I bet there are a bunch of underwater events that give chests that no one does.
Just did another one. We didn’t even come close to losing a barrel.
My guild just did guild challenges for the first time, and it was really fun, but it was a little easy. The problem seemed to be that my guild had about 60 to 70 people there, which is probably beyond the scaling system.
I don’t think that many people is going to be out of the ordinary for guilds doing guild challenges, so I’m hoping it will scale better in the future.
It probably goes without saying that PvE culling was a problem during the event, but I’m sure ArenaNet is already fixing that.
With all that said, it was a really cool event, and I don’t think anyone in my guild had any complaints about the quality. Only the easy difficulty was an issue.
That doesn’t justify bad rewards during the middle, though. Why would ArenaNet not want players to engage in he current content?
If the current state of Southsun Cove is any indication, making these events last into the future is going to require more incentive to actually do them.
You can call me a downer, but I think my feelings represent the majority. I really wanted the living story content to work out and I was really looking forward to it, but I’ve been completely underwhelmed by the content so far.
I really hope the finale is huge. If it’s not, this concept was not all it was made out to be.
My server is Tarnished Coast, which is probably the most active server on the PvE side, and the two Flame & Frost zones are relatively empty unless Frozen Maw is going. For an easy comparison, look at Cursed Shore and Wayfarer Foothills. Cursed Shore has way more people, even though it requires level 80.
I think most people can agree that the Living Story content is cool the first time. The content, while a bit limited, is the quality we’ve come to expect from ArenaNet.
The problem is there’s no reason to pursue it after one attempt because all the rewards seem to be linked to karma. While karma is useful now because of the lockboxes, it’s still not interesting. Not many players feel compelled to do something just because of karma.
Even then, the karma obtained is kind of weak. Getting 100 karma per periscope feels like nothing, and the instances aren’t much better when time to complete are considered.
The solution: Either directly reward players with pets, titles, or equipment skins or attach those rewards to karma. Ideally, the Flame & Frost dynamic events, instances and periscopes would have tokens attached to them, and those tokens could be used to buy rewards, including karma jugs for players who want the option.
March was definitely supposed to be the big kick-off. Maybe it was delayed, but that needs to be better communicated if it’s true.
With no update this week, I’m ready to say the Flame & Frost content has been really disappointing so far. All we got for this supposedly big event was two instances and a bunch of events in a zone that no one goes to because there’s no incentives. The only time I see a substantial amount of people in Wayfarer Foothills is when Frozen Maw is going, and there’s no one in Diessa Plateau except the few people who still need and want to do the Lost & Found achievement.
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Posted by: Lopez.7369
This really needs to be fixed.
Well, I was expecting that Super Adventure Box would only stall any updates for a week, which would make sense. I was unpleasantly surprised to find nothing new this week.
Still, I would definitely take Super Adventure Box over the living world content we’ve seen so far.
Where did you hear it’s supposed to be teaser content? Last I heard, the March patch was supposed to be the first big Living Story patch. But if I’m wrong, I’ll be happy; this has been a bit disappointing so far.
I’m wondering if there are going to be new additions in April. I was under the impression that this content was supposed to ramp up on weekly basis. If the initial additions of March patch were all they meant when they said the living story is going to blow up, I’m really disappointed.
A lot of people reacting to these leaderboards should look up Elo: http://en.wikipedia.org/wiki/ELO_rating.
I would love to see this, but they’d have to add a lot of infrastructure to support it.
I didn’t notice any culling all weekend, even in enormous fights. I also haven’t had “culling” problems with stealth for a while now.
Completely neglecting an entire class for this content is inexcusable, regardless of the reason.
Absolutely not. This is really good for structured PvP in the long term.
This is really upsetting. I did both my monthlies before this patch. :|
someone in LA linked an item that let you enter there, i think they got it from black lion chests
The NPC says come back later, so I doubt it.
I am unreasonably excited for this.
I’m wondering this too.
No, burst is a very healthy mechanic.
Nobody said it’s not. You just twisted my words to the extreme. The problem is burst was too high in some situations, particularly with haste.
Again, warriors and thieves will surely need buffs in the future as a result of this change, but the change is still a good starting point.
Like I said in another thread, nerfing burst is good for the game in the long term. It will likely require even more changes to warrior and thief down the line, but burst was a pressing problem, particularly for new people trying to get into structured PvP.
You also have to consider that, in a weird way, this change also buffs warrior’s and thief’s survivability.
The Epidemic nerf hurts, but it does not make the ability “useless.” You guys are being melodramatic.
Nerfing burst is good for the game in the long term, even if it will require further adjustments to thieves and warriors down the line.
I do agree that the lack of changes to elementalists is getting ridiculous, though. When are the nerfs finally going to come?
Except if enough people are doing it, which is typical in a lot of servers, it’s not just one guy. It’s six, a dozen, or whatever. And what if the guy doesn’t get targeted and killed? Then what?
Not to mention that if anyone, particularly a random, CCs the boss, it gains 10 to 30 stacks of defiant. Then your entire raid has to strip stability 10 to 30 times to peel off defiant — and sometimes the stacks seem to bug and don’t wear off when CC is used. In a time-limited fight, that’s a pretty big error to have to make up for, all because one random didn’t know the encounter.
“Don’t attack” mechanics are fine in instances, but there are ways to build interesting or anti-zerg mechanics in the open world that don’t let a handful of randoms screw everything up.
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This game was designed on strategy, not hack and slash. So if you go in Leeroying with no plan, Half Baked will drop you. If you fail and try again, and keep using the same strategy, and fail more, it’s not the game you should be complaining about.
That’s not the point. Even if you go in with a guild full of perfect players, literally one person — meaning someone not with the guild, maybe even a guy leveling for the first time who just stumbles on a guild killing Half-Baked Kolami — can ruin the entire encounter by auto-attacking because it refreshes the boss’s stability boon. It makes the encounter downright impossible.
I’m fine with bounty missions being difficult. I think most of the bosses should be buffed so they’re not so easy to zerg down. But Half-Baked Komali isn’t difficult; it’s just poorly designed.
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Doomwalker was redesigned specifically because its anti-zerg mechanics were too prone to griefing.
I can literally ruin an entire guild’s bounty mission by auto-attacking. It’s really terrible design.
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Cantha is by far my favorite Guild Wars 2 zone. I really hope the rumors are wrong.
I’ve had this problem before, and I’ve concluded it’s a bug with weapon chains. The game will always finish a weapon chain on the last target before moving on to the new target. It’s horrible, and the only way to get around it is by using an ability other than auto-attack or pressing escape and then resuming attacks.
But since you’re playing a class that doesn’t have weapon chains, I have no idea what the problem is. Maybe it’s just a bug with auto-attacks in general. Either way, using an ability other than auto-attack or pressing escape and then resuming attacks should work.
So what are guilds supposed to do when a bunch of PUGs zerg the boss down? Just die?
You can’t have anti-zerg or “don’t attack” mechanics in the open world. They make absolutely zero sense.
This boss is contrary to everything ArenaNet has preached with Guild Wars 2. Extra people, especially non-guildmates, make it downright impossible. Guilds actually discourage people from helping. “Don’t attack” mechanics simply don’t work in the open world.
Beyond that, it seems like guild mission bosses scale too quickly. Some of them seem to randomly one-shot people once they scale too high. Bosses should scale up to get more difficult, but one-shotting on hard-to-avoid mechanics is unacceptable.
Just a heads-up: I updated the world vs. world guide after some testing. I decided what’s essentially the cookie-cutter structured PvP build works much better for world vs. world. The downside is it’s no longer possible to change from my recommended PvE build to my recommended world vs. world build without paying for a re-spec, but I feel like the 3 silver or so is worth the gains in survivability and damage.
In every MMO I’ve played, it’s always blown my mind that people defend even the most broken classes and their most overpowered aspects to the end.
This is indisputably broken. It’s one thing to be able to hop a few feet forward, but being able to rip through 1,200 range with no repercussion is absolutely game breaking, especially if it’s paired with two to four rolls that ignore snares.
I play condition necromancer. I think conditions are exactly where they need to be right now. Nerfing or buffing them would be a huge mistake.
Posting in yet another Lordrosicky ele QQ thread.
It is kind of annoying how much some people complain about elementalists, but, at the same time, it’s kind of ridiculous how long they have remained the dominant class. It seems like every change ArenaNet makes just results in another equally overpowered build being “discovered.”
So you are an expert in game developent? You made any games lately? No? Yeah i thought so…
It consistently amazes me how often people use fallacious arguments. You would think that such fallacies would become an extreme rarity after the Greeks and other scholarly thinkers documented them. Yet here we are with another senseless appeal to authority and straw man.
There was a post not too long ago stating we’re getting new WvW specific gear in exchange for badges. We can only hope.
This is what I’m referring to with this thread.
I’m also curious if there are other WvW features in the patch that are unannounced. I like the progression system and titles, but I was under the impression this patch would have a handful of WvW features, not just a fix to culling and the addition of a progression system.
I’ll hit you up in game. Your guild is definitely what I’m looking for.
This goes back to the main issue I have with the game, everyone is so self reliant its created a very extreme and stale environment.
I think the amount of healing/bunker/burst would be fine if it relied on people working together to achieve it. What if self heals were weaker but group heals were stronger. What if combos could achieve some large burst and a single persons abilities were lowered ect…
I’m not sure about group heals in general, but it would be nice if some of the burst in the game was put on combo fields. The concept of combos is really cool, but the execution is really lacking so far.
There’s too much burst and healing. It’s technically balanced and possible to counter, but it creates a much less skillful, fun game.
Karl was kind of cringe-worthy to listen to. It’s obvious he had no idea why he was there.
I don’t mean that as an attack on him personally; I actually have confidence in the direction of balance in Guild Wars 2. He was just really bad at getting to the point and clearly laying out his thoughts, and it brought down the overall quality of this State of the Game.
Grouch did a pretty terrible job too. We know what features are coming to the game. We’ve heard the list dozens of times. Balance is a much more relevant topic of discussion.
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5 people cap one point and then lose the game because they’re too used to playing a mario cart version of the game in hot join.
Mario Kart takes way more skill than hotjoin. It might take more skill than tournaments.
Just tested rune of the nightmare. It doesn’t work at all. Down 2 gold because I had to re-buy runes of the afflicted and krait.
This is a bump.
I’ve been playing Guild Wars 2 for a long time. I made these guides. I’ve mostly done world vs. world in the game, but I have been recently getting into structured PvP, and I’m getting tired of putting up with disorganized randoms and next-to-no social aspect.
Before I played Guild Wars 2, I was a top 5 player in World of Warcraft. My death knight got gladiator a few times before I ultimately got tired of the balance roller coaster.
I’d like a solid group of players that know how to play the game and aren’t total jerks to each other (i.e. no ragers).
I’m also looking for a guild that does small-scale world vs. world, particularly five-man roaming and zerg-busting. I am not interested in any zerg guilds.
Message me in-game or on this forum or reply in this thread if you’re interested.
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I’m fine with the mode, but bunkers, particularly elementalists, are making it a lot less fun than it could be.
Thanks! Now I just need to find scepter recipes.
Anyone know?
It does seem like they’re moving too slowly. Six months just to get a ladder is unacceptable.
It was also really troubling to hear the developers say necromancers have a ton of viable builds when only condition builds are viable. The developers even included minion master in their list.