Friend having trouble switching servers
in Account & Technical Support
Posted by: Kain Francois.4328
Ahh says it works for him if he doesn’t close his client after deleting toons. He says it works if he just deletes them then directly presses world select. Resolved.. I think?
Friend having trouble switching servers
in Account & Technical Support
Posted by: Kain Francois.4328
He has been playing since September 2012 and hasn’t touched GW2 since.
I recall in the past, deleting all of our characters brought us back to server select. Is this no longer the case?
Is your friend clicking on ‘Create’ instead of ‘World’? That would take him to character creation rather than bringing up the World list.
If your friend changed servers within the last 7 days, he will be on a cool-down until that period of time is up.
If not, your friend, and only your friend, can contact CS and seek assistance. Top of Page – Services/Support – Submit a Request.
Good luck.
He claims it just brought him directly to race select.
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Friend having trouble switching servers
in Account & Technical Support
Posted by: Kain Francois.4328
Hi,
My friend accidentally chose the wrong server and accidentally chose EU instead of NA.
He tried deleting ALL of his characters, everything on his account, but he had no server select option. Instead, it brings him automatically to race select.
Is he doing something wrong? Or has ANET since changed this? Can he at least restore his account to before he deleted everything?
Yet another time gated back pack?
Yet another marketing gimmick to excite people: a backpack which “grows”.
Kinda fun from a roleplaying perspective though. I say be a little more open-minded and it becomes a decent thing.
I have absolutely no idea how the Fear Wards get there, I was either side of the room at a given time.
Think Grawl Shaman Fear words. Simple solution is simply to range them.
You can criticise and put me down as much as you like, I don’t really care. I don’t have to prove myself to any of you or justify my playstyle, but you’re missing my point.
No one is criticizing you.
Although myself and others have offered to help if you’re having a hard time.
OMFG! TOUHOU IS TOO HARD, IT’S HORRIBLE!!!!
https://www.youtube.com/watch?v=NTmCUHSUFIc
Joking aside, you have 7 “lives” to defeat this boss before your armor breaks. Look, OP. If you’re having that rough a time, and you still can’t defeat this boss after trying 7 times in a single instance, then PM me ingame and we can do the instance together. I can give you a few helpful tips.
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I like Trahearne, though. Happy to see him back in, hope hey improve the story-telling.
You may not create character names or otherwise transmit, post, link to or facilitate the distribution of any sexually explicit, harmful, threatening, abusive, defamatory, infringing, obscene, hateful, vulgar, racially or ethnically offensive, invasive of personal privacy or publicity rights, or objectionable in a reasonable person’s view imagery or content.
Where does it say we cannot name something based off of Western religion?
I remember seeing someone banned over this awhile ago, but forgot the details.
For example, would naming a pet “Israel”, named after a character in the Old testament, really be deemed offensive? Similarly, what about naming a character Amaterasu?
And if a name references something political, would that also be offensive? Like “Long Live America”?
Okies, time for a break from my negative nancy ranting:
The boss fights in LS2 are absolutely a step in the right direction for solo instances and bosses. The Barradin fight was absolutely well done; perfect, I might say.
It forces players to learn the encounter and think critically about their utility skills and weapon choices. I like that, and I want to see more of it.
QQers can go rot in the Realm of Torment for all I care. The fight is fine, and very well done!
Except that the monetization and living story teams are separate.
YES, because the chances of them not communicating are incredibly high. Pretty sure they all are kept in chains in separate rooms and can’t talk to each other. Also pretty sure that the heads of the project dont’ decide together what’s the purpose of the game and relative strategies. Like, they can’t possibly ask the ls team to do certain things in a way to add some other grind or some pointless gemstore crap.
Right.Look, I don’t care. I’m honestly sick and tired of sterile discussions about things anet doesn’t care about. It doesn’t concern them and therefore it doesn’t concern me. Look at this forum, seriously…. “After a long day I just want easy things to do! – anet is mean because they cater to hardcore farmers, they don’t care about us anymore [because they did liadri]!” Yeah, the game is 99,999% about you, but HEAVEN FORBID it might be a 90-10% with a just few hard instances in the personal story or in dungeons, then people would quit because of frustration!
I hate the “it’s a game for casuals” argument so much. As much as the “everyone would quit if…” one.Then they go on the forum and demand us to teach them, because it’s obviously our duty to devote our free time to you because you can’t figure out how combo fields work or can’t get past the first élite mobs in arah p3. Then we’re mean if we don’t.
Just wallow in your own filth, I don’t care. I’m sick of it.
O___o
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This is where your problem is. Condi Necros are great in SPvP and WvW, but not so much against bosses.
Actually, Condi is AMAZING against this boss, since he is immune to crits and takes full duration of all conditions.
The problem is OP not wanting to learn the fight. Necros are masters of soft-cc and should be able to breeze this fight very easily by crippling menders while condis melt the statue.
Has OP tried using Fear on the menders?
Story/lore should be accessible by players of ANY skill level.
That’s like saying you should be able to progress in Final Fantasy 7 even though you insist to attack the Scorpion boss while his tail is up.
This is most definitely a l2p issue. If you’re having hat much a difficulty with this boss, then PM me ingame and I’ll teach you which tactics to use.
I think the mass-harvesting triggered their anti-botting code. Last I saw on Reddit, they are working on unbanning people. Simple as that.
If anything, John Smith is probably using this Foxfire opportunity to gather valuable data about GW2 market trends. It must be a fun time for him!
To be fair, Trahearne could be redeemed if he gave me back Caladbold. Now that he’s done his Wyld Hunt, it should go back to its proper owner who fought for it in a contest.
So you have to balance between hitting Barradin and CCing the Menders?
Awww, you had to think outside the box how to defeat him? Good. That means this fight is well designed and it gets you thinking about your profession and the boss fight environment.
I welcome more boss fights like this in the future. If any boss fight gets us thinking about our class, it’s obviously doing something right.
what TotalBiscuit said about the regression of FPS and tbh, I can feel the same thing in GW2 at times… kind of scary.)
https://forum-en.gw2archive.eu/forum/livingworld/s2/Possessed-Statue/first
Link FOR GREAT JUSTICE!
https://www.youtube.com/watch?v=0Q6UQ2QlRH0
Keep in mind GW2 is an action-rpg and not an FPS with resource management. However, GW1 missions do have similarities to a classic-FPS in that they start you in the middle of the action, and a player must slowly work their way through a very dangerous maze.
Even the more linear missions in GW1 gave the player a sense of strategy and control because they did not use scripted events. And when they did use scripted events, they did not disrupt the pacing of the gameplay like the long NPC conversations in GW2.
Check out Gate of Madness:
https://www.youtube.com/watch?v=D_g5lhDSg6M
First, skip to 0:35. Only 15 SECONDS into the mission, and the player is already fighting mobs. No stupid NPCs explaining why they’ve appeared there, no making them invulnerable until a bunch of needless exposition, no stupid gimmicks where they infinitely respawn unless you use a turret, just simple enemies standing at the door of this mission who want you DEAD. And you want to kill them as well! ;)
Then skip to 1:24. Just 12 seconds after killing the previous mob, you fight the next one, and you risk dual-agroing foes without proper pulling and preparation. Again, no bullkitten NPCs explaining “omfgwtfbqq margonites we must killem Z0MG!”, no dialogue, no waiting until a stupid speech we don’t care about, no bullkitten, no bullkitten, and no bullkitten, just plain, simple, enemies waiting for you to come there, so that they can kill you.
Now skip to 1:51. Just 2 seconds after fighting those margonites, the player takes a wrong turn and activates an ambush of demons. Again, again, AGAIN, there is no needless dialogue explaining “ha ha ha ha you fell in my trap OMG!”, there is no invulnerability until a mentally challenged NPC explains “OMG we must kill them, Z0000M!”, there is no door blocking your way with any NPCs saying “Mr. Scruffy will open it for us” (Is this supposed to make me care about the NPC?). Just plain, simple popups.
Through mechanics, the game simply says to you: “You’ve taken the wrong turn, now you and your AI companions must cope with it. DEAL WITH IT.”
Go to 2:28, what happens? You kill 2 seemingly weak foes and they MULTIPLY. What happens then? They multiply even more, and they start slamming blind, disabling your entire team! There are no Marjorys telling us “Careful, they multiply when killed!”. Again, the game simply tells you: “You’ve reached a difficult situation, now DEAL WITH IT.” In other words, the player is actually forced to PAY ATTENTION to the game and its environment, to LEARN what the enemies use, and adapt. At this point, an unprepared player is recommended to retreat and take a condi-removal, and there is nothing wrong with that. It gets the player to think about their encounter and immerses them in its world.
And that “DEAL WITH IT.” attitude was possibly the best part of GW1. Again, the NPCs didn’t hold your hand. Players had to adapt, whether it was a change of tactics, a different location to pull, placement of spirits, or a different LoS location.
To be fair, GW2 has a lot of potential for great instance design. The ability to swap skills on the fly, cut away a lot of the setup time from GW1, and it really opened up potential for a more steady pace of action. GW2 has so much potential with its mechanics, but it never attempts to pressure the player. Everything is so… scripted -.-
Now skip allll the way up to 9:50. Witness the first scripted event in the entire mission. How long have they been inside the instance for? 8 minutes. Not 30-seconds, not 2 minutes, not 10 seconds, 5 seconds, or 2 seconds like in GW2, but 8 minutes and that is the first scripted event of the entire mission! Not only that, but it is the ONLY scripted event besides the final boss fight of the instance.
Even from a storytelling standpoint, there were no Dunkoros saying “Hold on… I’ll open this door…” Or Taimi saying “Scruffy will open this…” and making us wait while he blasts the door. Instead, it was a simple Wham!-plot twist that Shiro is alive, and he wasn’t greeting us with much dialogue, but instead greeting us with monsters. Simple, efficient, and greatly executed plot twist. Again, again-again-again-again-again-AGAIN-AGAIN (how much must I stress this?) there were no stupid NPC dialogue or exposition. Just the villain re-introducing himself, and sending monsters after us. That’s it, and it worked beautifully, while still able to tell the narrative right.
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The leaning curve and design of personal story seems to be pretty much beyond repairs. I just don’t see them doing an entire overhaul.
However, I do hope ArenaNet considers the idea of harder FUTURE instances, and less green-star handholding. Perhaps “Hard Mode” instances of the living story? Perhaps solo-dungeon paths?
I’m not calling for Liadri-hard content, balthazar no! But since the Living Story is level 80 endgame anyways, if they could just turn up the difficulty scale a little bit, and add a hardmode, I’m sure many people would appreciate it.
That said, let’s not confuse engaging content with challenging content. Super Mario Galaxy makes a wonderful use of its level gimmicks, yet the gimmicks are built specifically for the levels, and they’re fun. Like the Blue Pull Stars of Space Junk Galaxy, or the Bee Suit of the Bee Galaxy.
Compare with the tanks in a later Vigil personal story mission, which is basically shooting at a red blob of foes for 5 minutes straight and pretty much nothing else. That is not engaging.
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And even when we did have an NPC following us, they actually helped out a bit (Master Togo would have powerful AoE using Spirit Rift, for example. Brother Mhenlo healed, and even Gadd in EoTN would use Air Magic skills…)
Kormir says hi… and then proceeds just to stand there. :P
Kormir didn’t count, since she wasn’t an ally for most missions. In fact, she wasn’t even there for majority of the campaign!
Besides, sexy, sexy Koss and his sexy afro, make up for any kitten we had to deal with Kormir.
Ever kill Lupi while tripping on hallucinogenic drugs?
Considering Salvia (which is legal in some places, by the way) lasts only 5 minutes, it’s quite a challenge to defeat him before the effect goes away.
Interesting read, but the problem is those things have been said countless times and nothing has been done about it.
Wanna know why?
They don’t really care about teaching players and your [our] opinion on the matter.
You don’t need to know how to play to buy a quaggan backpack.Am I harsh? Maybe. All I know is this, though. All I can see in them is this.
Except that the monetization and living story teams are separate.
I think the devs are a lot more honest than some of the gemstore-pessimists tend to think.
Problem is, they’ve fallen into a trap that plagues too many modern games by trying to please everyone.
They’ve also fallen into a trap of trying too hard to tell a story. They want to make sure every action taken by the player somehow relates to the plot, such as the Steam Ogre security system part of the Entangled instance, indirectly showing what Scarlet was like and her backstory. The results were a 10-second, mind-numbing, boring mounted combat, simply not moving and mashing 1 and 2 to kill inquest, with absolutely no test of skill whatsoever… yawn.
More importantly, they’re too generous with difficulty, and that is the biggest trap. Instead of teaching players to clear difficult content, they are trying too hard to accommodate them, and the results are a mind-numbingly boring difficulty we could simply spam autoattack to win. Mobs are also few and far between.
Their design direction right now is the result of a modern game design trap, and unless something is done about it, the cycle feeds itself, and deteriorates the game like rotting flesh.
I know it sounds like I am exaggerating, but it really is a vicious cycle, and I am speaking as a fellow developer. This vicious cycle is addictive to developers because it makes content easy to produce, the masses eat it up without being bothered too much, and the effects aren’t seen until long-term. But we can see the long-term effects already taking place on GW2, and the most notable being Trahearne-hate (this is a weird connection, but I’ll explain in future posts. People hate Trahearne for the gameplay, NOT the story!)
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Our home instance is OUR lab.. Our house.. Why would strangers be wandering in it?
If you want things to put inside it, do your personal story.
Greatsword 4 can cripple. So can your team. Also, the new entangle.
GG.
Time to crank out our Volcanuses, Foefires, Twilights, and Eternities, YEEHAW!
I could tolerate hobosacks if only legendaries affected them.
Imagine predator glow + fiery nades on each attack? awww yeah!
Necro for P2 because you can facetank Agent Belka using HP restoration, whereas other classes tend to have trouble.
Seriously though, you will get more respect as a Necromancer.
I came here expecting someone to do Lupicus while consuming alcohol consumable and making the screen fuzzy.
I disappoint.
Something which should’ve been an innate feature in the first place, was instead put as a 900 gems rippoff, and people are actually buying it… GG.
ArenaNet’s monetization team make great businessmen.
The bulk of my argument: The personal story did a horrible job at conditioning players to play difficult content.
Any time there were any complex mechanics, scripted events and dialogue or green stars would always hand-carry us through things, and not let the player figure anything out for themselves. That’s assuming the VERY few encounters we did not clear just spamming autoattack in the 1-30 missions.
To be fair, I DO remember during the beta stress testers that the hammer boss in the Carnival storyline did require us to dodge his attacks. I don’t know whether or not he was nerfed since then, but we should’ve had more fights like that to train us for fights like the Berserker Abomination in Arah p2.
However, besides that one mission, they missed perfect opportunities. For example, the Sylvari personal story where we were using Caladbold, would’ve been a very great opportunity to teach the player about range and crowd-control effects by using skills #2-5 on Caladbold in order to solve puzzles and difficult encounters. For example, we should’ve had to use a Crowd Control skill to interrupt a powerful boss attack, but instead we were able to faceroll through everything by spamming the autoattack…
We were able to see the direct results of this failed design when players complained about Ascalonian Catacombs Story Mode. If Personal Story served as a tutorial, it failed at that. I don’t mean to ridicule the devs, but that’s the truth.
Later on, we were also able to see the impact of the failed Personal Story design when players claimed Estate of Decay was “Impossible”. Now what the heck was so difficult about hiding behind a pillar, picking up a rock, and throwing it at the spinning things around the Mouth of Zhaitan? No, seriously, players were complaining about THAT? Seriously? SERIOUSLY? SERIOUSLY!? It was the ONE satisfying boss fight in the entire personal story, and players were complaining about that!?
To this day, players still cannot complete the Ghost of Barradin in the new Living Story because they were not taught something as simple as using a condition removal inside a solo setting… SERIOUSLY?!
Some players can’t even figure out how to damage the boss Ghost of Barradin… When the NPCs even spell it out for you in dialogue…
However, this is not because of the players themselves. Everything is about game design, and if a gamer from my old high school with Down Syndrome was able to complete Final Fantasy 7 and Portal, those games obviously did something RIGHT which Guild Wars 2 falls completely flat on.
Seriously, I am comparing a 14 year old kid with down syndrome beating a super complex game like Final Fantasy 7, compared to GW2 players who complained about Estate of Decay. kittenation is not an important factor when determining whether or not someone can clear content, because I’ve seen a down-syndrome kid take down Sephiroth. And the key there lies in game design teaching players.
My theory is that GW2 players being “unskilled” is all a result of players not being punished when they fail at understanding boss mechanics.
Older game designers were really brilliant how they designed content: If you fail, you restart the level. You are forced to learn the mechanics or you cannot progress to further levels where advanced use of these techniques are necessary. However, the twist is that these mechanics are NOT told to the player. They are experienced by the player, where they must figure it out themselves. Even the most unskilled player can learn through gameplay, and this is what games like Portal do to teach players how to “fling-jump”. Seriously, portal is a master at teaching players mechanics!
This is not the case in GW2, where we can infinitely respawn and brute force our way through everything… If a player screws up, all they’re given is a pat on the back… And so begins the cycles of bad players.
Bad players are created by game design. (At least, in most cases…)
To devs: Sorry if I sound harsh, but it is not my intention to undermine any of the hard work that went into this game. I love Guild Wars 2, and that’s why I criticize it so much. I want devs to understand what went wrong, so that future content to be even better.
C’mon, don’t get the wrong idea. For anyone to write a super long post analyzing and theory-crafting possible reasons the design impacts the community, has to have a serious dedication to this game, anyways.
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After soloing Arah p2, I realize that dungeon path is how solo Instanced content SHOULD’VE been like.
I wrote up a 3000+ word post on the matter, but I decided to save it to my computer and polish it.
In short, ArenaNet is falling in the same trap as Call of Duty. Here’s what “modern” game design did to Doom, and compare it with GW2 instances:
https://www.youtube.com/watch?v=C4yIxUOWrtw
In many ways, the original Doom was a lot like GW1 in that you didn’t wait on “doors” to open very much, or NPCs to finish talking. You had a lot of non-linearity regarding how you approaches mobs, and you were punished for failing to use tactics.
As opposed to GW2 which, like in the video, uses needless “interactable” objects, gimmicks, NPCs holding your hand, and “leaving the mission area”. Even the monster encounters are designed in the same way (as opposed to having a vast canyon full of enemies to clear, like in GW1, they only pop up during story events in GW2 and that video.)
Rytlock better come back. What they did is the equivalent of killing off their Mascot, and last I checked, people actually like Rytlock.
Without Rytlock, who will there be plushies to huggie, or SAB critters to rampage?
Actually, I would like to see MORE of this, but expanded upon. It was fun figuring out where to place him, then setting him to combat mode.
I will admit, the interface could’ve been handled better.
Also, I didn’t like how he wasn’t able to deal much damage. He inflicted 4 stacks of vulnerability on foes, whoopiedoo… <__<
As a more general critique: ANET needs to not be afraid to make instances more difficult, and give us stronger AI companions. And while at it, they also need to stop holding our hands so kitten much in every mission, with overused scripted events… Is this what modern gaming has turned into? Follow the leader and a braindead player?
I understand the current instances are great from a story telling standpoint, but ArenaNet needs to learn when is the time for story, and when is the time for gamplay. NOT handholding!
Missions in GW1 had ZERO Green Stars. The ones which did have green stars (dungeons), generally had a large puzzle and path to follow. In fact, most of GW1 missions had a very simple premise: Reach the end of a dungeon-like area while completing special objectives, sometimes they were optional. But more importantly, we never had a stupid NPC holding our hands through every single, annoying step like we do in GW2. And even when we did have an NPC following us, they actually helped out a bit (Master Togo would have powerful AoE using Spirit Rift, for example. Brother Mhenlo healed, and even Gadd in EoTN would use Air Magic skills…)
ArenaNet needs to do less hand holding. Give us more challenging mobs to fight through, and give us multiple ways of approaching a problem.
Making us fight only a single ooze mob for this entire instance was a total waste of mechanics I spent a long time reading to control Scruffy. And making players able to solo that mob was an even bigger waste of time.
You people complain too much.
I’ve opened at least 150+ chests so far, and gotten zero. Am I complaining? No. For two reasons:
1. What’s the rush? The chests have good loot, so I’m going to be farming them anyways. Just because I don’t have a weapon now, doesn’t mean I wont get one later. It’s not a big bother, nor’ do I lose any money trying. (Quite the contrary, chests are quite profitable…)
2. RNG adds a much needed flavour to RPGs like Guild Wars 2, and were long missing since the days of Guild Wars 1. Yes, you reading it right: GW2 needs more RNG. It needs the satisfaction of opening a chest and getting that rare item drop, or at least the excitement of trying for one.
Settle down, Beavis.
I do wish ArenaNet would stop holding our hands for everything. What make this different from GW1 missions, is the fact missions in GW1 had no green stars telling us what to do.
Here you go – the anthem of software devs to fix it, fix it, fix it, fix it. Fix it, fix it!
Good. And I actually like Trahearne as well. Hopefully they use this opportunity to improve his character.
“Moving on.”
If Meleebow becomes the new Ranger meta, I will laugh and give OP 1g. Add me ingame, and remember me.
If flame blast deals 3.2k dmg and napalm deals 182 dmg per second over 10 seconds, that means it deals 1.8k dmg over 10 seconds, compared to flame blast which deals almost twice that but can be reused in those 10 seconds?
Awful. Just… awful…
On the bright side, it could be useful for proccing Skale Venom, Vulnerability, and event-mob tagging…
Drakes have a low crit rate. I don’t use them unless needed for AoE.
Well first let’s address the fact that Warriors are still so OP that they can solo dungeons period. That’s not part of a normal game design and no don’t insult our intelligence by acting like it’s supposed to be happening. It is however disturbing that there’s a ton of things wrong with Engineers yet warriors are allowed to continue to run amok like this.
Second, selling slots in dungeons really? That’s what this game has turned into? I guess they really haven’t been paying attention to their game much less their forums to allow this kind of thing to continue.
Well first let’s address the fact that Warriors are still so OP that they can solo dungeons period.
Have you ever played Warrior? They don’t have anything that other professions don’t, besides a few damage buffs which aren’t any relevant in solo runs.
You could solo some dungeons on a Necromancer even easier than a Warrior, especially since a Necromancer can Facetank bosses like Arah P2’s Belka using their life drain. Engineers and Thiefs are also amazing at dungeon solo runs, since they have stealth and tons of endurance regeneration.
Here’s a Mesmer example:
https://www.youtube.com/watch?v=qf-PP2VBBBI
It is however disturbing that there’s a ton of things wrong with Engineers yet warriors are allowed to continue to run amok like this.
Offtopic, but according to DnT’s recent DPS tiers, Engineers are THE second highest DPS in the game, after only Elementalists. I’m curious why you would say there’s “tons of things wrong with Engineers…”? Flamethrower? That’s being fixed next patch anyways. But as it currently stands, Engineers are actually one of the better professions in the game, possibly OVERPOWERED since they are incredibly useful in pretty much any game mode, have tons of survivability (Healing Turret, perma-vigor, blind…), and great team support too! (Healing Turret, combo fields, MAX VULNERABILITY reflect, stealth, blast finishers, etc…)
As for Solo dungeon running, Engineer is actually one of the easier classes to solo on too, since they have perma-swiftness, perma-vigor (+more endurance from Toolbelt), stealth, bombs (dps while kiting), turrets (for distracting bosses), TONS of reflect, and nades for maximum range. They also have tons of HP restoration sources like Healing Bombs and Backpack Regenerator, which allow you to facetank bosses like Agent Belka.
I main an Engineer.
Second, selling slots in dungeons really? That’s what this game has turned into?
Players have been playing this game for 2 years. It’s not that surprising their skills have progressed to the point of soloing dungeons. Soloing a dungeon really opens up a new form and perspective of gameplay Traits overlooked in PvE suddenly become useful, and it really changes the way you think about boss encounters.
The fact players are soloing dungeons is actually quite healthy for this game, because it means the dungeon design is capable of satisfying multiple game modes, and it allows ArenaNet to gather valuable data for designing future Personal Story content.
As for selling, why not? It takes an hour or two in order for an experienced player to solo Arah p2, and you only get 6g per person. Let’s assume it takes 30 more minutes to find enough guildies to sit on your spots, and then enough people to actually sell the path. Considering the immense amount of practice and skill it takes (and LOTS of patience to defeat Berserker Abomination), earning 24g+3g for daily is a satisfying reward for 2 hours of something which requires immense skill.
I guess they really haven’t been paying attention to their game much less their forums to allow this kind of thing to continue.
They’ve been paying attention, and I think a few are even proud. I remember the devs even congratulated the first person to solo Lupicus.
Methinks you should give it a try. Arah p2 solo is really fun!
I want you to answer this: Have you ever bothered to even try soloing a path before making your post? Have you tried on a profession other than Warrior? And how far did you get?
I think time gates in general ruin it. Like the Taidha Covington skill point.
“By Ogden’s Hammer, what savings!”
I still hear it.
In my head.
RIP
T.T
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Hey all, I recently leveled an alt, and I have some suggestions to improve the trait-unlocking system dramatically with very simple guidelines.
What NOT to do:
1- Time-gates. Bosses on timers.
Standing around, waiting for Sharky the Destroyer to spawn, is NOT fun. Or waiting for the enemy to cap your Ogre Camp…
Traits were implemented as compared to GW1 Elite skill capping. But the difference is, in GW1, we could capture skills at any time. Instances would be captured specifically for us, and rather than waiting, we were challenged simply to reach the area.
2- 100% zone requirement
Map Completion is a tedious task. It’s nice for the level 1 – 15 zones, okay for 15 – 25, but by 25 – 35 and 45 – 55, it gets incredibly tedious. Even worse, one of the zones required is Lornar’s Pass, which is long, tedious, and almost universally hated for map completion.
What to do right:
1- Mini-Dungeons.
Things like Vexa’s Lab. They’re fun, they make you work for it, but it feels satisfying to complete.
2- Hidden Chests around the world.
This one feels most like GW1’s skill capping. Things like the Bandit Hideout with Trolls in Kessex Hills. You can do them any time, and usually there’s a Veteran to Defeat.
3- Event Chains which unlock an area.
How to do boss fights properly. You do a large event chain, then gain access to a certain area, which unlocks the trait. You unlock the trait simply by visiting the area unlocked by the event once the boss is defeated. For example, the Giant’s Cave in Kessex Hills. The difference between this and time gates, is that you do not need to wait for the event to reset to unlock the trait.
I think these simple guidelines would dramatically improve the trait unlocking system.
What do y’all think?
I would like to see tonics which we could use in combat. More like the Watchwork Tonic, but PERMANENT. Like the GW1 EL Hero tonics.
They could be disabled in WvW and PvP for obvious telegraphic reasons, but I see no reason why they can’t be adapted for PvE.
Want to play as a Kodan. Go ahead, use a Kodan tonic. Want playable Skritt-chitt-chitt? S-S-Skritt Tonic! Quaggans? You bet!
In GW1, they let us play as Destroyers and Kuunavang. Please let us do the same in GW2.
I’m waiting on a port as well.
Hopefully ANET considers it at some point.
Personally, I ain’t holding my breath for a few years. They probably want to see how SteamBox will do…
I feel really sorry for you, man. I had something similar happen once to me too.
Here’s what you do:
Get 3 guildies to hold spots for you. When each single person joins, ask them to send money, or kick. Once a buyer accepts the spot, another guildy leaves.,
Assuming each individual person would’ve sent the money already, no one would take the risk to kick you. And if someone does take the risk, then they would’ve made a fool of themselves while you keep everyone’s money. (While this seems unfair, it is the buyer’s responsibility to make sure no one kicks.)
You’re selling dungeon runs and complaining about fairness? Do you even know what that word means?
Ever solo Arah p2 and get kicked at the end? And yes, you can solo Arah p2. Do you think it’s fair to be kicked after all the hard work?
I’m assuming the “fairness” is because you think OP used exploits, which is wrong. Either that, or do some growing up. People have a right to complain when sadistic sociopaths try to ruin other’s fun. Could you imagine if you saw such a thing happen in real life?
Let’s think of a more realistic situation. You’re sitting in a LAN Gaming Cafe, and the people you sell are sitting right across from you. You can actually see their faces. But one of them decides to kick you and laughs: “lolololotrollinglolololoumad?lololo”. Is that fair? How would you react?
If you were playing Monopoly with a friend in the park, and some jerk came and flipped the table upsidedown, you would complain too. You would probably remark: “WTF is that guy’s problem?” and your friend would probably say under his breath “That dude is craaazy…..” Would you accept when someone tells you: “You’re playing monopoly in the park and complaining about fairness?”
serves you right. next time finish the dungeon yourself and don’t sell spots.
Why?
(edited by Kain Francois.4328)
How do we know Napalm will do decent damage? Maybe it’ll just be like the Elementalist leaps…
My problem with Ricochet in PvE: 1h sword already applies a buch of might to pet.
Is this really enough to bring it to use, or is this the new Flamethrower Juggernaut?
Will Ricochet changes REALLY make a difference? 3s might is nothing…