Showing Posts For Malthurius.6870:

LS system is "burning" even great players.

in Living World

Posted by: Malthurius.6870

Malthurius.6870

I don’t understand why people in GW2 feel the need to “check the list” and “grind and farm” things when the things they’re farming for are completely and utterly superficial and trivial in the grandscheme of playing the game. Why would you do any of it if you don’t enjoy doing it when the rewards are just cosmetic/fun/ect and have no bearing on seeing content in the game?

I would eat a spoonful of cinimon for fame, I wouldn’t do achievements I don’t care to do for an item that has no influence on gameplay in any significant way.

As for those that claim “burnout” then you “burnout”, you can’t expect to play a game, no matter what it is, without experiencing some kind of burn out, because in the end you’re still playing the same game no matter the difference in content. You would have burnt out on any other MMO a long time ago if it wasn’t for the fact that you HAVE to do the new content to get to the next, however slower that content came out; and the monetary investment it demanded (or didn’t depending on what you played prior).

New content quickly will NEVER be bad for the game; burning out is natural and being compelled to grind out rewards by doing tasks you don’t enjoy (rewards that don’t really help you other than give you a little trophy) it a personal problem, not the fact that the game is supplying you with things to do.

I’m having fun with the content by the way; the updates are more than just more random mobs to kill, they have a lot of effort put into making them at least a bit varied. Honestly the Living Story content is some of the best in the game, better than basegame now anyway.

Finally got "Light Up The Darkness"

in Ranger

Posted by: Malthurius.6870

Malthurius.6870

I just beat her on my ranger just a moment ago;

I finished her in Beserkers and Knights gear; Almost all her attacks 1 shot you and as long as you kite her in a circle it’s hard for her to get you with the whip I found. I used long bow to knock her away when she went in for burst during phase 2.

I used Signet of the Hunt, Signet of Stone, and Signet of the Wild with Troll Unguent and Rampage as One. The pet can’t survive phase 1, and it doesn’t need to since it can’t really attack anything. As soon as phase 2 started I swapped pets and popped signet of stone (I’m a signet build, so 30, 25, 5, 0, 10) and all my signets, except signet of the hunt so I can outrun the rotating pattern of AoE instead of wasting my dodge everytime it came down. My pet would survive a little bit after stone would wear off, and I would swap her out when she died.

To be honest, I thought I had incredible luck when it came to my pet surviving in phase 2, and that’s probably the main reason I was able to get through it as I did and in such a timely manner (I didn’t get a time warning)

Phase 1 is where I had all my problems really; but it was mainly due to wonky loading and invisble AoE. I spent more attempts trying to get pass phase 1 than 2.

Sticky Targeting

in Suggestions

Posted by: Malthurius.6870

Malthurius.6870

Could you please add an option to enable sticky targeting; so that in order to drop target you either have to hit the escape key or click another target in order to drop your current target. Far too often do I end up left clicking the ground in the heat of action leaving me with no target.

release every 2 weeks...no thanks

in Living World

Posted by: Malthurius.6870

Malthurius.6870

They’re releasing things more often, but remember that they quadrupled the number of living story teams. Effectively, each team has TWICE as a long to work on content where as before with only 1 team they only had 1 month.

I don’t understand why people are upset about more frequent and larger updates. Are you guys really so spoiled?

Game improvements need to be done

in Suggestions

Posted by: Malthurius.6870

Malthurius.6870

1. Yes, it would be convenient to just specify armor type instead of scrolling through pages in search of the type you need.

2. I’d prefer it if custom arenas were just much easier to create in the mists and more accessible. Being able to just make a 1v1 room with a password would be great. Open world duels would just seems intrusive to the spontaneous nature of the way PvE works.

3. Er… been to the mists lately?

4. Of course, but this really isn’t an improvement and they’ve already been adding new weapons every month so far. Really they just need to add new armor sets, but I think this is a matter of when, and not if.

5. Oh god no. No more RNG than we already have. With the token system you can get what you want and you know how long it’ll take to get it. Larger instances would also be a superfluous and would just create more chaos and less organization, as well as more variables ending up in a looser experience. I like how right now dungeons are tight 5 man groups and big group content is left to the outside world. However I personally feel that explorable should be harder and more interesting mechanic wise in most cases.

6. 1st person camera would be great for the machinima crowd and make those inclosed spaces in jumping puzzles and dungeons a bit more bearable, but I believe the camera zoom out distance is a conscious design decision to force players to look around with their camera often to keep players on their toes to stay aware of whats happening.

7. I assume this is about WvW, and that’s probably another when, and not if situation; Seeing as traps are brand new.

Weaken Arah...

in Suggestions

Posted by: Malthurius.6870

Malthurius.6870

Exploration has always been meant for coordinated groups and not pugs. If anything all the other explorables need to be brought up and improved.

How long is The Secret going to last?

in Last Stand at Southsun

Posted by: Malthurius.6870

Malthurius.6870

Well… Flame and Frost lasted like 3 or so months, so I’d assume around that length of time, but it may very well vary.

Requirements for Esport

in PvP

Posted by: Malthurius.6870

Malthurius.6870

1.Must last longer than 30 mins.

Debatable. Having shorter matches allows for more games. Longer games also can introduce problems with turning the tide or create long drawn out matches if the other side just loses the will to continue. You can easily be invested into a 5-10 minute match, and at that length it’s not a chore to sit there a watch.

2. Must have some type of resource that players can use to turn the battle in their favor.

This already exists on all maps. The orb, treb, chieftain and svanir, cannnon, cap buffs, keep lords.

3. Maps have to be symmetrical.

This is already true as well. If it isn’t on any certain map then it needs to be fixed, but the only thing not symmetrical about the maps at the moment that I really notice is assets (One ramp on one side might be wood, while the other is stone)

4. Maps need to be larger.

This would be boring to watch. The small nature of the maps encourages players to move from points and see new ones constantly, creating conflict on the battle field, and that is entertaining to watch. Having an obscene distance to run would be boring for an audience, and even more so if players just sit on points.

5. The mode cannot be conquest.

Bullkitten this doesn’t give enough strategic value. The goal is meant to be simple for the sake of captivating an audience (new ones mainly). An audience values action over calculated strategy; it’s not like actual sports like say, Baseball or Basketball have difficult objectives that require huge amounts of strategy.

A simple goal to achieve so the action can take the spotlight.

6. The mode has to be similar to traditional Guild Wars 1 GvG style.

I don’t see why, I’ve already explained why conquest is more than acceptable at this point. Understand that “Esports” doesn’t just mean “Good PvP” it has to be fun to watch, and complicating the core objective of a game alienates an audience.

7. Death has a huge penalty.

Right now you are penalized for dying; 5 points I believe. That’s more than enough, and if your entire team dies as often as I think you think a team should to the point of losing, you will lose, unless you do something about it… like any of the tide turning mechanics in the game right now (treb, lords, buffs, ect), or just stepping up your game.

The core game itself is fine, right now it’s just a matter of balance, giving proper tools, and finding the PvP crowd again after the jumped ship because the proper tools were missing.

The game is easy to understand (cap points, first to 500 wins). It’s fast (There is almost always a fight going on). And the tide of battle can sway very quickly (Rezing from downed, killing a lord, getting buffs, ect)

Finally! The beauty coming back to life

in Last Stand at Southsun

Posted by: Malthurius.6870

Malthurius.6870

Im glad as well. Its a chance for them to renew the zone, to polish it. It really needs a meta event or 2, and some more dynamic events. Or a dungeon. Karka dungeon????

Unless the dungeon is soloable, no. I’m sick of being forced to party to complete content.

Does it really take that much energy to type in map chat “LFG” or “LFxM dungeon” or just typing into the party invitation pane “character name” and clicking join to a person looking for more? Or is it because you just don’t like playing with other people, because if that’s the case it baffles me that you’re playing an MMO like GW2, where the entire world is based upon cooperation.

Will Southsun end in a Group Dungeon?

in Last Stand at Southsun

Posted by: Malthurius.6870

Malthurius.6870

I hope it ends with something as epic as the Molten Facility dungeon, which was and still is at the moment an amazing dungeon by the way.

Bully on the players that don’t want to group up for dungeons; there is enough content for them to solo already, besides, the only other way I can figure to end an arc on an epic note is a world boss like Tequatl or The Shatterer, and even though you don’t have to group for those kinds of fights, you can’t solo them either.

Ending with a solo dungeon or a personal instance would just feel like a fizzle to me.

New pet AI bugs or nerf?

in Ranger

Posted by: Malthurius.6870

Malthurius.6870

I’ve noticed this as well, but I’ve circumvented it by just holding off on pressing f2 for a second after swapping, so that it’s not wasted. Wasting a second is better than wasting the f2. Should get fixed though; (unrelated rant) that and the thing where pets will stand like 10 feet out in front of you; I know they won’t aggro anymore, but it’s kind of annoying when you’re trying to micro your pet out of AE and instead of running back to you when you recall him he stands way out in front.

Ranger threat

in Ranger

Posted by: Malthurius.6870

Malthurius.6870

There isn’t a normal “threat” system in GW2 like there is in say WoW. What an enemy attack is based on a priority system that may differ from mob to mob.

They attack things that have:
lowest health, lowest armor, most damage, closest target, ect. and those example can be inverse or take multiple things into consideration. Some mobs are just entirely random.

Long story short, you should always be prepared to be active in a fight and not expect your pet to tank everything for you, since it’s actually impossible in this game to tank effectively. Fighting mobs with a lot of health in my experience, I either end up never getting aggro, holding it the entire time, or a mixture of the 2.

Is it me or GW2 feel like a chore [merged]

in Guild Wars 2 Discussion

Posted by: Malthurius.6870

Malthurius.6870

I’ve been playing the game since beta and I don’t really care about completing the dailies. For me it’s just something that happens if I play a lot a certain day. As for the grinding; it’s completely unnecessary. The promise they made during development was no “required” grind. There is no gating in this game except for your level, and even then they scale players up for limited time content.

GW2 removed the need to grind to see new content; they didn’t remove grind to achieve prestige, it was the same way in GW1.

Notice how charr run bit differently?

in Charr

Posted by: Malthurius.6870

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Yeah, this looks a lot better; I hated the stupid looking bounce run.

Good class to start out with?

in Players Helping Players

Posted by: Malthurius.6870

Malthurius.6870

You don’t have to worry about player biases when if comes to your profession choice. Trust me when I say that you can do well with any profession and shine in groups.

I will tell you that Engineer, and Mesmer are the 2 professions that really crawl along at earlier levels. The professions that really blast out of the gate with a lot of power early are Warriors with their high raw damage and cleaving, Guardians with their regen and cleaving, Rangers with their pets and power weapon sets, and Elementalists with their AoE. The easiest professions to start with are the ones that can easily handle multiple enemies early on, and Necro, Thief, Engineer, and Mesmer all lack this a bit more than the other 4 early on.

I suggest to not be daunted by that, and to try each profession in the PvP lobby, the mists to see which profession you enjoy most, but if you don’t feel like doing that, I suggest going for Warrior, Guardian, Elementalist, or Ranger first.

Necros are fine in PvP btw, and I’ve heard nothing about a bug. In sPvP you’re automatically raised to level 80 and given everything to pvp with, so all PvP is at level 80, so I don’t know what you mean when you say “at 80 they are really not all that good at PvP”.

Helms in Cutscenes

in Suggestions

Posted by: Malthurius.6870

Malthurius.6870

After the weird bug that made NPCs with helmets appear to be bald was fixed, I started to wonder… why is it that the player character can’t show his helm in cutscenes as well? Very, very minor thing, and I’m even one to never show his helm as well, but I find it a bit odd that the aesthetic choice to show/hide your helm isn’t properly represented in dungeons and personal story cutscenes. The only reason I can imagine it’s like this is because some helms might clip with the faces of the player characters.

Not Doing Them Anymore(Personal Stories)

in Personal Story

Posted by: Malthurius.6870

Malthurius.6870

Of the 4 times I’ve completed the personal story I’ve never had a problem with difficulty. Are you dodging things that you should and killing those damnable risen plague carriers?

I don’t believe an easier difficulty is a good solution. Not to sound like an elitest, but if you can’t complete the personal story at it’s current difficulty, you don’t deserve to complete it. Get better at the game if you really care about it, that or over level it or get some friends to help or both.

The truth about this game, and how to fix it

in PvP

Posted by: Malthurius.6870

Malthurius.6870

I don’t know, ArenaNet have been very transparent in comparison to other companies, they don’t talk about features until they’re very sure it’s going in; the only exception really is release, but that’s long passed and there are still plenty of people into spvp, there is hardly a crisis.

I don’t know how tutorials about how to build (IE, Bringing a stun break) is going to help anything. It’s better to learn from experience than heavy handed tutorials telling players “This is how you should build”, it also stifles experimentation a bit. Vendors should be explained a bit better, but that’s about it if I’m being honest.

I doubt they have ever put out a blog post that has taken 3 months to translate.

I could nit pick this wall of text for a while. Follidus makes a lot of assumptions about ArenaNet’s internal process, and in the end it makes it read off like whining.

Tangent Edit: I also don’t understand using “Kitten” as a way to get around cursing. It just sounds childish when I read it aloud, and I got to wonder who started that because it’s quickly becoming a pet peeve of mine on these forums. There are already so many substitutes for swears already, why use “Kitten”? It’s freaking dumb. Just a tangent.

(edited by Malthurius.6870)

100 ton elephant...

in Guild Wars 2 Discussion

Posted by: Malthurius.6870

Malthurius.6870

There is no “required” grind. You can see everything this game has to offer without grinding or doing the same piece of content twice or grinding gear to enter end game content.

I don’t consider leveling from 1 – 80 a grind, because you’re playing the game as it’s intended, as a game.

Of course you can grind for full exotic set and a legendary, but you never have to to see content.

Male Charr and their Teeth

in Charr

Posted by: Malthurius.6870

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Oh Wow, that actually looks fairly good! I guess it’s just canonical for older charr to tamer?

Male Charr and their Teeth

in Charr

Posted by: Malthurius.6870

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You should never be as cute as Tybalt.

Yeah, I’m not saying faces exactly like them; I just wish there was the option for a similar smaller lower jaw and teeth, or rather, I want a closed mouth.

Male Charr and their Teeth

in Charr

Posted by: Malthurius.6870

Malthurius.6870

Wouldn’t it be nice to have at least 1 face for male char that hid their teeth under their gums like Tybalt and Rytlock do? I’m not so keen on having a my mouth hanging open all the time.

Example Tybalt:
http://wiki.guildwars2.com/wiki/File:Lightbringer_Tybalt_Leftpaw.jpg

Example Rytlock:
http://25.media.tumblr.com/tumblr_m98978LbeZ1qeptsoo1_1280.jpg

I would totally pay for a character make over of my charr if I could tuck my teeth away.

"Locking" a target.

in Suggestions

Posted by: Malthurius.6870

Malthurius.6870

It would make the game feel a lot more like an action game, and it would make those who wish to use a controller instead of a mouse quite happy as well. I probably won’t use it if it does happen, I prefer to always have control of where my camera points.

Camera smoothness - PLEASE BRING IT BACK!

in Suggestions

Posted by: Malthurius.6870

Malthurius.6870

Camera Smoothing seems like a trivial feature to begin with… why have it and what purpose does it serve? It’s a sacrifice of gameplay for looking nice. Just remove it completely and allow those who like it to toggle it on and off.

Make every other skill have priority over skill 1

in Suggestions

Posted by: Malthurius.6870

Malthurius.6870

No support for this? This would greatly improve the flow of “no auto attack” combat in my opinion. I feel it should at least be considered.

Greatsword Change [merged]

in Guardian

Posted by: Malthurius.6870

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Eh, the change is fine for me. Now the high burst skill on the weapons are consistent. Before whirling wrath was on 3 and zealot’s defense was 2, now they’re the same. Honestly it won’t take long to get used to the adjustment.

As for the increased CD on symbol of wrath… it’s not a very powerful move in the first place, rarely gets used for retaliation in PvE, and I mainly only used it for the leap finisher. It’s a trivial nerf.

Dungeon Problems

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

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Simply put Anet, fix these kitten dungeons. They’re too hard, time consuming, not very rewarding. I’m sick of them!

You say you got rid of the holy trinity, well look what happens… each fight turns into a mess. I’m not saying you should put the holy trinity back in, but do something to make it easier for people to understand what and how to do these dungeons.

They’re not hard to understand in the first place. Those that can’t grasp that they need to watch for tells, dodge, and adapt don’t understand the basics of the game’s combat in the first place. You wouldn’t believe how often I see dungeon pugs failing to understand the rally and revive mechanics. They will start reviving downed players when a mob is nearly dead and could be used to rally, or start beating on a full life mob in a failed attempt to rally a dead player.

A lot of players also seem to fail to understand that no player is meant to take excessive hits, no matter how much vitality and toughness you pump into yourself. If a mob turns to attack you, you stop trying to do damage and start acting defensively or else you will go down.

When you die, ask yourself a couple of questions…
1. Did the attack I died to have a tell? If so, learn that tell and use it to avoid the attack.
2. Did I die from being focused? If so, learn to watch when mobs face you and become defensive when it happened (Dodged, kite, control, LoS, heal, CD, ect)
3. Did I die from AoE? If so, don’t stand in red circles.

Also, I found dungeons extremely rewarding, not only for the fact that my group overcame difficult encounters (Doing exp AC, we figured out after a few wipes on Lieutenant Kholer that his pull had a very obvious tell that we could dodge to make the fight much easier, and that felt good) but even with a 16 silver repair, I came out with 40-50 more silver than I went in with as well as the dungeon tokens and a lot of salvageable gear for potential tier 6 crafting materials. I would run it again for the rewards if I didn’t have fun in the first place.

ArenaNet, please don’t nerf the dungeons for the actual kittens that can’t actually learn to play your game, or else teach people how to play your game better.

Why I feel PvP in this game is annoying

in PvP

Posted by: Malthurius.6870

Malthurius.6870

- remove healers
- put in crazy higher burst cooldowns than any other game WITH healers

OK LOL kitten

However, it really amazes me to see so many rangers now who are just hitting Crossfire and walking around. There are warriors who do nothing but root and use Hundred Blades. That’s just not how GW2 was meant to be played. It’s meant to be played with skill synergies, group synergies, and doing more than roaming around for kills.

100% agree, this is what disgusts me about the game, no skill play is rewarded far too much, and its a rather big problem that arena net hasnt ever thought that people would roll all this easy mode crap, even after 1 month of release and 3 beta weekends.

Im not ever going back to WoW, but seriously guys, that games pvp makes this look like hello kitty island. I would never have thought arena net could come up with easier, more braindead pvp than WoW did, with higher burst and far more automatic damage by spamming various NPC’s. Really disappointed in the gameplay, i feel its casualized down to its very core.

I guess dodging doesn’t exist huh?

And don’t give me crap about “I can only dodge twice, what good is that”. Dodge isn’t meant to be spammed, if you dodge intelligently, as in dodging bullsrush on a HB warrior, that warrior is pretty much screwed and you’ve won.

Any “One trick pony” build like HB warrior is easily broken by good players.

Hard Mode for Dungeons as a solution to speed runs

in Suggestions

Posted by: Malthurius.6870

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Exp mode is already suppose to be the hardmode…

Make every other skill have priority over skill 1

in Suggestions

Posted by: Malthurius.6870

Malthurius.6870

So, I made a suggestion about allowing a skill queue slider int he options, but since it’s been buried so deep, I figured instead of posting this idea in that suggestion and “necroing” the thread.

If allowing players to adjust the skill queue is out of the question, make it so that the 1 skill has lower priority than every other skill on the bar. I noticed that while I was switching from auto cast 1 to no auto cast at all that if I had auto cast on I could press any other skill and interrupt the auto attack right then on the press of the button. That’s extremely valuable but if you don’t have auto cast on your character will always finish the swing before using the next skill.

So, simply make it so that casting anything other than 1 will cause skill 1 to stop and the other skill to begin. This will make me extremely happy, and perhaps others too that couldn’t identify the problem or had the same idea.

*Spoilers* The Zhaitan fight was extremely anti-climatic

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

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So with the recent patch, is it fixed? Or is it still bugged… I see no mention of this in the patch notes.

Why did ArenaNet not playtest dungeons before release?

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

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I don’t think explorable modes were ever meant to be pugged since the only thing you can get from them is cool looking gear with bragging rights.

Anyone can rise to the challenge if they want to, even casuals, the game isn’t going anywhere and the content won’t become trivial and pointless over time so they have until they pull the plug on servers to get better at the game and achieve whatever they wanted to achieve in game. Dungeon too difficult? Get better at the game, make some friends, communicate, the dungeon isn’t going anywhere and what you get from it isn’t becoming worthless any time.

*Spoilers* The Zhaitan fight was extremely anti-climatic

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

Malthurius.6870

Hello Everyone.

There is currently a problem with Zhaitan’s attacks during his final phase.
An upcoming patch will address this issue.

Thanks for your patience

I hope there is more wrong with just him not attacking in the final phase honestly. Everything about the fight after we shoot him with the cannon doesn’t feel right.

About the Zhaitan Fight [end game spoiler]

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

Malthurius.6870

I would still love an official word on this, even though I am very sure the fight is bugged or something of that nature, it would ease my mind.

Waypoint costs have to go.

in Suggestions

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Gold sink is provided by the books you have to buy to progress in your traitbars. And the promotion of walking to your destination is such a weak argument… I am NOT walking to the Cursed Shore from Lions Arch… that’s just silly.

I’ll meet everybody halfway then: Waypoint cost remains but… if you have discovered ALL waypoints in the world, it becomes free. Now you have your gold sink AND something cool to strive for.

Of course you’re not going to walk from LA to cursed shore, that’s justified as it’s similar to a taxi in other MMOs, only instant. What I’m talking about is teleporting to the closest waypoint to save time.

Also, trait books do not provide a constant gold sink, they are only required once.

Ability Queue Slider

in Suggestions

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So, I like to play the game with auto cast off so I have to individually press the hot key for each swing of my weapon so that I have more control over when I swing and when I don’t. It helps me to avoid mobs abilities like reflection and back off a bit when in PvP a player applies retaliation.

However, the ability queue is far too long making my character swing 1 more time after I stop pressing the hot key, and it’s really annoying when you just want to stop swinging and use another skill, but because the game queues up your next 1 skill swing too early, you end up wasting time and casting the skill later than you would like.

I believe this was brought up during the beta, and I don’t know if it was addressed by an answer, but why not put in a slider in the options to change the length of the queue, or remove it altogether? Players like me will have more control over their characters, and it would allow for more interesting play with the 1 skill, allowing players to stagger their swings to soften the damage from retaliation or not look slightly stupid swinging at air 3 seconds after an enemy dies.

TL;DR Add in an ability queue slider in the options so certain players can get more control over their 1 skill.

Waypoint costs have to go.

in Suggestions

Posted by: Malthurius.6870

Malthurius.6870

No, the sink should stay, not only does it provide a gold sink, it also promotes just walking to your destination and getting involved into Dynamic Events and ect. If Waypoints were free you’d see less people just passing by events and doing them on their way to somewhere else.

Future Weapon Choices for All Professions

in Suggestions

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I would personally love to see the current profession expanded upon in the future with additional weapon choices and new weapons altogether.

In game characters like Trahearne and Rytlock (Necromancer and Warrior) and use Greatsword and Pistol off-hand respectively, I just think it would be awesome for those kinds of things to be available to the player as well.

Explorable dungeon tokens should be tradeable

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

Malthurius.6870

First of all, I don’t see any of what you said is a bad thing. Also, the market price would be fair, and to be able to afford the token, the buyer need to spend similar amount of effort, albeit elsewhere.

This has worked in GW1. All the “prestige” armor sets in GW1 have components that are fully tradeable, and when I see people wearing them I know they have farmed a long time to afford the set.

Then let’s just remove soulbound completely and let Legendaries be tradeable as well while we’re at it. I mean, if they sell them they’d be asking for a price comparable to the work right?

No, I think the very reason why we have non-tradeable currencies and items like karma, tokens and legendaries is because players can buy gold with gems/cash. That wasn’t present in GW1 where you know any money a player had in game was earned through in game means. By disallowing certain things to be bought with gold, they’re keeping the game from being pay to win (Or pay to be epic).

Dungeons are great, Anet - Don't nerf them!!!

in Fractals, Dungeons & Raids

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Malthurius.6870

The rewards need tremendous improvement for the difficulty to remain what it is. You should never leave a dungeon with less than what you entered with.

That’s part of the challenge. You have to be good at the game in order to come out positive. Dying is rightfully a punishment.

You should never come out worse off than you were before unless you absolutely blew chunks the whole way. Like dying 18 times to the first boss before quitting bad. It can be difficult, yes. It can be insanely difficult, even. But the difficulty shouldn’t come from lack of forgiveness. You should be rewarded for victory, not kicked while you’re down.

You are rewarded for victory, with your well deserved “salvage gear”, silver, and dungeon tokens. But you’re also punished for dying constantly, and honeslty if you die so much that you come out negative with the current rewards, you deserve it.

Do you happen to know what kind of psychological effect this has? It’s the difference between “I keep dying. Guess I’ll have to rethink and do better.” and “I keep dying and now I’m out a ton of money because I’m being punished. I think I’ll go play some other game.”

The death and lack of reward is enough “punishment” to make people get better. Actually punishing them for not doing well when the content is difficult is absolutely absurd.

The only unique thing you get from dungeons is tokens for the token gear, which isn’t required to do other content in the game. If a player can’t afford to do the dungeon then they don’t do the dungeon, there is other content in the game for them; easier content.

I never suggested anywhere that the dungeons should be made easier. They should be made so that they don’t punish you. Which is not the same as making them easier! There is a tremendous canyon of difference between ease and forgiveness. “Try again!” instead of “You suck, moron!”

There needs to be a penalty for failure, or else failure is meaningless. If you removed the penalty for death from dungeons and removed meat rushing so that when the group died you had to start over, it would be easier because it’s more forgiving. I don’t want the game to hold my hand, I want the game to tell me “If you want prestige and to come out with some extra pocket change, you better shape up, or else this prestige will cost you a bit more than just in game time.”

Dungeons are great, Anet - Don't nerf them!!!

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

Malthurius.6870

The rewards need tremendous improvement for the difficulty to remain what it is. You should never leave a dungeon with less than what you entered with.

That’s part of the challenge. You have to be good at the game in order to come out positive. Dying is rightfully a punishment.

You should never come out worse off than you were before unless you absolutely blew chunks the whole way. Like dying 18 times to the first boss before quitting bad. It can be difficult, yes. It can be insanely difficult, even. But the difficulty shouldn’t come from lack of forgiveness. You should be rewarded for victory, not kicked while you’re down.

You are rewarded for victory, with your well deserved “salvage gear”, silver, and dungeon tokens. But you’re also punished for dying constantly, and honeslty if you die so much that you come out negative with the current rewards, you deserve it.

Do you happen to know what kind of psychological effect this has? It’s the difference between “I keep dying. Guess I’ll have to rethink and do better.” and “I keep dying and now I’m out a ton of money because I’m being punished. I think I’ll go play some other game.”

The death and lack of reward is enough “punishment” to make people get better. Actually punishing them for not doing well when the content is difficult is absolutely absurd.

The only unique thing you get from dungeons is tokens for the token gear, which isn’t required to do other content in the game. If a player can’t afford to do the dungeon then they don’t do the dungeon, there is other content in the game for them; easier content.

Dungeons are great, Anet - Don't nerf them!!!

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

Malthurius.6870

The rewards need tremendous improvement for the difficulty to remain what it is. You should never leave a dungeon with less than what you entered with.

That’s part of the challenge. You have to be good at the game in order to come out positive. Dying is rightfully a punishment.

You should never come out worse off than you were before unless you absolutely blew chunks the whole way. Like dying 18 times to the first boss before quitting bad. It can be difficult, yes. It can be insanely difficult, even. But the difficulty shouldn’t come from lack of forgiveness. You should be rewarded for victory, not kicked while you’re down.

You are rewarded for victory, with your well deserved “salvage gear”, silver, and dungeon tokens. But you’re also punished for dying constantly, and honeslty if you die so much that you come out negative with the current rewards, you deserve it.

How to fix the dungeons in GW2

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

Malthurius.6870

Number 1 gets you number 2, and if you actually coordinate and avoid number 1 and 2, you end up avoiding number 3. Even if you couldn’t meat rush, you’d still throw yourself at the boss until you beat it, the way it is now you’re punished for zerging bosses with high repair costs and eventually coming out with less than what you went in with.

Suggestion: LFG system/Dungeon finder?

in Suggestions

Posted by: Malthurius.6870

Malthurius.6870

Just improve the “Tagged as LFG” function so that it’s more visable and can be organized better; as in tagging yourself for specific things and instances. Don’t make it cross server, and don’t make it teleport players to instances.

Dungeons are great, Anet - Don't nerf them!!!

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

Malthurius.6870

The rewards need tremendous improvement for the difficulty to remain what it is. You should never leave a dungeon with less than what you entered with.

That’s part of the challenge. You have to be good at the game in order to come out positive. Dying is rightfully a punishment.

Explorable dungeon tokens should be tradeable

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

Malthurius.6870

Well, you don’t need any of the dungeon gear technically… it’s only prestige. By allowing the tokens to be traded you remove some of that prestige because the work the player put in (or didn’t) is more questionable. When you see someone with Orrian armor, you know what they had to do for it. If they did what you suggest, people would just see “Oh, probably got his friends to farm it for him” or “Oh, he probably just bought the tokens” or “Oh, he got all his party members to give him tokens to speed up the process”.

About the Zhaitan Fight [end game spoiler]

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

Malthurius.6870

I don’t understand what people expected?

How else do we fight him? He’s massive.

GW2 is supposed to make sense, unlike say… WoW or hell, even GW1

Dude, Shatterer, Tequatl, and Claw of Jormag have almost the same size of zhaitan and we down them hacking, slashing, throwing arrows, cannonballs, lazers, and lots of stuff…
Zhaitan is not that big, and he just stands there grabing the giant stone pillar while the ship stays floating at his side and from time to time he spits some brown thing that it doesnt event hit us.

No, he is to scale, he’s freaking huge. He’s about as big as the airship you’re on, which is gigantic. Tequatl is about half the size of the airship you start on, which is dwarfed by the final airship. He might only feel the same size as Tequatl and the Shatterer becuase both of those dragons you get to see very close up and compare very directly to the size of your character; Zaitan keep’s his distance.

You know what I think? I think an entire phase is skipped, and the final phase where he holds onto the broken tower is completely broken. It’s very bizarre that he animates attacks and things land on the ship, yet they do nothing, and I started thinking about the cutscenes of the mega-laser and the cannons damaging Zaitan’s wing, and I think it’s also very weird that those cutscenes happen back to back with a slight pause in between. If we weren’t meant to do anything in between those 2 events, why make not make them 1 whole scene instead of 2?

No, I have no doubt that the fight is either bugged, or unfinished. Either way, I’m disappointed in ArenaNet for releasing the game unfinished, and even more so for it getting passed in closed beta.

About the Zhaitan Fight [end game spoiler]

in Fractals, Dungeons & Raids

Posted by: Malthurius.6870

Malthurius.6870

I seriously believe that the fight is bugged. Zaitan even animates attacks but does nothing. Surely the Elder Dragon, with control over an army of undead and 100s of dragons, would throw something at you when he is at the risk of dying. I don’t buy it being easy for lore reasons.

Arah story mode ending

in Bugs: Game, Forum, Website

Posted by: Malthurius.6870

Malthurius.6870

This is very important, and I would like an official answer on this of whether it actually is a bug or not, or if Zaitan really is a terrible let down of a fight…

Arah story mode ending

in Bugs: Game, Forum, Website

Posted by: Malthurius.6870

Malthurius.6870

Just did the dungeon, and I agree, it doesn’t seem right. It doesn’t seem finished. There is no way this is working as intended.