Showing Posts For Lord Kuru.3685:

Time Gating Is -> NOT FUN

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

I skimmed over the messages in this thread and didn’t see anyone talk about this..

If the ascended weapons were not time gated, the economic impact of the mad rush of people trying to make them on the first day would be overwhelming.

I suggest that this is likely the most important rationale for it.

If you look at Anet’s recent updates, you can see that they are big fans of time gating. Everything is now once-per-day-per-account.

The reason they are time gating is to give us the illusion of content. That way they make us log in every day without having to create real content.

Thank You Anet for Dragonite Ore

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

As you probably know, crafting Ascended stuff requires a resource called Dragonite ore which comes exclusively from Temples in Orr and world bosses. Thank goodness for that, because maybe now people will actually bother killing Tequatl and doing those Temple events which I’ve always wanted to try but have never come across people that bothered with them.

I was hoping Balthazaar would have an exclusive drop that rewards how difficult that event is, but this will do.

Oh, it comes from taking castles and keeps in WvW as well. Let’s hope people don’t come to interserver agreements to exploit this.

Northern Shiverpeaks usually does the Temple events every day at 5:00pm pacific time, you can guest here for it. (Not sure whether this is happening these days because of the Invasion farming.)

Revamping Tequatl? Why?

in Living World

Posted by: Lord Kuru.3685

Lord Kuru.3685

“All waypoints near the area are contested and it will take you around 1 minute to run back from the nearest waypoint.”
“Megalaser and Hylek turrets are returning, and fight is designed so you can’t ignore them.”
“Need more than 80 players who are over L65+ and well geared.”
“15 minute timer on Tequatl, if you take too long he flies away.”

This endeavor, by ArenaNet, is doomed to fail. After the change, many realms will never stand a chance of defeating Tequatl. People don’t want a challenge. They want to succeed. It’s human nature to take the path of least resistance. I left World of Warcraft because of this raid-mentality nonsense and now it’s invading Guild Wars 2.

1 minute to run back from nearest WP? That sounds like the same issue in the Queen’s Gauntlet that everyone complained about (justifiably, imo). This encourages you to not die, but is it fun? No.

Requiring 80 players sounds like an epic fight. But for many that will mean epically low fps. Even worse, with 80 players, won’t we see skill lag similar to the biggest zerg battles in WvW?

As for the 15 minutes, does he just leave after 15 minutes? Haven’t a lot of people complained that the invasions have no impact on the world, and winning or losing makes no difference? Sounds very similar to what we’re gonna have with Tequatl.

I agree that the fight needs to be more difficult. But are these the right way to do it?

Revamping Tequatl? Why?

in Living World

Posted by: Lord Kuru.3685

Lord Kuru.3685

It’s like you guys have never heard of concepts of building up to something, or even practice.

This is practice. Feedback from this first revamp will be used to better inform decisions for the next one. They’re building up experience, eventually work up to Zhaitan. Rinse and repeat until we get to the Zhaitan revamp.

They also revamped one dungeon, that revamp was to be used to better inform decisions for the following ones. They were going to build up experience, eventually working up to the Arah dungeon.

Flash forward to the present day, 6 months later: Guess how many dungeons they’ve revamped in total? One.

Anet and Backward Logic

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

Charr Armor :

Not sure how you can be sure that low Charr pop is due to armor clipping.
Usually, it’s not a good idea to base one’s criticism on an assumption; since you like analogies, it would be like building a castle on unstable terrain.
Clipping is also very present on other races such Asura, but you see a ton of Asuras around, which pretty much proves this theory wrong.

Actually theres not that many asuras. They’re only marginally more popular than Charr, probably due to their small size which people consider an advantage in pvp. According to Anet 16% are Asuras, 13% are Charr. Thus i don’t think it proves the claim is incorrect although i suspect it’s not correct anyway.

source: https://www.guildwars2.com/en/news/guild-wars-2-the-first-year/

We aren’t sure when those stats were taken either, i personally see far more Asuras now than i did say 5 months ago, also that math in those percentages are off it only makes 99% what happened to 1%?

Probably rounding.

Living Story 'fatigue'

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

I think the current content is rushed, buggy, shallow and a terrible grind. I did some invasions so as to not be economically left behind, but I’ve stopped because they are just too tedious.

A longer period of time between LS releases may help in getting us better LS content so I support it.

So basically, we’re in agreement.

Is magic find going to be a treadmill?

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

How is it a treadmill? Seems more like a long straight road with a barricade at the end saying 300%.

What I mean about the treadmill is that you will be getting your MF up to (near) 300%, but once you (and everyone else) are close, you’ll basically be right where you started.

Everyone will be on more or less the same page just as they are now. Of course, everyone will have ~300% MF, but that just invites Anet to nerf drop rates across the board reducing drop rates until we’re getting good loot at the same rate we are right now!

Comparing magic find between players seems a bit pointless. You won’t be able to get magic find on armor so there’s no point worrying about what might have been. You will be able to make the same decisions about magic find consumables as you have in the past for the same rewards. I doubt that many people will get high enough magic find to see it scaled down.

I’m comparing MF between players because if everyone has the same amount of MF, then in a way, no one is actually better off than before.

Sure, you may get a precursor to sell because of this MF but everyone’s chances are increased so it’s not like you’ll be make more profit than you do now. If you just want a precursor for your own person enjoyment, then you’re a bit better off. However, I would not be surprised if Anet just uniformly nerfed all drop rates once most people are close to 300% MF.

Of course, much of this is speculation, but what I personally see is that this permanent MF is part of Anet’s disturbing trend of making content that’s really just the illusion of content. Everyone’s excited to salvage blues and greens right now, but pretty soon, we’ll all be vendoring them again and we’ll be right back where we started with no real content having been added to the game.

Is magic find going to be a treadmill?

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

Apparently there will be a diminishing returns system to the new Essences of Luck where the max permanent luck you can reach is 300% MF (not sure about the exact percentage), but it gets increasingly harder to progress as you get closer to the maximum percentage.

Certainly upon introduction, players’ MF will vary widely, depending on how much they play or how rich they are. But after a while, because of the diminishing returns, it seems most players will have more or less all have a similar amount of MF.

If everyone has the same amount of MF, the I see two issues essentially negate the effects of MF:

  • Because my MF is more or less the same as yours, MF will provide no advantage when comparing between two players.
  • The playerbase will have lots of MF, and will thus should be richer as a whole, with more good loot dropping — theoretically. However, that also means that Anet can more easily decide to uniformly nerf drop rates. MF does not have to be a factor in their decisions at all because everyone has the same amount of MF.

Of course, there will still be temporary MF boosters which will differentiate players, but it appears to me that the permanent MF could very likely end up being an illusion of a bonus.

Thoughts?

What about people who do not like crafting?

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

does anyone actually enjoy the process of crafting (not the money you can make from it, but the process itself)? Is there even one tiny bit of fun to be had while crafting? Listening to conversations about outhouses if you’re in LA doesn’t count.

Forcing crafting for progression is bad

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

working at the crafting station is the worst part of the whole game; “discovering” formulas that are obvious starting at the lowest levels over and over and over again is not fun at all.

anyone want to explain to me the point...

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

Everyone seems to look only on the dirty side. Up side is it extends game’s longevity. This game almost has no progression once you hit 80 or 400 in crafting.

There is no progression in treadmilling. Crafting is the most tedious, boring, uncreative part of the game. That you now get to craft to 500 is not a positive.

Many people are being negative because time and again Anet emphasized that this game would be about horizontal progression. That you would reach max stats, and from there you would play to experience content not to grind to the next bigger-than-max stats. But that’s exactly what they did.

anyone want to explain to me the point...

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

While you guys are at it, feel free to explain to me why account/soul-bound equipment (as is the case with ascended weapons, according to Dulfy) needs to be time-gated in the first place.

Because if you time gate content, then you give the illusion of more content than there actually is. Similarly introducing higher level gear gives you the illusion of progressing your toons (when in fact new content will have to be scaled to the existence of this higher level gear — unless Anet intends to make this game even easier than it currently is).

Having to make new real content (new zones, new events, new maps, new dungeons, etc.) that’s challenging and lengthens the longevity of the game is very hard (witness the buggy, uninspired LS). Time gating and gear treadmilling is very very easy and that appears to be the path that Anet has chosen to take.

(A similar example of phantom content are the World Abilities in WvW.)

Essences of Luck thoughts

in Super Adventure Box: Back to School

Posted by: Lord Kuru.3685

Lord Kuru.3685

Permanent addition. Pretty sure this has been explained.

My question is not what it will drop from, but the rate of that drop.

I think they stated somewhere that the higher your account MF, the less frequent it drops from salvaging. Not sure what the curve is gonna look like though.

Also it has been stated that it is salvagable from fine and masterwork, but do you think it is also possible to get them from rares and exotics?

Don’t think they’ve stated where its fine and up, or only fine/masterwork (blues/greens). If it does drop from rares/exos, it better not replace the ecto chance. It should be a separate chance for each, ecto and essence of Luck.

My only fear is that once everyone/alot of people have high MF, and start getting a lot of rares/exos, won’t the price of them drop?

don’t worry.. they’ll just nerf the rate that rares and exo’s drop!

You don't need AWs to be competitive

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Posted by: Lord Kuru.3685

Lord Kuru.3685

10% is a big difference in WvW.

10% is like a piece of gear. Do you run around with one piece of broken armor?

Craft MF gear now for benefit later?

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Posted by: Lord Kuru.3685

Lord Kuru.3685

Run Dungeons. Get gear for free. Alternatively if you have to spend gold then go for it.

I don’t think you gain much by making gear right now that you don’t necessarily need or want after magic find is retired.

The point is that you craft/buy magic find gear now (as it’s cheaper to make/buy than other gear), keep it in storage, and when MF is retired, you get to transmogrify it into the kind of gear that you really want (e.g. Zerkers).

In the end, you’d be getting Zerkers gear (for example) at Explorers prices.

Edit: I’d probably do this with armor, not weapons as I’m expecting a glut of Exotic weapons on the TP once everyone starts starts to level their crafting to 500.

I understand what is being asked. What I said is you can get both and actually make money while doing it instead of spending money. Then there is the wvw armor, too. But that actually costs a bit of gold.

If you don’t like to run dungeons and don’t want to save money for making ascended weapons or whatever else then that’s a different story.

It just seems like an awfully round about way to get armor with stats you want on it.

I don’t find it too roundabout: I’d buy or craft as usual and just wait a couple weeks for MF to be retired. By Grabthar’s Hammer, what a savings!

I guess I just can’t resist a deal

Craft MF gear now for benefit later?

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

Run Dungeons. Get gear for free. Alternatively if you have to spend gold then go for it.

I don’t think you gain much by making gear right now that you don’t necessarily need or want after magic find is retired.

The point is that you craft/buy magic find gear now (as it’s cheaper to make/buy than other gear), keep it in storage, and when MF is retired, you get to transmogrify it into the kind of gear that you really want (e.g. Zerkers).

In the end, you’d be getting Zerkers gear (for example) at Explorers prices.

Edit: I’d probably do this with armor, not weapons as I’m expecting a glut of Exotic weapons on the TP once everyone starts starts to level their crafting to 500.

(edited by Lord Kuru.3685)

Please do not destroy this game

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Posted by: Lord Kuru.3685

Lord Kuru.3685

No doubt by the time we’re able to grind out Ascended gear for all our mains (just forget about gearing up any alts!), we’ll certainly have the next tier of gear foisted upon us.

Best gear obtained by the worst activities

in Super Adventure Box: Back to School

Posted by: Lord Kuru.3685

Lord Kuru.3685

The Announcement today makes it sound like we’ll have so much fun in the discovery panel of the crafting window once the Ascended weapons come. Yay! We’ll get to mindlessly input the same predictable formulas in the discovery boxes!

IMO crafting is the worst/least fun part of the game! The only crafting profession that is somewhat interesting is Cooking because of the lack of such rigid formulas. But it is, in it’s own way, infuriating with all its non-bankable tiers of intermediate ingredients.

Craft MF gear now for benefit later?

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Posted by: Lord Kuru.3685

Lord Kuru.3685

I wonder what will happen to Explorer’s insignias and inscriptions on that fateful day? Will we be able to convert those too?

If so, then my Explorer’s insignia would become, say, a Zerker insignia that’s account bound. However, account-bound insignias don’t beget account-bound armor (or do they?). This means there may be a way to circumvent Anet’s intention of preventing converted MF items from being TP’d. Or am I totally wrong?

Craft MF gear now for benefit later?

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Posted by: Lord Kuru.3685

Lord Kuru.3685

If I craft Explorer’s gear now I’ll be able to convert it to Berserker’s gear when MF is retired. Is that not a good way to get cheap Berserker’s gear (as Explorer T6 mats are cheaper than Zerker ones)? Or am I reading the MF announcement incorrectly?

Magic find gear replacement choice

in Crafting

Posted by: Lord Kuru.3685

Lord Kuru.3685

If I craft a piece of Explorer gear today will I get to transform it into a Berserker item once these magic find changes take effect, whenever that may be? That’s how I understand the announcement… just want to make sure.

If this works: Vicious Claws (used to create Explorer gear) are cheap on the TP compared to Powerful Blood (Berserker gear) so it may be worth it to do this.

Source: The following paragraph from today’s “Economy Report” announcement.

“Weapons, armor and trinkets with magic find will become account bound, lose their current stats and will gain the ability to be double-clicked to select one of several stat options depending on the item.

For example, if you have an Explorer’s Pearl Staff, you can now double-click it to change it to any other crafting stat."

Notice that he says “any other crafting stat” so Explorers —> Zerkers should be possible.

PSA: only 2 weeks for asc weapon

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

Most non braindead people play the game to have fun. Not as a way to replace their jobs grinding gear in order to have fun.

I play WvW 90%+ of the time, I didn’t even participate in the deadeye gold farming that much. I lost out. I don’t complain about it because it didn’t negatively affect my PvP performance by not doing it.

I complain about Ascended weapons because it means I have to farm champs in those awful champ rotations all day. Hoping that I get exos or ascended drops in WvW on a t5 server is akin to hoping god turns my morning kittens into gold. Just so I don’t hold back my team by not having the best gear available.

You make this sound worse than it is. In wvw, you already kill champs. There is no requirement for you to farm champs like TC does in Orr. Also, you can get exotic weapons simply through buying them with badges. And if you play wvw a lot you should have plenty of badges. And if you make money in wvw, then you can buy them off the TP.

You make it sound much better than it is.

In WvW, you kill champs only if/when you take a tower. Exotic weapons can’t be bought with just badges; you need gold as well. Where do you get that gold from? The amount of money you make in WvW is insignificant compared to PvE, which means TP prices are a much higher percentage of your wealth compared to a PvE player.

Deadeye Dunwell's Kick/Strategy

in Queen's Jubilee

Posted by: Lord Kuru.3685

Lord Kuru.3685

I fought him melee with all gambits except Crowd Favorite. Anyways, since his attacks hurt a lot Wall of Reflection and sword 3rd skill weren’t enough to protect me, so I brought SoA and popped it right ontop of him. The shield blocks the projectiles even when they are fired INSIDE the bubble. When he teleported, I used the shield command attack (had the trait that didn’t make them disappear on attack) to reposition it. With the shield lasting 30s, this made the fight extremely easy provided you could blind/block the overkill kick. Shelter was used to heal while blocking his Volley (don’t confuse it with Sanctuary).

wow.. thanks for the reply… I did not know that Shield of the Avenger worked like that! And you’re right, I confused Shelter with Sanctuary

anyway, congrats on the achieve!

(edited by Lord Kuru.3685)

Borderlands map discussion

in WvW

Posted by: Lord Kuru.3685

Lord Kuru.3685

It would have been interesting if they had put the attacking servers’ spawn at opposite corners of the map with the home server’s garrison in the center (much much smaller though). There would be fewer remote areas this way. Maybe for a new map? (In 2020, perhaps)

Deadeye Dunwell's Kick/Strategy

in Queen's Jubilee

Posted by: Lord Kuru.3685

Lord Kuru.3685

Interesting… what did you use shield of the avenger and shelter for? These two indicate that you were fighting deadeye from range, but it seems you used melee weapons.

Invasion Issue

in Clockwork Chaos

Posted by: Lord Kuru.3685

Lord Kuru.3685

AFAIK this is how it works in general.

The achievement tracks two things: being present at the end, regardless of whether scarlet even shows up or not, and killing minions (watchwork mobs).

Killing aetherblades and molten don’t count, even if they do count for progression, so if you do an event killing only those, it won’t count for the achievement credit, even if you kill scarlet.

Also, the only watchwork mobs tracked are the ones spawned from the portals directly. The Twisted Menders can resurrect fallen watchwork mobs into Twisted Reavers (the ones with the tentacles), killing resurrected mobs won’t count either towards the achievement. It can happen if the players completed an event and left without destroying the remains and leaving a mender alive (they’re small, look like mosquitoes and barely do damage, easy to miss) he might have resurrected the rest of the mobs.

Also, there are also steam creatures that sometimes spawn during the portals, they do count towards the minions bar, but not really sure wether they count towards the achievement (just in case, assume they don’t).

A dev in the forum recommended killing at least one twisted champion and get loot from it, that way you’re sure you killed a clockwork mob that spawned from the portals (since the champions are never resurrected) and did enough participation into killing it that the game registered credit for you.

Wow! If this is how it works, then the Achievement descriptions are FAR too simplistic. I’d be pretty angry if I were one of those people stuck at 11/13 or 12/13, not knowing that this was the reason.

Essences of Luck

in Super Adventure Box: Back to School

Posted by: Lord Kuru.3685

Lord Kuru.3685

IIRC the effects will be permanent (sort of what happens already with the achievement rewards), but the higher you go the harder will it be to increase.

Don’t remember where I read it, but I do remember a dev quote saying something that you might come to a point where your magic find is high enough that you’d need hundreds of essences just to increase it by a further 1%.

If they want people salvaging blues and greens then this will only work for a short time because there will be a point where salvaging blues and greens for essences will not be worth more than vendoring. At that point, we’re exactly where we started.

People will always want more magic find. Think about Paragon levels and Diablo 3. Even if it took forever to get the next level, you would keep working for it, because that extra 1% magic find might be the difference between awesome loot and not so awesome loot.

If it is permanent, I would assume salvaging has a decent change to give the consumable, and each “level” requires an increased number of said consumables. Since you cannot really quantify what 1% magic find is worth, some people will always keep going to get that extra %, which is what they want.

Perhaps you’re right as people are often irrational when it comes to stuff like this.

But if Anet made it so that the essences give temporary boosts, they’re pretty much assured to have people salvaging blues and greens forever. I would have thought this was a safer road to take for Anet.

Essences of Luck

in Super Adventure Box: Back to School

Posted by: Lord Kuru.3685

Lord Kuru.3685

IIRC the effects will be permanent (sort of what happens already with the achievement rewards), but the higher you go the harder will it be to increase.

Don’t remember where I read it, but I do remember a dev quote saying something that you might come to a point where your magic find is high enough that you’d need hundreds of essences just to increase it by a further 1%.

If they want people salvaging blues and greens then this will only work for a short time because there will be a point where salvaging blues and greens for essences will not be worth more than vendoring. At that point, we’re exactly where we started.

Is Scarlet a Villain Sue? [Merged ]

in Clockwork Chaos

Posted by: Lord Kuru.3685

Lord Kuru.3685

I agree that the community wants to get back to the dragons, but I think that is one of the reasons Anet is taking awhile to get back to them. Many players didn’t like how Zhaitan was done, since they thought he lacked any depth or personality. They might be extending the LS a bit, so the writing team has some extra time to flesh out the other Elder Dragons and their minions.

Because as of right now, other than Jormag and the Sons, almost all the other Elder Dragons and their minions are totally blank slates personality-wise. Or, they are totally unknown in the case of Bubbles and Mordremoth.

I think this is wishful thinking. I don’t think they are using LS as a way to bide time to flesh out the dragons. Considering that pretty much every important character in the game lacks depth or personality, a more simple explanation would be that Anet writers simply don’t know how to write characters that have depth and personality.

Ascended Weapons and WvW

in WvW

Posted by: Lord Kuru.3685

Lord Kuru.3685

First the Guard Killer ridiculousness and now heavily time gated Ascended gear upgrades. Anet only wants you to have one toon and one build for that toon. How are you supposed to entice new players when they immediately are at a severe disadvantage?

Two-handed weapons need TWO Infusion slots

in Super Adventure Box: Back to School

Posted by: Lord Kuru.3685

Lord Kuru.3685

@Lord Kuru
Two (2) one-handed weapons have more stats than One (1) two-handed weapon. The difference is often very, very small (Zerker greatsword has 1 power, 1% crit damage less than zerksword+zerkfocus, for example).

Sorry, I wasn’t clear. If you look at the Weapon Strength of two-handed compared to one-handed weapons, the two-handed weapons have on average about 5% more Weapon Strength than one-handed weapons. (two-handed weapons have on average, 1000 strength while one-handed have on average 950).

So it looks like the difference is kind of similar to a Sigil of Force… in that way it makes sense: two-handers come with a Sigil of Force (kind of) so they only get one “more” sigil slot.

That’s how I see Anet’s justification for having only one sigil slot for two-handers. Personally, I’d prefer if the Weapon Strengths were all comparable and I got to freely choose 2 sigils.

Two-handed weapons need TWO Infusion slots

in Super Adventure Box: Back to School

Posted by: Lord Kuru.3685

Lord Kuru.3685

Two handed weapons already have higher stats than two one handed weapons combined. It seems Anet is satisfied with this as compensation for the sigil issue as they’ve never done anything about it.

I guess they are satisfied with all the bugs, as well as the other balance issues in the game then.

/rollseyes

Considering the amount of glaring super-easy-to-fix bugs that have been in the game since launch, I’d say that in a sense, they are satisfied to have those left in the game.

What about transmuted Legendarys

in Super Adventure Box: Back to School

Posted by: Lord Kuru.3685

Lord Kuru.3685

I have a jade weapon skin on a pearl dagger. In the merchant’s box, its icon shows as a pearl dagger. So if I had a transmuted Legendary, I’d be prepared to be very angry.

Anyway, here’s my prediction:

  • Transmuted Legendaries won’t get the stat upgrade when the upgrades actually happen.
  • There will be a huge uproar.
  • A few days later, Anet will say that they intended to upgrade all Legendaries, including transmuted ones, but forgot to do so.
  • A few days after that, you’ll have your transmuted Legendary upgraded to best-in-slot stats.
  • Everyone is happy until something similar happens again.

Two-handed weapons need TWO Infusion slots

in Super Adventure Box: Back to School

Posted by: Lord Kuru.3685

Lord Kuru.3685

Two handed weapons already have higher stats than two one handed weapons combined. It seems Anet is satisfied with this as compensation for the sigil issue as they’ve never done anything about it.

How are we not dead?

in Super Adventure Box: Back to School

Posted by: Lord Kuru.3685

Lord Kuru.3685

When Jormag runs out of Claws, that’s when he’ll come down.

Account bound legendaries? Please...?

in Super Adventure Box: Back to School

Posted by: Lord Kuru.3685

Lord Kuru.3685

Many people have expressed concern that transmuting a Legendary would put it in jeopardy of not being upgraded to best-in-slot whenever that vertically progresses (e.g. with Ascended weapons coming). So I’d be a bit wary of transmuting it before Ascended weapons actually appear in the game (and presumable your Legendaries are upgraded) or before a dev confirms you’ll be ok.

Evolution of Guild Wars 2 in The First Year

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

And GW is losing a lot of its playerbase as well, my friend.. Get out of PvE from time to time.. ;-)

Except that we have been told, several times recently, that they are seeing an upswing in the player base.

And they are getting ready to release in China, which will further boost their playerbase.

rolls eyes

Lets cry gloom and doom some more because we aren’t happy.

Yes we may have an upswing now, but when this Ascended stuff gets added that upswing may very well change direction, its happened once it’ll happen again..

I think anyone who predicted the Ascended stuff being a pain has already either quit, made peace with it, or otherwise isn’t a factor in leaving. I really don’t see multiple people who hung around after last November going “I’m gone the instant they announce Ascended armor, even though they practically said it’s coming eventually.”

It’s possible that lots of people are in denial about the consequences of having heavily time-gated Ascended Gear, but will leave the game once these consequences come to pass (assuming they do, of course).

So salvaging rares/exotics wont give MF buff?

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

How do you buy thousands of blues and greens, by the way? I don’t believe they stack (… or do they??!)

Do you look at what you target?

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

Yes… Very nice touch by the devs. For some reason I find it especially awesome when my toon is running and her head is turned to the side, looking at another toon who I’ve targeted.

(Asuran, by the way… and I believe my human female does it as well)

commanders farming instead of doing event

in Living World

Posted by: Lord Kuru.3685

Lord Kuru.3685

The event isn’t fun enough to play it to win. Farming seems to be the next best reason to play (for many many players). And, as I understand it, most of the Achievements do not require you to win the event.

Living Story: I think it's time to reevaluate

in Living World

Posted by: Lord Kuru.3685

Lord Kuru.3685

In theory, the Living Story is a good idea. In execution, however, it’s been terrible: buggy, terribly simplistic storylines, with awful half-developed characters. The bulk of the play content is grinding out 15 of these, or 30 of that, etc.

It has been a farmer’s heaven (e.g. Southsun, and now the Invasions), but why cater to them? Hardcore farmers are satisfied as long as they are farming at the optimal location; and no matter how bad loot drops are, there always will be an optimal location!

dungeon full wipes, entrance fees

in Fractals, Dungeons & Raids

Posted by: Lord Kuru.3685

Lord Kuru.3685

This could be a good idea for a ’’hard’’ mode dungeon, making the runs much more lucrative (2-3 times) as much in comparsion to a normal run.

Hard mode would consist of the following.

-No Waypoints to res at if you die
-Trash mob damage is increased, but HP is decreased
-Entrance fee (40-50s maybe?)
-A full wipe kicks you out of the dungeon and you’d lose your fees
-Boss animations would be sped up so that you’ll need to act faster (25-30% speedup or something along those lines)

This way you’ll get the lucrative and difficult dungeons while keeping the normal ones, allowing players to choose which type of run they’d do.

Excuse me for my broken english, i’m not fully awake yet.

In a way this sounds a lot like the Queen’s Gauntlet (RIP) and we know how well that turned out in the end.

LS completion as early as the release days

in Clockwork Chaos

Posted by: Lord Kuru.3685

Lord Kuru.3685

For easiest/quickest way to get achievements, start doing the content the second day it comes out. Usually by then the extremely serious, gamebreaking bugs have been patched. That’s also early enough that the really good farming opportunities haven’t been nerfed yet.

Farmers vs Completers

in Clockwork Chaos

Posted by: Lord Kuru.3685

Lord Kuru.3685

Anet made Aetherblades more profitable than Minions, you get the achievements whether you win or lose. Minion aren’t any more fun to kill than Aetherblade and Molten Champs. The bonus chest is only once per day per map. Why wouldn’t I focus on the Aetherblades and get an extra 10-15 gear boxes? Why are people all OCD on completing every event at the cost of getting less reward? It’s not like Scarlet is a fun and interesting fight. Just stand there and press 1 and get some clockwork scraps for yet another ugly pair of shoulder pads.

Every point here is correct (I wouldn’t say OCD, though). Fact is that the fight is not very much fun so all it has going for it is the loot. So obviously most people are going the path of maximizing loot.

Small Group Theory

in Clockwork Chaos

Posted by: Lord Kuru.3685

Lord Kuru.3685

It’s already being used. I mean, I don’t see that many people stomping the remains anymore. In Frostgorge this morning I saw a portal event with four silver Twisted Nightmares. Yeah, we just let that one go.

I assumed most people didn’t stomp because they were all too busy making sure they tagged all the mobs!

Small Group Theory

in Clockwork Chaos

Posted by: Lord Kuru.3685

Lord Kuru.3685

That is interesting. So the question is: how can this information be used to generate and thus farm more champions?

What lies beyond the portals?

in Clockwork Chaos

Posted by: Lord Kuru.3685

Lord Kuru.3685

The portals are probably no more than a way to put the mobs where they need to be. I’d be surprised if anyone at Anet even thought about this question.

(Just like: who put the holographic projectors all over the world for the dragon bash, and why?)

Back to "fail the event"

in Clockwork Chaos

Posted by: Lord Kuru.3685

Lord Kuru.3685

Personally, I have thousands of sprockets and don’t need any more.; I’d much rather have the Pirates’ loot bags. I avoid all Twisted Machine events because of this.

Not sure if this is true, but it seems the Twisted Machines also drop Gauntlet (RIP) tickets while pirates don’t — aside from BLC, the last thing I want are gauntlet tickets.

please stop this whole living world thing?

in Guild Wars 2 Discussion

Posted by: Lord Kuru.3685

Lord Kuru.3685

Not stop, but a slow down would be nice, maybe 3 instead of 2 weeks.

This is desperately needed. The current Living Story content feels rushed, is bug-ridden, and the “storylines” are just bottom of the barrel. This is sad because Anet can do much better: some of the Dynamic Events (non-living story) actually tell small mini-stories quite well.

¿Balance changes on this update?

in Super Adventure Box: Back to School

Posted by: Lord Kuru.3685

Lord Kuru.3685

You don’t consider it a bug? To me it was obviously a bug, or an unintended mechanic at best.

Oh and speaking of damage mitigation, wasn’t Spectral Armor considerably buffed too when they made it so that Death Shroud didn’t remove it?

I do consider it a bug (actually not literally a bug, but most likely lazy programming combined with lack of testing), so it was fair to remove it. I guess I was more replying to to other guy above who seems to have some hope that necros will be buffed after the tournament.

As for spectral armor, they did buff it (or rather, probably fixed it to its originally intended functionality — the number of death shroud related bugs is just amazing), but I personally feel its recharge is too long to be useful — plus, they added an internal recharge, which negates some aspects of the buff.