I just get mad reading some of them, with threats like “If you don’t do as I will Anet, I will quit the game and take all my friends with me!”. Really guys, really?…
There’s no need to get mad. This is no different than what you see in RL. I have two friends who work in retail as managers. It usually turns out that every person who is demanding something is a lawyer who will sue if s/he doesn’t get what s/he wants! What are the odds?
Anyway, ANet knows that most of such threats are empty. People who are going to leave the game just leave the game. The forum-goers who threaten to leave are either not going to leave, or will come back soon enough.
ANet implemented hard mode in GW1 due to the meta making much of the game too easy for some players. From posts in this forum and elsewhere, some of the dungeon players that are still around have mastered the current dungeons and think they’re too easy. My questions are, how big is this demographic? what would it take in the way of rewards for players to utilize a hard dungeon option? and would that mean ANEt would tweak down the normal dungeons a touch to accommodate those looking for a less edge-of-the-seat experience?
I’ve been a proponent of a harder/easier mode for a while, especially since the implemented easier dungeons, story, offer nothing to entice people to revisit beyond being nice to guild members. However, with resources always at a premium, the question becomes, “Would enough people use the hard mode to warrant the effort?” Like you, I’m interested in the answer.
If it’s the ones I’m thinking of, go west from Wren, down the hill, then turn right and go under the offshoot of the cathedral. There are spectral weapons there, plus Risen past them. The PoI and Skill point are there, with the PoI just past the SP. Once done, go to the east side of the room and look for a hole in the wall leading to a ramp up. Follow the ramp up until you can take a left at the top. Look for a hole in the wall on the right. Go into it, jump down a little and turn right — look out for the hole in the floor. You’ll come to a left turn, take it and go through a very short passage, again jumping down and turning right. Jump across the obvious points to the large support beam there, then follow that around to the vista. Just before the vista there is a piece of the structure that sticks out, making it look like you cannot pass. You can, by hugging the right side and moving forward.
It’s about stat synergy and the force multiplier aspects of the opposing builds.
Power/Precision/Crit Damage builds take attacks with high coefficients, weapons with high damage and as much power as they can get with zerker gear (i.e., a lot). With critical chances well above 50% and 200 to 250% crit damage multipliers, these builds generate massive hits. In other words, there is a synergy between power, precision and critical damage in these builds.
The force multiplier for condition builds comes from stacks, which only applies to bleeds and confusion. Burning and poison only stack duration. Also, the number of stacks is limited. This does not matter so much in sPvP unless everyone on your team is doing conditions, but it can matter — a lot — in WvW and other-than-solo PvE. In other words, there is no stat synergy with condition damage.
That’s because Vayne wants you to believe that Ascended Gear came from people asking for it in the forums. It didn’t. It was part of ANet’s plan all along. They have said that many times.
What they said long before launch was that exotic was top tier. What they said after the game hemorrhaged players left and right, amidst complaints of “nothing to work for,” was, “We’re adding Ascended, and by the way we’d planned this all along.” You can believe the public relations speak if you like, but we are unlikely to know what really went on.
Now, I’m not complaining about Ascended. It is what it is. However, I’m not keen to believe ANet was intending to add it all along. They had to know it would kitten off many GW1 fans, so why plan its inclusion absent the evidence that it would be wanted?
The only value of the tokens is for the skins. I am dubious that there would be new skins for existing content; every new skin has been part of new content. Then again, what do I know?
Some players find dungeons insanely hard, others find them insanely easy. Some of both groups are farming CoF 1.
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A warrior weilding a greatsword would not be distinguishable from a mesmer with a greatsword. Why would you see an elementalist wearing full plate armor?
Why not? The restriction was put in for balance reasons in PNP games and carried over to online games. As to not knowing he was a mesmer… well there is the butterfly logo when you target them, and the pink SFX — not to mention dupes — kind of give it away.
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Yeah.. I’ve been wondering why this isn’t designed to work as logic would dictate since beta…
There was an option in beta to select “Only gear I can use” which never worked. My guess is it’s on hold until they can figure out why.
Simple as that, this is another proof to the very sick attitude to the consumer in general, making a dungeon that CAN be done, impossible instead, just to prevent farming for the better of the whole – this is some very typical bullshiiiiiit of the socialistic thinking, of course nobody identifies it in himself, definitely not the developers. Never.
Learn the mechanics of the dungeon and how to use your characters. Did you know that you could dodge to evade attacks? Did you know that condition removals can remove conditions? Do you know the role of defiant, what causes the stacks to increase, and how to decrease them? Did you know that stability blocks certain condition effects such as knockdown? Did you know that very basic coordination can go a long ways?
While the poster you quoted did not do his “side” of the discussion any good, your assumptions about the cause of the problem might also be unfounded. I’ve seen good groups and bad groups in dungeons. The bad groups mostly do use the tools the game provides, they just waste the resource by using it at the wrong time. This is usually caused by not knowing the fight, not knowing the tell, and reacting rather than being prepared to act at the right time because you know the kitten fight.
I really enjoyed Alliance Battles. I don’t enjoy WvW in the slightest. My suspicion is that’s because badly imbalanced sides make for game-play I find uninteresting, no matter if I am the badly outnumbered or the badly outnumberer.
Any good attempt to emphasize the positive is worth doing. Starting out by belittling other posters, no matter if you think it was justified, does not make for a good attempt. Some judicious editing of your OP would make it a better post.
Lol, fair enough. What would you advise? I have to admit that I get pretty disdainful when confronted with ignorance that refuses to die. When people have yet to prove themselves capable communicators insist on spamming public forums with complaints unsupported by any hard evidence I get a little… confrontational. I mean honestly, how do people expect to be taken seriously if they can’t even grasp the basics of our written language? They deny themselves any credibility and expect to affect some significant changes, and they refuse to ever shut up. On top of that they react indignantly if corrected, hostile even.
If they would keep quiet I guess I could bear the fact that they are basically covering up any good ideas that they or anyone else might have had with the white noise of constant unorganized crying and general foolishness. Until that day comes, I think I’m going to continue to call them out on their bullkitten. This could potentially provide years of entertainment!
Well, if my intent were to create a thread with positive feedback for the devs, I would not have made the majority of my post an insulting criticism of other posters. Those kinds of comments are more likely to foster a flame war than they will anything positive. That said, forgive me for intruding. I see that your intent is really to complain about complaining, so carry on.
Being completely objective about my posts, I can see where you would come to the conclusion that I am a hypocrite. I do have to disagree with you though. Jemmi hit the nail on the head. I’m not simply complaining about other complainers for the sake of complaining. Positive feedback is my ultimate goal. Jemmi is right too, I do get frustrated by the constant stream of undeserved negativity that seems so pervasive in the online community.
My philosophy on positive feedback doesn’t necessarily constitute a culture of overt “niceness” or naiveté. Positive feedback includes constructive criticism as opposed to oversimplified whining about something. Anyone who has kids, or has spent any amount of time caring for children will understand what I mean by this. You make dinner for your kid, and it doesn’t matter if you made a plate full of their favorite foods, they will always find something on that plate that they will refuse to eat for whatever reason. As a parent you ask “why?” and the only response you get will be “because I don’t like it…”. What the hell are you suppose to say to that? It’s completely irrational. They didn’t give you anything to work with! How can you improve the situation? Simple answer is you can’t. Constructive criticism on the other hand provides you as the provider a possible solution to the problem. You ask “why?” and they respond with “it doesn’t taste like it usually does, I don’t think there’s enough salt and pepper.”. Ok! Something to work with, “here’s the salt and pepper, now eat!”
That is how I view positive feedback as related to constructive criticism. You have made a positive contribution geared towards solving the problem. Constructive criticism fosters a cooperative relationship between two people or two groups in which there is adequate enough communication between two parties conducive to solving a problem. So yes, I get frustrated with baseless whining and unsupported claims because they are irrational and ultimately counterproductive.
I get it. Such posts can be frustrating. I have to suppress my desire to react with emotion. Why do I bother? Belittling others’ posts, no matter how well deserved this might be, is going to generate a reaction to the belittling, as opposed to discussion of any “real” issues. You’ll notice that I did not call you a hypocrite, though you imply that I think you are. Actually, I understood the frustration but thought that positive discourse was going to be (and has been) derailed by name-calling. If I had called you a hypocrite instead of the approach i took, would we be having this conversation, or would you ahve blown me off?
I’m just curious.
Mostly. Did I bring the cat back?
Necromancer could use a long range non-condition based weapon.
Elementalist could use a primarily ST based weapon.
Mesmers have a better minion bombing mechanic That cinches it for me.
Why those skinned critters can’t learn to run towards a target before going pop, when transparent magical constructs can, is a puzzle…
There’s that. There’s also that their cooldown starts immediately after their creation. Why this is not true for turrets, undead, spirit weapons, and elementals, elicits a classic James Rofle What were they thinking? from me.
Mesmer clones, with the exception of the ones from the proc-on-dodge trait, can only be generated while targeting, and vanish when that target dies. The other skills you refer to do not require a target to produce and do not disappear when you defeat something. This can be an advantage in some situations.
Yes the risen are harder than other creatures..They made changes to the undead that made it easier to deal with them in the Orr zones, but those changes did not filter down to the lower level ones. A trick to Claw Island and beyond with the personal story line is to always let the Pact engage the enemy first when ever you can.
They made the Risen easier in Orr zones?? Geez, I feel sorry for everyone that fought them before. I actually came to the forums because my 80 ele has been spending a lot of time facedown while fighting them and I thought I was missing something. Maybe I just need to get the hang of it.
The change referred to was a reduction in mob density in many areas, not a general nerf of the Risen. More recently, several of the Risen were changed, and some of them became capable of more damage than before, e.g., Risen Pirates now proc a fire field; they also have a gap closer which, if they do it through the fire field generates a fire aura that burns you while in melee range with them.
Seems people ignore the perfectly good elites that some people have listed out and only claim that they’re useless. Tell me people who complain about elites? What did you expect elites to be? A skill that would give you 1 hit ko ability? 10x your HP? something super imbalance which would make every class revolve around their elite abilities?
I’ll tell you instead what I did not expect. I did not expect: pets that are marginally useful to useless in the open world and which are useless in dungeons or transform self skills that under-perform my regular build, sometimes in very significant ways. These are so far from game-changing that it’s laughable.
I don’t feel there is anything wrong with classes that have different learning curves and differing levels of skill to play. In Tera, classes were rated based on skill needed to master. Of course, there are no such warnings in game in GW2, but they are available on the forums if you poke around.
As to WoW’s early leveling experience being on an even keel no matter the class, that is easy to accomplish with class design where you get 1 to 2 skills starting out, and just use those. WoW skill acquisition is also glacially slow in comparison with GW2, at least on the weapon side. I’m sorry, but while the OP may have enjoyed leveling in WoW, I found the process to be so mind-numbingly boring that only the few F2P grinders were worse. So, I might be a bit inclined to view any comparisons to WoW in a negative light.
Are GW2 classes unbalanced early? Probably, since they don’t seem all that well balanced at 80. The meta will change over time, and some of those changes might filter down to the early experience.
So…you are saying imbalance is a good thing? Why exactly?
Tera is a horrible example of game design sadly.
Tera is indeed a poor game. I mentioned it only because the character creator actually mentioned that some classes require more skill. I think that that is also true of GW2, with Warrior and Ranger being very easy to master, Elementalist and Engineer much harder, and the rest at various places on the continuum in between.
I think that some imbalance in class design is inevitable. However, I am not saying that it is good. What I do think is good is that some classes are harder to master than others. Why? Because: some people prefer simple, some prefer more complex; and because some want varying degrees of complexity depending on their mood. If I’m tired and brain dead, I trot out my warrior or durability specced necro; if I’m looking for more complex play, I load the Elementalist or Mesmer.
It might be possible to design classes that offered differing degrees of complexity so that early level play of the classes is very similar. However to do so in a quasi-action combat game like GW2 that also offers early availability of a large percentage of one’s skills is not going to be an easy, or maybe even a doable task.
Any good attempt to emphasize the positive is worth doing. Starting out by belittling other posters, no matter if you think it was justified, does not make for a good attempt. Some judicious editing of your OP would make it a better post.
Lol, fair enough. What would you advise? I have to admit that I get pretty disdainful when confronted with ignorance that refuses to die. When people have yet to prove themselves capable communicators insist on spamming public forums with complaints unsupported by any hard evidence I get a little… confrontational. I mean honestly, how do people expect to be taken seriously if they can’t even grasp the basics of our written language? They deny themselves any credibility and expect to affect some significant changes, and they refuse to ever shut up. On top of that they react indignantly if corrected, hostile even.
If they would keep quiet I guess I could bear the fact that they are basically covering up any good ideas that they or anyone else might have had with the white noise of constant unorganized crying and general foolishness. Until that day comes, I think I’m going to continue to call them out on their bullkitten. This could potentially provide years of entertainment!
Well, if my intent were to create a thread with positive feedback for the devs, I would not have made the majority of my post an insulting criticism of other posters. Those kinds of comments are more likely to foster a flame war than they will anything positive. That said, forgive me for intruding. I see that your intent is really to complain about complaining, so carry on.
I don’t feel there is anything wrong with classes that have different learning curves and differing levels of skill to play. In Tera, classes were rated based on skill needed to master. Of course, there are no such warnings in game in GW2, but they are available on the forums if you poke around.
As to WoW’s early leveling experience being on an even keel no matter the class, that is easy to accomplish with class design where you get 1 to 2 skills starting out, and just use those. WoW skill acquisition is also glacially slow in comparison with GW2, at least on the weapon side. I’m sorry, but while the OP may have enjoyed leveling in WoW, I found the process to be so mind-numbingly boring that only the few F2P grinders were worse. So, I might be a bit inclined to view any comparisons to WoW in a negative light.
Are GW2 classes unbalanced early? Probably, since they don’t seem all that well balanced at 80. The meta will change over time, and some of those changes might filter down to the early experience.
I don’t think adding tokens to story mode dungeons is really conducive to the point of story mode. You play story mode for the story, you play explorer mode to explore. or grind…Honestly, people who run story mode with their friends helping them through it should get alternate currency than EM currency. People will then optimize which is more efficient to farm and you’ll have an imbalance of groups. If you’re helping someone out in story mode, do it like they do in Fractals, reward Karma. There’s plenty of things that still require karma, and nice people should receive nice things in return
The problem with this is that story mode is also, according to ANet, the “normal mode” dungeons. Not tokens or really any meaningful reward to speak of means no repeat value. None. For normal mode dungeons, leaving only the “hard mode” dungeons as repeated content.
As to Karma, if you aren’t going for a legendary and don’t want to gear multiple alts in temple exotics, it’s not good for much. Now, if they put in more stuff that karma could buy, then maybe that would change.
Some few elites are very good. Most are just awful kitten. The thing I miss most from GW1 is deciding what skill to put in every slot. The choice of slot a terrible elite or nothing makes me sad.
Any good attempt to emphasize the positive is worth doing. Starting out by belittling other posters, no matter if you think it was justified, does not make for a good attempt. Some judicious editing of your OP would make it a better post.
Knowing the mob mechanics makes a big difference. Trying to pick them out in the chaos of a large fight can be problematic. That said, what to watch out for with the Risen at the Claw Island level.
The most likely form of defeat is to fail to spot and either kill or dodge the blow-up skill of the Risen Plague Carrier. If you see a Risen with a green cloud around it, kill it, or once it gets next to you and starts to glow, dodge. It does about half your health and inflicts multiple conditions. A couple of these can wipe your dumb NPC helpers so if you can burst them down before they blow, do so (they have little health).
Another thing to watch out for is the knocks. Brutes and Abominations have them but these are easily avoided with dodge. If you are kiting, you can sometimes just move as they root when charging these attacks. If the Abomination can build frenzy, its attacks get much quicker, so take them out quickly if possible. If you do get knocked, either stability or stun break will get you up fast if you don’t want to be down getting munched on by several undead.
For the Thralls, use slows and knocks if available, plus condition removal once they’re down. Removing their poison when they will just reapply it is a waste unless you need to to stay up.
Risen Krait: the ones to look out for are the Hypnos, which procs a poison field you do not want to stay in. Also, the Slavers will use an immobilize whose bad timing can leave you stuck in said poison field. Nimross have a stun and a knock away, neither of which are more than annoying unless you get stunned in… you guessed it, the poison field, or get stunned/knocked while trying to activate your heal. The Damoss can stack a few bleeds but this is melee and is easily kited.
CO has content, called Alerts. Some of the Alerts are Two-Minute-Drills. You have two minutes to burst down the boss. No annoying mazes to run through, the only trash is right there with the boss, usually burned down with AoE that also affects the boss. Rewards received in times that would make speed-runners blush. Even the other types of Alerts where you have to defeat x groups of minions before you can get to the boss rarely take more than 5 minutes. Could this be the MMO dungeon content of the future? Given the interest in getting a dungeon run done quickly, I sometimes wonder.
At least GW2 dungeon design offers players who want to do a dungeon the long way the option. Now, if they could learn to find people who think like they do… Whenever the devs get around to an LFG tool, they’d better put in a check box for speed run v. kill ’em all.
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If you want necro advice hit me up or one of the many other necros on the forums. MM works just fine and I think you’ll enjoy it. I have a few versions of MM builds if you would like to try them out, and there are other necros around that are more experienced with minions than me too. The good thing about necro is, you can be a support role pretty much on the fly and still be able to swap back to your previous role. I play all classes so if you have other questions feel free to hit me up. Use my forum name to whisper me in-game or just PM me here. Have fun!
Here’s a video from the necro forums on a minion master build. Nemesis knows his necro, and there are links in the video to other builds if you want to explore necro possibilities. I’ve been using a variation of his tank build, which is quite durable.
What makes you think they’re not fixing it? I just think they’re not fixing it fast enough. It’s the whole patience thing. It takes time for MMOs to shake the kinks out. Time often measured in years, not months.
The days are gone when mmos can take that time.
Actually, more MMOs are probably damaged by doing things too quickly than doing them too slowly. Rift annoyed the hell out of me by changing things, getting them wrong and changing them again two days later. That’s not any more fun than waiting, believe me.
I agree about both GW2 and Rift, but in the modern age it seems patience is a thing of the past.
My first necro and my mesmer are at 80. I’m working on a second necro to be able to farm nodes because of speed signet and durability. Fun is of course subjective, but I find both to be fun for different reasons. With the mesmer, I find I use all the skills on my bar often, whereas the necro I can get away with dagger auto-attack or Ax 1 and 2 with everything else just on an as-needed basis. So, when I’m looking for more engaging play I play the mesmer, when I’m dropping into Orr to farm or do temples, I use the necro.
when you look at the entire game economy (rewards, gem store, bltc, rng, crafting…) and profession designs (limited variety and customization outside of gear, limited weapons and skills, buttons to press…) you can clearly see that these two core areas of the game were designed more for anet wallets and sanity, not the players overall long term enjoyment.
while i understand that anet needs to make cash (and i want them too for various reasons) and are trying to avoid profession balancing nightmares (sure players don’t want 50 buttons to manage either), i personally feel that anet is going about things the wrong way and should consider the players first.
anyone else feel this way?
ANet provided short term goals and long term goals. Long-term goals vex players who want to turn them into short-term goals. This does not mean that the company should roll over and change everything so that all goals can be accomplished in a very short time.
GW2 profession design could use some work, but that is true in every MMO ever made, at almost every point in their history. Thing is, no matter what they do, it won’t satisfy everyone.
So, no, I don’t feel that the devs should change the game to suit you, which is what you’re asking for.
Having dueling arenas would be fine with me. Put them in the major cities other than LA, maybe the population would spread out a bit. Oh, and don’t put a PoI, vista or skill challenge in these arenas. I do not want dueling everywhere because people will duel in some places just to annoy others.
As to people whispering you to duel, that’s what block is for.
I don’t get that many chests, but of those, I’d say maybe 1 in 10 has been Putrid.
All that the chests represent is a marker to show item rarity. Putrid Essence is rare. Since crafting mats do drop from mobs, are you asking for Putrid Essence to be eliminated from drop tables? That would make them really rare. :/
My take on it is this: some people will not buy a desirable item if the price feels too high, but the price of keys is low. Some people are going to try keys to see if they get lucky and get the item for less than they would be willing to spend outright. It’s easy for such people to actually spend more than they would outright, sometimes a lot more. Just ask the proprietors of certain establishments in places such as Las Vegas or Monte Carlo.
If you’re opposed to keys and chance-boxes, the only thing to do is not to buy. Ultimately their future in the store will depend on whether they are more lucrative than just selling items straight up. Generally, though, anti-key forum threads are just going to be ignored, especially if the bottom line shows that the protestors are in the minority.
I miss my Spiteful Spirit.
For the most part, I’m with those who’d prefer a 4th utility slot. There are some exceptions but many elite skills are failures.
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In my brief time playing WoW I don’t think I ever recall so much complaining over trash. What was so different about WoW trash vs GW2 trash, besides the fact that WoW trash will keep following.
In WoW, there was never the expectation that you could skip trash. Once developers allow x, players expect to be able to do x. Also, WoW trash was generally much easier than the bosses, whereas in GW2 this may not always be true.
There is and need to be a balance.
On one hand the game needs to make money. The gemstore is a great way for doing so. On the other hand, the advantage of having money shouldn’t be too high. The main question should be if someone with less money has valid reasons to feel left out.I do not see it that way. I have very limited money in real life but there is nothing in the gemstore I feel like I’m really missing.
The main criteria cannot be, “Someone with less money has valid reason to feel left out.” Someone is always going to feel left out, and their reasons will always be valid to them.
I’m glad you don’t see “it” that way. Fwiw, I don’t either.
Frankly, the only competition in GW2 is in PvP. If something in the gem store gives a significant advantage in PvP, that would be pay to win. Everything else is just pay to look cool, pay for convenience, etc.
Condition removers have long CD’s. Many conditions can be applied constantly. If people are removing conditions as fast as you apply them, you aren’t really trying.
If the purpose is to allow people to test their builds, then put copies of the dummies from the Mists at one’s server’s battleground base in WvW. This would allow for testing with PvE gear without the negative reaction an in-game meter would cause.
Are you trying to insinuate that TERAs combat is inferior to GW2? GW2 has everything else on TERA but its combat.
Tera roots characters on any skill that is non-instant. That alone makes it inferior.
Except it doesn’t. Unless by god you’re using a channelled spell which roots you in all MMO’s. Warriors in fact are so incredibly mobile it can be impossible to hit one in pvp if the player knows how to juke.
All attacks move you forward and most skills can be cancelled with blocks/dodges, _seems like you got your butt handed to you by a BAM and quit the game so you can circle strafe melee mobs in GW2.
You’re probably one of those players that complain about auto attack being the best attack in GW2 when it’s not if you had a clue._
I quit Tera because it was boring as kitten. While its combat was better than WoW and its clones, it was not good enough to outweigh the sheer dullness of its content. And yes, I enjoy GW2 combat more than I did Tera’s — though I’ll grant that Warrior was the most mobile class in that game.
Are you always in the habit of making assumptions about people just because they disagreed with you?
Are you trying to insinuate that TERAs combat is inferior to GW2? GW2 has everything else on TERA but its combat.
Tera roots characters on any skill that is non-instant. That alone makes it inferior.
This QoL fix would greatly improve the quality of my in-game time.
My take on the situation, since you asked:
1) ANet will not do something about this situation unless there’s more to it than you are reporting.
2) I do not like pugging; you never know what you’re going to get. In the event I do end up with one or more PuG’s in a group, I never comment other than to say hello, to say I don’t know a fight (if true) or unless requested for info; all communications I send are worded as politely as possible. If the group struggles, I might say, “We could try doing x, then y.” If I think the struggle is in vain, I’ll say, “Sorry, this has taken more time than I have, gtg. Sorry and good luck.”
3) Calming down never hurts, but since I’ve only heard your take on what happened, it’s impossible to say that you were, or were not, perceived as a jerk.
ANet posts more on Reddit, Twitter and FB than here.
If you want to farm, run the temple events. If there aren’t enough people, recruit some. With a lot of people, those events spawn a lot of mobs, which equals a lot of heavy bags, which yield items that yield coin. You also would get a guaranteed rare, plus a chance for more.
And I know, finding a guild would be a good thing. But I play the game very casually due to pretty harsh time-constraints and I hate being dead weight in a guild by playing only a few times each week. And besides that, I’ve yet to find a good guild that accepts such very casual players like me and not be virtually empty every time I log on because everyone in the guild plays as sparsely as I do. :P
You’re painting yourself into a corner. Pugging is always a risk in any game. Any population as large as GW2’s is going to contain a cross-section of humanity, and we are not all nice folks. Post in the Guild sub-forum about your play style, that you’re thinking of coming back, and about when and for how long you’d play. You might end up having to switch servers or at least guest to the guilds for open world activities, but you might strike gold. Your chances of finding an acceptable and accepting guild will be much better if you at least try.
Condition removal.
I am not in favor of replacing coin rewards with items valued only for their saleability. The proliferation of rares from meta events has devalued these items considerably. If you’re going to reduce dungeon rewards, just reduce the coin.
Be careful, though. The health of an MMO is maintained by keeping players interested in repeating content. Reduce or eliminate incentives and you risk reducing the player base. Imo, a larger, interested player base is more important to the game than reducing the amount of gold in circulation.
In any MMO, the supply of gold is always going to grow unless there are ways to remove gold from the system. Rather than reduce the amount of gold players can gain and perpetuate the feeling that it’s hard to gain gold in GW2, give players a reason to spend it.
I appreciate GW2. The game has spoiled me. I will never again pay for an MMO that roots me in combat on every kitten skill that is not "instant,’ that forces me to race to get to nodes before that other guy, that does not have an option to deposit crafting mats to bank from anywhere, that has the standard quest hub with NPC’s playing yo-yo with you between the hub and the quest area, that does not provide something akin to dynamic events or that charges a sub fee.
I enjoyed the CM’s in GW, so two thumbs up from me on your idea.