They abandoned dungeons because they abandon basically everything they make (when was the last time they added a new guild mission?), and then finalized it by gutting the rewards to drive people into fractals and raids (read: make them cough up the $50 for HoT). No more, no less.
I love how he wants to completely gut the only good pets ranger has. Because of course he does.
I agree. The concept of noxious pods is just obnoxious. Please change this. Double or triple the crystalline ore quantity, triple the amount of spawned pods along the meta (no random spawning!!!) and actually award at least 5 ore on every map progress, 20 for killing Mordremoth with 100% participation.
The whole map closing timer business is unnecessarily strict, too.
Also, they need to remove crystalline ore from the costs of guild weapons/armor/minipets, because it doesn’t make any sense. They already cost guild commendations and gold (and hefty amounts of both, especially for the minipets), there’s no need for another currency in there.
As far as QoL goes, make the tiger amphibious like the rest of the cat family. Maybe the bristleback too, what with basically being a turtle and all.
After all no-one screamed about toxicity during some of the most beloved and challenging content additions in Queen’s Gauntlet or Marionette.
I don’t know what Marionette instances you were in, but I wish I was in them! That event turned into a firestorm of rage whenever it failed (Which it did. A lot. Especially in overflows).
They did away with water combat which resulted in a silly jungle without lakes and river, there is so little water in the jungle the frogs can’t even remember how to swim.
They couldn’t even be bothered to make most of the new elite spec abilities underwater-compatible, even when they should be (like chronomancer wells, since necromancer wells work underwater. Also the tiger pet is literally the only cat that’s not amphibious, and the bristleback’s a kitten turtle so it should be amphibious too).
Also, half of the entire revenant profession doesn’t work underwater, which is absolutely hilarious.
It’s stated by the Pact scout after “Torn in the Sky” that the Pact has made contact with the Itzel before we arrive, so they’re aware of the Pact by then. The Itzel/Nuhoch have their own language (which we learn in masteries to earn their goodwill) but they also speak the common tongue which they use to talk to us. You can see this by how Ibli first uses ‘kaana’ but quickly corrects himself and explains that it means ‘chieftain’ as he knows we don’t know his language.
Also, the text for the frog language masteries basically says you’re learning their languages to talk to the members of the tribes who can’t or won’t speak yours. And while the story-related ones speak English, presumably for practical reasons on Anet’s end, there’s a lot of random Itzel you can talk to that don’t (without the mastery, you just get a dialog box full of unintelligible text).
Side step
. Oh Terragriffs just cripple them they fall down. It’s learn to play- just like HoT and get good.
I know how to kill them, that doesn’t change the fact that the hitbox is roughly three times as wide as their model.
Just like that charge move sharks do that hits hundreds of units ahead of the actual shark, something else anet’s never bothered to fix.
The same was true in Silverwastes when it was released – remember the Terrargriffs and the KDs?
They still need to fix the teragriff’s giant hitbox, by the way.
But how do you fix population imbalanceing beyond cutting off the game when “you” are not on? I realy do not think its up to Anet to fix this problem more of an over all gw2 community to make it work better.
The community were the ones who caused the imbalance in the first place.
I’m not sure if I agree with the “we asked for this” and thus the Druid was born.
For years the overwhelming majority of complaints about rangers were that we had little group support in competitive modes. After spirits were killed, that’s a main reason why you never saw rangers in PvP. Now we have some really amazing support, especially with S&R. I don’t think druid gets enough credit for answering the complaints.
When people wanted group support, I can guarantee you that “lol you’re the healer now” isn’t what they were talking about.
That was some straight-up monkey’s paw kitten.
Another reason to hope Bristleback doesn’t lose number of shots (and a definite reason for it to be used in PVE): Strength of the Pack.
The ability works almost like Engie Pistol Poison Darts. They do not track target and they scatter. Which means that on a stationary target form range they don’t hit as often as the maximum number of darts is.
On a moving target from range it’s far and far less. I started using my Spider. The 3 sec immobilize makes a difference.
In my opinion, Bristle indeed deserved the nerf. I mean, it was an incredibly powerful attack for the CD it had. However, it was the only thing a Ranger had.
And we got stuck in our useless position once again. We don’t deal damage, now pets don’t do stuff, we still have no real way to survive focus fire, they nerfed CAF, everything is bugged or clunky and I’m reaaaaaaaaaaaaaaally getting tired of their sh@#.They haven’t skipped a single freaking patch to avoid nerfing the ranger. Not a single one. They haven’t addressed any of the most required changes like being reliable. But hey, they made us less competitive for no reason. That’s cool.
^This
hi5
Ranger gets something cool? “Omg rangers are so op!” Nerfed in 3 weeks.
Three weeks if we’re lucky. Heal As One got nerfed in less than a day!
Anet tying precursor prices to the “health” of basically everything in this game’s stupid economy just ruins everything, because the “go do thematic things in the world related to the legendary” parts are legitimately interesting and cool.
It’s a shame they’re wedded to such a naked and shameless material/gold sink, though. If you brought down the number of mats used for crafting the first tier of popular weapon types (which is roughly an order of magnitude greater than what’s required for, say, the offhand or aquatic weapons), and removed the worthless “craft a stack of useless weapons, then craft a stack of their components too” part in the second collection, the whole thing would be reasonable.
(edited by Hyper Cutter.9376)
1) they said this expansion was content light because they were laying the foundation for the future expansions.
And yet they had no problem charging us fifty godkitten ed dollars for it. And then putting things that should have been in-game rewards in the gem store (improvised weapons, literally every glider skin other than the default one).
One thing I noticed in the Mordy fight (which I agree is long and could use a break half way through) is that if you are in a group and someone dies fighting Mordy (or his shadow), there is no chance to revive them. They get teleported to a “staging area” and have to watch the remainder of the fight with no chance to get back in to help the group (unless everyone dies).
They really need to restrict that penalty box nonsense to Extreme Mode, where it at least make sense. There’s no point to doing it in normal mode.
The same goes for the whole “start all over if you die” thing. If you spend 10 minutes burning through Mordremoth’s massive pool of HP and then die because the flight phase screwed you over, making you do the whole first part again is just tedious.
Fallen Masks ever going to be changed?
in Guild Wars 2: Heart of Thorns
Posted by: Hyper Cutter.9376
Fallen Masks is also one of the adventures required for an elite spec weapon (as are fellow Tarir adventures, the much friendlier On Wings of Gold and the clusterkitten that is Sanctum Scramble).
Fallen Masks ever going to be changed?
in Guild Wars 2: Heart of Thorns
Posted by: Hyper Cutter.9376
Most of the adventures in Auric Basin really, really need a rebalance. Especially since two of them have collection items gated behind them (three, really, but Wings of Gold is fine as is).
I have seen people choose some strange hills to die on, but this is one of the strangest.
Don’t hold the space bar when you jump.
People losing their kitten over smokescales will never stop being hilarious, considering their stats are basically identical to the much-maligned bear family. They just have non-terrible skills that allow them to hit things.
I want the Apostle Leggings, it’s the only part of the set I didn’t get from achievement chests back when those were a thing and I’ve wanted to use the Apostle chest and legs together for years.
I’d love to get my hands on the Mini Avian 3 Pack for the Raven mini O_O
Those can drop from Black Lion chests.
The reward system in HoT is very similar to the cooking craft.
You want reward “B”? That’s 250 of ingredient 1, 250 of ingredient 2, 250 of ingredient 3 and one of reward A. Reward A, you ask? That’s another 100 of ingredient 1, another 100 of ingredient 2, another 100 of ingredient 3 and one of ingredient 47.
Ingredient 1 = Airship Parts.
Ingredient 2 = Lumps od Aurillium
Ingredient 3 = Ley Line Crystals
Ingredient 47 = Reclaimed metal Plate
Reward A = Plated WeaponThis is an approximation of how to “cook up” a Machined Weapon. I left out some stuff because I don’t care to be complete, what I’m showing is clear enough.
Almost everything is like this. And for every reward you want, you need to take just a few more rides on the 4 meta-merry-go-rounds. Until you’re dizzy and want to puke.
Round and round we go.
Where we stop, nobody knows.Let us – just for a minute – suppose that as a developer, your goal is to entice players to repeat content long after the initial new content smell is gone and the content, like an old car, starts to smell like sweaty socks and that pizza you ate six months ago. So, you use rewards. It’s what all MMO’s do. What are your options?
- Well, you could use low-chance RNG. There was a sword I was supposed to get as a sometimes off-tank in Wrath. Never got it, until eventually it became irrelevant. Turns out a lot of GW2 players don’t like low-chance RNG. The frustration factor, don’t you know.
- You could use a sure, incremental means, such as gathering stuff which gets turned in for Shiny Z. Whether this is one currency (e.g., tokens) or many ingredients (crafting, where you gather gold and buy the mats) is not really material. You get there, sooner or later.
- Or, you could combine RNG and incremental rewards. This would be crafting where you gather all the mats through play, and some of them are gained via drops (e.g., Lodestones).
Sure, Anet could shorten the list, and/or shorten the total amount of increments. So what happens. Joe Stereotype, who plays 20 hours a day, gets Shiny Z in the first seven hours the content is live. Does he rest in the 8th hour? Heck, no! He gets on the official forums or on fan sites and raises holy kitten about nothing to do. Even Joe Casual, who plays an hour a day, gets Shiny Z in the first week or so. Even he wants something new. It took the developer 6 months to make the content. Do the math.
For that matter, they could award Shiny Z for beating the content the first time. Why not? Near instant gratification.
So, got any solutions? I sure don’t. I’ve yet to see a different option used in an MMO. I’ve also yet to see any posters suggest a different option that would also allow the developer to extend content life.
They had an excellent system that worked perfectly: Silverwastes. Then they jettisoned basically everything about that system that worked (generous amounts of map currency, tons of loot, a meta event that obeys the players’ schedules rather than vice versa, etc) and made the HoT maps.
exclusiveness and rareness should last FOREVER, re releasing old items is the main reason this game has not had good player retention, its impossible for me to be motivated when all i have acheived is now on sale again for some new player
People who get pleasure out of other people not having things they already have are the worst sort of people.
I feel like the penalty box (and the boss resetting to full health if you die) should have been restricted to Extreme Mode, where they at least make sense.
I just did this for the first time (and hadn’t read any strategy online). I was hit and downed by the very first orb in the first couple of seconds. Fair enough — “Dodge the orb”. I used Bandage and the instant I stood up I got the orb in the face again (despite hammering on Dodge). Downed. Rinse and repeat a total of four times. I guess I should be grateful he only interrupted my Bandage channel once?
Yeah, the problem with the orb attack is that it’s actually wide enough to nail you even if you dodge to the side (the only way to avoid it is to dodge straight into it, which is unintuitive at best). Well, that and the tiny platform you have to fight him on.
They really should move Adryn over to the Tizlak path, both because it makes more sense thematically and because there’s a lot more room to maneuver there.
There’s also the raid entrance, so you get raiders taking up space as well (they really just need to make a lobby for them or something).
Also, number of airship parts you get per cargo is paltry when basically everything worth buying at the frog merchant costs 300+ of them. Every cargo should give you 10 parts minimum.
- disallowing spontaneous adoption of useful and common resources as alternative currencies for players who wish to trade in something other than gold -> bad for the player
No, we absolutely do not need people driving up the prices of crafting materials because they’re using them as play money. Eliminating that was one of the best things the TP did, after eliminating the constant trade spam.
And in spite of all this the biggest benefit of the TP by far, for me anyway, is the convenience.
In GW1 I once spent a week looking for a particular bow I wanted. It was a rare (gold) item but a relatively common drop, available in a few zones. But because it wasn’t a hugely popular skin (and like GW2 good stats were widely available) very few people bothered to sell it. So I had to stand in towns where I thought people were likely to go to empty their bags after playing in those zones and spam chat hoping to catch someone who had one before they sold or salvaged it. And even when I did find one the seller naturally wanted far more than it was really worth, and I was so sick of trying to find one I agreed to pay it.
In GW2 it would have taken me 30 seconds to search the TP and buy it.
Yeah, there were a lot of low-to-mid-tier items in GW1 that ended up being rarer than the genuinely rare skins because no one bothered farming for them.
They really should just put some checkpoints in the fight and leave the whole penalty box, start-the-fight-over business for Extreme Mode, where it’s thematically more appropriate.
They are working as intented, Coztics have stealth, evades, stuns, roots, poisons, and high damage ranged and melee attacks, they are supposed to be theives and rangers with super op stats. Basically it comes down to you need to git gud.
The bow frogs passively evading almost all ranged damage makes no godkitten sense, intended or not.
The OP isn’t even saying to remove the fall-damage reduction, they want to make it baseline, ie baked into the class rather than something you need to actively choose.
It seems like that would benefit all the detractors in this thread.
Has anyone gotten Airship Cargo Strap lately?
in Guild Wars 2: Heart of Thorns
Posted by: Hyper Cutter.9376
Is getting t4 at night the criteria for getting the item? Because that’s dumb as all hell.
I figured it was just “kill all the canopy bosses” (a significantly more attainable goal), but I was on a map that did that and still didn’t get it.
It’s really not fair that DH traps completely outshine ranger traps. Ranger was the original trapper class. It’s a lot easier to counter traps that apply condi dmg as opposed to traps that apply instant physical damage. It’s also not fair that DH traps do more damage then necro wells. DH has made both utility sets pointless on their respective classes. You would be better served rolling a DH.
I agree, ranger traps should be buffed.
In any case, I wouldn’t mind ANet moving the mastery points to bronze/silver or readjusting gold thresholds if the current state is making so many people upset.
I would also appreciate some replayability improvements for those of us who like them.
Mastery points should be at bronze and silver, and collection items at bronze. That takes most of the sting out of the adventures, and everyone wins: people who hate the adventures get their mastery points and collection items and then never need to worry about them again while people who like them can compete with each other on the leaderboards in peace.
Scrap Rifle, Shooting Gallery, and Fungus Among Us could really use a looking-at in general as well, they’re all pretty harsh (but thankfully not tied to any collections).
WvW map completion was removed for a kitten ed good reason, even aside from the fact that it should never have counted in the first place because it’s not even on the actual map.
The population balance in WvW is 100% a player-created problem, and there’s really only two solutions that will actually work: bring WvW into the loving arms of the megaserver or remove some servers and shuffle their inhabitants into the population of the rest. Neither is a very popular option, to say the least.
The hero points need to be brought down to veteran level (just have them scale if more people get involved, I don’t care), they’re way out of line with the rest of the hero points in the game (yes, they’re worth more points, but let’s not pretend that was anything but an attempt by Anet to devalue the ones we’d already acquired pre-HoT), they make map completion a lot more tedious than it really needs to be, and is by far the least solo-friendly part of the expansion that’s not a meta event.
Having to beg map chat for help getting personal map completion isn’t interesting or fun or sustainable in the long term.
Snowball Arena had that problem too. Volunteering should get you win credit, like it does in PVP (and like the volunteer button says you will), but for some reason it doesn’t.
As for an automatic kick system where if you are afk for a certain length of time
That already exists.
The meta bosses weren’t designed with Megaservers and boss timers in mind. They were supposed to be for people on that server and whoever was in the area when they showed up. I remember porting to LA to announce that Jormag was up or the Shatterer, to get enough people to show up. Before Megaservers and after timers, I showed up at a boss or two and I was the only one there, and no one else showed.
So pretty much all of those bosses need a rework to handle the number of people and give them new mechanics to keep people from autoattacking at afk spots.
They always had timers (they used to be instance-based, which is why they were standardized after the megaservers) and most servers had commanders who’d lead a zerg at reset to kill all the bosses, so nothing really changed (except that you can actually kill world bosses after their initial post-reset spawn now).
Also, Claw of Jormag, because mass CC isn’t terribly interesting, nor is standing around being unable to tell whether the golems are actually doing anything to it or not.
Just because you can’t ignore pets doesn’t mean they’re OP. Sorry they aren’t trash like they used to be. Get over it and learn to play.
Just because you skipped math doesnt mean you cant use a calculator to see the 2 new ones are simply overstated compared to other 30 pets. Sorry but their f2 abilities are also overperforming. Get over it and try to think of good balance.
Ps, wb henry
They’re not overperforming, every other pet is underperforming.
God forbid you actually have to pay attention to ranger pets now instead of just ignoring them.
Been saying this since Day One, but nooooo. Everyone wanted an expansion. And now that it’s here, nonstop complaining. No more Living Stories? What do you think the ‘expansion’ was? A rushed, patched together LS we bought under the guise of an expansion.
Stop kidding yourselves.
Throwing in a new class and some new mechanics does not an expansion make.
The people who wanted an expansion wanted something on a scope and scale approaching the original game, a Factions or Nightfall (neither is technically an “expansion”, but that’s how everyone viewed them so it’s all semantics) to the base game’s Prophecies.
Anet can’t (or won’t) give us that, so we ended up with a wet fart of an “expansion”.
they realised players wanted expansions more than Living story
And now we should all realize, that wasn’t the case. Also, that the Living Story was much more manageable for the player and the community. I’d also say it’s generally better for the game design wise. Too much at once creates far too many bugs and balance issues. The dev’s need to follow the adage, “Brick by Brick”.
Players wanted something on the scale of Factions or Nightfall (which weren’t technically expansions but semantics), not a living story season welded to a feature pack.
Especially for the obscene price Anet charged.
I don’t know what world you live in where 600+ gold is “cheap”, but I wish I lived there too.
Add amalgamated gemstones to the laurel vendor, like they already did with t6 mats.
Some people do DS for the fun of the event – not just for farming.
Why can’t you do both? I think the OPs comments are perfectly reasonable and I agree. I do DS because I think it is fun, but also like to get the appropriate loot as well. I’m not complaining here as for the most part I’ve been happy with the balance, but didn’t notice the OPs issue. I think it is valid to look at those drop rates.
I wasn’t saying that his idea was bad. I was just pointing out that people are not only in there to farm.
Everyone in Dragon’s Stand is there to farm, whether it’s loot or exp or collection items. That’s all the zone actually has to offer.
old random fractal system was way better
The words of someone who didn’t get Cliffside Fractal in almost every single fractal set they ever did.
Are we going to get more Lightward weapons?
in Guild Wars 2: Heart of Thorns
Posted by: Hyper Cutter.9376
I just wish the staff was closer in price to the hammer.
They did the same with Berserkers Ebb and Berserkers Flow. Beautiful skins, but very, very rare and only the sword and warhorn.
Maybe they are picking and choosing skins for certain weapons now
The warhorn is a recolor of The North Wind (Tempest elite Warhorn)
No, it isn’t.
Also, the Blighted Pale Tree isn’t remotely tuned for solo players, or Anet thought people would really enjoy being knocked down literally every couple of seconds.
And that shield really should actually shield you, going into it invalidates you for the “don’t get hit while flying” achievement (the description of the achievement even explicitly says so), so they clearly intended it to function.
Thanks for this post. I think a lot of people need to realise that adventures themselves were a great edition to the game. The issue is that collections and masteries are gated behind them. The adventures should be purely for fun and I don’t think they ever needed to have mastery points behind them to make people do them.
Some need tweaking like you said, and I’d like to see the gated stuff removed but I doubt they can do that now.
What they need to do is move the collection rewards down to bronze level and the mastery points to bronze and silver. Then gold level can be purely for a free daily rare and people who enjoy the adventure competing for the best time, as it should be.