also keep in mind in GW1 the cape design was built by the Guild Leader. and you had no control over what your big cape look like unless you left your guild and made your own.
So you could have a very ugly silly color design to the cape, out of your control, and simply had to deal with it or leave.
New Skill Type:
*Celestial – new skill type deals with transformations into Angels and Spirits of justice. Transforms and replaces all weapon skills and the Heal skill with unique skills based on the Celestial skill used. Rest of the skills stay the same
JUST NO.
Thanks for the reply. but why no? you never explained what you hate about it.
anybody else confirm this?
I would like to see more mobile sieges like those found in the Charr city. those look so cool. Imagine Dual Mounted sieges like that!!!
any WvW changes?
In Modern day MMOs, why do more and more of these MMOs skipping out on Back armor Models like capes and cloaks, or other items?
The number 1 argument I heard against modern day back armor, is the engine and how it handles the extra graphics to process.
Yet if thats the case, why do older MMO game handle back armor models just fine?
World of Warcraft had it in 2004. this is the year 2013 going into 2014 and this is an issue.
Can somebody experience in the industry such as Anet staff, explain this limitation?
Because I notice a lot, very lot, of Back pieces in the game have no model.
I am using a low level item on my warrior just to get a model for him due to the lack of back armor models besides the heavy grind rewards.
The quicker Anet realizes and accepts that sPvP will never become an esport the quicker they can move resources to WvW — the player-preferred method of PvP in GW2.
Which of the 5 stages of grief (http://en.wikipedia.org/wiki/K%C3%BCbler-Ross_model, or http://www.youtube.com/watch?v=G_Z3lmidmrY) do you think Anet is in regarding sPvP?
- Evidence for Denial: They’re still heavily pushing sPvP — tournaments, balancing for sPvP.
- Evidence for Anger: “Stop violating my game mode.”
Do the sPvP bloodlust area in WvW and unbalancing WvW as much as possible in order to move competitive players to sPvP count as “Bargaining”? Perhaps not.
:)
Does that 1+ button on this forum do anything? Because I been trying to 1 up this post.
This is really frustrating, especially for people on trebs. doesn’t make a lot of sense and needs to be patched.
I agree. And I dont get major WXP for capping when just attacking guards like I do when standing in the circle. It makes people rush for the circle. I dont like that.
You all mind adding to the discussion please?
We need a GW2 feature that is equivalent to a ringing slap to the ear in real life. The friendly population is absolutely powerless against trolls out to destroy the success of their own side. Suiciding golems, draining supply, putting useless siege, creating drama in chat, even putting commander badge to lure clueless people to their deaths.. there is nothing we can do except /ignore while those people are working to destroy their own side unhindered for months.. all the regulars know their names and have prolly reported them a dozen times but nothing ever happens from the side of Anet.
How to deal with this? We need something like votekick from party – but for the whole of WvW and with much more drastic requirements (2/3 of the map or something) and consequences (banned from WvW for a time) then simply a kick. Or we need to be able to file a petition as a server to get someone banned from WvW… anything, even putting a ransom on their head to make them killable for your own server would work… but right now we can only watch them destroy the things we work for and there is nothing we can do to stop them.
Are those Trolls up levels….? In which case Anet needs to add in a minimal cap level to queue into WvW.
Coming from WoW where I used to see players 5 boxing shamans (15 bucks a month x 5 accounts) to pull this off, am sure there are many in GW2 who will not hesitate to buy a 2nd troll account just for the sake of abusing the system.
Log in with a level 1, proceed to troll the opposition, the very next week when the opposition rotation changes, delete the level 1 and make another garbage character on the new server, never have to pay transfer fees this way.
no a Minimium Cap level for WvW forces players to level in PvE to play WvW. That was against the original appeal of endgame starts at level 1 like Ante promoted.
I play a lot of WvW, yet most of my alts arent even above 35. Thats because leveling in constant WvW is very up and down in terms of exp gained. bad idea. levels in this game shouldnt even exist really.
Ok I found out the problem. It was a issue with the game and the WvW waypoints.
Game wasnt displaying me having discovered anything in the Border land maps. (Even though I have 100% WvW.
So by loading into the Borderland, the world completion updated.
Some kind of bug. Hope this helps anybody else having this issue.
I been doing those things. hovering over each zone. All of them have the waypoints finished.
thats why I came here.
I saw this thread but it wasnt any help it seem.
https://forum-en.gw2archive.eu/forum/game/players/96-World-completion-and-stuck-Help/first#post456772
I been trying to get all the waypoints on the map.
I have WvW completed.
But I still missing 6 more waypoints. whats going on?
man I want a main hand torch in the game. oh well,.
With excitement over the new Guardian skills to come, I decided it would be cool to share/discuss/imagine new interesting skill types and skills to be added to the class. just for fun.
New Skill Type:
*Celestial – new skill type deals with transformations into Angels and Spirits of justice. Transforms and replaces all weapon skills and the Heal skill with unique skills based on the Celestial skill used. Rest of the skills stay the same
*Ritual- new skill type deals with long duration cast that spawn environmental weapons and spells effects that need to be triggered for effects by self or allies.
*Smite – new skill type deals with ranged damage magical attacks.
*Justice – new skill type dealing with Melee attacks
—————————————————————————————————-
New skills using new skill types from above:
*Celestial of Vengeance- Celestial skill- Transform into a Flaming Greatsword wielding Angel with slow melee Burst Damage support and powerful Healing skill that heals ally when you attack.
*Celestial of Valor – Celestial skill- transform into a heavy Angel of divine protection. Wielding a mighty shield and lance for great defensive skills. Heal skill creates 2 powerful field shelters that reflect projectiles and prevent movement through them in the shape of a V.
*Contravention- Justice skill- Swing at enemies in front of you with your weapon, marking them to be judged my a massive lightening strike from the divine after 10 seconds. Stacks in damage for each skill used within those ten seconds.
*Divine Tempest – Justice Skill- Channel a non moving attack which you spin around attacking enemies in melee range, and sending out healing orbs in different directions healing allies in the area.
*Sanctuary Fist – Smite Skill – Send out of Divine Fist to strike the target and cleansing 1 condition from nearby allies.
*Benediction- Smite Skill- a ray of light smite the target, and copy the next skill they use in 6 seconds to be activated by the Guardian.
*Conjure Holy Water- Ritual Skill- create a Holy Spring that heals allies and converts 1 condition into a Boon when used. 10 charges.
*Triforce – Ritual Skill – Create an environmental weapon, that does powerful ranged attacks, and powerful control skills.
——————————————————————————————————————————————
New Skill ideas for old skill types:
*Spear of Light – Spirit Weapon – Command a spear of light that will immobile enemies and snare them.
*Fist of the Divine – Shout – Damage nearby enemies with a lightening from a shouting call for divine intervention and causes them to Burn removing 1 boon.
*Revealing Sight – Meditation- allow the Guardian to see stealth and hidden enemies in the radius and cures blindness and makes guardian immune to blindness for the duration.
*Mind Sooth -Consecration- Blind and Immobilize enemies for each proc. Causes weakness for both the enemies effected and the guardian casting.
My 80 warrior, has a very limited pool of interesting abilities besides running passive builds which I dont like out of Signets.
What are you saying ? Signets are for egocentric children. Shouts, banners for team are excellent, physical skill are great in PvP and the stances are great for situationnal use or in PvP.
On the other hand they already announced new skills but it would be aquiered through quest or quest chain, with or without a monetary counterpart.
Most of the skills on the banner are the same for each including the elite banner.
Shouts are okay effects I agree.
Physicals are ok.
But after that then what? Stances arent that interesting, especially since they even have traits that trigger the same things.
Signets are passive stats pretty much. nothing interesting from them in this class at all. The Elite Sig is good for the movement speed alone.
the rest of the elites are pretty much useless. Juggernaut is laughable really. Even Engineers have this effect. hard to take such an elite serious as an elite.
thats just one class. Most of those good skills are gained early on pre 30 for most players who choose to hunt skill points earlier in leveling. I wanted to play WvW as my main format of entertainment in GW2 thats why I played in a way to gain my skills so I could be more useful to my team in WvW when it level jumped me to 80.
But many classes have the same issues. My Ranger is left with just traps to unlock and a few other things and elites. rest of the skills that I do enjoy, I already have, and the others simply dont interest me, like those traps and Pet Commands. Not really interested in that play style. So very few of the available skills really fit my play style since generally at most, there are only 4 skills of any one skill type in the game
Beside the bugs/lag/balance issues in WvW
(NOTE: I said besides BUGS, BALANCE AND LAG ISSUES for this discussion)
how can WvW be improved?
What makes WvW fun for you, and can be improved to be more fun?
Want anything new added to WvW that isnt already in WvW?
Please answer and discuss these three questions.
wouldnt work with our auto attack being an actual skill.
We will we get new skills in the game?
I am playing my ranger. He low level 24, but besides elites, he has no other skills or traits that interest me, since most of the skills that interest me I have already gained.
Same thing for my Engineer. He in the 30s so most of the skills I wanted I got already. And traits dont interest me much there ether since they are already level locked. So each level, doesnt really feel rewarding anymore.
this applies to all my classes.
Even my 80s.
My 80 warrior, has a very limited pool of interesting abilities besides running passive builds which I dont like out of Signets.
I am honestly ready for some new list of skills added to the game. additional weapons per class as well honestly (on land that is, since Water only weapons was a useless fail idea to began with).
Can you add a new WvW currency to the game
designed to be gained from kills and structure captures,
to be used to buy sieges, waypoint, repair armor in WvW, and to buy upgrades, and to buy field buffs for teammates?
this would add a new layer of management to the WvW game while keeping the game playable for players who strictly play WvW vs PvE/WvW players.
I WANT to do it, But its always on cooldown when I play.
Imagine a completely new person walking their way into Orr. Imagine the rage that would be generated by the said person on the forums. Levels serve their purpose as a tutorial with increasing difficulty.
Literally the whole point of levels in MMOs. You don’t learn and perfect your class from level 1.
I do think they are somewhat unnecessary though, I mean in GW1 I leveled so fast I was still learning a metric ton of things about my characters way way beyond lvl 20.
But you dont need levels to learn how to play.
Levels simply force players to go at the developers pace.
But people learn how to play at their own speed. Specially when most of the game skills are unlocked early on in the first playthrough. On my Guardian, I unlocked the skills that interest me the most earlier on, and used that all the way to max level. I didnt need more learning than I already gained from earlier levels. Hey I was even learning to play by jumping straight into WvW to fight, yet I was nothing but a low level.
that argument that you “need” levels to learn how to play, has simply been a moto used by companies to milk pockets for subs. MMOs now days are moving away from subs (mainly GW2 in this discussion).
We dont need somebody to tell us how long it takes for us as individuals to learn the game. We dont need Content gated by time sinks.
Fun is what makes the players stick around. Not grinds. Look at SWG, it was the most popular MMO pre WoW next to EQ1 yet had no levels and did the two faction thing long before WoW was even thought of.
Even EQN is getting rid of Levels. its an old concept and time to get rid of it since those old days when Sub was king, are gone.
In most MMOs now days, the majority of players that play these MMOs now days, Never make it to max level because of just how boring it is to be forced to do something just so you can unlock something you enjoy later on rather than doing what you enjoy from day one.
That was the appeal of WvW if some of you forgot, since it was marketed as being doable from level 1 ( well level 2 now)
That there show just how much people value being able to play the game from day one and doing everything that they enjoy from day one and not being forced to grind to unlock gameplay that they enjoy.
Most MMOs should be doing this by now, but its slowly getting there.
That whole themepark need level argument is also debunked. TSW has a leveless system yet is also Themepark. So is EQN getting rid of Levels, and its totally Themepark outside of Landmark which will be a separated sandbox MMO all together.
(edited by Knighthonor.4061)
“In other words, GW2 and GW1 players would have a game mode that is shared between games.”
Having in mind that GW1 and GW2 is hosted in different servers and EU can’t play with NA I’m going to say that that is impossible.
Oh so GW1 has no NA Server? I didnt know that.
I hate both. What I want is a living and organic world free of loot pinatas and forced progression. But I guess that isn’t likely to happen at this point.
Problem is: Nobody can define what is a “Living and Organic World” is in a video game.
Skyrim is usually used in most people example when I ask for it.
yet compare Skyrim to any modern day AAA MMO, but without the Multiplayer part. Actually MMOs now days have more vast and more content in their world than any single player open world RPG to date. Yet this “Living and Organic World” argument is thrown around. but what does it really mean?
and How would Raid Dungeons not allow that, but other features would?
It means a dynamic and ever changing world which reacts to the actions of the players within it. This is where Guild Wars 2 failed by relying too heavily on static content and raids are the worst of the worst when it comes to that. Spending your entire day rallying up people to retread the same old content you’ve done a million times before just isn’t particularly appealing. Can anyone still seriously claim that they go do Tequatl for fun?
Problem is no computer is truly dynamic, or random. All things have to be planned. GW2 designed its Dynamic content around stable hour long timers for the more tougher stuff, and smaller timers and variables for the lesser events. this likely done to give players more content to do outside their static quest grind, which they were trying to mask.
Think about it. Does the world in GW2 never change? of course it changes. it changes all the time in the way events can take away control points in the PvE world.
NPC would switch out.
Also giant or powerful bosses spawn and rampage the land in meta events. This stuff happen right here. again the illusion is less deceiving due to this being a multiplayer game that has to have content for players playing at different times, instead of single player that only have to live up to one player’s expectations.
Raid Dungeons, and Dungeons in general, and other instanced content, do for MMOs, what Single Player games can do for solo players. It provides a experience that is designed to only that group of players, rather than to massively multiple of players like MMOs have.
Would you all like a time jump storyline like WoW did with some kind of time portal to the past that was added in a major patch, in which GW2 players jump 200 Years into the past to have some kind of dual gameplay with GW1 players. That would be the story to explain it of course. GW2 can patch it in into some random location to explain this.
In other words, GW2 and GW1 players would have a game mode that is shared between games.
Maybe it can be Co-op PvE, or some kind of Co-op PvP.
it can even be the lore to explain a way to bring in the instanced PvP from GW1 into GW2 game like old AB for example. Much better than SPvP. But thats for another discussion.

I hate both. What I want is a living and organic world free of loot pinatas and forced progression. But I guess that isn’t likely to happen at this point.
Problem is: Nobody can define what is a “Living and Organic World” is in a video game.
Skyrim is usually used in most people example when I ask for it.
yet compare Skyrim to any modern day AAA MMO, but without the Multiplayer part. Actually MMOs now days have more vast and more content in their world than any single player open world RPG to date. Yet this “Living and Organic World” argument is thrown around. but what does it really mean?
and How would Raid Dungeons not allow that, but other features would?
You sound like an Anet employee as they like to break down wvw each patch.
well if thats true than I can see why. WvW is an unfinished product by design.
It needs more gameplay. more content. current version of it, is not enough. because it simply leads to what we currently has.
there is no better tactic than Trebs and zerging.
the other sieges arent even as useful, because of how sieges are limited (excluding exploits of course).
The Map doesnt even have any other objectives other than capping things. It becomes a big pass the keep/towers mode. its badly designed.
I come here to this forum, because I like to think of ways to make WvW better and fun for the majority. I like to think outside the box. I know many people posting here on the forum, simply cant think outside the box, so I dont really blame them much, because I am unique.
WvW would never need updates if it were perfect, which it isnt. It need new content. Just like PvE gets new content and features. So does WvW. WvW was the original reason I was interested in this game, along with the B2P model of course. But nothing else.
Bad idea
Larger zergs can build more/faster siege then smaller zergs.
thats why it has a limit based on different variables. Like factions with outman buff can build more and faster versions to balance the odds.
stuff like that built into the game to restrict when and how they are made.
I dont understand, how the you all Love Champion Zergs but hate the concept of Raid Dungeons.
Can somebody explain the reasoning behind this?
I see many players joining and asking about the Champion Zerg train, to get their gear grind on.
Yet pre-release you all were saying how much you hated Raid Dungeons for the same reason.
they both consist of large groups of players, tackling a powerful NPC to get some PvE loot rewards or faction grind.
IMO, Raid Dungeons offer a different level of challenges that these open world fights simply cant do.
Why like the Zerg but hate the Raid Dungeons?!
Because raids are part of traditional MMOs such as WoW, EQ, LotR, ect. Champ farming isn’t.
GW2 is supposed to be different than all those MMOs. It’s a whole different mindset and all that bullkitten.
And GW2 doesn’t have a grind. Just saying. Nor does it have any kind of treadmill.
It’s not as if people are doing champ farms/WvW zergs to get any kind of gear, right? Nor are you doing it to get a legendary or any kind of dungeon armour. It’s mats and/or tokens. That’s totally different from any other kind of MMO. At least in the view of the people who are disillusioned.
Zergs are also part of traditional MMOs as well. Just like lots of other things. Why get rid of Raids, because its similar to something in another game, but using that same reason, not get rid of everything else that is similar to what other MMOs do, such kitten man party dungeons. Lots of MMOs have that. Why not get rid of that as well since its all about being different?
And GW2 has plenty of grind. This whole discussion started off talking about that very grind.
Champion Farming, for loot is a grind. Legendaries, are a grind.
WvW ranks are a grind. Achievements, are a grind. there are so many grinds in this game that it is unbelievable that people actually believed, and still believe Anet’s original marketing that GW2 would have no grind. Even after Anet themselves said they had to change away from that ideal.I’m not even going to try anymore. Is it really that hard to understand what I was aiming at?
Yeah pretty much, because countered your own argument by saying the game has no grind, but in the same breath talk about farming…
I think you missed the part where he says
That’s totally different from any other kind of MMO. At least in the view of the people who are disillusioned.
In other words, this game isn’t that much different from a traditional MMO…
Well Guess I did miss that part. Apologies.
in the future if the game adds more racials for older races, what would you like for Humans?
You mean like the gw1 siege devourers? I don’t think it’d add to wvw now – the maps are too small. Unless it’d give really good reward for dragging a slow moving giant animal from one side of the map to the other in some joined effort at protecting and deploying it or so.
Can provide some good tactics for moving troops against the more populated zergs.
Commanders have to use it wisely in their game plan.
It could even have a weakness against Siege Weapons. So that adds yet another caution the commanders using it have to juggle as a risk factor with huge upside of being great against large zergs.
lol and what’s going to stop an 80 man blob with 3 of these against a 40 man blob with 1?
By designing it so that the game mode limits the number of them that can be summoned at a time,
based on different variables such as
Server Population
Time Gaps
Map Control
etc
There are already plenty of discussions about raids in the suggestions forum.
If you really want to know, you should go and read the threads there as there are hundreds of posts already.
But Knighthonor.406, why are you still playing? From your other posts, you dislike almost everything about the game and want the devs to turn it in to a generic game with the same features in all the rest, so why are you still playing? It really does not make any sense. Instead of complaining about everything that you want in this game that they have in WoW or Rift, why are you not playing those games instead?
I could say the same about your post history. All your post are negative about Anet. So why do you still play any of their games (including GW1)?
I dont understand, how the you all Love Champion Zergs but hate the concept of Raid Dungeons.
Can somebody explain the reasoning behind this?
I see many players joining and asking about the Champion Zerg train, to get their gear grind on.
Yet pre-release you all were saying how much you hated Raid Dungeons for the same reason.
they both consist of large groups of players, tackling a powerful NPC to get some PvE loot rewards or faction grind.
IMO, Raid Dungeons offer a different level of challenges that these open world fights simply cant do.
Why like the Zerg but hate the Raid Dungeons?!
Because raids are part of traditional MMOs such as WoW, EQ, LotR, ect. Champ farming isn’t.
GW2 is supposed to be different than all those MMOs. It’s a whole different mindset and all that bullkitten.
And GW2 doesn’t have a grind. Just saying. Nor does it have any kind of treadmill.
It’s not as if people are doing champ farms/WvW zergs to get any kind of gear, right? Nor are you doing it to get a legendary or any kind of dungeon armour. It’s mats and/or tokens. That’s totally different from any other kind of MMO. At least in the view of the people who are disillusioned.
Zergs are also part of traditional MMOs as well. Just like lots of other things. Why get rid of Raids, because its similar to something in another game, but using that same reason, not get rid of everything else that is similar to what other MMOs do, such kitten man party dungeons. Lots of MMOs have that. Why not get rid of that as well since its all about being different?
And GW2 has plenty of grind. This whole discussion started off talking about that very grind.
Champion Farming, for loot is a grind. Legendaries, are a grind.
WvW ranks are a grind. Achievements, are a grind. there are so many grinds in this game that it is unbelievable that people actually believed, and still believe Anet’s original marketing that GW2 would have no grind. Even after Anet themselves said they had to change away from that ideal.I’m not even going to try anymore. Is it really that hard to understand what I was aiming at?
Yeah pretty much, because countered your own argument by saying the game has no grind, but in the same breath talk about farming…
I dont understand, how the you all Love Champion Zergs but hate the concept of Raid Dungeons.
Can somebody explain the reasoning behind this?
I see many players joining and asking about the Champion Zerg train, to get their gear grind on.
Yet pre-release you all were saying how much you hated Raid Dungeons for the same reason.
they both consist of large groups of players, tackling a powerful NPC to get some PvE loot rewards or faction grind.
IMO, Raid Dungeons offer a different level of challenges that these open world fights simply cant do.
Why like the Zerg but hate the Raid Dungeons?!
Because raids are part of traditional MMOs such as WoW, EQ, LotR, ect. Champ farming isn’t.
GW2 is supposed to be different than all those MMOs. It’s a whole different mindset and all that bullkitten.
And GW2 doesn’t have a grind. Just saying. Nor does it have any kind of treadmill.
It’s not as if people are doing champ farms/WvW zergs to get any kind of gear, right? Nor are you doing it to get a legendary or any kind of dungeon armour. It’s mats and/or tokens. That’s totally different from any other kind of MMO. At least in the view of the people who are disillusioned.
Zergs are also part of traditional MMOs as well. Just like lots of other things. Why get rid of Raids, because its similar to something in another game, but using that same reason, not get rid of everything else that is similar to what other MMOs do, such kitten man party dungeons. Lots of MMOs have that. Why not get rid of that as well since its all about being different?
And GW2 has plenty of grind. This whole discussion started off talking about that very grind.
Champion Farming, for loot is a grind. Legendaries, are a grind.
WvW ranks are a grind. Achievements, are a grind. there are so many grinds in this game that it is unbelievable that people actually believed, and still believe Anet’s original marketing that GW2 would have no grind. Even after Anet themselves said they had to change away from that ideal.
Often people associate raid concept with gear treadmill of traditional MMOs, that’s where most of hate comes.
Personally I’d love to see introduced some raid content in GW2 as far as it doesn’t turn in a farm to obtain a specific item.
Yet people are farming these champs the same reason as people farmed Raids.
To get loot! Magic Find Magic Find, oh nice I just got thing nice item off that champion.
Oh nice I got something I can salvage for expensive mats.
Its the same thing. both grind for Gear.
We already have that. Omega and alpha golems.
They mobile, but designed for Structure Combat. Not designed for zerg combat.
This idea of a zerg siege, needs to be tough against player attacks, while also mobile, and deals nice AoE damage to wear down Zergs. Also needs some great CC effects.
but weak damage to structures.
I dont understand, how the you all Love Champion Zergs but hate the concept of Raid Dungeons.
Can somebody explain the reasoning behind this?
I see many players joining and asking about the Champion Zerg train, to get their gear grind on.
Yet pre-release you all were saying how much you hated Raid Dungeons for the same reason.
they both consist of large groups of players, tackling a powerful NPC to get some PvE loot rewards or faction grind.
IMO, Raid Dungeons offer a different level of challenges that these open world fights simply cant do.
Why like the Zerg but hate the Raid Dungeons?!
How about making the NPC in WvW more meaningful and useful.
Also there would be more connection and pride with server’s NPC, if they had some form of uniqueness.
Currently in the game all the NPC are generic, and have no uniqueness to the server they represent,
How about different Servers, get different named mobs with unique models. Something that Server Members can pride themselves into protecting.
in other popular known Faction PvP MMOs, they have named hero NPCs in their RvR. Some with even a Story/Lore behind them that brings form a player fanbase behind such characters.
In WvW we have no such thing.
Also many of the NPC in this mode are pretty weak and non threatening.
How about increasing the concentration of NPC units, and also add an additional layer of wandering NPC units to go with the current neutral faction allies already in the game.
It would be nice if the game mode also had more Boss Rank NPC but in an offensive role that do more than attack the same towers like the current base generals do.
Also what if Guards had more class types for added layer of combat against guards?
Add more objectives to WvW.
Objectives ,that dont include attacking Structures, and dont include NPC faction alliances.
the game needs objectives the requires exploring, and actually rewards teams for spreading out over the map to discover these useful objectives.
Spreading out players, is a good counter to the dreaded “zerg rules all” design.
Maybe some of you can share some new objective ideas.
WvW needs a new siege that is speedy, mobile and does nice AoE damage to player Zergs but not walls and doors. This would add a new tactic layer for countering zergs in the WvW game.
Is the flame thrower designed to miss a lot?
because Guardians have a similar skill yet doesnt miss as much as the flame thrower does.
Never understood why this issue hasnt been fixed by now. can somebody explain this issue holding the flame thrower from being fixed?
The trinity is needed. But Anet will likely add it in the first Expansion. So no worries.
Leveling is necessary. But it need not be a long grind. And rather than feeling excluded until I hit the level cap, I instead feel I’ve earned the right to be where I am. Personally, I don’t think 80 levels are necessary, especially in a game that allows PvP & WvW from level 2. But, it’s a nice feeling of accomplishment knowing I’ve fought my way through the world ankitten ow ready for what awaits me in Orr.
As someone above mentioned, leveling is also a tutorial in a sense. Starting out of the box with an 80 you’d have no idea how to play it. You’ve feel overwhelmed and instead of easing into new skills and traits to figure out how they synergize, you’d be given the entire menu and forced to figure it out. It doesn’t sound like a fun way of doing it.
Plus, I like the feeling that I’ve made my character, it wasn’t just handed to me. For people who like the storylines and like to RP, starting with nothing and building your hero is important.
Starting out the box you can go to WvW and play, even if you never played the game before or know whats going on.
That tutorial argument is debunked from that alone.
Leveling/Tutorial, as you call it, should never be something a player is “FORCED” to do. it should be optional. Assassin Creed 3 learned that the hard way.
I like this blog the OP linked. Some of it at least.
in “MMOs”, yeah sure i agree with you, but you are forgetting the “RPG”, hence being called “MMORPGs”
Role playing games will always have leveling, it’s the part of “getting stronger” and the adventure etc.
MMORPG are a type of MMO.
Also RPG doesnt mean Levels.
the first MMOs didnt even have Levels and did just fine.
The excuse that its a tutorial is just that, an excuse.
Because people learn at different paces. Practice makes perfect. Not this. If somebody already know how to play the game, why would they need to level 1-80 to relearn it again? Doesnt make sense. Its always been used as a time sink in MMOs to gate content. But if that game doesnt have a sub, whats the point of time sinks like this.
Fun alone should be the time sink.
When content is blocked by levels, it become a requirement to level to access that feature. this in itself force (or forcibly encourage, which is not good) players to reach high levels quicker to unlock all the features they enjoy.
Levels do more harm in content speed consumption than it solves.
I am not sure who he is, or even what race he is, speculations?
where this from? whats coming soon?
This is a thread on MMORPG.com
http://www.mmorpg.com/discussion2.cfm/thread/397542/page/1
Talking about how Leveling really arent that interesting of a goal, after so many MMOs have this same goal in their game.
When I first started playing MMOs, yeah I thought Levels were cool and needed. But that was before I open up to the reality after playing MMOs and leveling for a while.
I realized then, just how meaningless the levels really are. Its just a visual content lock. I join a game, “FORCED” to level, just to get access to the things I enjoy as being fun. The World is small as a low level. Gets bigger as a high level.
This takes away the fun and gates it behind a lock. the key to the lock is the dreaded “you must be level X to do Y”
MMOs are now full of meaningless Leveling.
Some MMOs add large grinds to the above scenario of “you must be level X to do Y”, and yet that still only makes the situation worst.
Some MMOs have shorter grinds of this. But its still a Useless grind. No matter how shorter or harder the grind of leveling in a MMO is, its still will be a meaningless grind.
In GW2 we have a down scale system. We have a up scale system for WvW.
Why not get rid of Levels all together so we have the freedom to just have fun and play what we like.
How long are levels really suppose to keep your players entertained?
I want all content, to be for all players. No leveling content, not stupid leveling hearts.
All Content for ALL PLAYERS!!
It continues to blow my mind how an expansion of content that people don’t like will somehow magically fix the problems they have with the game.
Ya know what. I DON’T want an expansion. I’m not going to drop $50 or so if I don’t have to. Arena.net wants to try and give it to me for free through the Living Story? I’m gonna let ’em try.
Expansions expand the game’s gameplay.
They add new gameplay features to the main game.
Box price funds this big change.
Things like Housing System, could be in.
or new Instanced PvP modes other than SPvP’s boring 5 vs 5.
New WvW features like Naval Battles.
New Classes and races to play.
New Weapons and skills to play with.
New Crafting system.
New Skill Tree system or a updated Trait system.
Raid Dungeons.
So much can be done that adds something new that we havnt experienced.