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Suggestion: Capes, stetics and Economics:

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Posted by: Lucius.2140

Lucius.2140

Sumary:

As a way to add more in depth customizations, more ingame goals, reduce the inflation and improve the reward, Im suggesting the implementation of stetics and other none buffing kind of upgrades to existing gear.

The primary of it could be the implementation of a cape slot in the chest armor piece, after making it for a 50 silver or 1 gold fee, the players would be able to add fabricated capes to it, which recipes costed an small karma fee and a variable 10s/25s/50s gold fee.

Later they would be able to dye it and with access to a new panel to change the content and add emblems to their capes. The emblems and different kinds of upgrades to the cape will be unlocked by buying them in game, unlocking as a part of collections, prizes for defeating or completing certain content, etc.

The new “slots”:

Players would be able to go to any leathersmith, tailor or armorsmith npc and both ask about armor slots and pay for this upgrades.

The fee for adding one of this slots would be about 30silver/50silver/1gold.

The slots im proposing right now are the following:

  • Cape slot: Unique for the chest piece, its mine porpoise for players it’s the add of additional customization of their characters looks, allowing them to add a cape and further customize it, dying it and modificating its design with emblems and other embroidery. Suggested price: 50 silver.
  • Reinforcement slots: These slots can be added to all the armor pieces that break.
    They don’t have any kind of graphic display, they objective its to reduce the armor damage after death. Suggested price: 30 silver.
  • Shoe fins slot: This slot it’s a “small” buff, players that buy it and upgrade it would be able to get fins in their shoes when they are in the water, this will allow them to move faster on water when they are out of combat. Suggested price: 1 gold.

With time more slots can be added as a general form of customization.

The slots themselves aren’t the complete upgrade, instead they need to add the actual upgrade to them, like runes, sigils and infusions slots are right now. And general vendors can sell upgrade removers that allow them to not break and be reciclated or use for other upgrades.

Since the shoe fins and cape slots have graphics upgrades, theres the necessity to been able to not show them if wanted; and at the same time, been able to toogle off and on viewing this slots from other players. This its not only to reduce unnecessary elements for some players but also to improve performance: more details, more work for the computers.

Capes:

Capes have been a feature asked for a part of the players base and this way they will not only be introduced but also drastically improve customizations.

After buying the slot upgrade, players will be able to buy the recipes for the creation of three types of capes: A shattered one, a normal one and an elegant one. Each of them scaling in values and tailor requirements. Like:

500 karma + 10 silver=shattered cape recipe, 150 tailor requirement.
750 karma +25 silver= normal cape recipe, 225 tailor requirement.
1000 karma + 50 silver= elegant cape recipe, 300 tailor requirement.

Maintaining the materials needed no grindy, so that players can feel it not like a barrier, but to a natural progression in customizations and pass to part two of the capes: Emblems and embroidery.

Emblems and embroidery are the actual mayor point in capes, after players have a cape equipped, they can acces the cape interface, a new character ui panel that allow to dye and customize capes.

Normal dyes are applicate to dyes, but also you can choose embodiment (a limited number of them) and an emblem to them. However both of them require the selected embroidery and emblems to be unlocked.

This upgrades will be get as rewards for certain events, metaevents, achievements, collections, dungeons, guild missions, story instance, fractals, raids, pvp reward tracks, leagues prizes, wvw seasons and also be sold for gold, karma, wvw tokens, and different currency.

Its important to maintain them scaled for the difference in “importance and scarcity” of them, for example:

After getting to the black citadel players will be able to buy a Charr emblem for 1g in an existing npc (which will become more interesting after adding the selling options and some extra dialogue to him).

After this, players will unlock the option to unlock legion emblems to another npcs in the world, this ones will be sold for 3g.

Additionally, players will be able to get a 1/5 of a Flame legion shaman emblem part for every CoF path done, choosing the corresponding part. Path 1 will award flame shaman emblems parts, path 2 smoke shaman parts and path 3 lava shaman parts.
For the completition of this three, players will unlock k the ability to buy a Flame legion shaman emblem for 200 CoF tokens.

If the players are able to get all four legions emblems, they will receive a letter from an existing Charr Npc, saying he noticed the player its collecting charrs emblems and its willing to sell an old Khan Urr one to them, for the modest cost of 5g.

Reinforcements:

The idea of the reinforcement its to reduce the punishment of dead in the form of broken equipment, players that tend to die and have difficulty to get to a repair anvil, can invest in recipes for reinforcents: for modest cost of gold an karma and small amounts of materials to finally do the upgrade.

Like: 10 silver for a bronze reinforcement recipe for boots, 20 silver for a iron reinforcement recipe for boots, and such.

This with increased costs for better upgrade recipes and different recipes for every armor part.

Shoe fins:

Its no secret that moving in the water can seem slow and a lot of players doesn’t like the water combat and exploring in gw2, however this can be sustancially changed with the addition of shoe fins, shoe fins can be sold for different npcs with prices like:

50 silver: 3% more movement in water when out of combat.-Tier 1
1 gold: 5% more movement in water when out of combat.- Tier 2
2 gold: 7% more movement in water when out of combat.- Tier 3
4 gold: 10% more movement in water when out of combat.- Tier 4
8 gold: 12% more movement in water when out of combat.- Tier 5
16 gold: 15% more movement in water when out of combat.- Tier 6

An artificer can use 2 upgrades of the preview tier to create one of the next one.

Justification of prices and economic impacts:

As a way to have more gold sinks, reducing inflation and at the same time reducing the inequity of the players populations and how they can be affected by it, the existence of gold values for most of the upgrades are necessary.

The values of the slots and the upgrades act as gold sinks, that reduce the gold in the economy, reducing the overall prices of different objects and controlling the inflation.

At the same time a more inflation controlled environment can allow the upgrade of some rewards, like dungeons rewards whose nerf in all paths actually tend to ignore the difficulty gap between different paths and in general are smaller that what players need to be induced to play them (not worth the effort-time) and making fractal rewards better to justificate them more.

This means that actually creating new players necessities can allow an upgrade in the welfare of the players base with the improvement of rewards to a point of a better satisfaction (and at the same time improving participation and options of what to play for the player base), since theres a controlled inflation effect, meaning that its not just a nominal upgrade in their items and in game money, but a real one.

The increment of goals and the replayability value of some content (via rewards making some content more “interesting”) allow the population to stay longer in game, with at the same time upgrade the welfare of more players that interact with them and improve the chances and amounts of gems sells.

The big gamma of options for emblems and embroidery in the capes also have a second impact, since not all the players will buy them all, the more rich and compromised with the game will tend to do it. Reducing the players inequity in gold riches (not welfare or items, etc.), witch means that overally the items of the trading post will not be more inflated for more consuming and with more capacity of pay rich players, since they will have less gold for this. This will improve the wellbeing of a lot of not rich players at the same time the rich ones get the new emblems (meaning they don’t lose wellbeing).

The other effect it’s the possibility of increase rewards in none inflations manners and extend content via the ability to buy more types of items with the currency it generate.
For example completing 5 times a dungeon can allow to get 5 parts to complete an emblem, meaning the rewards got upgraded with the emblems parts, making the dungeon more reward interesting to the player base.

As a last note its important to maintain the gold sinks scaled and copious, but not very expensive. This way its easier for the players to get them as goals (big long term goals can scare some parts of the population) and at the same time scaled ones: like going from a charr emblem to a Legion emblem to a Khan Urr emblem. This can allow the players to still sink a lot of gold but at the same time feel more realizated in the process and don’t get out of incentives for the big amount needed. And also not have a negative impact for a grindy implementation, witch will reduce the company image and as such, future sales.

Pd: Sorry for my bad English and thanks for reading!.

Guild Wars 2: Heart of Paywalls

in Guild Wars 2 Discussion

Posted by: Lucius.2140

Lucius.2140

Like it or not, it’s smart business and it works. You all should know as well as I do that some people will get what they can for free for as long as they can. It’s the companies job to keep dollars rolling in. Not to give away everything for free. I don’t think that’s reasonable.

If Anet didn’t do this and did push people to buy the game, a lot of people wouldn’t buy it. But there are things in the game to “encourage” the purchase of the expansion.

Now, I can see why it would annoy someone that they would have to pay after 3 years to keep up with the current game. And I assume some people might even leave the game over it.

But the game has gone free to play and probably for each person who leaves, another few will buy the new game. It’s good business sense.

Yes, but has a problem, once we finish HoT content,we will only have HoT proffitable options. If not fixed we will get less options to play and get proportionate rewards at the same time.

It toke them a lot of time to fix dungeons rewards (they werent perfectionated more since the paths gold rewards acording to difficulty werent finished, they said they were going to do it but didnt in the end), they just destroyed part of their previews advance and as alredy said, limitate players options in the long run for HoT players and inmediatly for core players.

Its smart bussines for inmediate proffit, in the long term the loss of image they get for it and the lower in the welfare of the general population, plus the lack of improved welfare for HoT users (they changed old prenerfed core options for HoT options) will not make the game grow.

What you give as an example its exactly the typical Sales departament vs Marketing departament problems you have in companies when the bussines strategy isnt ruled for long term porpouse, Sales push for inmediate profit in detremint of future rents.

Its a fairly common problem, but history, experts and theory have probed that long term its the way to go for sucefull companies.

Its sad they did it, what they needed to do its make HoT so good that core users want to buy it more, not risk their long term image and players population.

(edited by Lucius.2140)

The Charr and the other 'cute' races.

in Guild Wars 2 Discussion

Posted by: Lucius.2140

Lucius.2140

In my experience, that alone can be absolutly biased to a total sample, the less population of GW2 players, the higher the charr % of the population go.

I supose its about that we have more roleplayers than most races (like humans that represent a huge % of the population) and that charrs are more unique and arent in any other MMO or game, i mean you can play as an humans everywhere, specially in real life.

Plus our zones and culture are more unique than humans and mostly any race.

Long life tothe Charrs!.

Pd: Give us back race subforum.

Is Macroing a reportable offense?

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Posted by: Lucius.2140

Lucius.2140

Out of curiosity. How do you determine if someone is macroing? I mean I know its a thing, but how do you know this? Or do you just suspect?

Pretty much if a guy is doing dodge jump all the time which in combat is impossible to do it every single time.

So let’s say, you 1v1 someone and he’s using dodge jump often(have energy sigil+vigor) then he’s using a macro with 90% chance – there can be someone to do 5 in a row luckily, but doing 8~12 is pretty much impossible and repeating it in every combat.

Hence, anet should fix that dodge jump thing.

Lol, i can do that all time, dodge set as alt, so alt + space its pretty easy.

A tale of two bursts.

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Posted by: Lucius.2140

Lucius.2140

I like how none of mesmers ever mentiones following things when they talk about thief and mesmer dmg:
- bs is single target, shatter is AOE!!!!!!!!… in fact, most of mesmer burst affects multiple targets….the realistic dmg is way higher given that pvp in this game is hardly ever 1v1
- bs requires you to be in melee range, eat all cleave and also get behind the target; shatter doesn’t necessary
- shatter can be activated at any given point as long as it is off CD(you have plenty of time to set it up); bs is gated by stealth (ini, CDs), meaning if you don’t have ini/Cds or gain stealth you can’t execute BS, also you have very limited timeframe to do so as stealth doesn’t last long (w/o commiting long CDs)…. BS will ALWAYS punish thief with revealed debuff; mes burst doesn’t unless mes executed it from stealth.
- there is not a single trait for bs that removes boons, shatter does… traited steal does remove boons however while mes can activate 2 shatters consequentially, thief can’t steal 2-3 times in a row
- why does no mesmer ever take might stacks and vulnerability stacks in consideration? If mes is any good he will have 20 stacks on invul on you. Please show me how thief can do it in such short period of time.
- most of mes burst is done from range; thieves are forced to spent most of the time in melee if they want to do any meaningful dmg; i think risk/reward got completely ignored in the calculation which brings us to exectioner

- good joke, thieves should run it. Yes it is good, problem is, improvisation is kind of must have given how low thief survival. Thieves don’t have luxury like mesmers of having instant invuls, protection (PU), long stun locks that also deal dmg on top of it, extended stealth w/o sacrificing dmg/CC (ini vs separated CDs) and high HP. And please don’t tell me HP doesn’t matter: try to run zerker amulet on mes and on thief in current meta. On mes if you get spiked you still have bit HP left to react; on thief you just get instagibbed.

Well PU need a nerf, thats for sure, however you exagerated in a number of things:

As you stated backstab need stealth for using it that its a survival in fact, meaning you cant compare a none stealth shatter with a backstab, since one gives survivility and the other not, thats the trade off and its big. The only logical proper comparation its a stealth shatter vs a backstab, with automaticly sent you to nerfing PU.

You are only given the mesmer strong points but forget to point that thief has more mobility and dodges than mesmer.

If you go to survive a mesmer burst or a backstab we are talking of interpreting the flow of batle, meaning the ability to understand when you are in a perfect spot for been bursted (in other worst you are thinking as the thief/ mesmer at the same time you play):

When you do this, most of the time just one dodge, invuln, etc. will finish the mesmer burst.

With a backstab its way more difficult, the thief have a second chance: fails, evades, invuln doesnt reveal you, and it doesnt depend on getting a good batle moment, a not so short stealth can give you time to create different moments of backstab, meaning its more difficult to make a good thief fail a backstab, that to make a good mesmer fail his burst.

Generally if you dont want to get bursted you have it tougher against thief, even if you can read the enemy.

Shatter its an aoe of only 240 radius and depends of more than one hit, the mesmer burst can hit partially against a slow opponent and he can be saved. That means the bursts are balanced.

The problem its that after the june patch, mesmer got PU and Confunding Sugestions, none shatter or damage multiplicators, base damage ,etc were changed.

Confunding suggestions has now (after nerf) a more limited time for been a problem, however its pretty dangerous the 3 charges the mesmer have.

At the other part the only down side of PU its conquest mode, but as trait in fact its broken.

Some people don't like hard mode

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

I’ve asked for the thread to be locked, Since it’s really not going to be constructive.

There will never be consensus (or compromise apparently…)

Agree.

We could try to recap all the none A vs B and falacies to then create a constructive thread, with the arguemnts in favor and against different positions, some things both sides have in common and some general terminological misunderstanding.

However as things goes, the ones to post later will probably put anything and continue in both a vs b and falacies, instead of trying to make the debate progress.

About the future expansions/LS

in Guild Wars 2 Discussion

Posted by: Lucius.2140

Lucius.2140

Allow charrs players to kill humans!

I mean… Pvp open world megaservers. -.-

Yeah i mean that…

Can we discuss Mesmer defenses

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Posted by: Lucius.2140

Lucius.2140

I’m sure I’ll get flamed for it so please enlighten me if I’m making any uninformed assumptions.

But if I’m to understand correctly, a Mesmer can go invulnerable every 24seconds if properly traited and can chain said invulnerability in to another one and another one after that.

Activating a signet grants Distortion (invulnerability) with Blurred Inscriptions. Signet of Inspiration and Signet of Midnight are reduced to a 24second cooldown. + the F4 Distortion + Blurred Frenzy. Then, there’s also Blinding Dissipation and you can go even further by taking Vampirism runes.

All that coupled with the fact that Mesmer is, in general, very difficult to pin down due to it’s high kiting potential and stealth.

I know this horse has been beaten to death but I’m not asking for Mesmer to be absolutely gutted and unusable… But I seriously think they’ve got just a tiny bit too much access to being completely immune to everything don’t you? I mean even a Warrior can only go invulnerable once every 60seconds unless they pop Endure Pain seconds before/after Defy Pain but they’re already almost dead if that’s the case.

I have one build that i use from time to time that use blurried inscriptions, also passed it to a friend. If his still playing it you can probably run on him in a dueling arena (TIDE or FEAR mostly).

About the damage: A full or nearly full blurried inscription build do damage as you said, it has less damage on shatter, but the damage its still significativly high, cant tell you the actual math, but i dont think its less than 75% of a full shatter build (considering 2 swords main hand). Still you can use berzerker amulet to reduce this damage gap (i have done that).

Inmunity Distortion its a 42.5 secs invuln, with a signet of illusions it can go back again, but the signet itself has a 48 secs colddown and only 1 sec distortion, plus the signet takes 1.25 sec to charge.

Except midnight signet all signets have a cast time, so you need to read very well to use them.

For blurried frenzy to be consitently effective you need to run a doble main hand sword run, meaning you are full meele (huge disadventage).

If you run more than 1 utility signet you are beggining to take down more usefull utilities like blink and decoy (portal, but lets go in a 1vs1 aproach), meaning you effectivly lose batle (with doing damage) survivility.

The invuln time:

Ignore cast times for now:

If we do a chain its a 2.5 secs blr frenzey, all dodges : 0.75 * 2 + 1 change weapon (energy sigil) meaning another dodge: 2.25 secs. Then a 4 secs distorion: 8.75 secs, then sword of hand block (one time, probably a 1/2 time, and add you cancelled the counter to max invuln): then agains blurried frenzy: total right now: 12 secs.

After that, vigor have give you one more dodge and after it energy sigil give you one more. 13.5 secs, midnight sigil + distortion=5secs, lets add up the doble distortion blinds for a 1/4 hit each: 19, time to use blurried frenzy: 21.5 secs, assuming you have anotehr 4 sigils: 4 secs and 2 dodges counting change of weapons + a new sword 4 block, plus a blind from midnight sigil and a new blurried frenzy: 30.5 secs aprox, after 2 more dodges = 32 secs, if he spamed f1 and f2 for poor damage and blinds: aprox 1.25 secs more.

You have like 20 secs for been hit to death after, if you have a damage setup and your enemy its competent you are done for, now defense or form to avoid damge except sword 3 and he can kill the clone and hit you later.

If you did this, your main damage were phantoms casted in the distortion times, plus you eat your own invuln time casting sigils. After that you are dead, and if someoen die for what litle you did then his bad -.-. And you only have one blink skill that its telegraphable.

What i just described its how you dont use blurried inscriptions:

You only must invuln the bursts and high dps, plus your condi cleaning its based in the same sigils.

Reality

Blurried inscriptions its hard, except midnight signet, all signets need to be timed perfectly (in none low level gameplay). Add that that the invulnerability isnt eternal and you will get that the mes its frequently killed if he isnt capable of finishing the opponent fast enough, specially if you go for a very invuln play still, meaning only melee, that will kill you since mes depends of teleportation to closing gaps and dont have mobility techniques.

If the mesmer you fought was only melee (maximum reliance of blurred frenzy, and the only justificated “theres a lot of inmunity”) his in a huge problem and will mostly die against enemies that use properly this range difference and take care of the shatters, or survive until the invulns go out, if he didnt have full melee, he outrotated you in a way that you couldnt exploit the less invuln times.

You can always survive the invuln phase and then its a win situation, after the signets and distortion go down the mesemr have a huge period of none defense piñata time.

Blind on shatter its a trade off, except if you fall in the big hurting shatter.

If someone kill you with a build like this its your fault!

What makes the build bad are: Now group suport, range opponents and condi opponents counter it very well, too well…..

Edit: When i put inmmunity its invulnerablity, you take condi damage.

(edited by Lucius.2140)

All you light male charrs I need help!

in Guild Wars 2 Discussion

Posted by: Lucius.2140

Lucius.2140

Head: Cultural t1.
Chest: Sorrow Embrance.
Gloves: cultural t3.
Boots: Cof.
Shoulders: Honor of the Waves.
Legs: cultural t3.

Edit: Copied Serophous format.
For good looking charrs i recomend contacting the AUX guild, in general they have great looking ones.

Attachments:

(edited by Lucius.2140)

My Build- "SNO"

in Mesmer

Posted by: Lucius.2140

Lucius.2140

Not sure why you’re taking Cele as the amulet but its your choice.

I would suggest trying the new Marauders if you cant live without the vitality. Play how you want tho.

Gonna need to update the description of the build -.-, its because celestial allow me to be semi bunker, same reason why i have 2 defensive mantras and healing+ cleanse on shatter plus the phantom on dodge and blind on dodge.

Marauder and zerker are great for pure burst builds or builds that goes with more stealth and condi damage (with sinester), but they arent good for a semibunker.

The sustain cele amulet give me with the traits and utilities its big.

New players being punished for being new...

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Posted by: Lucius.2140

Lucius.2140

Personally i understand theres some ingame events that will be unique, but i still think they made a mistake making all the LS1 that way, specially since a not “small” part of the LS2 was based in the LS1, plus the characters presentations.

Most of the rewards are available for laurels or in the trading post.

I understand your frustraition but its something that happened and doesnt seem like they will be able to deliver LS1 soon. Theres information about it in the wiki and the lore forum and the living story forums seems to be good places to get more informed.

After saying that if you “get over it”, GW2 have alot to offer to you and the next chapters of its history arent so difficult to follow, just a litle weird of your “new group of friends”.

Its a shame that some of the commentaries you got as an answer were fairly bad, none informative, trolly and even out of context, but well most forums are like that, still you got some good posts as answers like he ones from Morfedel and Just a flesh wound.

Have fun in game!!!

My Build- "SNO"

in Mesmer

Posted by: Lucius.2140

Lucius.2140

So this is a pretty standard phantasm build, nothing particularly out of the ordinary other than the celestial amulet. That said, a few things to note:

Sigils of force and accuracy do not have an effect on phantasms. All illusions only inherit the base stats of a mesmer (power and precision, respectively in this case), and so raw boosts to damage or crit chance have no effect whatsoever. You’d be far better served by pretty much anything else. I’d recommend an energy sigil on either set, and then perhaps sigils of battle.

You should play around with taking persisting images sometimes. While restorative mantras is absolutely very strong, being heavily phantasm reliant means that having tankier phantasms is also a particularly good way to boost the build.

You can also play around with taking offhand sword instead of pistol sometimes. They’re very comparable weapons, both having an interrupt and a strong damage phantasm. The pistol interrupt is faster and longer ranger, while the sword interrupt can pierce through 5 targets and doubles as a block. Personally I don’t feel that either weapon is significantly stronger than the other, so it would be good to try them both out.

I shatter them more than use them as dps, they are maninly for one strong phantom atack, then burst. Most phantoms dont work in midle pvp or up, most people know how to deal with them.

Off hand pystol give m e some range and stun when im using sword, plus the phantom have a higher connecting rate. Alredy tried—> not only for been range, but because its a group of atacks.

Edit: the sigils are for me not the phantoms -.-

(edited by Lucius.2140)

My Build- "SNO"

in Mesmer

Posted by: Lucius.2140

Lucius.2140

Berzerker phantom it’s a mobile aoe, also take it in consideration, that and that it incapacitate people, meaning its great to reduce mobility and also great to chase enemies.

Edit: Take in count that gs3 and a timed third atack or clone chain of the sword can help to finish the enemies blessings (defensivly: might).

Edit 2: Against more than 1 enemy or enemies with minions , etc, you can always target another that the one you are currently engaging, and scape damage or bad situatiuons, plus kite and reposisionate (your average stuff).

Gs3: excelent to destroy fellow mesmers illusions and kill/lower health of other ai extras, along with shatter (dont waste, just try to posisionate a enemy so you kill more than one).

Moa its your average anti necro: minions and DS go down.

Edit 3: Remember that mantras can be used to stack extra damage and also chanelled to reduce some damage, all contextually -.-

Pd: Im probably missing a lot of info, but well you can figurate for yourself and probably most mesmers alredy know it and what I put -.-

Pd 2 : Not my main language!.

P3: Feel free to criticize.

(edited by Lucius.2140)

My Build- "SNO"

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Posted by: Lucius.2140

Lucius.2140

This is my custom build, have been using it since the june specialization patch and before i used a similar custom build for aprox one year or so (this one its the evolution of the old one).

I generally dont put builds in any game, of course like a lot of people i try to get a strong build that reflects my play style, this one its not exception.

Why im publishing one now: Because two reason:

  • First: I believe 100 heads can give more insight of something than one.
  • Second: theres a chance it needs some balance and fair play.

Disclaimer: I dont believe im the only person ever to get to the same build, thats unrealistic, so if this build have been posted before, i dont want credit for it, in the other case, call it SNO lol.

http://en.gw2skills.net/editor/?vhAQNAR8al0nhy0YjawINwsGLrG05RSyzL3wxDA60PTVA-TJBBwAAuIAE3fAcZgAPBAA

Description:

This is a all ground build,

I generally switch and combine four main play styles: Kiting, burst, dps and defense.

In general i do decent damage and burst (i shatter not a litle) and at the same time have semibunker capabilities.

Kiting: Its what i love more -.-.

  • Blink:

-Your typical kiting, “dodging”, moving skill that allow you to dominate the batlefield and engage and disengage in vertical terrains (typical clock tower, cementary, etc disengaging for a mantra charge and heal", includes the basical lets go down and the war follow me, blink up and cap, dudes coming on foot -.-, if he not, well im healing (ranged enemies require some dodges and or covering yourself with the envromental – your basic stuff).

Great for movement also.

Your average mobile stomper.

  • Illusionary leap (sword 3):

- Typical spawn the clone and move later when the guy come with a movement or leap skill or he tries to go running against you, if he want to kill it and dont have stability a f3 can do the job or well, his losing time, more time for the healing mantra to recharge -.-.

- You are in the higher of a plataform of mid tower of nilfhel or any other similar, spawn the clone, go down, if the enemy follow you, switch back, his stuck -.-. This works better if he follows you after a disengaging blink, meaning he used his own and doesnt gonna have a form to follow you later.

  • Decoy:

- Disengaging tool, not been seen when you cross the visual camp of enemies to got o a fast decap por decap + camp or steal mob if necesary (pug quest or the awkard moent wehere your team theif its dead or cant go there).

- Its also a great use for recahrging mantras, specially the healing one.

- Combining it with decoy to sneak around and disengage its also good.

- You need to go far from home, you pass for mid using it and blink and spawn phantoms + shatter them later, without been seen.

Pistol 2(5) and gs 5: Interrupt and get the annoying dude away.

Gs5 its good to throw the enemy out of caps. In clock tower, coming from the inner scales, use it and jump.

Defensive

Most gw2 skills have a damage use and a defensive use, so you can choice how to use them situationally, thsi ones serves as kiting ones as a form to mantain or “try” to mantain a point" and to defend yourself – stealth and distortion arent for maininting , jsut defense and kite of course:

  • Sword 3 and GS2 (phantoms can but arent that recomended, use situationally of course):

- Spawning clones for a distortion or a f3 and screwing your enemies burst, leap atack, etc.

- Spawning for trigerring wells or traps.

  • Sword 2: Invuln + damage + count as an evasion, also remember that this and clones switchs, distortion, some timed dodges, etc can help to prevent backstabbing.
  • Distortion (f4): Typical use, you can alternate of the 0,1,2,3 illusions versions, some times a quick without illusions f4 can basically finish a opponent build (fellow mesmers ones).
  • F3: My personal favorite for this one its the 0 illusions one, but you can use it with 1,2 and 3 illusions, situational use of skills its key to play properly -.-, with cero illusions its your fast melee interrupt.

Basically its great to interrupt bursts when you are defending a point.

Also for interrupting stompers (either when you res or a re near or spawning a clone, phantom and use it from a far to interrupt).

  • Dodge

Dodge has four functions in this build and for the best use try to check all of them:

- Typical dodge function, yeah I don’t want to get damaged, im dodging this skill of yours, etc.

- Reflect: Been attacked by enemy projectiles and want covers: dodge get reflect, you are save, this can lead in your enemy been hit, stopping the attack, or dodging the reflected attack (second best outcome, some times best one -.-).

-Mass blind: Faster form to destroy a burst chain: one dodge, one blind, you got screwed -.-.

An important extra against focused fire and minions, mesmers, or however comes with his AI army that match.

- Illusionary defender:

Dodge, you get one, its true its extra damage and fast shatter, but also can help to mitigate damage (this with protection from an ally its very powerful), specially against more than one opponent, shattering him at the end its normally good.

Spawn one when you are about to res someone if its necessary and can, will help you get the job done (and can make some situations avalilable for ressing that without that cover will not).

  • Healing mantra:

Condi cleans (two), healing, burst healing, healing friends, healing when you res someone and are focused or are been poisoned for it. – Remmeber to either blink away of the control or blin to a safe spot or use distortion or go stealthy to charge it. Also distraction can interrupt the enemy interrupt skill.

*Cleaning mantra: Extra heal, aoe heal and aoe cleanse – same as healing check when you can charge it, don’t go there to get interrupted.

  • HEaling and cleaning shatters, excellents for counter burst. Use with caution and situationally, don’t go wasting shatters.
  • Blkinking + res or blinking + distraction or blinking + res+ distraction are good two, plus you can use blink + distraction to interrupt important enemy skills.
  • Defensive moa: Yes you can use it, some enemies can run from moa, also can destroy some elites (rampage and company).

Remember moa its great to do faints, people have some kind of moa trauma, just cancel it and make them waste their dodges or active defenses -.-

Burst

Not super big burst, but isn’t bad.

You have your typical F1 and F2 , im emphatising that if its true preparing 3 illusions it’s the jackpot, it takes time, risky and can be counteres with some illusions killings, in other words, try to combinate with other less prepared shatters, for instance an sword 3, switch of weapon and clone can be pretty decent against glassy opponents.

Also take in account that if its true that shatter damage augment with the number of illusions, it has marginal decreasing damage, sometimes one illusion can do the work, some times just you -.-

Phantoms and gs2 and 3 can be used as bite for shatters, you have also your average f2 or f1 bite for the next shatter.

Can combine f1 and f2 depending of the effect you want, creating extra condis for a f1 then f2 or extra damage for a f2 + f1, generally for finishing or making a opponenet retreat.

Since the build isn’t the burstiest, try to low some health of your enemies before hand.
That and the burst can hit the jackpoint if its critical, you use sword 2 later, interrupt the enemy before retreating and specially against glassy ones.

Typical spawn phantom or phantoms, gs2 + blink + shatter or shatters burst and or change sword and use sword 2.

  • Defense + Burst (specially counter shattering):

One of the bests parts of the build its that counter shattering its more viable since it have more innate health points and toughness:

Enemy attack, if its more a condition application just get hit and clean with the shatter, if nto a distortion or a easier to notice sword 2 are good.

When you are been atacked you can : decoy + shatter/s, sword 3 + and then add for example sword 2 or a knockback or stun, then dps as hell:

This can finish a glassy enemy: thief, Mesmer, guard and ranger., try to use it after luring the dodges and invulns, if you get a too long quee and get a bad MMR enemy or your friend have lower MMR, theres chance a bad enemy will come and well, they get easily destroyed with this -.-, if you have a bad MMR or are new to Mesmer this thing will help you go up lol.

  • GS5 and pistol 2 (5) are good for making the moment for bursts and phantoms second attack (better than the first to use succeed since theres casting times).

After a good but not sufficient burst you can time a quick distraction shatter if the enemy try to use a defense or specially healing skill, making him your dummy to test your damage -.- .

- Moa: finish them, specially tough oppents in general and enemies that can counter the build, yes for whatever you aren’t strong, exist moa -.- (try to use it at less than 505 hp, chain and stun opponents as any well used moa).

The normal tips for moa applicate here: Count dodges, blocks , invulns, dont waste the elite kitten!, use a stealth moa (warning: predictable), cast it in an illusion or two (yes we have illusion cover for something a side of some proyectiles).

Sword 3 its good for getting near an opponent chaining him and burst also.

DPS

- Not super big dps, but isn’t bad -.-

- Confusion+ bleed and phantoms, this is the lazzy mode of the build, depends of your opponent (if he has aoes), if his too focused on you (some times happens, specially in lower health moments from your part) and if his not glassy.

- Phantoms faster atack rate will help in this, you dont need to mantain them spawned for a long rate, more than a third phantom its generally better to use the recharge phantom on shatter factor when there s 2 or three (specially three), try to use it when you can recreate the rotation for faster bursts phantoms (shatter + 2 phantoms) or either check the life of your illusionary defender so you use his 50% damage mitigation better. Generally mantainig a two hit for phantom then shatter will be a better dps and more bursty, but be situational.

- Some distortion for hitting after it if you are gonna get interrupted or stuned as a mean for surviving can be contextually good, and it’s a god way to teasy your opponents.

- If you ever become a moa: remember to use a dodge (specially a moa set skill dodge) to get a illusionary defender (if you have it available in that moment), engineer moa aoe can be worthy to “receive” to get this guy in the combat, believe me its rewarding, very rewarding…

  • GS5 and Pistol 4:
    Remember to use them also with faints, canceling them its crucial to steal semi advanced opponents of their active defenses.

Pistol weakness are reflexs, so take in count when its more valuable to use it as a shatter or as a phantom at least one time.

(edited by Lucius.2140)

Some people don't like hard mode

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

There is this pervasive belief that 99% of the player base is 100% casual and that all of these players enjoy 100% the same type of content. I would 100% love to see these metrics.

As a casual player who generally enjoys to see all the content a game has to offer, I play and enjoy difficult content with other non-elitist, non-hard core players. Hard-core and elitism is an attitude, and does not necessarily have any causal relation to the skill of the player nor the content they enjoy.

MMOs definition of hardcore isnt directly related to skill level, its about time. In other types of games hardcore its the difficulty level you like and at the same time can play, so its related to skill level.

In fact i have friends that play very well, specially considering the time they spend in game, but in this game will be casuals. In MMO standars generally we all will progress to casuals as we get more real life responsabilities, but that doesnt mean that you like or play a litle of dull content, some people prefer the short but intense aproach.

Even if a casual isnt skilled, that doesnt mean he cant be skilled, as long as theres not physical/mental and/or hardware/internet problems, he can basically do all the content internet have.

My friend “Take”, who its relativly casual (no more than 10 hours a week), played Liandri (First Queen Gauntlet) about 300 times until he won, he spent all his time on it and was super happy of winning it.

Edit: If it wasnt solo i would have carried him, his my friend!

No, this is not completely true.. in GW2 you could define hardcore to time, as getting the best rewards mainly required time of grinding, not so much skill as brainless grinding will work.

Except if my english its betraying me (none main language) i put exactly the same thing you put in the first sentence of my post lol.

MMOs definition of hardcore isnt directly related to skill level, its about time.
GW2->>> MMO-> time defines hardcore and casual -.-

Edit: Checked your “previus” post, your “could” have more impact now. -.-

(edited by Lucius.2140)

I want there to be Legendary titles

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Posted by: Lucius.2140

Lucius.2140

500 Grand Champion illusionist
1000 Legendary Illusionist
100 as Chronomancer: Champion Chronomancer
200 as Chronomancer: Grand Champion Chronomancer
500 as Chronomancer: Legendary Chronomancer

Some people don't like hard mode

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

Well if you think so, Kashrlyyk, then maybe we arn’t actually in disagreement. But I said is you can’t compare DS2 to gw2 because they’re on completely different levels of difficulty (as well as being a complete different genre I might add) which runs completely counter to you applying it guild wars 2 as an example of how harder content ruins games. GW2’s hardest content won’t even be near the base game of DS2, so comparing NG+7 players to what people are asking for here is just silly. Try comparing it to the bosses giving souls to buy weapons as a reward instead (and then realize that is still ridiculous because skin versus move sets). It really is that trivial a reward that is being asked, a bloody skin. Furthermore, like I keep saying GROUP content, every at least somewhat sociable person is going to get carried if they can’kittens GW2.

Even if you compare them -.- , DS1 and DS2 arent innatly difficult. In all of that kind of games you only need to check how your enemy works. DS2 doesnt require great analitical skills, reflex , concentration and managment or super fast decision making, its just have patience and dont do things wrong.

What make DS “renown” for been difficult its the way it punish people for playing bad.

So basically a litle patience and opponent reading will make nearly any player win DS or games of that type.

I agree GW2 cant be compared to DS2, but if you do, its all a L2P problem, that can be easily fixed with actual trying and not discouragment.

Some people don't like hard mode

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

There is this pervasive belief that 99% of the player base is 100% casual and that all of these players enjoy 100% the same type of content. I would 100% love to see these metrics.

As a casual player who generally enjoys to see all the content a game has to offer, I play and enjoy difficult content with other non-elitist, non-hard core players. Hard-core and elitism is an attitude, and does not necessarily have any causal relation to the skill of the player nor the content they enjoy.

MMOs definition of hardcore isnt directly related to skill level, its about time. In other types of games hardcore its the difficulty level you like and at the same time can play, so its related to skill level.

In fact i have friends that play very well, specially considering the time they spend in game, but in this game will be casuals. In MMO standars generally we all will progress to casuals as we get more real life responsabilities, but that doesnt mean that you like or play a litle of dull content, some people prefer the short but intense aproach.

Even if a casual isnt skilled, that doesnt mean he cant be skilled, as long as theres not physical/mental and/or hardware/internet problems, he can basically do all the content internet have.

My friend “Take”, who its relativly casual (no more than 10 hours a week), played Liandri (First Queen Gauntlet) about 300 times until he won, he spent all his time on it and was super happy of winning it.

Edit: If it wasnt solo i would have carried him, his my friend!

(edited by Lucius.2140)

PAX Time is Set

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Posted by: Lucius.2140

Lucius.2140

Mike and Colin last time they were on stage together they revealed the expansion could we get a big announcement next week lets wait and see.

I suspect that a release date will be announced here because there aren’t really any big gaming cons that I see them going to, maybe PAX AUS in October, but I don’t think they have a big demographic there to have such a huge announcement there. It would be weird to have such a mic drop moment on a POI/blogpost.

Same, specilly because its around the launch day of vainilla gw2 ^^

Some people don't like hard mode

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

Then read the complete post lol

I did, why would you think otherwise.

Because the same answer you did its answered in another part of the same post you quoted -.-

Edit: The point its to contribute as much as its posible tot he theme, that means argumetns, counter arguments, desarming arguments, etc are fine and are important. Specially because a lot of opinions are based on some types of arguments.

(edited by Lucius.2140)

Some people don't like hard mode

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

He could just want to be better in the game, witch its fine, even if you dont considere its worthy, aslong as he does, its fine (there are toons of people that get beter in their hobbies).

this is actually a lie…

the problem isn’t getting better, he can get better already. it’s the rewards he wants for it.

at least one of the problems.

Then read the complete post lol

So when is the ele and mes nerf comming?

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Posted by: Lucius.2140

Lucius.2140

Arenanet tried to nerf celestial by 10% for the last patch. This failed because they didn’t understand the changes they were making. The amulet got reduced stat advantage but overall a CELESTIAL SPEC got buffed in terms of the percentage stat differential they have over other specs due to the fact that they removed previously equal points from trait lines. So the amulet is now responsible for more stats.

I doubt ele is too good, it is just celestial amulet which gives those specs a 13% gear advantage (it was previously around 12% before the last patch).

Im sorry your math its wrong:

If both got increased in x%, the % stat difference its the same , if the nerf to celestial becomes 10% of the new or 10% of the old, this means this ratio go lower, meaning the % ratio its lower.

Also if the stats advantage in absolute was reduced, then that means the % diference also was reduced, because for maintaining % ratios you need to mantain the ratio betwen the increments also.

If both could have been iincremented in the same absolute, the increments % of the absolute are bigger in a minor denominator number (non cele amulet) than a mayor denominator number (cle amulet).

With actual numbers (https://www.reddit.com/r/Guildwars2/comments/3aq4pk/new_pvp_amulets_from_preview_stream/):

3-stat amulets: 3000
4-stat amulets: 3220 (7.33% over base)
Celestial: 3920 (30.66% over base)

Old stat totals:
3-stat: 2232
Berserker’s: 2364 (5.9% over base)
Celestial: 3066 (37.37% over base)

Pd: Know your math xD.

Some people don't like hard mode

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

So your point is unless you are profession in a competitive activity you shouldn’t try to better yourself and nobody should reward the skill or dedication of someone?

If you want to better yourself, to be honest, open a book, get an education, do something nice for your fellow man, travel to tibet and meditate with the dalay lama, start eating healthy, exercise, donate money to charity, etc etc

If you seek rewards for bettering yourself you’re missing the point of the bettering.

He could just want to be better in the game, witch its fine, even if you dont considere its worthy, aslong as he does, its fine (there are toons of people that get beter in their hobbies).

You have like two posts based on this argument: “Get better in the real world”, the game doesnt matter, but theres two points to considerate:

1: Thats per person: theres people that gets better in everything, and even if not, some people like to be good in their hobbies. And some people consider to just be afkers in theirs.

2: Second you are incurring in either delusion or a “falacy of change” and one “falacy of justice”:

  • There exist a group of people that try to get better in their hobbie (gaming), the group isnt so small, you cant deny their existence.
  • Falacy of change, even if you said all day they need to get better in things you and other people considerate are important (even if you dont know if they are getting better or not), what you said will not change them, in fact what you said doesnt generally have importance for them (even if it was for their good). This a type of thinking distortion.

Since you arent changing them and they exist, they will still generally still try to get better in their hobby (gaming).

  • Falacy of justice:

You value getting better as only for what you considerate productive (reading books, etc.), but he probably dont, meaning he and you have different values, you are trying to impose your values to him, because you cant think outside your box and think they are legitime instead of inferior to yours.

This is also a thinking distortion.

I made a post about the reward part, but since your post can be generalized outside gaming and the other its too large, plus this is a very legit answer also (without going to the FUN parts, etc. of the other post):

Generally speaking our society is based in the incentives of innovation and personally progress, meaning that, even if “bettering for bettering” its better (witch its not the subject), reality its that incentives matters.

Anet its a company in the real world and their palyers come from this kind of society, would be a bad decision to chose “bettering for bettering” over rewards.

If you deny this fact you are been dellusional, if you try to change it with posts you are incurring in a falacy of change (especially because the population thinking like this its way times bigger than gw2 players or forum readers), if you considerate it musnt be like that: thats another subject, what matters for the decision making in bussines its reality,

If you go to FUN vs Reward, i posted about it l like one page before, feel free to read it and then refute -.-.

Elementalist Vs Engineer Burn Damage

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Posted by: Lucius.2140

Lucius.2140

Ok, putting ring of fire there a main source of Ele burns tells me, you want mainly show fingers and the reality.

Ring of fire to create that much burn, out of bugging out, the enemy player must be really bad, most competent players I play against, either stays in the ring or come nowhere near of the ring as I use it.

And yes, Ele has access to bleeds, cripple, blind (out of blinding ashes) they are all high CD, it is not like engi raining nades over your head to load you more and more condis.

Only viable way of Ele loading burn is Drake Breath and Cleansing Fire, I am sure both will be nerfed quite soon, specially auto cleansing fire.

The ring has a lot more of a controll skill than dps: either you lose a dodge or stay/not enter the ring.

Its control power its as huge as its stacks of fire, meaning its big right now, i think its fine this way.

But, we either nerf something related to dd celestial ele or buff the other classes AND builds, 2 dd celestial eles as meta team comp said too much of the balance state.

Elitism harming the game? (PvE)

in Guild Wars 2 Discussion

Posted by: Lucius.2140

Lucius.2140

..or fix monsters AI so they dont break their neat formations and stand on top of each other via line-of-sight exploit/just let you run past them like that makes any kitten sense.

Dont know how fr its implemented but theres an specific part about “group formations” that could kill the “stacks”, lamely i dont remember the minute:

http://www.gdcvault.com/play/1021848/Building-a-Better-Centaur-AI

Some people don't like hard mode

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

The same problem that exists with nearly everything else in the game, is also here. That is, why do the content if I can just do the best farm and buy it?

Because apparently more challenging content is more fun for a number of people (or so we are told, quite forcefully, on other threads) so wouldn’t you do content because it’s fun? Why on earth would somebody deliberately give themselves a less fun experience if there were no difference in reward between the more and less fun options?

Either the “more challenging content” crowd actually mean that they want more/better loot; or they find challenging game play a reward in itself. It’d be nice if people were a bit more honest about which of those options is true.

Both:

  • First: I will put your argument to an extreme, with the end finality of seen how it behave in reality:

Theres people that do “things” only for FUN, this result in that this people when they do this “things” dont need rewards, the FUN its enough, in other words:

FUN >= COST, been COST a function of effort, risk and time. Taking in account that normally people its risk adverse, meaning that risks requires more compensation that what a linear formula shows (also risks normally are reduced with repetition, but to secure repetition its important that the compensation considerate the value of the estimated first completition risk.

This sounds good, but in the practice most people dont repeat content that doesnt have rewards and feel “empty and/or not realeased” when they for example kill a world boss and dont get nothing.

  • Second:

This put as in 2 situations:

Why they feel “empty and/or not realesed” (1) and repetition (2).

I will start with (2) and went over it later after elaborating (1).

(2): The fun factor and reward of doing the nearly exactly same task, adventure, dungeon , etc.will be generally lower every repetition, this in economics terminology its a representation of Decreasing Marginal Utility.

This means that the more we push over a content, the less FUN (it can even become negative), so for people keep doing it , there needs to be something for them and generally this need to be bigger or equal (explaining why equal not later) than the COST of the task.

So for the sake of maintaning content vigent and as such the game with population:

REWARD >= COST, even with the general formula of the player winning its:

FUN (function of repetitions of completing the content) + reward >= COST.

I will call FUN + REWARD: UTILITY, in other words: UTILITY= FUN + REWARD.

(1) Why people generally can feel “empty and/not realesed” when they finish content:

- The first explanation its:

FUN isnt bigger than COST so they need to add rewards -> Its this really viable in a game to produce this as a base, without repetition? (writing more about this later).

- The second explanation its:

Representation: Theres phicologically a difference between intangible representations of something and physical ones. We tend to prefer the second ones, in other words instead of just the “FUN” a reward that can be more concret make it more preferable and enjoyable, meaning we want the reward, not only for been a reward, but for been a physical manifestation of the “FUN I got”.

- The third explanation is:

Character “development”: when i get gold, items, titles, etc, my character its growing, its stronger or financially more powerfull, etc.

Agregate the need for representations of this "growth"and you will get why its not enough the having completed the quest, finished that alredy, etc. but having a more in game “touchable, or visualizable” manifestation of it.

- The forth explanation its:

We are very well used to get rewards after completing tasks like quests, etc. This is something that becomes an habit and the kind of habit that becomes a “part of the”, in other words a necessity.

So it means that when I get a reward from a boss im not only getting “Utility” for the reward value but im also completing my ritual for getting the value of the “FUN”.

- Fifth explanation:

We are social individual and in some cases people need to “validate with their pairs”, this means we need to expose what we do, get, growth and the “FUN we have” (at least some of us do this, this have even more context in an MMO since its not a singleplayer game- and even now they have account scores for XBOX live, etc).

If you add this to the habit that becomes a “part of the” I described before, you will get that having the capability to “show it to your pairs” (pairs can change from been only friends, to guildies or “everyone”) can be a requisite to enjoy “get the FUN” of the experience or complete it.

I personally will go for a combination of all of this explanations, in a flexible way: depending of the person or the context you get at least one of them.

Also we can “soft” some of the FUN needs this to be FUN, with two points:

FUN its generated not only at the end of the process of completing content, but in the procces also, still the FUN of the finalization of the content have a big realization factor that make it a biger component of the “FUN” of the content.

This means only a part of the FUN its subject to be ruined or semi ruined if theres not a fulfillment of the condition (like the rituals fro the FUN condition).

Perphaps some times this “not fulfillment” can be more negative than the”FUN of realization” , like reading a novel that its nice, but with an horribly poor ending that destroy a big part of the experience.

This doesn’t make the explanations that get affected by this “soft argument”, wrong, just their importance, meaning they reduce the FUN if not fulfilled (witch its more realistic), but not make it cero necessarily.

This last part means that FUN its divided in two parts: Fun made in the process of doing the content and FUN made at completing the content.

FUN = FUN made in the process + FUN of realization.

And the FUN of realization it’s the one that depends on the fulfillment of the “ritual conditions”.

FUN of realization= Fun of the realization for finishing the content multiplicated for (1+ the SUMATORY of “AiBj”

Been this sumatory the equivalent of the impact in FUN of the realization of not realization of each of the “ritual conditions”. Been Bj a set of variables witch represent the existence or not of a ritual condition j, been j 1 value and an specific ritual condition from 1 to x. And adopting values of “0” or “1”, been 0 the fulfillment of the ritual condition and 1 the none fulfillment of it.

A for the other part it’s the impact over the fun, witch change from ritual to ritual, A its negative or cero and can be menor of -1, -1 meaning the none fulfillment sensation was bigger than the FUN of realization it was expected and cero that either there wasn’t a ritual condition or the person was enough flexible in mind to not fill anything from the none completition of the ritual condition.

With the variable “B” for the fulfillment of a ritual condition we could make it go from cero to 1 instead of just cero or 1. This could represent the grade of fulfillment of the ritual condition.

  • Third: (an aclaration and going out of the answer to the argument quoted)
    The importance of FUN over rewards (a reason why just having heavy rewards in boring and unfunny content its not enough).

Basically its is a reality check that involve all content in game or a part of it depending on the level of decision making of the people: the rewards are used for the character, if I don’t have FUN with this content or this game, why do I do it?, if Theresa social value or a ritual condition or the person its addict to gaming or the game, the difficulty to take a ”im not doing this, playing this” requires levels of unfun, but generally this means the FUN of the content cant be cero and since and since theres a logging cost, it need to be mayor to cero.

This means that what for a group of players its boring, cant be fixed with rewards, it will drive them out, meaning this population really need content that its not boring for them and as such people that get bored to kill your normal vainilla mob, need tmore challenging ones and he rewards to secure repetition and fun, as any other activity, but with the proportion necessary for them.

  • Forth:
    The FUN value of challenge and its importance, and also why we are in need for it:
    The more you long for something, the more the realization it gives, even more can be noticed if theres phases or scales to get for it, since it scale/phase gives a realization of their own.

The more menaningfull (witch means in most cases not super repetitive and grindy) the process taks to realizate the content, the more realization you get for completing it.
This realization have also decremental marginal utility, but its and add that with the increase of FUN, increase repetition (use it in the formula already exposed) and more repetition = more player retention.

Its important to understand that “challenge” its subjective to each individual and for they to get over the content and reach realization, the requires must not frustrate them and not be beyond their capacities.

And example:

With Liandri after coming back from my dentist I got easily my mini, but one of my teammates, didn’t have the level for it, it cost him over two weeks of 1 to 2 hours tries to get his (high level of resistence to frustration, generally gamers have low levels of it), the realization for him was HUGE.

  • Fifth:
    In a MMO context this means that we need several levels of challenge with their apropiate rewards, this have a special synergy when a requirement, such as a certain level of mastery over a class its base or part of a requisite to another step of challenge content, meaning that as long as the process don’t frustrate you and you can have that level, you are up to the next level of challenging content, meaning each level of difficulty it’s a step for you to get the last one (phase, steps of realizations, huge ones!).

Its important to note that for not making the process long and boring (and even unfun) for certain individuals, all levels need to be unlocked since the start, allowing people to chose according to their levels . Others get more value unlocking this levels, its a debate in general.

  • Conclusions:

- Challenging content needs to have appropriate rewards for repetitions sake and for generally allowing the fulfillment of all the FUN.

- The emotional value of completing and mastering challenging content generate more repetition and as such player retention.

- Having different levels of content make the game give more objectives and increment the access to the emotional realizations, plus can give some players, more scaled emotional realization content, meaning all of this more repetition value and as such more player retention.

Pd: English isn’t my main language and its late, Long life GW2! Long life the Charr! And death to the humans! Xd.

Legendary Armor is real !

in Guild Wars 2 Discussion

Posted by: Lucius.2140

Lucius.2140

Funny thing is that no one will need it by the time it ever gets in.

That is true,

Person one “I got my self legendary armor, bye bye Zojja armor!”
Person two “Set to Zurker?”
Person one"yes……"
Person two “so……. That was a wast of gold then”
Person three: Shinies!!!
Person four: More particle effects!, wonderfull, —→WoWs that way.

Edited for you.

Elitism harming the game? (PvE)

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Posted by: Lucius.2140

Lucius.2140

To be honest, im not in favor of elitism, but its unavoidable. If the classes were better balanced in pve there will be less elitism, thats for sure, but it will still exist.

I think the real problem its that the current state of the game have only a small part of the population playing dungeons.

Most of them are elitists, for a simple reason: they are farming the dungeon and have more capability to survive repetition, generally speaking that means they want the fastests runs (before and even now they endure the time for their groups to complete in their sake to “minimize” risks) availables and will stay more than other people that will not go for the optimal group.

Sure most of them arent exactly really good players, a good group its pretty bad and just a real minority of them are good and really good. But even if they skill level dont seems to be fitting for the “elite” term, they will try to get their optimal groups.

The point: If you have the same number of dungeons for nearly 3 years, and even worst with nearly the same quantity of bugs and problems, your lfg will be more and more elitists than other players, witch will harm new players and the survivors of other population of players.

The real respnsable of this its anet, even if its the best choice for them they are chosing to “abandonate” that content and players.

All about the Mesmer!

in Mesmer

Posted by: Lucius.2140

Lucius.2140

This is all about the Mesmer!

  • Which additional Skills or Traits would you like to see in future?
  • Phantasmal spartan (elite illusion skill):

You summon a huge phantasm with a lance and shield, it posses 5 times the normal hp of a phantom and use two skills:

Lance stab (cant be blocked) and hit like a illusionary duelist but without leap combo, shield: after using lance stab the illusionary duelist enter a block stance and his huge shield glows confering aegis to up to 3 allies near him ina radius of 600 secs.

120 secs cool down (since you can dps it as a counter, even when atacking other players).

  • Hipnosis type of skills.
  • Charm type of skills.
  • Enviromental illusions (architectures):

Architectures are enviromental illusions that mesmers can use to change the landscape that their eemies perceive, allowingt hem to gain the advantage of territory, they count as normal illusions, meaning mesmers can only have three of them normally.

They are control likes abilities.

- Illusionary wall (900 range):

The mesmer its capable of creating up to 5 collindant walls (each with 500 wide, and 500 height). This walls will repart betweenthemself a up to 5k health pull (subject to traits).

Illusionary walls areinmune to movement skills damage (as long as its moving) and cant be targetable , they will interrupt ongoing moving skills and generate a 10% damage back to the enemy player and make them fall into the ground if this damage its equivalent to 10% of their current hp, if its 50% they will bounce 250 lengh as a knockback (push).

45 secs cooldwn and only the first wall count for shatters and it spread their effect from the midle of it.

- Illusionary pit (45 secs cd, 900 range)
The mesmer make an illusionary pit on the target location (ground target with 600 radius and 600 deep), the pit cant be created in places were enemies are in that moent (you need to time it).

Only enemies can fall on the pit, when they do, they get fall adamage for a fall of 600 height. The illusionary confins of the pit count as obstruction for enemies atacks.

Allies and the caster of the pit can both step over it and atack out of the illusionary walls of it, however doing so will destroy the illusion.

The pit cant be destroyed from inside until 25 seconds have passed and the trapped guy mind willl begin to questionate the illusion.
The pit have a base of 10 k hp.

Enemies can blink or teleport out of the pit. When they are inside they will gain one stack of “desesparation” per every 5 secs:

Desesperation give 200 “mind type” damage per second. Been in the pit count as been in combat. Plus for every second on fear when you have desesperation you get an additional 100 mind damage per stack. (need to specificate the fromual with damage condi and base mind damage).

Desesperation gives 20 % more damage on downed enemies.

Every 100 mind damage can be recuperated for 1 sec out of combat, or for every boon, condi cleanse or heal received from other players (doesnt count when downed).

Players recover up to 1000 mind damage if they use a healing skill (doesnt count when downed).

When a player gets downed all the mind damage become permanent.

Does Nullfield need some love?

in Mesmer

Posted by: Lucius.2140

Lucius.2140

It sort of has it’s niche and could probably go with a bit of a boost but if any of the Mesmer condi removals are in need of a buff its Arcane Thievery.

Arcane Thievery’s cooldown is just way too long for what it does.

Yeah, thats our worst utility by far. Perphaps if either the colddown was like 30 secs or it didnt have casting time.

Probably both to be in line with plague signet (30secs recharge, instant cast, transfer all condis as active, plus take condis from allies to you as passive).

So the boon part would be a compensation for not having pasive and not sending all condis, seems like fair or nearly fair.

Does Nullfield need some love?

in Mesmer

Posted by: Lucius.2140

Lucius.2140

I always had this funky idea for an elite nullfield where nothing can happen inside it apart from movement. Cannot apply any boons or conditions, cannot remove any boons or conditions, no damage is dealt, no healing is received.

Sounds cool for pvp, touch situation for you and/or an ally: “null field” then he get his cds and can heal , stealth, invuln, etc.

The question could be: can ongoning damage and heals are still on it=?, and can you res or stomp people?

  • If you can res people it could be great, prephaps a litle too much.
  • If you cannt res and ongoing damage stick, then you can use this to terminate downed some downed people.
  • If ongoing damage doesnt stick it could be like an aoe resistence aplication, but with the side effect of it potentially helping the other party.

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

[…] What about a new player with green gear or yellow. They don’t count? […]

A player going into HoT is not new. They have generally played enough PvE or WvW to get to level 80 and have excellent rare or exotic gear. Even without doing any crafting, it would be rather unusual for a player to make it to level 80 and not have found exotic gear replacements.

Plus the “new players” have the new leveling system that give strong gear just for leveling.

I want a villain

in Guild Wars 2 Discussion

Posted by: Lucius.2140

Lucius.2140

Last night I came to the realization that for the first time in my 10 years of playing MMOs. I am not excited about the potential story paths that an expansion has to offer. Upon further thinking I found out why I am uninterested; HOT (and gw2 as a whole) has IMO the worst villains ever for an MMO franchise.

The dragons don’t have anything to make them interesting and because anet won’t definitively take them out of the “dragons are a force of nature” category they remain a flat dry and boring part of the story (a rather large part at that).

Please anet at least create some cool champions of mordremoth who have a background and a cunning plot deeper than I must consume then go take a nappy nap.

So what do you guys think? Do you find the dragons to be a good villain in gw2? Why or why not? Is it not a big deal that they are boring? To me the villain is a huge amount of the story and I play mmos in a large part for the story.

Corrupted traherne and perhaps corrupted destiny edge. In any case killing Traherne would be a really good + to HoT

The Big Profession Picture

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

That reaper asura its so kitten.

Theres discrimination, the cooler races only have one class each!

Reel in more competition, increase WTS prize.

in PvP

Posted by: Lucius.2140

Lucius.2140

First , there is no one watching these big tourneys

ToL peaked under 5k viewers… it couldn’t even beat one runescape streamer that was doing PvP on freaking RUNESCAPE.

Why don’t people watch? because its not FUN TO WATCH.

NO ONE has a clue wats going UNLESS you play sPvP for yourself
The average PvE player is clueless and not going to watch.

Literally the ONLY ones watching gw2 tourneys are the spvp players themselves

NO outsiders, NO ingame players or anything.

Its EASY to watch a dota 2 game because you can tell whats going on.

GW2 sPvP , its just to rapid and theirs no good specator mode. You have points/nodes all over the place, Players fighting all over the players, The average viewers has no clue what skills are being spammed. its very fast paced and so flashy sometimes that you cant even see if someone is down!

GW2 sPvP is not fun to watch, nor is it easy to watch, for the average gamer and GW2 PvE players. That right there answers the question on GW2 as an e-sport. Unless this changes, sPvP dream of an esport is dead. .BLU42, One of the biggest things going for GW2 sPvP scene left knowing this is not going to change. Its strictly on anet to fix it, but after 3 years, hopes are dwindling.

Expectator mode could be better, the combat changing to something easier to understand will down the quality of combat.

In my logic for a bigger pvp first point should be the retention of the community (mid and low first) it have, second expanding the bases. Third making top pvp more rewarding.

The reasons:

  • Big population with low retention rate = they come and leave after a small amount of time.
  • High prizes, with low community:

Only a small amount of people are pros and would join, the community will be small= litle people watching.

The small comunity will discourage a lot of pro gamers of other games to join, since it will mean less competition to improve before they go pro level in gw2. Overall there will be more top teams, but not a huge change.

Meaning you need retention rate for getting a bigger comunity and a bigger comunity to have a esport that have views and more pros -.- .

What they have done to get more retention:

  • Better pvp rewards.

What they will do with HoT for retention and making a bigger comunity

  • We are getting Fortress, that will catter to some pve people mostly.
  • Leaderboards.
  • Leagues (need to have drop leagues, that way it can help fmore in fixing match making).
  • Exclusive pvp rewards.
  • In general more retention in a growing game can help the comunity of pvp to grow, so the expansion and more retention count towards it.

What they need to do additionaly for more retention:

  • Balance (not having this can send a lot of pros out if they come to the game).
    ,
    What they need to do for both a bigger comunity and retention:
  • More game modes for mid and low players mostly (top playing always need some stability). (I dont see fortress olving this issue in a good %).

Later comes the increase in prizes.

(edited by Lucius.2140)

Luck in HOT

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

The first magic find overhaul was a great move, but it was incomplete! Magic find was removed from gear to eliminate players who selfishly ran magic find over important stats to the detriment of their allies. It should be removed from food and infusions for the same reason—to incentivise players to use a better, less selfish option.

  • Increase the magic find cap from luck in HOT from 300% to at least 500%.
  • Add an achievement for progression through luck, and a title (“Lucky kitten!”)
  • Let us craft legendary purple luck (500) out of the exotic orange luck (200).

My bank is so full of tacks of exotics, I can only imagine the clicking ahead of me when the cap is finally bumped up.

Many players have been sitting at the cap for quite a while and there are few things in game that truly feel like you gain a permanent long term boost from your investment. Luck is one of those things.

Thanks!

Luckeater seems to be the trend solution -.- . Problem its that you guys are so small in population that i dont see it coming right now with all the other things they need to do.

Mobs difficulty feedback [merged]

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Posted by: Lucius.2140

Lucius.2140

I don’t know if you recall but way back in the mists of time (one of the beta weekends), the mobs were quite “challenging” and ArenaNet, after some complaints, dialled down the mob difficulty. There were quite a few members of the community who were made very sad by this decision, others were made very happy by it. There is a difference between “dont be used to the level” and “don’t enjoy the level the content is pitched at”. What I’m saying is that rather than make the baseline content hard, make the baseline content as easy as comparable zones (ie. Frostgorge and Orr … not Southsun) with progressively harder content being in harder to reach places.

I remember, also a reason why this game was branded as ultra casual and most of the “hardcore players” left, same reason why they are making the mobs harder now. Same reason why a good combat system (that we have, for MMOs at least) basically isnt necesary in the vainilla game.

And also if you check, the guys that asked for the nerf, passed generally from not action based combat to an action based combat. It was a bad sample, because they have a different mentality, one that hasnt changed much in some groups thanks to that nerf.

I understand what you said, but i think the level of the HoT mobs right now, are what you will put as the easy part. I agree that the enemies could be harder in more difficult to reach places, hope they do it.

Plus a lot of the people posting that they died, are really not used to that level of difficulty, if you die theres less joy, so they enjoy less (but some liked it ^^ ).

Only a portion dont like it and can, and in a lot of cases it have to do with rewards.

People who enjoy challenging zones are easily bored, if you don’t believe me look at Southsun in comparison to Curse Shore or Frostgorge Sound, Southsun is quite a bit harder in general (although quite rewarding) but it’s empty except when it’s time to kill the Queen. Why is this? I think it’s because the people who want challenging content got bored and stopped playing there, whereas the people (like me) who like casual content are still pottering around the older level 80 zones, still in the game, still buying stuff from the Gem Store.

Southsun basically dont have nothing to do. Poeple need objectives, been hard or easy and southsun doesnt give them., Dont have many events, and lore wise isnt as complete as other maps.

Its dead because its incomplete.

The other hand are the rewards, the more “effort” you put in to a task, the more reward you are expecting.

Aside form the farming nature of the map, this reward-effort its the same reason why Silverwastes, that have open world mobs stronger than most vainilla pve maps, have people (and have more when they were going for the luminicent armor), because the rewards compensated the effort.

ETA: Hardly any of my characters are Berserker geared, and I’ve been playing since beta so I have some idea of how to dodge … so thanks for all the smart comments but, as I said, there is a difference between not being able to complete content and not enjoying content.

Wasnt direct for you specificly, not sure if that one its for me either (not gonna read all the thread -.-).

Mobs difficulty feedback [merged]

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Posted by: Lucius.2140

Lucius.2140

So as ever there’s a split in the community between those players who want high difficulty mobs, and those players that really don’t … or don’t want them all the time anyway. Isn’t the solution to use mastery to access challenging content? So that in playing the game it becomes (potentially) harder.

This isnt even the challenging content they said theres going to be -.- . Its just people dont be used to the level.

Mobs difficulty feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

  • Mobs are better than before, people having problems need to read their enemies, for example:

The silvari snipers are just about to check the huge mark above your head, dodge, reflect , block, interrupt and do damage, repeat if you cant.

Smokescales are more about: mist aoe is cast, move away, invlun, etc to dodge the shadowstep mode of the enemy and then hit.

  • The enemies arent hard, neither they are as easy as before.

Is just that a “not so big” group of players that are totally used to the low difficulty standars of vainilla gw2, and as such never improved, went head on (to die in some cases) against HoT mobs, in a lot of cases in their berzerker gears, witch most of them could use since the difficulty of vainilla was too low.

Plus only a part of this group want nerfs, the other are fine with the challenge.

  • In conclusion:

Since the game didnt teach them to be more skilled and they neither did for themselves, they went to die there and are complaining now.

  • Posible solution that doesnt hurt the affected “not so big” population:

Create a “training maguma camp” where players go against some of the enemies of HoT and are explained about they dinamics, reading mobs skills and passives below they health bar, posisionating, and such.

Give a title, mini, some skins, gold, etc and a mastery point as a rewards, progresivly as players complete the “training camp”.

With this rewards people will not avoid this camp and guys that can take the content will go for the shinies also.

My Beta feedback

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

Too difficult for me. Die continually even tho Beta character with food stronger than any of my regular characters.

You need some practice, also going in revenant didnt help you -.-.
Next beta first try:

  • Acomodate to a gear and build that give you the necesary survivility for your level of skills.
  • Fight mobs as practice to improve.
  • Observe enemies behavior and atacks to optimizate your atacks.
  • Read the enemy skills and pasive descriptions below their name and health bar.
  • Try not agroing much mobs, test how many you can take from less to much instead of risking dead against too many.
  • Evade, block, blind, etc activly and in the proper moment.
  • Try to identificate the burst skills of your enemies and either evade it or interrupt them.
  • Posisionate yourself in advantages points, including dont atacking for the front, gfo for the back or sides.
  • Move more.
  • Remember to use your skills wisely, dotn spam them or do a “rotation”, instead use them in the correct moment.
  • If you cant against somethin: go in groups.
  • More practice.

Told I had 2 unspent mastery points . Wanted to spend them on gliding—saw some people who seemed to have done this but for me didn’t matter what I did couldn’t seem to use them—maybe I just didn’t understand what I was supposed to do but I left and right clicked everything in sight

You need to go to gliding, select it and began to train/research it (with experience points), once you finish unlocking it, you can finally spent your mastery points on it.

Theres a tutorial in game for it, but it need to be stored in a tutorial tip window to make more posible players that , like you have problmes with it, have acces to this important information.

Also, we are in a MMO, you can ask in guild chatt or map chatt.

My Beta feedback

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

Chronomancer

Overall fun, the aoe wells help to make the profession even more complete.

The f5 it’s a very strong skill that requires the opponent to counter it.

Didn’t play enough pvp to said if its balanced or not, still: phantoms respawn after first shatter, alacrity + shatter give you a clone, f5 + f4 for distortion to prevent stuns, etc. as a counter for it, seem to be the principals in my need to check list.

That an a combination of lockdown Mesmer with the f5 for and extra shatter against tough enemies.

Conclusions:

Hot tries to fix most of the problems within the game:

  • Mobs difficulty: Need some tweaks but its overall a nice improvement, the level of difficulty in the open world seems to be fitting, at least considering the transition for most of the player base and that MMOs open world its generally easy, at least its not aggravating easy now.. Now we need the challenging content.
  • Map system: seems to be working, but without the rest of the map and the rewards, I cant review it properly.
  • Verticallity: It gives more content and inmersion. Hoping to see other layers.
  • Masteries: At least middle term goals provided for them, good horizontal progression, funny and meaningful.
  • Chronomancer: Excellent addition to the Mesmer kitten nal, need to be checked in case of balance issues – its important to have most fixed before the release.
  • Adventures: More incentives needed for replaying and progress after gold.
  • Map exploration: Need some tweaks, its too centric on chain events, night needs more work.
  • Bugs and systems: Need some polishment.

My Beta feedback

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

Adventures:

Overall they are better than hearts, more interesting and more “challenging” than the hearts in general. A good improvement over the original formula and much better having them than not (compared to 80 vainilla maps that don’t have adventures).
An explanation of how to unlock adventures, if necessary specific adventures, would make the game better (I can find it for myself, but the less unnecessary barriers for players to enjoy and join the content: the better). It said you (notification) and demonstrate when they are unlocked (icon- went when it was unlocked but couldn’t play, is it related to day/night cicle?, I think I prefer it to said when the adventure can be played), time, the how its important.

General tutorial could be in a tip tutorial window.

Allow us to have better acces to the leaderboards: actual position (now we only can see it every finished adventure or I saw it when I had a relatively good score, not sure if it’s a bug) guildies and friends position, plus top three players (only option right now).

Adventures specific feedback:

  • Burn vines:

Don’t see much potential for repetition after getting gold here, except for a nitch group of gamers. I have problems with the controls + flames visuals for the autoatack of the flamethrower on my charr: I use the hold right mouse to turn the character direction, but when I do the flamethrower points a litle towards the floor. The problem its that it makes the flames to go for the floor (meaning they have a odd direction, I cant see well what they are burning and lastly I need to go more near to the vines to burn them).

Seems to be related with the camera angle.

  • Salvaging pit: Don’t see much potential for repetition after getting gold here, except for a nitch group of gamers.
  • One extra for the replayability could be some kind of extra rewards based on your performance:

Example: Bronce: 1 trophy, silver (after first time): 2, gold (after first time) 3, after that, for every improvement over gold you could get a small buff consumable rewards (1 extra magic find per one minute, or such). Been the reward a consumable so players can use them after they finish replaying adventures, etc.

139 burns vines: 3 trophies
140: 3 trophies + 1 magic find buff per one minute
141: 3 trophies + 2 magic find buff per one minute.
And such.

Or: 150: “Vine burner” title!.
And a collection:” Adventures titles”, reward: “Master adventurer” title!.

Masteries:

Overall the necessary experience seems to be according to what you expect for level 80 upgrades. The actual masteries seems to contribute to make the game more interesting.

The total experience for going to level 80 its: 4,860,359, in comparison the masteries seems to go for values way bigger than that one (perhaps 50 or 60 times bigger?). I’m aware the experience you get in higher level areas its bigger, but it seems like an appropriate start. This means the horizontal progression will have some length. Still if you secure this with one or two more mastery lines, it will be cool.

The quality of some, specially gliding, its really great and they add so much to the game.

On a note about gliding: Charrs like skirts armors and clothes have the side effect of allowing to see the charr underwear when his gliding -.- .

I think your tutorials are very good for players that need them, however they need to have a tip windows, to be accessed again, it would be very helpful to their porpoise to have the option to reread them and read them when you want or need them. It would be cool if you give us back the old tip window and the old tutorial tips with it.

Mobs:

The improvement of the difficulty of the mobs its noticeable. They are tougher and more unique, the AI seems to be better. I think as they are now they have an appropriate level of difficulty for the first map of the expansion, some mobs could have tweaks:

  • Smokescale veteran and +:

Give vulnerability every hit it does (its important to make vets and champs more difficult in more than only stats), this way a smokescale veteran need to be dodged, blocked, etc, more properly, specially in its shadow step mode.

As they are, the method to fight smokescales its: get out of the aoe mist; evade, etc. the shadow step mode; burst + repeat if necessary.

If you give them “put vulnerability on hit” , the shadow step mode will become more important to dodge, since normal attacks could have give you vulnerability, and the fast and dangerous one of shadow step mode, will add more, so the more you fail in this part, the easier you will die.

This means the player need to understand better the enemy to take a veteran and at the same time it will give more hints to learn to fight it.

My Beta feedback

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

Bugs:

  • Killing the mordrem hydra was bugged sometimes, Larantir tropos didnt snipe the mobs buffing the Hydra, at the first hydra in witch this mechanics applicate.
  • Charr Mesmer shield stuck in the forearm (big let down for charr mesmers, fix fast please)
  • Itzel chain events: Collecting food for the Itzels: sometimes the food cests didn’t get count as full when they become full.
  • My main charr Mesmer, parked in the pvp lobby, unlocked mastery points two times when I logged on him (his not a beta character).
  • Supplies in the pact reunion camps have a “ 596302” message instead of a numeric indicator of the advance in supplies. (they still have a 5th rank icon).
  • Champion terragryph mordrems have the “Pact supplies 581998” message in map (when you put the cursor over they event indicator).
  • Adventure: Burn the vines: Got my silver mastery point after getting to 98 or more vines burned, but I completed silver like 5times before and didn’t get it.
  • Larantir chain of events: After finishing to plant explosives in the part where you can use rifles, you need to escort laranthir and the charr aviator npc, but after getting to the ruins, and the charr talked about she doesn’t wanting to have Laranthir out of her sight, we are supposed to go up the ruins, but they stop moving (seems to work sometimes, not sure totally).
  • Mordrem Husks: Invulnerability until they defiance bar gets to cero its listed as a buff with this name and description: “584162” in the icon, normal name of this is below the husks names (normal mob skills and passives descriptions are working, the problem it’s the icon).

Map:

Overall fun, different and verticality make it more exciting , “real” and definitively gives more content to the map(in less than x2 ratio of course, but still. Hoping to see more layers.)

Mastery points: Give us a map indicator for the mastery points that are permanents and get filled if you have got them.

Missing some of that “secret nod points” like in vainilla, giving some accessible for jumping mushrooms, gliders and jumping would be cool.

Events:

  • Day:

The chain events are consistents with the theme and overally good (check bugs).
Itzel chain events:

Buring wyvern eggs in the fanatics hyleks camp: Was a litle boring in my opinion, toke too long (more replays needed).

Wyvern fight: It didn’t scale properly and he died in 1 minute (Fix the scaling please)- layed it one time.

Day its absolutely chain event centric, it needs more events that doesn’t have to do with the chain events.

  • Night:

Night need more drama in my opinion, missing pact members, pact members needing help, silvary betrayers, etc. In overall id dint like night.

The huge problem here its about lost pact reunion camps, I think every lost pact camp could have a recover event starting with pact soldiers or pact survivors you need to help or in the basic recoverable camp. Also make this camps have not only the clean this area or cap this zone mechanic, but also the: “Kill the mordrem leader to disband them”, that could make more variation (3 types of recuperation!).

The existence of pact soldiers make night less camp center and allow more roaming and exploration, same with the champion events, supplies events and random spread supplies however it isn’t enough to make exploring the map more enjoyable. This its specially true since when you lost camps, the “fun and action” get reduced to less points and the soldiers, that are fine, but can be tiring at long (check my suggestion at the start of “Night” for a possible fix for this.

League format

in PvP

Posted by: Lucius.2140

Lucius.2140

Why anet why? why do you have to input an anti-fun system in your league format. you have a format that takes away players’ points when they lose. this type of reward system is both negative in nature and discouraging.

Instead, you should put in a ‘rise slower’ system when people lose so that they still get something out of their playing of pvp, like the system you have now. At least with the current system, i can still grind out rank points while losing.

and to compile problems, the legendary backpack which looks times better than the fractal legendary one, is only obtainable when we reach the legendary tier? wut?!

Its PVP, its competitive, only natural that your winning rate against similar level of players matter. Plus this will encourage premade teams.

Im more worried about the Lost ranks/ Win Ranks ratio, i think it need to be bigger than one, probably losing 2 and winning 1?

Edit: That and balance, any competitive game needs balance as a base.

(edited by Lucius.2140)

World Boss Armors idea

in Guild Wars 2 Discussion

Posted by: Lucius.2140

Lucius.2140

Could be both a drop and something you get with an specific world boss token.

The problem with RGN is that of lets supose 100000 users with a 0.1% drop you will have generally 100 people having it at the 1000th world boss kill -.- .

This not only generate a problem, but also make a group of the player base quit that new set of drops, this is because you are making it have a “risk”, the i get the drop too late risk.

Between the probablity of the drop and risk adversion and even worst if the drop rate its unknown, the expected utility for the drop will make a large group of people not invest time in going to world bosses. As such the content added will not be generally inclusive to the alredy existing world bosses farmers.

So its always good to not let RGN do all the work.

(edited by Lucius.2140)

Maybe make model collision?

in Guild Wars 2 Discussion

Posted by: Lucius.2140

Lucius.2140

Character collision is normally handled on the client side. When one is detected a separation movement vector is generated and send to the server as if the player generated with the movement keys. So that’s not a problem.

The problem is comes with passages and doorways. City of Heroes had player/npc/critter collision and you could jam up doorways and it was a real problem at times. Pathfinding crowds is one of those game problems that haven’t quite been solved in a generic enough way to be copied and used across game development. It’s a big issue with RTS gaming and while it’s loads better than say the first Warcraft, it would need to transfers agency from players to the server for movement resolution which simply isn’t viable for an RPG/FPS/MMO because we don’t want to give up control of movement.

It causes more problems than it solves. Imagine the outcry if a party wipe happens because a choke point gets, well choked, because players and pets get jammed up allowing mobs of critters to take advantage?

Collision with only enemies?

(edited by Lucius.2140)

I am a veteran, I survived

in Guild Wars 2 Discussion

Posted by: Lucius.2140

Lucius.2140

So yeah, those were things that happened. I remember them.

I lost my blue SAB backpack just before Wardrobe.

I lost the green one -.-, can feel your pain!.

Please give us SAB as LS3, please!!!!!!!!!

New use for Luck Request for Expansion

in Guild Wars 2: Heart of Thorns

Posted by: Lucius.2140

Lucius.2140

Luck eater?- but the people with your problem are so litle, that it seems improbable.

I will said good luck getting it, but you alredy have tons of luck -.-

am I the only one?

in Guild Wars 2 Discussion

Posted by: Lucius.2140

Lucius.2140

I know this was brought up a long time ago. But I was curious am I the only one who really enjoyed heart quests and wish they were in the level 80 zones and in new hot maps?

Yes some where very silly and pointless or very annoying lime the one stealth one to get to the flags undetected.

But a lot of them were about learning the area, finding out what helps and why. I’d really like to see some new quests in the game. Maybe in the level 80 zones make them award something a little special to.

I liked a lot of them, but leveling alts i noticed i dontlike to repeat them.

I think some of the mechanics of the hearts could be used to do adventures or events, that way we will get more replayable content that use the best of the alredy present content.

What do you really like about this game?

in Guild Wars 2 Discussion

Posted by: Lucius.2140

Lucius.2140

  • The combat system
  • The charrs.
  • The art design.
  • The flexibility of the classes and the creativity that they allow to flow (mesmer main here!).
  • The jumping puzzles.
  • The community.
  • The not mandatory grind.
  • Exploring maps.
  • Been able to duel and kill every time i get in a disagredment (coming soon please!).
  • No mandatory trinity or rigid trinity.
  • Started playing ina really bad time in my life, so it helped me and i love the game more for that.
  • SAB.
  • Southsun survival.
  • The dragon ball minigame.

(edited by Lucius.2140)