It’s been mentioned in multiple places that there are time limits on the daily missions. Obviously we have no idea how long these are until the patch is released.
But I was thinking about how a few of these are scavenger hunt-ish type things where you’re given a clue and have to go find the boss in the world.
What are those of us who load maps slowly meant to do? Honestly by the time one map has loaded the rest of my guild will have probably already found the mission at which point I am left having to remap and wait even longer while I slowly load into the correct place and have already missed out on a chunk of the content.Obviously thats the worst case scenario and hopefully something Anet have factored in when designing these, but I guess just what are other peoples thoughts? Does having to load into multiple maps deter you from this? Detract from the intended group element etc?
(Side note, don’t tell me to upgrade my internet, it’s not actually that slow for where I live -5-7Mbps- and there is no way for me to get faster internet. It doesn’t impede me actually playing the game, I have never had lagging or latency issues, maps just load very slowly)
Seem like the purpose of this is to counter the google search that will at some point happen.
I rather they get rid of the concept. Make all gear look cool and equal in stats. That way there Wouldn’t be a grind like promised.
I want a new trait system. I don’t like the current mechanics for traits.
Also agree with the OP on skill list.
But I will make my own thread on this subject and not derail the OP.
When it comes to GW2 and GW1
I feel that the Standalone packs that the original GW1 had was more rewarding for both low levels and max levels
while the Expansions were only effective for the max levels.
But which does Anet value more? The low level gameplay or the Max level gameplay?
Low level gameplay is what gets players interested in staying in the game and playing to max level.
Max level usually always become a grind of sorts.
The standalones would be better in GW2. Honestly I am tired of the continued paths. Adding more levels in an expansion, or more endgame only leads to continuing the grind path.
standalone packs add more zones for all levels, which would increase the number of paths to progress and discover rather than continuous extending it.
I play mostly on alts and none of them above level 62. so I would like the option to play in level 80 zones as a low level. that would be fun if we could do it. Orr has nothing but events non stop. I dont do hearts anymore, and tired of waiting for events to start.
OP didnt explain what the issue was.
so can somebody explain the original issue?
What is the purpose of the destroyable houses in WvW?
this would pretty much kill WvW’s population. and how will Guild vs Guild work when players can be in multiple guilds?
Regen doesnt stack in effect unless listed as so on skills, and it only stacks by duration by a few seconds.
also its on DR it seem so it can be totally canceled by new regen boons added to the duration.
it increases by +Healing
but seem pointless since it can be easily removed by the DR of the boon.
most classes dont have other kinds of support heals, which leads to many cases of regen falling off due to the DR.
Add trinity….
Add raid dungeons…..
Good thread. This need to be adjusted.
I was leveling a engineer a while ago.
I want to say this:
The engineer would more fun if they had more weapons to use. Especially Melee weapons. Not talking about kits here.
Riffle, pistol, shield just don’t cut it. I want to play Melee engineer and not taking kit.
Also flame thrower seem cool but bugged. Pretty bad.
Turret idea was cool on paper, but we should have been able to mount them for new abilities.
Also the kit mechanic on the tool belt is bad. It’s not fun.
Also healing should have been designed more fun to play healing engineer, just like other roles.
Turrets are not mobile, in a game all about mobile gameplay.
There are so many more issues. The class just lose all its fun to poor designs.
My Stomp keeps missing in WvW. what could be the cause of this?
please reduce the cooldown on Rampage.
Its burdens out weigh the assets.
We cant use our non weapon skill slots, nor our normal weapon skills, meaning that our build goes out the door.
It has a short duration. why the 180 second cooldown?
I dont get that…
(edited by Knighthonor.4061)
Please improve Level Scaling in WvW.
Thiefs can do too much damage to plated armor classes coming out of Stealth.
its crazy too much.
please do something to improve scaling for low levels.
Others have said otherwise, but I notice my heals seem pretty weak compared to the heal skill I had on a few other classes.
Healing Surge requires 3 levels of Adrenalin to be of use IMO. the other two heals seem pretty weak.
also like all classes, the game mechanics for dodgeing seem broken at times, and sometimes you will be hit even if not in the animation. but thats a server problem that effect all classes.
but when you a class built around Armor and Melee combat being your assets, it can really hurt your advantage there. Same issue for all melee classes I know.
After playing Warrior, I know that Warriors may look big and bad in WvW, but thats really just a (HIT THIS TARGET) sign around their neck. This class is sort of like Illidan from Warcraft lore. He looks like a big kitten, but really pathetic joke dispite how kitten he looks.
Here its just an idea, but how about turning a few of the Rampage abilities into shout effects as well, sort of like a side effect. this way it doesnt null out the support options for players that use it in a support build. could be pretty helpful. Because atm it blocks out my shouts on the utility bar, but doesnt add to the role.
Kain server also has the Maw bugg now
Hey Anet, you mind moving Inspiring Battle Standard to tier 1, to give low level Warriors a chance to play support while leveling up?
I had to grind to level 60 just to get some decent heals.
only Banner of Tactics allowed me to heal others in some way. Took a lot of fun out the Warrior class earlier on, since I have no real access to a support healing like other classes have while leveling at lower levels. more play styles make gameplay fun, especially when already limited. its what made Guardians and eles so appealing.
I know for me, personally, that wasnt fun.
and in its current form, it blocks Vigorous Shouts since they both T3 traits ,which doesn’t make a lot of sense to me.
iam at the bank npc. I dont see anything at the bottom that say something about a upgrade. there nothing at the bottom.
there no lockpad.
it say withdraw there.
I had first bought bank space early during launch. but had took a long break and forgot how its done. I cant seem to find anything on the UI for buying more space. I am maxed out from crafting items that wont go into the crafting tab.
also looking in the cash shop. still cant find a option for buying more bank space…
I dont like carrying that stuff in my travel bags.
for Greatsword, get rid of that annoying delay in the attack part of the dash #5 skill.
OP pretty much summed up what I wanted to say..
no. was first time going down. instantly defeated.
was doing a small event.
the combat log doesnt tell me anything.
something going on. I just skipped down state on my warrior similar to being in vengeance mode. maybe this a class bug perhaps?
(edited by Moderator)
How do “you” use Rampage?
In terms of WvW and PvE?
I usually play a tank build on my warrior in WvW and PvE. But I take SoR. would Rampage be better here you think?
Rampage increases my max health. but not sure if it restore any.
Also all my weapon abilties get replaced. If I switch to them, the Rampage ability goes on long cooldown.
Also I lose my heal. Does Rampage provide added “Protection” but not on the tooltip/ui, similar to how SoH has regen that doesnt display on the UI?
I havnt had time to test Rampage build out much, so I was asking for feedback on this.
GW1 had this. no idea why it wasnt launched with this feature.
nice idea. but how about warriors get some protection?
come on?!
I don’t like the third skill.
this would obviously destroy the balance of the game.
balance? what balance? last time I checked thiefs were different. I will leave it at that.
how about replacing it with a stance that provides protection instead?
Healing Surge doesnt say in the description but I notice that it heals over time when cast as well. whats the based on?
Ok found the issue above. Adrenal Health trait is triggering off of healing surge heal. not sure if thats working as intended based on trait info.
to test this, I let the mobs beat on me while getting a few hits in Rampage. then stand and take hits to half health. no green numbers. pop healing surge and the passive heals start. not sure thats intended.
(edited by Knighthonor.4061)
Healing on Warrior is super weak for a class with no natural healing other than a banner. whats the deal?
the game basically forces 30 tactics for healing options. the baseline heals are so weak.
seem unbalanced.
I like to suggest a new idea for burst skills.
I like the current way it works, with the stages, but How about getting 3 Burst skills per weapon. 1 for each role.
*Damage
*Defense
*Support
each weapon gets three burst skills to choose from. f1, f2, f3.
—————————————-
Another Idea for it would be simply to have 2 Burst skills. 1 for hander main hand, and 1 for off hand at a time.
or 2 burst skills (1 Offensive and 1 Defensive/supportive) for two hander weapons. f1, f2.
What you all think about this idea?
this something thats been bothering me greatly on my warrior. may not be a Warrior thing, could be a race thing, or something different all together.
Not sure if intentional.
But my Warrior is Norn Male.
And when I dodge roll and then try to cast a heal or cast an attack, it wont activate at all.
I get the feeling this could be due to the auto attack queue, can interrupt the activation period following the dodge roll.
anybody else experiencing this?
what I dont understand is Regeneration. Since it only stacks in duration, how does +Healing effect regeneration?
if two different players with different healing stats, and with different regen skills cast regen on the same target, what will happen?
also what about passive AoE regens like Water Ele? if multiple Water Eles are standing around each other, whose regen counts?
is sundering mace worth it for main hand only?
Anet increase Shield Bash range to 600 please.
and give use Protection on Shield block after Shield Stance is finished please.
kits and kittens WvW
man Anet you need better hit detection in WvW for the more slower melee weapons like Hammer and mace and shield. keep getting miss attacks when person is standing right there in my face…
Pls remove kittens and JP from WvW Anet. Ty.
Sincerely,
Kitten safety and borderlands preservation commision.
this, and more of this
While I like how your skills change depending on your weapon, I feel that in the end there are just TOO few of them.
Its the major reason GW2 has been boring for me as I feel I have way too little tools to play with in combat, and the ones I have aren’t particularly exciting.
It would be cool if a weapon skill set had multiple skill styles. Like if you use a sword, you could choose between an ‘agile’ sword skill bar and an ‘aggresive’ sword skill bar for example.
A larger variety of skills would really help this game out I feel.
you not the only person that feels this way.
Thats grind. Rewarding fun for Progression. should be the other way around.
Crafting gives Exp and gear.
WvW give exp and gear.
Hearts give both.
Events give both.
kills in general give both.
exploring give exp.Crafting requires mats. Mats require a grind or gem exchange. Sorry but I burnt 200$ at launch getting my main to max level with crafting. not doing that again.
Hearts are boring. very quest hub like. Why would anybody want to do another quest hub?
Exploration is limited by level. again gated grind time sinks, for a game that doesnt even have a sub fee.
For me it seems that you look to much at the “reward” for doing something and want to have it done asap and cut off the fun you can have by doing it. As for crafting. I would say the crafting process itself isn’t very interessting (besides cooking) that’s true, but gathering mats never felt like a grind for me. I just collected everything I could find along the way when I was exploring zones. Let the mats lead my way and often enough I found things I would not have enjoyed so much if there was a vista or something else which showed me the place. My main force to lead me through this world is cursiosity. What beyond that tiny hill? What in this cave? Oh look there are strawberrys on the map. I wonder what mobs will guard them.
That way leveling never felt like a grind. It happened and (happens still) often enough, that I do not even recognise that I’m half way through another level.
I dont do anything for the reward of progression. Its why I dont grind legendarys on my main.
My reward is having fun. If I dont find grinding legendarys to be fun I dont do it. Because to me, Grinding is not fun.
but being a max level it more fun than being a low level. Max level has more freedom. its like playing a ETS game. You can do whatever you want, and go wherever to want without stupid restrictions like levels.
that exploration mumblejumble at the end of your post is meaningless since zones are divided by levels. go outside you level range and you die unless being escorted. yeah on the RP servers you may get people to escort you, but not on most servers.
Levels kill exploration in any MMO that has level locks like that. bad game design that should have long been gone. People hate asian grinders for pretty much the same reason just more extreme case of it. Leveling is meaningless and boring. Its not needed, and only a time sink.
If Anet removed levels right now from the game as a whole, most max level players wouldnt notice, and low levels would get more fun things to do and more features to keep them having fun from day 1. not day 60.
That whats Anet promoted with their quote of “Endgame starts at level 1” BS which was also a lie.
the game need to be built around having fun not grind. this way people wouldnt feel this way anymore.
the game started out with grind in mind. from the time of player’s first character, the player is made to grind levels, and grind other things after that.
it poor game design really.
Grind You say? Just like the other person said, it’s a state of mind… But, name me an MMO please that didn’t have leveling involved or working to get the best gear when you don’t have to work to get the easy gear?
On GW 2 I got 80 within a week, and other MMO’s it took forever to reach max level.. So if anything GW 2 is by far least grindy than most MMO’s but that’s my opinion. I soloed myself through the story until the last mission…. The gear? not hard to get, just do events and sell the junk.
I played Darkfall. And I didnt have character level. I would venture into the world and just explore and have fun doing whatever I wanted. no heart quest or anything time sinky like that. Only issue was the FFA PvP which killed PvE server trust.
Levels arent everything. its boring grind. most people feel that way as well. 1-80 feel pretty useless since every reward you get will be outleveled, and all it acts is as a content lock. forcing players to grind the levels to get to the next stage. wasnt that the same argument against Raid Dungeons, was that treadmill feeling of grinding to unlock the next raid and on and on. thats the same mess with level.
“Hey I am level 5 now. Now I can use 2 sets of weapons. But man, I still dont have a utility slot yet. have to grind 5 more levels… crap.
Hey I am level 10 now. Oh but I have to grind another level to unlock trait.
Hey I am level 11 now, but I have only 1 trait point, and cant do much with that. also I dont get a new utility slot until 9 more levels are gained.. crap. back to grinding those levels."
man that can go on an on.
Progression =/= grind. Every MMO has progression of some kind, level or gear or skill. Every single one.
But since you can level multiple ways in this game, it’s not grinding, because you don’t have to do one thing. You can mix it up. You can explore, gather, craft, kill stuff, do hearts, do events, WvW and all if it gives you XP.
If you don’t enjoy any of this, why are you even playing an MMO?
In fact, people who don’t enjoy any of it are welcome to PvP at max level without doing any of it. So I’d say the grind’s in your mind.
when “Fun is designed to be the reward for Progression” it always become a grind. Which it is. To have fun, I much grind this level to do X,Y & Z. Then grind this to do the next set of fun things.
Thats grind. Rewarding fun for Progression. should be the other way around.
Crafting gives Exp and gear.
WvW give exp and gear.
Hearts give both.
Events give both.
kills in general give both.
exploring give exp.
Crafting requires mats. Mats require a grind or gem exchange. Sorry but I burnt 200$ at launch getting my main to max level with crafting. not doing that again.
Hearts are boring. very quest hub like. Why would anybody want to do another quest hub?
Events are ok at times, and boring at others. too many stupid events that are same old same old. and many of them have scaling issue for lower pop servers or when others arent around to help or willing to help.
WvW is pretty much favors the server with the population and gold to spend. underdogs get nothing out the deal. lots of bad server balance. leveling here is boring, and unfun to play as a low level due to limited play style as well as underpower stats.
Exploration is limited by level. again gated grind time sinks, for a game that doesnt even have a sub fee.
I play the game because I paid for it. No grind was one of the key promises. Was a lie.
And WvW was my main interest. But no fun on a underdog server and low level limited characters. scaling to 80 doesnt automatically unlock all trait points and skills slots on your bar with decent stats. Ever been one shotted by a thief in WvW? now imagine what a low level must go through when everything can do that.
the game need to be built around having fun not grind. this way people wouldnt feel this way anymore.
the game started out with grind in mind. from the time of player’s first character, the player is made to grind levels, and grind other things after that.
it poor game design really.
Grind You say? Just like the other person said, it’s a state of mind… But, name me an MMO please that didn’t have leveling involved or working to get the best gear when you don’t have to work to get the easy gear?
On GW 2 I got 80 within a week, and other MMO’s it took forever to reach max level.. So if anything GW 2 is by far least grindy than most MMO’s but that’s my opinion. I soloed myself through the story until the last mission…. The gear? not hard to get, just do events and sell the junk.
I played Darkfall. And I didnt have character level. I would venture into the world and just explore and have fun doing whatever I wanted. no heart quest or anything time sinky like that. Only issue was the FFA PvP which killed PvE server trust.
Levels arent everything. its boring grind. most people feel that way as well. 1-80 feel pretty useless since every reward you get will be outleveled, and all it acts is as a content lock. forcing players to grind the levels to get to the next stage. wasnt that the same argument against Raid Dungeons, was that treadmill feeling of grinding to unlock the next raid and on and on. thats the same mess with level.
“Hey I am level 5 now. Now I can use 2 sets of weapons. But man, I still dont have a utility slot yet. have to grind 5 more levels… crap.
Hey I am level 10 now. Oh but I have to grind another level to unlock trait.
Hey I am level 11 now, but I have only 1 trait point, and cant do much with that. also I dont get a new utility slot until 9 more levels are gained.. crap. back to grinding those levels."
man that can go on an on.
the game need to be built around having fun not grind. this way people wouldnt feel this way anymore.
the game started out with grind in mind. from the time of player’s first character, the player is made to grind levels, and grind other things after that.
it poor game design really.
There’s always people who moan to death about anything.
No matter if they are right or wrong, or if the subject at hand is pathetic or justified.
In the end of the day, you will always get brain dead morons.
And all they enjoy doing is spewing their vile excrement.
well thats sort of my point. And like I stated in the OP, most new MMO communities do this, not just here.
But what other features were looked down upon for the same reason as those listed above, that could actually make this game much more better and fun than it is currently?
will those feature continue to get shot down like the Paladin archetype and Guns were originally before being made final and shut up the naysayers or will the community actually let Anet do something with it?
I agree with the OP on this. I would like a place to store skins that isnt taken up so much bank space. I have so many upgrades yet bank is full on models and mats…
And there were also people who liked the idea of Guardians (because we knew there wouldn’t be a dedicated healer) and liked that the technology in the game world had progressed.
People shut up about it because they realised Anet wouldn’t remove them from the game anyway.
well for the first part, no paladin class has ever been a dedicated healer.
http://lmgtfy.com/?q=paladin+archetype
so thats a moot point against paladins.
and the second part, of course tech has advanced, but that still didnt stop the uproar against it, until Anet put their foot down on the matter…
no complaints now… lol
Guns existed before WoW. Paladins existed before WoW..
^ This
well that was my argument as well, but was tossed down by the same statements in the OP.
and Guardians arent Paladins, they are part of the Paladin Archetype. name doesnt matter.
http://lmgtfy.com/?q=paladin+archetype