Having it only doable every 12-24 hours would surely lock out a large segment of the playerbase from being able to experience this event on each server.
I have done raiding elsewhere and do sort of miss it, but even so you generally only have to be there for one boss to get a chance at the rewards from that boss. The loot rules of your raid force may change that, but the games rules generally do not.
I’m not opposed to zones like you describe that can be beaten back by players, I just don’t see a reason to close it, or a reason to insist on being there from the very beginning to get the full reward for beating the end boss.
I would like to see more variety in our medium armors, Including ones that look more like regular clothing, with some skimpy and non skimpy options, but no more trenchcoats please.
I’m looking for clubwear, not fetishwear though, and that can be a hard line to toe, especially with leather.
Yes for the boys too.
Well, perhaps could halve it the match in length again, and have a reset in the middle of the week. Say early tuesday morning by pacific time, in addition to the friday night pacific time reset.
That would have the bonus of encouraging late week participation, and put the reset domination duty on others timezone, spreading the burn.
Siege wars are boring. Limit AE’s and disable more siege.
Leave us golems, and the built in stuff.
Was it just me or did anyone else have more fun without the siege?
way more fun, even on an outmanned server
More fun with just golems and the stuff built into the fortifications.
Perhaps the most ironic thing in this thread is all the anti-elitist elitism.
Pointing out the flaws in hate against gays does not equate to discrimination of religion.
Telling a racist to shut his mouth is not the same as being racist for denying his white pride.
Explaining an elitist that I want to play a fun build instead of a cookie cutter, does not equate to elitism.
Everyone plays to have fun, everyone.
There are some folks that are mean, don’t play with them.
There are many folks who are not mean, play with them.
Some people at a different spot on the min/maxer spectrum then you have fun by playing a more “math based” build, and playing with others close to the same spot in that spectrum. If you don’t like to play that way then don’t.
Telling a min/maxer they can’t have a parser or inspect or other math tools is like telling a roleplayer they can’t make their character look different from everyone else.
Mean peoples will be mean without tools, all mean peoples need is to type, or better yet voicechat.
Min/maxer does not equal mean peoples. Anyone can be a mean peoples.
(edited by Llyren.3904)
All dungeons are done best with 5 Skritt
Perhaps the most ironic thing in this thread is all the anti-elitist elitism.
Lots of folks seem to consider playing nicely with other people to be beneath them. Is sad.
If the group leader advertises a funny hat group, then I’ll wear the funny hat if I want to play with them.
If I want to play the same content, but not wear a funny hat, then I’ll start my own group.
The white skins serve the purpose of letting us move a soulbound skin to another character on the same account through transmuting.
The stats on it are lost, but many folks use this to recover an item for the purpose of style.
Now personally I let others play and form their groups how they want to. Want to take everyone? Great, that is your choice. Only want a certain range of specs and gear? Great, also your choice.
Want to start namecalling? Then yeah, I’m going to not want to play with you in game. Whether the names are elitist, or noob, or well really whatever.
The folks posting the restrictions they want in their group advertisement are doing us a favor. We may or may not want to run the dungeon in whichever way they are posting, whether its story, or kill everything, or speedrun, or farm full berserker’s gogogo. I also won’t try and join ones where I do not fit the restrictions.
The players I object to are those that think only their way is right. I see that attitude in all ranges of play.
If you want to go this far with your suggestions, you might as well add in a reason to not skip trash mobs along the way. Otherwise your suggestion if implemented would increase the incentive to skip not just trash mobs, but the other boss mobs as well.
I find that in most of the “average” pugs I see more time is wasted trying to run past mobs repeatedly then it would of taken to kill them in the first place. Not including set groups, farming groups, or declared speedrun groups.
Someone always dies.
The main difficulty should no more come from a something’s ability to one or two shot you in a dungeon then in it should in WvW.
Extra reward for first time though with that character, spread this bonus to the others in the group as well. Include both story mode and explorable mode. Would encourage players helping players play.
Explorable mode should be more difficult then Story mode, with faster acting bosses and possibly additional ability’s per boss.
Story mode should be less difficult then Explorable mode. Boss fights on par with perhaps Dragon events in the open world, scaled for the number of players involved in a dungeon though. Lore delivery method after all.
Expand Story mode to include versions of all three paths. Complete Story mode once to open up Explorable as well as the expanded Story. Once again this is Lore delivery with the addition of a “learning mode” for the actual explorable “meant to be difficult” dungeon.
And of course an In Game dungeon group finder. I do currently use gw2lfg.com.
Nikaido.3457, it sound like the type that I carry all the time.
You don’t cut times from our runs.
http://www.youtube.com/watch?v=Cpp0AZQjRtEWe would be cutting times from yours.
Be proud of being one of these who actually make runs more dangerous. If there is any class that has no business wearing tanky gear in this game, it’s warrior.
If you fancy yourself being some sort of anchor go ahead and take the guardian, at least people expect guardian to have bad DPS. No one has ever recruited a war in a group for his holy tankiness.
I don’t want to agree with this, but I think it is more true then not, and I think that is bad for the game.
I am very much in favor of giving us a way to rewatch the story after the dungeon is over. I too feel like I’m holding the rest of the party if I take the time to watch those bits.
There are other issues, it seems to be simply faster to do an explorable run of the dungeon then running story mode, and faster is easier to get peoples for, and what we’ve run a lot is easier. Scaling story mode down to a bit more in between explorable dungeons and world pve in difficulty might help alleviate some of this.
There is also the reward and time spent situation which must be addressed. Something like the reward in Fractals for running players through that have not done story mode before would be welcome. I’m sure it would of been to the folks that did 3 story mode dungeons with me yesterday.
Maybe Guild restricted Siege patterns could be a possible addition?
I bet that would be a fun addition for some of us. Have it with our markings on it, maybe a back banner even.
There is no such thing as elitist griefing.
There are simply “kittens” you don’t actually want to play with, who do you the favor of kicking you.
I support an inspect function and complete transparency of spec.
A LFG tool. Can look at several MMO’s for inspiration, I’d look at DDO’s.
Last time I played they had two versions. One in which the maker of the group could decline people, and the second in which anyone could join simply by entering the dungeon. Still limited by group size of course
Yeah, I think we would of received less hate with less stealth, though never no hate.
I want my Kama style dagger skins.
I do not find casual or hardcore to be very useful terms as they seem to hold many meanings for people.
For me:
Casual play is what happens when you log on to “just play”. Not long term goal oriented. Short term goals during play may happen. “Just one more skill point and this map is finished.”
Standard play is what happens when you are logging in occasionally to do “something specific” whether running some CoF or WvWing with your Guild. This is the first section that pre-scheduled play happens. Long term goals influence your play choices.
Hardcore play is what happens when most of the time you are logging in you already have pre-scheduled plans. Long term goals dominate your play choices.
I’m not in favor of lockout timers. I would prefer solutions that do not include them.
If the trash mobs stop chasing, or don’t follow well, then why should we kill them? The simple fix if the designers want trash mobs to die is to make the trash follow better/farther.
The devs already tried the simple fix to encourage running more then 1 path of a dungeon…I don’t know what more they can do without a major reworking of some paths.
I would have no problem with raising the limit on players in a dungeon group while keeping the rewards the same.
That being said, I might just schedule time to raid if it came to this game.
I can understand some of the friction between jumping puzzle fans and WvW fans. There is a belief that if say 30 of your side are in that map’s jumping puzzle, they are blocking another 30 players from your side from playing in the WvW action. Folks get mad about this the same they would get mad about a group of players being afk at home base..
For the player motivated by “the competition” those players blocking other players are immoral/unethical/greifing/kittenheads.
Even if the belief is untrue. I forget if it is..
I miss that statue, perhaps we could rebuild it after the winter holidays?
spam political debate in LA its ok but no swearing!
in Account & Technical Support
Posted by: Llyren.3904
They did add the feature for a reason, but its not the reason you thought. The filter is an extra layer of protection, not the only layer of protection.
Depends on how well one uses the cooldowns.
Healing signet will still be healing at 200hps with no player interaction.
Mending will be healing for 201.6hps at 90%, or 179.2hps at 80% efficient use.
Healing Cure takes dropping to 70% efficiency to drop to 201.6hps.
Efficient use requiring good player timing, and enough damage being taken to get all the potential healing out of each skill use. If not getting full use every time the skills come off cooldown, one may be better off with the always on slower healing of Healing Signet.
This ignores the other effects of the various healing skills and the value of lump sum heals over healing over time.
While I have a feeling this thread better belongs in suggestions…I would buy an expanded collectables tab that held subcombines and extra ingredients used in crafting not held by the current tab.
Let me give you my money. This is not about power, but about packratism
I have paid for name changes in the past in GW1; I would likely pay for similar in GW2 where it available.
Similarly I would pay for being able to rechoose a characters appearance options like hair, face and height. In a world of magic it is not too unimaginable