
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Hoping Desolation will not get linked again any time soon even if we can’t keep up with the coverage of those servers.
Are they better at what they do than any other class? I suppose so. All though, I notice a good amount of druids and mesmers alongside the thieves.
We simply notice them more now that the population went up and there no longer is a single thief but groups of roamers everywhere.
Next would be to complain about the 20/50 guardians in every single squad.
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Who doesn’t love having to transfer bags inside of boxes inside of chests to your low level characters to open for low level gear and to salvage with a cash shop item.
Call me old fashioned but I miss gold drops, especially those from dungeon bosses.
There is only one warrior race: Charr.
All of the others are just small humans, big humans, weird gray kids and walking salads swinging a sword and pretending to be a Charr.
You know, content that’s more engaging than the open world but isn’t so demanding that you can’t just join a pug and figure things out along the way.
I’m wondering now. Fractured was released in 2013 and for 2 full years there was no new instanced content added to the game at all. No dungeons, no fractals, no nothing. What type of content were you (and other people who dislike the open world) doing during those 2 years in this game? Taking a break?
Talking about my guild / group of friends here.
We did sPvP team queues for about a year, daily dungeon tours later or on as a part of the old and great dungeon community and some Fractals. We took small breaks while we decided to try some other MMORGS.
Most of us didn’t like the Open World back then and that hardly changed.
Personal perception of game difficulty does vary greatly between different groups of players in this game. It is the very reason why there is content catering towards each and every player. From very casual PvE to raids, from WvW blobs to high level tPvP.
And I just don’t understand why it bothers some players so much to not have all content being catered towards their own perception of difficulty.
Many of us do not consider any Open World content, including HoT, to be any challenge. We do not enjoy it much and hardly ever play it. You know, content that is very rewarding if not the most rewarding in this game. So what? There is other stuff to do, better challenges to take and greater fun to be had.
On old Orr, I don’t remember it to have been that hard. Annoying, yes sure and especially if you didn’t run a mobile build. Enemies still died in a cleave or two for me. I had already moved on to dungeons and hardly ever moved to that map long before they nerfed the numbers of enemies, so I don’t remember how much of a difference it made.
Fashion changes. Long hair might come in fashion someday. I mean, look at the amount of crazy hairstyles and neon colors nowadays. No asura would have considered those fashionable a few years back.
On a serious note, pretty sure they’ll add long hairstyles in the future. Most of the astetic race design has been watered down by now. This is just as true about charr as it is about asura. Crazy hairstyles and colors do sell well after all.
The amount of times I’ll get kicked from PUGs for not playing meta builds, not because I can’t play or don’t deal damage, but because I’m not optimized, therefor I ‘waste their time’… their time to… GAIN LOOT.
There is a huge difference between a build which isn’t fully optimized and an ineffective build, for the use of a better word. Moving on to another game or revamping the combat system is not going to make a bad build any better.
You seem upset that something you enjoy personally isn’t as accepted as you’d like. Understandable, all though it wouldn’t be any different in any other game.
This is actually a perfect note to end on. How determental it is to your argument, failing to realize the beauty of impactful and meaningful combat, games with enough stunning visuals & thrilling game play – people keep coming back regardless of the thousands of hours they spent playing or the hundreds of times they’ve achieved maximum loot gain. From JPRGs to FPS, the titles are out there – setting prime examples of how to make games where people are soaked in without loot even being a factor.
Unfortunate, fanboys always know how to defeat hard criticisms. At least it’s not through hard consciousness.
With that smug and high above everyone else attitude of yours one has to wonder whether you aren’t simply disagreeing with people for the sake of disagreeing with people.
Best of luck with any future game you are going to pick up. The fault certainly isn’t with you but the game designers.
The exchange system was one of their better ideas. It does a lot for the game:
- Lowers inflation as the majority of players is far more likely to spend gold on gems rather than the vice versa
- Stops the other group from using RMT services by providing them with the means to exchange gems for gold
- Lowers the amount of RMT users and frees up company resources which would otherwise go to preventing such
- Supports the game through income which would go to the RMT traders
- Adds some quality of life to the game which is never a bad thing
- Prevents P2W by allowing anyone to acquire store items – not that P2W is an issue in this game
- Allows the most busy of folks to enjoy the game without a worry
I like the idea of a reward curve. All though, one could argue whether it should be this steep and unrewarding for new players.
In any case, a change to help new players is fine as long as this doesn’t turn into another handout. Any reward in this game is just a matter of time if you like the content you play. But people want stuff handed to them without a need to even play and they refuse to understand why unique rewards exist. This is just “easy mode raids” all over again.
Do we actually settle for a bunch of small band-aids at this point? Seems to me that anything outside of a full rehabilitation might be a complete waste of time.
All though, there is an expansion on the horizon. You never know. People bring up whatever ArenaNet said in the past. They also said we’ll never get raids and see how that turned out in the end.
I can understand the frustration to be judged by the class you pick rather than your own performance. Kind of why I am a big fan of damage meters.
However, there are good necromancers and there are bad necromancers. The same rules apply to all of the classes. You will easily meet just as many if not more necromancers who do give the class a bad name. The majority of pug necromancers in Fractals for one.
Necromancers can not compete with the top damage dealers in the current META if it comes to raw damage numbers in a perfect scenario. Comparing exceptional players to bad players, watching numbers of suboptimal groups or those not using META strategies doesn’t change that fact.
But don’t get me wrong. People who wouldn’t take an exceptional necromancer over a bad thief are silly and just making it harder on themselves.
Besides, most groups do better with a safer approach rather than the hardcore speed clear setup. Use whatever works for you in your own groups. Build your strategy around a necromancer and utilize their strengths, an important part of having a static.
My own static runs a very tanky setup. A revenant, a dragon hunter, a Minstrel chrono, a Magi druid for might, power PS and some other stuff not exactly in the META. Why you might ask? People are too lazy to swap, they do prefer certain builds and most aren’t interested in trying to match up to record speedclears. We still clear everything in less than two hours. Usually takes around 1h 45-50mins.
However, this only proves that about anything can work if you have good players and a certain degree of group efficiency. We would have better times if we used different builds in our setup.
Just don’t expect pugs to understand. Most people without a static at any point of their raiding career have very little experience. Doesn’t apply to all of them, I know.
But most go by what all of the guides say, they have to go by what they know and all they know are pug strategies. They have no way of knowing the worth of a player they, well, do not know. They will take whatever is supposed to be better on paper and quite often do not even understand the lines written on said paper. Nothing new.
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Dungeons do require a reward overhaul at this point. The gold gain is fine if you run with competent players, even great if you run with good players and also own some of the trinket receipes. However, that isn’t enough to drawn in anyone apart from the occasional veteran player.
Adding some ascended gear to the rewards would do a lot to breathe new life into dungeons. This would provide newbies with a stepping stone to get geared and to get used to game mechanics and builds. It would prepare them for Fractals and even raids to some degree at least.
Honestly, they can leave dungeons the way they are at this point. Most of us already moved on long ago. But the current state of dungeons feels like such a waste if you consider the countless of hours of work that went into them and all of that wasted potential.
Gaining these rewards is just a matter of time just like any other rewards in this game. That is, if you are actually enjoying the content you have to run for it.
People want to collect all of the rewards, even from parts of the game they don’t particullarly enjoy. And that is exactly why they complain constantly and about pretty much anything.
A silent group would require you to be experienced and to know everything you are supposed to be doing without being told.
Kind of makes starting out with raids infinitely harder when aren’t willing to communicate or at least listen to voice chat. However, it isn’t completely impossible. Make your own squad if you can’t find any.
Personally, the major draw to play an MMORPG is the amount of people and getting to know them and communicating with them. Each their own, I guess.
Very active players always had an advantage over more casual players or newbies. That is certainly nothing new. But it is also something ArenaNet has been trying to avoid as much as possible with their own game.
This makes WvW an interesting case as far as content in this game is concerned. It is as of now the only place where an important part of your rewards is mostly based on your performance and personal time investment.
This outcry seems to be another case of people getting upset over rewards which seem to be out of their reach. Something you will not be able to gain by simply grinding any content for a month or two.
Rewards should be unique rather than a handout. I am not even high rank to take advantage of the system. I still much rather see a few chosen players with that special gear rather than huge numbers who only did WvW long enough to get the rewards and to never touch the content again.
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There is a very simple reason why people hate meters. It hurts to have a bad feeling about your own underperformance being proven to you by accurate numbers and statistics.
It hurts even more to have your mind blown if you didn’t even realize you were underperforming or to know that other player will see all of that information as well.
We sometimes forget how much has changed over the years. Some still remember the ancient MMORPGs or at least the old ones like Vanilla WoW.
Everyone was doing their own thing back then. Nobody cared about your build or your spec. The understanding that there is an optimal build for almost any situation and how much of an impact min-maxing can have had to actually develope over time.
But we also tend to forget how much we struggled with some content and how much easier it would have been with an effective Meta and all of the tools which are avaible to us now.
DPS meters did not cause any less build diversity or start the whole META thing.
Such nonesense. A Meta developed right from the start just like it does with any modern MMORPG. It also changed over time due to balancing, content buffs and nerfs, flavour of the month builds and other reasons.
Funny enough, we were running stuff like 4war+1mes in Cof1 years ago. A DPS meter might have caused us to realize the worth of classes like elementalist a lot quicker than we did. All though, the balance was certainly leaning towards the useage of multiple warriors per group back then.
Honestly, I am not even in the position where this affects me much. Usually either solo roaming or in a public squad. But It is still rather easy to understand where people are coming from and why they are so frustrated.
The current WvW is pretty much like a version PvE without any features apart from Open World events. There is basically no way or no area for you to hide from the downsides of the open world. You can not stop anyone from running to your tag and you need to tag up to use any of UI features.
All of the UI features should be avaible to all squads, even groups. Players should also be allowed to turn their tag private if they wish to do so.
A nice solution would be to increase the rewards for tagging even further. Those who do their best to provide newer players, more casual players and the community as a whole with fun activities should be rewarded accordingly.
Private tags would be excluded from this. Experienced squads are able to earn great amounts of loot without the need for that bonus.
It would be nothing more than a start. But a start nonetheless. You should never give up hope to see features like an actual GvG area. Nobody thought we’d ever see raids in this game either. Look at what happened.
Since when does anything have to be an exploid or a glitch to be changed or rebalanced. Who says the initial intention might not turn out to be an error of judgement in due time. This happens more often than not.
They are also free to change their opinion and views on any issue or topic in general.
Hell, they need to do so to keep up with a changing game and changing times.
Since you brought up bad PR. Vayne got it right. Farming methods such as this one do make a game look rather boring and stupid to an unknowing crowd.
It is beyond me why people still insist on playing the issue down to farming and ArenaNet only nerfing a farm without any reason. People were doing this while semi-afk, they started to use multiple accounts, bots would have popped up soon enough. They turned a clever usage of game mechanics into something else.
That is the only complaint I ever had against this crap and probably exactly why they ended up taking care of the issue. Nobody would have given a kitten if it had been nothing more than people simply farming their kitten off.
Let me be honest here. The legendary armor is a rather unrealistic goal for anyone not willing to invest the time and effort needed to be a part of raiding in this game.
I am using the term willing to rather than able to because people use that as nothing more than an excuse to demand easy access to the rewards for any of the much more longterm goals in this game. ´
The game isn’t split between those with a life and those without. The actual amount of time and effort needed to get started isn’t as impactful as people seem to think.
Yes, you need to be willing to gather information from outside of the game and should already be at a certain level in PvE. You are also required to look for a fitting guild.
But come on, people love to make it sound like they have to divorce their wives and abandon their children to raid in an MMORPG.
There are hundreds of successful raiders in a similar position to yours. Maybe even thousands. Many of which are part of any of the good guilds. They do a quick full-clear every week. None of them would be willing to invest a dozen hours per week to do multiple clears either. I am part of that group myself. The only time when I made the conscious decision to invest ten to twenty hours of my precious time lately was to be part of the new challenge modes when the newest wing was released.
Don’t forget that many of us have done this for over a year now. It took us forever to figure out builds, set-ups, strategies and let alone clear our first raid wing. People are proud of what they have achieved. They are happy to have access to even a single unique and meaningful reward in this game. Even if it is nothing more than a glorified set of ascended armor with a little bit of added convenience.
I simply do not understand this way of thinking. Look at people now complaining about the required ranks for the newest WvW rewards. They find themselves excluded due to their lack of interest in that content while I am pretty happy for the WvW players to finally get something for their own. It is about kitten time for them just like it was with the more dedicated PvE players and legendary armor.
Don’t get me wrong here. I do not think a legendary grade for armor should come from raids only nor would I mind an additional set of legendary armor being added for the solo PvE players. To take away their need to be grouped, to have a guild or even communicate with anyone if that isn’t their cup of tea.
As long as it requires them to invest a big amount of time and effort equal to the amount you have to invest to raid. As long as it wouldn’t be yet another handout for those only interested in quick rewards.
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“The farm was designed to be braindead and boring, so I made sure to figure out an even easier and more boring way of farming it. It is also something I can and quite often do, even on multiple accounts and simultaniously. People don’t understand how this works. They need to stop their whining and let me do it!”
There was seriously nothing wrong with that?
Anything that people can do on multiple accounts, at the same time and with very little effort on their part shouldn’t be allowed. Neither should they be able to “play” their partner’s or friend’s account in there while they take part in any other content with their own account. ArenaNet shouldn’t allow anything that might lead to multiboxing and eventual botting in due time.
Please don’t act as if this farm was nothing more than a few people who liked to be semi-afk with one character while they did some work or watched a movie. You might have limited it to that, others certainly did not.
They need to finally do something about the trait placements.
Having Merciless Hammer and Burst Masters as well as Berserker’s Power and Axe Mastery compete with eachother is a leftover from the balance patch that was supposed to force people to make decisions and stop them from coming up with “overpowered” builds like the old Hambow.
They reverted most of those old changes soon enough. But warriors were left with those bad placements for some reason. That is the reason why both axes and hammers aren’t being played much apart from some niche cases. Of course, the Berserker did a lot also to push some of the weapons over the top.
Personally, would be nice a see a fully damage orientated build for PvE. A build with fast swapping, axes, greatswords and a efficient rotation like in the old days. That would require some thought out changes. A look into the Power and Discipline lines for starters.
The ability to control all of the pet skills (F1,F2,F3,F4)
They could add an option to enable/disable this if people couldn’t or aren’t willing to deal with all of that micro. Would certainly make some pets a lot more viable than they currently are.
A viable power ranger build for PvE
Power rangers have never been anything more than a inferior and far more replaceable buffer than a PS during the best of times.
The Black Moa / Pink Moa situation
The previous Pink Moa daze needed to be nerfed a bit. It should have been brought down to the level of the Black Moa and not lower, however. The Black Moa should be a unique skin and not a better version of the Moa.
You’re still focusing on DPS, which is beside the point. The point being, you will likely have the required dps anyway. Mechanics are much, much more important. Mechanics are why people fail at raids. Yet I’ve never seen anyone obsessing about mechanics the way everyone is obsessed by dps.
People don’t fail only at mechanics, you’re mostly right, the priority order would be something like: Mechanics (don’t kill your team) > Survivability (don’t kill yourself) > DPS (kill it before it kills us)
The first two are what most training runs aim to teach and should be mastered first, after being comfortable at both is when it comes executing your damage.
But the thing is that the first two can’t be exactly quantified (ha!) but are expected from the players coming in an experienced group and most of the time people wnat to skip some mechanics and for that usually dps is the main requirement, more dps at VG means less greens (be it distorting them or not), no updraft Gors is easier, more dps on Sab means less cannons to deal with and mobs cleaved faster and so on. While it shouldn’t be the foremost concern, the other two are expected as the basics and dps does makes things easier than just tickling the boss slowly to death while dealing with the mechanics and damage for longer.
Efficiency and synergy do not only concern the offensive of your squad. They are also about using classes in such a manner that you’ll have protection, regeneration, invulnerability, blocks, vigor and all of those defensive tools on top of all of the offensive ones with as little effort as possible. To be able to clear the encounters easily and without a fuss.
The forgiving DPS requirement is the very reason why you are actually able to bring two Magi Druids and even two Minstrel Chronos if needed and will still be able to clear the bosses in time.
Do you need all of that to stay alive and make it smooth? Of course not. Very little of that is required for an experienced group. But those do not have any issues with any of the mechnics either.
However, an inexperienced group will be able to negate and avoid or at least weaken half of the mechnics which are supposed to be instant killers that way. They will be able to help those players with very little experience and make up for some of their understandable mistakes.
Look at everything you can avoid or outheal:
-VG, greens
-Gorseval, no CC
-Sabetha, cannon fire
-Slothasor, poison and adds
-Trio, almost everything
-Matthias, most mechanics
-Xera, aoe, adds, etc.
-Cairn, about everything
-Mursaat, adds, organge AoE
-Samarog, CC damage
-Deimos, blast, other damage
There are very few mechanics that instantly kill a person or even the entire squad. That is why nobody obsesses about mechanics. There is nothing to obsess about. You can practice avoiding some damage and make up for other mistakes by using all of those defenses. Something that you are allowed to do due to the very forgiving DPS requirement and missing need to have a fully offensive team.
Never underestimate the importance of DPS classes doing their job right and why providing a good amount of DPS is fundamentally important in MMORPGs.
Raids require a good amount of efficiency and synergy. That is about it. They do in no way require you to play perfectly or bring a perfect “meta group” that can squeeze out insane amounts of damage and blow everything up without any mistakes.
We have had this talk before. There are “non-meta builds” and “non-meta builds”. Just because people have completed raids with three Bearbows doesn’t make it a good build. It simply means the other seven players had to try much harder to make up for everything the other three were lacking.
However, just because something isn’t exactly meta doesn’t already make it a bad build either. A lot of stuff works. All you need is to hit a certain amount of synergy and efficiency which will then lead to good DPS and a good amount of survivability.
Thrag is right about the strategies. The “meta set-up” is build around the “meta strategies” people use. This means those set-ups might not even work that well for your own group if you variate from the “meta strategy” too much. But you might find it hard to use those strategies if you insist on variating from the “meta builds” too much.
Let’s be honest, the raid encounters are forgiving enough (in the DPS department) that you can go without any of the big three (PS, chrono, druid). You will simply have an increasingly harder time meeting the required amounts of DPS with each of those that you end up excluding.
This and the fact that you have the expect the worst with pugs in general is why people insist on bringing a squad that could theoretically reach 200% of the required numbers. Considering how often the worst happens in pugs, nobody can blame them for doing so.
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This feels like an even lazier version of AB Multiloot. With exactly the same responses from the community. People either being silly and trying to justify the farm or asking for others to get punished for very little reason.
ArenaNet will most likely find away to limit this even if they won’t consider it to be illegal by a technical definition. They have already reworked quite a few features in the past which turned into a “farm” they didn’t like.This one is different in that this farm is intentional. They even advertised it. It doesn’t really need any justification beyond that.
It is an intentional farm. Nobody denies that. Not so sure about the method people are using, however. Wasn’t aware they advertised for this farm to be mainly used by a huge mass of semi-afk engineers. I probably missed that announcement.
Well, that was likely the end result of this farm being as boring and as unrewarding as it is. People are disincentivized to run up the path by the whole design of the area, so they stay at the bottom even if that significantly reduces the reqard acquisition rate. And if they stay at one place, they may as well do that on classes/builds that work best in such stationary environment.
If Anet didn’t want for this to happen, they should have designed this whole area differently.
That’s the point of reworks and eventual changes. To change things which ended up working and being used in a way they didn’t intend. As a lot of content turns out to be designed badly in due time. They will end up feeling forced to change it eventually. People complaining on the forums certainly helps.
Note, that what people ask for is not a change to the farm design (which is something that should happen), but either nerfs to engi or changes to general combat mechanics. And if anet will do something, following up on that path also seems more likely. Even if those are not at fault here.
It is perfectly normal for people to defend an activity they take part in. All though, they could be a bit more reasonable about it. Dropping material prices affect everyone differently. I’d certainly prefer for leather to stay as expensive as possible since I only ever sell my leather. While others love the dropping prices and an easy and rather lazy way to make gold in this game. It comes down to whether this is being considered good or bad for the game by ArenaNet. They are free to change their stance on an issue and redesign it if needed.
Actually, by that reddit post, the current farm introduces even less leather into the economy than the previous one (which had absolutely no impact on prices). The effect on prices thus likely comes from somewhere else (most likely it’s somehow connected to the last LS patch).
Notice, by the way, that while the price of t6 leather dipped a little, the prices of the t1-t4 leather went up.
I have to admit that I don’t exactly follow material prices as closely as others do. This point is invalid then. All though, they might still consider the method used as something worth prohibiting even if the impact on the economy is small.
And I agree with you, they need to change the lazy setup of the event rather than the entire class or game mechanics. People will simply find a new way to abuse anything if they don’t hit the problem by it’s roots.
This feels like an even lazier version of AB Multiloot. With exactly the same responses from the community. People either being silly and trying to justify the farm or asking for others to get punished for very little reason.
ArenaNet will most likely find away to limit this even if they won’t consider it to be illegal by a technical definition. They have already reworked quite a few features in the past which turned into a “farm” they didn’t like.This one is different in that this farm is intentional. They even advertised it. It doesn’t really need any justification beyond that.
It is an intentional farm. Nobody denies that. Not so sure about the method people are using, however. Wasn’t aware they advertised for this farm to be mainly used by a huge mass of semi-afk engineers. I probably missed that announcement.
Well, that was likely the end result of this farm being as boring and as unrewarding as it is. People are disincentivized to run up the path by the whole design of the area, so they stay at the bottom even if that significantly reduces the reqard acquisition rate. And if they stay at one place, they may as well do that on classes/builds that work best in such stationary environment.
If Anet didn’t want for this to happen, they should have designed this whole area differently.
That’s the point of reworks and eventual changes. To change things which ended up working and being used in a way they didn’t intend. As a lot of content turns out to be designed badly in due time. They will end up feeling forced to change it eventually. People complaining on the forums certainly helps.
It is perfectly normal for people to defend an activity they take part in. All though, they could be a bit more reasonable about it. Dropping material prices affect everyone differently. I’d certainly prefer for leather to stay as expensive as possible since I only ever sell my leather. While others love the dropping prices and an easy and rather lazy way to make gold in this game. It comes down to whether this is being considered good or bad for the game by ArenaNet. They are free to change their stance on an issue and redesign it if needed.
This feels like an even lazier version of AB Multiloot. With exactly the same responses from the community. People either being silly and trying to justify the farm or asking for others to get punished for very little reason.
ArenaNet will most likely find away to limit this even if they won’t consider it to be illegal by a technical definition. They have already reworked quite a few features in the past which turned into a “farm” they didn’t like.This one is different in that this farm is intentional. They even advertised it. It doesn’t really need any justification beyond that.
It is an intentional farm. Nobody denies that. Not so sure about the method people are using, however. Wasn’t aware they advertised for this farm to be mainly used by a huge mass of semi-afk engineers. I probably missed that announcement.
This feels like an even lazier version of AB Multiloot. With exactly the same responses from the community. People either being silly and trying to justify the farm or asking for others to get punished for very little reason.
ArenaNet will most likely find away to limit this even if they won’t consider it to be illegal by a technical definition. They have already reworked quite a few features in the past which turned into a “farm” they didn’t like.
This feels like an even lazier version of AB Multiloot. With exactly the same responses from the community. People either being silly and trying to justify the farm or asking for others to get punished for very little reason.
ArenaNet will most likely find away to limit this even if they won’t consider it to be illegal by a technical definition. They have already reworked quite a few features in the past which turned into a “farm” they didn’t like.
Would trade 150 range for -0,25sec cast time any day. But seems far more likely that they’ll reduce the range next. They might even further increase the cast time on top of that.
I feel the same way about pets as I do about skills, utilities, elites, traits, professions and elite specializations: Would greatly prefer reworks and fixes of weak and completely useless ones rather than new additions.
Don’t see much of a point of being able to pick between 50 pets if the majority has very little use in the actual game outside of roleplaying purposes.I disagree here. While most pets are totally useless 99.9% of the time, I like the option. I suppose the best example is brown bear, which is garbage, but at least used to see action during the Ol Tom fight. Not sure if it still does as I don’t play fractals anymore, but you get the idea. As long as a pet has a theoretical use, I’d prefer new good pets so we just have more options.
I feel the same way about any options we get. The more the better, as sometimes things just work perfectly for that one little role. Nomads for WvW commanders, minstrel’s for raids, etc., on otherwise pretty useless stat combos.
Of course ideally they’d upgrade the garbage core pets in addition to new pets… Most of their F2s are hysterically outdated. https://wiki.guildwars2.com/wiki/Icy_Roar
Might have misworded that a little. I am fully aware of the niche uses of many of the pets nor do I disregard them simply because their uses do not apply to me. The Brown Bear is indeed an defensive option for PvE and WvW. Even if I have no need for it myself.
Your point about the need for variety is a valid one. What I was trying to say is that I do not think adding five new pets per expasion is a good thing when 15/45 (we could even say 10 if we wanted to spread it that far) pets have no uses at all, not even niche uses like the bear does.
Of course in a perfect world, they’d upgrade the core pets and add more pets equally as powerful as the Smoke Scale on top of that. But if I had to pick, I’d take upgraded pets over new ones. As many of them are nothing more than color/skin swapped version of another superior pet now.
Kind of interested to know how many of those posts would disappear if they actually gave us a solo story mode without any rewards and a new way to acquire LI outside of the raids.
People simply love to complain. They will always complain and about pretty much anything in this game.
This current balance is what you get when people refuse to see the difference between DPS and burst, when they refuse to see a point in more complex rotations providing higher numbers, when they refuse to understand DPS uptime, when they insist on their class being the best choice for everything and many other factors.
The first sentence kind of gives it way. Someone considering themself to be a “super good player, although they are completely clueless” sounds like an exaggeration of the usual lines we see on a daily basis now.
There are many who overestimate their own abilities, who do not understand how important communication is and those who are too “shy” to communicate. MMORPGS actually attract that type of player more than any other genre.
However, we shouldn’t pretend that there aren’t many who know exactly what they are doing. They will even explain the best ways to fake LI, and even knowledge about the encounters, how to fake gear and many other things to anyone who’d listen. They put so much effort into this that one has to wonder why they don’t put that amount effort into actual raiding instead.
The issue isn’t about players being new, players needing help and players underperforming due to various circumstances.
Clearing the entire raid with one or two inexperienced players isn’t much of an issue for good groups. You can easily adjust as long as you are aware of those who might need help and shouldn’t be given important tasks they can’t perform yet.
What bothers most of us are those who rather pretend to be something they are not, refuse to listen, have nine others rely on them and do not mind possibly wasting everyone’s time.
I feel the same way about pets as I do about skills, utilities, elites, traits, professions and elite specializations: Would greatly prefer reworks and fixes of weak and completely useless ones rather than new additions.
Don’t see much of a point of being able to pick between 50 pets if the majority has very little use in the actual game outside of roleplaying purposes.
All though, I can see roleplaying and how much people like to get shiny new things as a reason why new pets would be good.
Edit: Actually, imagine if they allowed you to pick the looks, types, skills and even traits of your pet like you do with your characters. Now that would be an exciting change.
You can certainly clear all of the raid wings in Nomad gear. You can even clear all of the raid wings with any class wearing any gear.
Anything is fine as long as the other players are willing to and capable of making up for whatever you are missing. The problem starts as soon as there are multiple players like that in the squad.
A Nomad druid wouldn’t even be that terrible. They aren’t that far off from a Magi druid. With the downside of taking aggro off the tank or forcing them into heavy toughness. This won’t matter if you are going to tank yourself, obviously.
You are also trading a lot of precision for a lot of toughness. Something a druid does not need in raids. All though, this isn’t the biggest deal either. Toughness or Precision, your damage will be low either way.
The real downside is losing 500 healing power compared to Magi for no reason at all.
I’d advise you to take Minstrel over Nomad and look for a group willing to try different stuff. Minstrel does come with a lot of toughness but makes up for some of the losses by adding a ton of boon duration instead. A might stacking Minstrel druid like that works pretty well.
All though, it doesn’t sound like that would be an option either. Since you are only going to play exactly the way you prefer or not at all.
(edited by Henry.5713)