Showing Posts For MithranArkanere.8957:

How can we encourage stomping?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Each profession is missing 1 heal and 2 elites in their core sets.

What about some finisher skills with varied mechanics and conditions for activation, so people have ways to finish other than staying in the middle of the fray for several seconds?

For example, warrior is missing 1 elite shout, it could be “And Stay Down!”: 120 recharge, 2s activation, range 1200. If target is knocked down, knocked back, launched, feared, dazed, stunned, or sinking they are knocked down for 2 additional seconds and lose up to 3 boons. If target enemy is downed and has less than 33% downed health, they are defeated.

SUGGEST-A-TRON says:
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Sya the transgender character.

in Lore

Posted by: MithranArkanere.8957

MithranArkanere.8957

Atypical characters like those are rare because they are rarely done right. Many developers will shy away from things they don’t think they can present the way they want. And since not everyone knows someone they could ask or have the resources to find or pay someone to ask (or don’t even think about asking), the result is a lower representation of those characters.

When developers try to force such things, they’ll be done bad, and people will notice . Like how badly the writing was in the latest Baldur’s Gate revival expansions. The developers echoed the words of some retrograde bigots as an excuse, but most of the disgruntled customers didn’t really care about that, but about how badly writted and unnaturally presented they were, and the countless bugs lowering the quality of the game.

On the other hand, In GW2, things like the relationship between Marjory and Kasmeer, Sya and other small details less people notice presented openly or just hinted, are put before the players so casually and naturally that you never see such reactions.

The complains are always on the sore spots, like how some people don’t like certain aspects of the personal story, specially compared with the living story chapters that are usually considered to be better, or the nonsensical changes done to the story along NPE.

As for GW2, in my eyes Makeover kits are part of the lore since the addition of the Anatomical Engineer in GW1. So I wish Sya should have used that instead illusions. Why bothering with mesmer illusions if you can make real permanent changes with asura science perfected over 250 years with experiments on unknowing humans who not only volunteered to test it, but even funded the research?

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List of Upcoming WvW Polls

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Hm… a poll may not let me answer all of these…

  • Mixed Borderlands
    • I think there should be at least 3 borderlands (the edge of the mists with some extra islands and jump pads could be reworked as a great borderlands), and once there’s at least 3, worlds could be able to vote for the one they want for the next matches on regular intervals and before tournaments.
  • World Linking Schedule
    • Not before every match, but always before WvW Tournaments.
  • Deployable Mortars
    • This may seem yes/no. But I’d vote “yes, but the cost has to be high, and there may be limitations on where it can be placed”.
  • Deployable Cannons
    • Same as mortars.
  • Repair Hammer
    • For this one I would so something different. Rather than making repairing siege a default mechanic, or a 5th tick at the end of Repair Mastery or Build Mastery, I would give players a way to talk with an NPC to get a single unique ‘War Role’, only one at a time. Depending on the role picked at the base, they can do some extra things, and do some things better, and they get an effect icon only allies can see. The role will be visible only while in WvW, and reappear in the character when they return to WvW, and stick to the character until they talk with the NPC to remove it or change it or WvW skills get reset. There could be stuff like:
      • Tinkerer: You can now use Repair Hammers near siege and spend supply to repair siege. Requires maxed build mastery and repair mastery. Repair Hammers can be bought at the blueprints outfitter and the portable provisioner shop, and have a number of uses like salvage kits and gathering tools.
      • Bricklayer: Gain supply over time while inside controlled walled structures, and spend a bit less supply when repairing walls. Requires maxed repair mastery.
      • Handy : Spend a bit less supply when building offensive siege, except battering rams and catapults. Requires maxed build mastery.
      • Salvager: Chance to gain supply by damaging enemy siege and structures. Very small chance to receive the blueprints of enemy siege when destroying it. Requires maxed supply mastery and supply capacity.
      • Saboteur: Spend less supply when setting wvw traps. Requires maxed provisions master.
      • Doorbreaker: Take less damage when building and using battering rams and golems. Requires maxed ram and golem mastery.
      • Gatekeeper: Take less damage while repairing doors, and burning oil aoes created by your team heal you and/or grant you protection and/or fire aura. Requires maxed repair mastery and burning oil mastery.
      • Herder: While protecting a supply dolyak, they run faster when they are not being attacked. When they are attacked, you part of the damage the dolyak would take is shared with you. Requires maxed defense against guards.
      • Carrier: You can carry +50 supply and allies can interact with you to get part of that supply, but you can’t use supply yourself, and can only get supply at supply camps. Requires maxed supply mastery and supply capacity.
      • Trigonometer: Trebuchets and catapults are now ground targeted, but their attacks take slightly longer to recharge. Requires maxed trebuchet and catapults.
SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

No QQ post, but rly... solo q.... anet

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

How do you calculate personal score? Decaps, caps, kills or some other measurements? I think there’s really no point to change system right now. If you change it so personal score depends you will see more double cappings and 2 or more people trying to kill beasts in Nifhleh or doing something else than actually capping points and trying to win.

Nope. If that’ll be if personal score is kept as it is right now, which doesn’t work.

The problem with improving personal scoring is determining and detecting all possible cases. There’s A LOT.

For example with a capture point, there’s mostly 2 main possibilities, there’s enemies around or no enemies around. If there’s no enemies around, then you have the number of players.

  • If there’s no enemies around, then it may be a player alone, or multiple players.
    • If there’s one player. It’s just like now. All score to one.
    • If there’s multiple player, then the score will go first come first served, and the cap/decap ticks would score higher towards the end. The first one who arrives and stays until capture gets all the score. A second player getting in won’t get score, because they are doing nothing at all other than standing there and wasting time. If the one who first arrived leaves and someone else stays, the one who leaves gets score based on a percentage, weighted progressively towards the end of the cap/decap, so the first second of of someone that just runs over the point won’t give as much score (if any at all) as someone who is there in the last second that actually gets the job done.
  • If there’s enemies around, the score will be split between those staying in the point and those using control effects on enemies to push them out and keep out the point, those giving support effects, and those defeating enemies. And those can of course be one and the same so all that score can be either split or go to one.

As you see, it’s sounds rather complicated, but unless you improve personal participation scoring, there won’t be any way to get proper personal progress, soloQ being affected too much by luck.

The choices are there:

  • Keep systematic problem.
  • Change system.
SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

No QQ post, but rly... solo q.... anet

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

They need to really improve personal score, taking account all what each player does, and splitting the score proportionally between all involved instead giving the same score regardless of participation.

Currently personal score is not really meaningful and doesn’t really show personal participation.

Once personal score really matches personal participation, it should be used as part of a “MVP award” system that gives awards to players that do better in combat and are responsible for more of the score, and also allows players to vote the guy who did it best in the match between a selection from both teams.

Gathering enough MVP awards would then give stronger pips that can take more loses. The higher the division, the less loses they can take, and the number of MVP awards earned would also affect matchmaking.

This would mean that if you do better, you would go up faster than those who do bad, even if you lose because your team mates, and if you are constantly carrying teams, you would go up faster than those getting carried.


There should also be a ‘stick with this team’ option next to the leave match option, to queue again right away with the same people you just participated, so if you get a nice team, it’s easier to stick with them a few more matches.

SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

Matchmaking seems good. A lot more enjoyable.

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

That may be for you.

I keep getting cheaters throwing their games for the friends on the enemy team. Some don’t even bother setting a different guild tag and even gloat about it.

And I can’t count the number of bugs people is exploiting, like getting you stuck with taunt or using skills that a bug made unblockable and undodgeable, ignoring stability, dodges, blocks and reflects.

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Crashing in Dragons Stand

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

This still happens.

The system gives you an error telling you the problem is in your connection when the problem is in the servers. They are refusing to let you back to the map after disconnecting you.

You spend two hours only to get this.

6 months and this isn’t even in the known issue tracker. How are supposed to have fun when the systm may randomly decide to disconnects us, never letting us back to whence we came?

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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(edited by MithranArkanere.8957)

My opinion, after 50 days of sPvP

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

This is all correct.

And in my experience, anyone disagreeing with that is basically exploiting the problems at the expense of the game being actually fun.

The problem is, because of the nature of how builds are built and how balance is adressed, and the lack of ‘dynamic balance’ meassures that kick in on the fly preventing anything from getting extreme, extremes are always around and abused until removed. And then the exploiters merely switch to the next exploitable gimmick.

It’s a futile game of whackamole that would be easily fixed by covering all holes with tape instead pointlessly mashing 2-3 holes every 2-3 months.

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Warrior is not OP

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Of course it’s not OP.

It happens all the time.

Someone finds some combination of traits and skill that is bugged, and does way more than it should.

Then some people exploit it, give the build to friends who also exploit it, and things get out of hand until the exploit is fixed.

Then none of the exploiters gets banned, because for some reason using the obviously broken build is considered ‘normal gameplay’.

Figures.

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The Floor Is Lava adventure insanity

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

This adventure was clearly tested only on site. Never with a range of pings. It was also likely tested only by one person, if anyone at all. Instead being tested with many people at the same time.

This shows a lot, making it literally impossible for some players.

  • Too often there’s a collision above your character stopping jump. This is a widespread bug in which trying to jump against the steps of a stair will stop your character from jumping up the stair as if you were under the step instead against it. This is easily fixed by turning those collisions into a series of small slopes instead, and avoiding right angles in the collisions of the steps altogether when designing maps.
  • Too often you just don’t jump when using the clusters, even if there’s nothing anywhere near your characters. Nothing at all. The cluster gets used and the character stands still.
  • Because of different latencies, not everyone glides the same distances, jumps the same heights and starts gliding at the same time. Yet the minigame is clearly designed considering shortcuts that not everyone can use. Because of this, certain shortcuts are just impossible for some players, as even if they keep Space pressed, the glider won’t open until it’s too late, and they will crash against the wall.
  • Tested all races. And altough the kick animation lasts the same across all races, it doesn’t last the same for all players. Some can resume movement faster than others who are stuck longer in the kick.
  • If a player is defeated right next to anything other players need to use. The system will give priority to reviving. So other players around can on purpose troll your attempts by getting themselves killed on key spots. If they do so on the floor, other players will have a hard time reviving them, because they will get the effect too and suffer damage.
  • There’s a mushroom near the entrance that is often lured into the adventure to put players in combat and slow them down.
  • When resetting, the Corrosive Spores effect is not removed, forcing players to wait there before starting, adding to the frustration.

My recommendations:

  • Increase time even more. At least 2:20, preferably 2:30.
  • Force teleport of anyone defeated to the area behind the rocks near the start, with no delays, right as they are defeated. That or disable revive within the adventure area if possible.
  • Adjust collisions so they match visuals better. Someone mashing space up a set of stairs should go up, not jump in place when there’s nothing over them.
  • Remove the kick animation on the fruits.
  • Do not cause the Spores effect to players not participating, and remove it at the end and start of the adventure.
  • Make the fruits and clusters trigger without having to press F, just running through them.
  • Remove the hostile mushroom near the entrance, or make it neutral, or add some rocks so it can’t chase players into the adventure.
SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

Why haven't you built a Legendary Weapon?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I find grinding for the materials extremely boring, and getting them with gold is out of the question. I need that gold for other things.

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Q: Devs, can we get Town Clothes as outfits?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The Common Clothing outfit would be perfect as the ‘started’ outfit.

It should be reworked as an outfit players get for free the first time a character of the account reaches level 17, when the wardrobe is introduced, or upon login if the current character is already over level 17.

It’s the perfect ouftit for it as it’s different for each race, but it isn’t too fancy, so players won’t stick just with it, and once introduced into the system, they’ll be more likely to buy more.

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Boons/Condis in diff't game modes

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

What they need to do is make those value scale with the creature Rank.

Against weaker enemies, they are way too much. Against normal enemies, they need to be toned down. Against veteran enemies and players, some are ok, some need to change. Against elites and higher rank they could work better in many cases.

If they scaled with creature rank and considered players the same rank as veterans with no scaling, that’ll work across all game modes.

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(edited by MithranArkanere.8957)

PLS fix indigo mushrooms

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I used to never get any. Then the drop rate suddenly increased a lot, after I gathered every different fungus node in the word, found on its wiki page .

Wait. That’s not it.

Here That’s the one.

Now I have too many. I’m always near a stack of 250, turning the surplus into milk.

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Hype is real again!!!!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

So… when are we getting on ships to Cantha, Elona, the ancient ruins to the West and the faraway lands to the east?

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Too simplistic trading post model?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

They just need to improve the search with operators, add more filters, change a few items to work better with the trading post and remove the remaining impossible entries.

Everything else is working quite nice.

  • An example of a new filter needed is ‘already unlocked’, to filter out thing you already have and don’t need to obtain again, such as minis, dyes, gear skins, mist champion skins, and recipes the current character knows.
  • An example of changes in items needed is making gemstore dyes exotic instead rare, giving them a separate set in the wardrobe, so people can tell them apart from the standard sets from unidentified dyes.
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Can we just go Trinity already?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Over 3 years and people do not realize “no Trinity” doesn’t mean “No roles”.

In Gw2 it means that no player is fixed in a role because they picked a profession over another.

What we need is a way to unlock upgrades and stats so they can be switched and so we can have a decent template system (without switching stats and upgrades templates would be mostly useless because of how much combat and game mechanics rely on stats and upgrades), as people would have to still carry around tons of gear and switch it around anyways.

Once we have that, we can focus on adding elite specializations to each profession that makes them a bit better at a role. For example, professions that are usually more offensive like warrior or mesmer could get specializations more centered on support a-la Druid with rangers, like “Tactician” or “Minstrel”.

Then the combination of better focus roles and templates would allow people switching roles and trying out different layouts more and have more fun.

SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

Mastery points, ugh [Merged]

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Well, part of the point of the mastery system is directing people to do all sorts of content to earn the points. The same happens with daily achievements. If everyone could get all dailies just doing 3 fractals many would not bother doing anything else.

That being said, there’s definitely more things that should give mastery points. Like the Aetherpath in Twilight Arbor, and achievements in the Dungeon category, more Explorer achievements.

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Next Expansion. New Legendaries. Yes or No?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Let’s fix the acquisition of the existing ones first, then we can start thinking about adding more.

Have you tried making a legendary inscription? I can’t remember the last time I got rugged leather anywhere in the game with any character.

Oh, wait. A map bonus. It gave freaking 5 scraps. 5. After gods know how many events. Killing game and salvaging the pelts or killing enemy factions and opening bags isn’t reliable either. There’s no leather nodes, and nothing like a permanent Bazaar of the Four winds where you can exchange some materials for others with a weekly cap for each trade or anything like that.

First they need to address gathering. And acquisition of basic materials. No half measures. It needs a rework altogether. Loading countless characters and gathering in the same spot over and over and over and over and over and over and over and over and over and over pause to breath until you hate the letter F to the marrow of your bones should never be more efficient that exploring the world, visiting many different places, doing many different things, reaching hard reach place without the help of some mesmer doing things for you, or completing many different instanced challenges. This is a game, we should have fun while aiming towards reasonably attainable goals, not having to choose between fun and getting anything done.

And so, unless that’s addressed, legendaries would be just for players that come from grinder games and don’t mind the mindless grind, instead for the actual target audience of GW2 who wants rewards for doing things that deserve rewards.

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t2 desert camps

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

It would be easy enough to move all the camp guards closer to the center, so you’d always have to fight all of them to flip a camp. But to be clear, you guys are arguing that you want to do ‘more PvE’, which seems to go against the forum’s current agenda of ‘less PvE.’

The alternative to “PvE” should be “PvP” not “PvNothing”.

Players won’t stick around to defend better a camp if there’s nothing else to do. They’ll get eventually bored. They won’t sit there waiting for enemy players. They want loots and stuffs.

Most objectives don’t get constantly attacked. So players rarely have reasons to stick around.

Add some more ‘PvE’ in the form of periodical waves of attackers from a fourth gray-colored ‘NPC faction’ (e.g.: Aetherblades), that can take the objectives from players, but that will teleport away instantly, siege and all, as soon as players from any of the other worlds intervene, leave the location entirely for a fight between worlds, and you have more reasons to keep players around, and other players coming along are more likely to find players there. And so, unless anyone can think of anything better, the only actual way to have ‘more PvP’ is actually ‘more PvE’. Ah, the irony.

Such a feature could be adjusted as a way to balance matches and spread players more, by making the gray faction more likely to attack the worlds with more population.

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The nature of MMR hell

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’ve noticed something rather weird.

The least matches I play every day, the more close matches I get, and the more matches I win.

Down to 2 daily matches, I win all of them, over 5 I never win any.

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[Suggestion] Pillaging Mastery

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

  • This is also out of place. It has nothing to do with supplies. I’d prefer the QoL issues to be solved as baseline for all a players regardless of rank.

The theme or the rank isn’t “taking supplies” but ‘pillaging’. That is, raiding enemy locations, taking over them, and taking their stuff. That’s why it includes gathering after captures and loot, not just supplies.

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[Suggestion] Pillaging Mastery

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

I keep forgetting to press F in WvW to loot, which I’m finding rather annoying.

They could just enable autoloot in WvW, or put a single pip mastery for it for those who own HoT.

But why not making it more of a thing and as the final step of a proper WvW upgrade track?

For example, there could be a new World Upgrade called “Pillaging Mastery”, about raiding enemy camps, and taking their stuff! Because Stuff! More stuff! Stuff, stuffy stuff!

Here’s an example of a track with the kind of abilities ‘pillaging’ would include in WvW. Bear in mind the abilities and number are but examples. What counts is the general idea of ‘pillaging’.

  • Rank 1: 5 points, 5 total.
    • “Defeated players who give full WXP also drop 1 additional Badge of Honor and 1 supply.”
    • This ability rewards seeking new targets rather than ganging on the same ones over an over.
    • 60wxp is the current base max from players, if a player gives less than that they won’t trigger this.
  • Rank 2: 15 points, 20 total.
    • “Your attacks steal 1 supply from enemies carrying more supply than you. (90s cooldown)”
    • The idea of this ability is taking away supply from targets in a limited and conditional way. But I’m not convinced on the exact way this version does it. Maybe something else… like… when you are the defender in the current objective. Or when hitting someone manning siege. Or when you hit them after they hit you… I’m not sure with this one.
    • This has to have a cooldown to prevent people taking too many supply from others in too little time. In this version also so people won’t go around with no supply on purpose to steal supply.
  • Rank 3: 30 points, 50 total.
    • “Use enemy siege depots to steal 1 supply. (480s cooldown). Gathering on recently controlled points is 150% faster.”
    • Sometimes you need just a bit more supply for that one last siege while between the walls of a keep. This saves you a trip to the camp.
    • The long cooldown is there so nobody can go around emptying supply depots without a trebuchet.
    • And sometimes you want to gather the nodes after taking a keep or tower, and the zerg leaves without you. Fear not! With while the location’s lead NPC has Righteous Indignation you’ll gather those nodes in the blink of an eye, giving you more time to catch up!
  • Rank 4: 50 points, 100 total.
    • “Destroying enemy built siege has a chance to give 1-5 supply, and a very rare chance to drop that siege’s blueprints. You can now use built enemy siege and spend 15 supply when its Siege Decay Timer is under 5 minutes to steal it for your team.”
    • This would not work on siege build sites or structure siege, only siege from blueprints that has been already built.
    • Sometimes you learn how to build something by taking it apart…
    • And sometimes someone left someone unattended… and you take it for yourself. I told you you should refresh your siege, people! With this ability unlocked, getting near a completed enemy siege machine (not a supply siege) with a Siege Decay Timer under 5 minutes will show a yellow ‘use’ prompt that says “Steal”. ‘Using’ this siege will spend 15 supply to take over it.
    • This ability gives a choice. You can either break the siege now for a chance at supply and blueprints, or wait and take over it for just 15 supply. Those sneaky enemy catapults next to that wall… do you really want to break them… hm?
    • As stealing requires 15 supply from a single player, it can’t be done without either a +5 supply guild aura or maxed Supply Capacity.
  • Rank 5: 100 points, 200 points total.
    • “Automatically pick up loot from fallen foes (Requires Heart of Thorns expansion).”
    • Finally autoloot. Just ‘a few’ World Ability points away.
SUGGEST-A-TRON says:
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Gliding Bug

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Currently we are tracking a bug on live that allows players who do not have the Gliding Mastery to glide while in Guild Halls. Naturally, that’s not an intended feature of the game, and a fix that will correct it will go live with our next update. Until then we hope that everyone who does not currently have gliding enjoys the experience for the time being.

So, it’s a classic ‘exploit’, you are of course taking action against those using it, like you do whenever people use such ‘exploits’?

Obviously you’re not, so why?

Why the inconsistency? Just when is ‘unintended play’ declared an ‘exploit’ and when not?

An exploit isn’t an exploit if it isn’t exploitable. That is, if you can’t get from it any benefit that can show in the records of your account. Items you gain, currencies you obtain, achievements unlocked, etc.

It doesn’t even have to be a bug to be an exploit. It can be an oversight like a wrong cost set in a vendor or a missing collision on a map that allows skipping parts of it and reaching the rewards faster.

Flying around in the guild hall provides nothing that can get stored in the account. There isn’t even something like an achievement for spending time gliding. There aren’t any jumping puzzles or rewards of any kind in there. No achievements or unique vendors you get by using gliding.

This is also why most ‘map breaking’ isn’t considered cheating. Since most of the time there isn’t anything of any value to be obtained out of bounds.

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I HATE Mega Servers

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The Megaserver system needs changes. But without it too many people would be alone in too many maps.

Right now what I see the Megaserver system needing is:

  • To keep your current map slot in the current instance of the map ‘reserved’ for at least 10 min when getting disconnected, and making it so when you reconnect you are sent back to the same instance.
  • To keep current personal participation in meta-events when disconnecting and getting connected to a different instance of the same map with the same character. When volunteering for another instance participation should also be kept, plus a 20% bonus for volunteering. But not when swapping maps, since that allows leechers to jump between maps keeping participation in several maps while not really helping much.
  • To ‘pardon’ instances marked for closing if enough players enter them.
  • A list of current instances of the map, including things like:
    • The max population of each instance.
    • The current population of each instance.
    • How many of your friends are in each instance.
    • How many of your guild members of each guild (/g1, /g2, /g3, etc) are in each instance.
    • Whether the instance is private or not by showing or not a lock icon like in the PvP arena browser. Guilds would have a upgrade to scribe a new, relatively expensive guild consumable that allows them to create private instances of open world maps, set a name for the instance, and a privacy settings for it (public or guild only), and even give them a password, kind of like with custom arenas. A guild would only be able to hold one private instance at a time, and only for up to 3 hours. If the instance gets too empty, or if about 3 hours pass, the instance closes automatically.
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Super Mace Bug

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

As many varieties and variations for each type of weapon will be welcomed. Maces should not be just ‘maces’. There should be skins that are clubs, skins that are sticks, skins that are maces, flails, morning stars, batons, nunchaku, etc… There could even be ways to apply certain scepter skins to maces and vice-versa.

Same applies to other weapons. Cross-type skins and skin variations are always cool.

And so, having them as flails instead mere maces should be considered a good thing.

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Why does this game even have "Shortbows"?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…] Why do guns conflict with “nature”?

For the same reason dredge and their machines and guns conflict with nature.

They are noisy, they disrupt the environment, startle animals.

With a bow a ranger can take out a poacher without bothering the animal they were stalking. With a rifle the poacher and his friends get a warning, and the animal gets startled and may hurt itself.

On top of that, a ranger can make bows with sticks and stones. But gunpowder and bullets aren’t something you can make just about anywhere when you have been ranging deep in a forest for months.

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Precision Strike Nerf: Inc CD to 5s

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

The problem comes from how it stacks its effect.

The skill creates 3 projectiles, and these projectiles can hit the same target. The damage of the hits is the same regardless of how many hits go to the same target.

Instead, each projectile should do a bit more damage than now when it’s the first time it hits an enemy, but when an enemy has been already hit by the skill activation, further hits from the same activation should do less and less damage the more of the hits end up against the same target, and no chilled.

This way, if all hits go to one enemy, it will still deal more damage than if it’s spread, but not as much as now, and won’t stack chilled so much.

With such a change, the number of projectiles could even be increased to 5, and the recharge kept as it is, and it’ll balance itself on the fly.

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Why does this game even have "Shortbows"?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]The “Nature Theme” is only really strongly present in the new Elite Spec. […]

http://wiki.guildwars2.com/wiki/Nature_Magic

Yeah. Let’s ignore one of the 5 pillars of the ranger’s core theme.

I’m not saying ‘rangers should never have guns’.

I’m saying that if they ever get guns, they won’t be rangers.

They’d be something else. We could not have that before, but now we can thanks to elite specializations.

A ranger with a rifle could become a sniper, or a hunter. But he would no longer be a ‘ranger’.

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Tactivators alphine BL? Yes or No

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Yes, they should be in the Alpine Borderlands.

But, they should not be the same as they are now

  • They must take longer to recharge.
  • They must be cheaper and more available for more guilds, even if they are smaller.
  • And there should be a way to get 1-time weaker tacticators in the location’s tacticator slots by getting them for a reasonable cost from the trick and trap vendor. The ones from the guild being an alternate cheaper way to get stronger versions, like with siege and guild siege.
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Guild Hall Ideas

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s 5 places that MUST eventually have Guild Hall versions.

These places are:

  • The City of Arah. As a guild hall, it will be restored over time as the guild levels up. To take over it players must fight powerful new and updated versions of risen creatures, with new skills and abilities, like Abominations and Risen Knights getting defiance bars.
  • The Ascalonian Catacombs. The guild version features a few larger caverns. but still low ceilings. Players must fight hordes of ghosts to take over it.
  • Caudecus’s Manor. As a guild hall, it gets expanded with tunnels dug in the rock and larger halls. To take over it, players must defeat Bandit, White Mantle and Mursaat forces.
  • The Hidden City of Ahdashim. Introduced along an expansion taking player to Elona. Now dark and empty of treasure, the shine and the piles of treasure return and increase in size as the guild levels up. NPC in it are replaced by djinns versions.
  • The Shing Jea Sanctuary. As the guild levels up it returns to its previous glory. It features vast open spaces and lots of grassy plains and hills.
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Why are people so afraid of raiding?

in Fractals, Dungeons & Raids

Posted by: MithranArkanere.8957

MithranArkanere.8957

Oh, I’m not afraid of raiding.

I would love to try and raid. But first, there’s a wall you have to cross. That is, trying to raid.

I just don’t want to waste time with half the people kicking everyone who doesn’t perform perfectly, until the party just disbands, and the other half leaving the map after one wipe, once they realize they can’t be carried by others and they just have to well, have a minimum of ability.

And so, I spent more time trying to raid than actually raiding.

There isn’t even a proper LFG for raids, or in-game forum-like guild search where guild scan set their announcements for others to find, or a permanent scheduling bulletin where you put at which times you are available for what things, to find people with whom do raids without having to find them live, and I am no fan of registering on a thousand different fansites or waiting for ages in map resetting the LFG as people keep entering and leaving, disbanding my LFG until I can’t make any more LFGs.

So until that is fixed, it’ll be a waste of time.

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Mastery suggestions (put them here)

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

World Surveyor

  • This mastery focus on traveling, exploring the open world and gathering its resources.
  • This mastery would be introduced along changes to gathering and the chest with fixed locations found through the world.
  • Unlike all other masteries, this will be available to owners of the original Guild Wars 2, without requiring HoT, becoming the ‘taste’ of the Mastery System for them to try out. It would still be unavailable to free accounts, though.

The abilities provided by this mastery would be the following ones in no particular order. The track would have 6 masteries. Since there’s 10 abilities, several of the abilities will share masteries.

  • Striding: This ability will be earned spread in 3 masteries, increases speed while out of combat and outside cities by 11% each time, for a total of 33%.
  • Tumbling: Reduces fall damage by 50% in open world areas. Doesn’t stack with other effects that reduce fall damage like gear or traits. It’s basically a replacement to fall damage traits.
  • Arcane Council contacts: Uncontested waypoints within your current open world map cost only 1 silver to use regardless of distance. This discount does not stack with other effects like Guild Waypoint Discounts.
  • Taimi’s Trick: Can use contested waypoints within the current open world map by paying 10 silver. This ability has a 5min cooldown.
  • Steady Swings: Increases gathering speed.
  • Strong Swings: Gather 3 pieces of wood or metal per swing instead 1. Doesn’t affect bonus gatherings.
  • Broad Swings: Spread in two masteries. Gathering skills now gather all nodes in an area around the current node with a single swing. The first mastery gives a 600 unit area. The second 1200.
  • Surveying Scouts: You can now talk with any of the many Scouts found through the world and pay a small coin fee to gain one of several effects that will show in your minimap all nodes of a single type regardless of distance, like metal, wood, plants, and locked nodes (bandit chests, noxious pods, ect). Only one effect can be active at a time.
  • Pirate Cartography. Whenever you use an open world chest found on a fixed location, it will be recorded for the account, and it will appear in the minimap with an icon. The icon reflects the current status of the chest.

Changes to be introduced along this mastery. They will be introduced on the same update, affecting all players wether they have the mastery system or not.

  • Changes to how nodes work.
    • The locations of all nodes will be the same for all maps and all characters every week. The map API will also include these locations.
    • Nodes will also be gathered account-wide, meaning that what one character gathers the rest can’t gather until the node resets.
    • Instead resetting after a few minutes, most nodes would take at least a week to reset.
    • Tier 6 nodes, Rich nodes and node farms will take a month to reset, but daily logins can reduce this time considerably.
    • As nodes take much longer to reset, to compensate they will also produce quite more materials per use.
    • Since extra characters will not be able to gather the same nodes, to compensate there will be a way to use extra characters to boost gathering by performing a certain task with each character and keeping that character. As each character ages, they will be able to perform additional tasks that boost gathering even further. The more characters and the older they are, the more your account can benefit from the rewards of these tasks.
  • New gathering nodes.
    • Thick trees. Wood version of rich nodes. Larger wood nodes found in hidden, recondite or hard to reach places.
    • Lush plants. Thicker versions of plants like Bloomin Passifloras. They have a higher chance to produce more or rarer materials.
    • Cloth Racks: Found within enemy camps of ‘civilized’ factions like Inquest or Bandits.They either do not require a gathering tool, but can’t be harvested until the camp is clear of enemies, or use a new gathering tool: Shears.
      • Heavy cloth Racks. Cloth version of Rich nodes.
    • Stacks of Pelts: Found within enemy camps of ‘tribal’ factions like grawl or sons of svanir. They either do not require a gathering tool, but can’t be harvested until the camp is clear of enemies, or use a new gathering tool: Shears.
      • Bulky Stacks of Pelts. Leather version of Rich nodes.
  • Explorable chests: Instead resetting once a day, chests with fixed locations found in nocks and crannies and at the end of jumping puzzles will reset a week after being opened. And the loot inside will improve with every day. Daily logins will not reduce the time it takes for chests to reset, but after reset daily logins will speed up charge.
    • A simple X: The chest has been used, and it’s resetting.
    • Dark chest icon with a ‘I’: 7 days after the chest was opened. Reseted. Minimum rewards, still better than current rewards.
    • Pale chest icon with a ‘II’: 14 days after the chest was opened (10 with daily logins). Partially charged. bonus rewards.
    • Bright chest icon with a ‘III’: 28 days after the chest was opened (20 with daily logins). Fully charged, max rewards.
  • Chests will also have a much greater reward the first time they are used. This is a one time only thing. Further uses of the chest after reset will not have such good rewards, even fully charged.
  • Jumping puzzles:
    • In addition to the previous changes to their chests, jumping puzzles will get a series of checkpoints through the puzzle. Crossing each one will provide a stacking effect that is lost after leaving the puzzle area or using the final chest (but not disconnecting). Each stack will improve the rewards even further.
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(edited by MithranArkanere.8957)

BLK Miniature Snow Owl Account Bound?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Everything from chests and the gem store I believe is account bound. It’s too stop inflation in the market and to keep buying gems a necessity, whether with money or in game gold.

Actually. No.

What’s account bound is the consumables, like revive orbs, transmutation stones and weapon tickets.

Most other things are tradeable, all like finishers, mail carriers, most miniatures, mist champion skins, and the weapon skins you get indirectly with tickets.

I also have an extra owl sitting next to my countless Queen Jennahs. And by Grenth I’m not destroying them.

The Owls obtained from BLChests should be tradable. And the Jennahs should have some other use, even if it’s just exchanging extras for birthday boosters or something like that.

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When was your favorite time in PvP?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Before people started using 5 skills per second.

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Super Adventure Box kills all of your buffs..

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The unlocks are per character.

So if all your progress was done in a character, you are stuck with that one, unless you plan on getting all the unlocks again.

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RNG rant, im tired. soo tired.. soo cursed..

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I would not mind the RNG so much if there was reasonable alternate ways to get the stuff.

With precursors we got an alternate way… but the costs set are absurdly insane. Every time you reach some nice stage, you stumble upon needing things like 2200 iron ore, or 10000 elder wood. So you end up having to choose between playing the game or pressing F for hours loading tons of characters in some spot, or taking another 5 years to get the precursor done.


Ascended drops from Tequatl and Triple Trouble? Too many people that have been doing them daily have never seen any.

There should be alternate ways to get them. For example, Mystic Forge recipes, based on the recipes to change stats, using materials related to the content:

  • Ascended Weapon
  • 10 Anthologies of heroes. (instead 1)
  • 100 Piles of Putrid Essence (Instead a glob of ectoplasm)
  • 100 Superior Runes of the Sunless (Instead exotic inscription)
    • = equivalent Sunless weapon.
  • Ascended Armor
  • 10 Anthologies of Heroes.
  • Exotic Trinket from Great Jungle Wurm chest.
  • Carrior, Knight or Zealot insignia
    • = Equivalent Regurgitated Armor.

Then you have drops that are practically trolling you, like the exotic trinkets from world bosses, that will often drop bugged versions with fine rarity and Malice stats (+condition damage single stat, a level 0-14 stat combination), regardless of the original item having +condition damage or not.

Now, if at least there was 4 trinkets, one of each rarity, and you could upgrade each rarity to the next in the mystic forge, and use all 4 rarities to make an ascended, and the ascended was the one used in the Treasure Hunter collection, we could use unlucky drops to slowly make the rarer ones, then use them all to get the collection entries.


There’s also untradeable drops with no alternate way to get them, like Delusion or the dungeon account-bound drops like trinket recipes. Delusion should have had a Mystic Forge recipe, and the dungeon recipes should be purchasable in the dungeon vendors.


But even when something has a mystic forge recipe, when you check it out you stumble against another disheartening wall of costs like 250 of a T6 material.

Now that we have items like the Gift of Blood and Ascended components, instead insane 250 blood and 250 ancient components producing a mere exotic, those recipes should be fixed to use items like the Gift of Blood and 1-5 ascended components to make the item.

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Remove solo queue from Conquest

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

No. That is the last thing that should be done.

What needs to change for soloQ is matchmaking, scoring and progression.

1. Partial teams must go. Either you queue completely solo or use the LFG to get a full team. Full teams will only face full teams, solo teams will only face solo teams. The LFG tool is there for something, if you don’t use it you don’t have the right to complain about how hard it may be to complete your team.
2. Multiple professions have to go for teams of less than 5 players. Right now ranked and unranked only have matches of 5, but if there’s ever added a mode for 10, then there can a few professions repeated, but not for 5.
3. Swapping professions has to go. You log out, all your other characters are disabled, you can go back in only with the one in the match. Rating must consider professions.
4. Because it’ll take ages to make parties if people can’t swap, queue with just one profession and professions are taken into consideration, solo players must be able to queue as more than one profession. They should be able to register characters of all different professions that will be used in queuing if the current character’s profession takes to long to get a match.
5. Personal scoring needs to be improved, considering better personal participation. any shared action will have the points divided among the ones performing the action. For example:

  • Shared actions must no longer give full score to all participants, the points will be distributed based on relative participation. For example, 5 guys defeating another can’t get as much score each as a 1v1. So the points from defeating that 1 guy would be spread among the 5.
  • Wasted actions will give no personal score. For example: If someone enters a point to capture it, then a second person enters it, and there’s no enemies nearby, the second person won’t get personal score for capturing, because there’s no need for more than one person in this case.
  • Downing enemies will also give points, and reviving give less points than now, so we can’t have things like a match with no kills in which the side that got 1 of theirs downed once wins against the side that never got anyone downed. These points must also scale to downed penalty. So downing or reviving someone with gives less score the more penalty they had.
  • These are just examples, more cases need to be taken in consideration, and must keep improving until personal score reflects as accurately as possible how much someone personally contributed towards victory.

6. Once personal scoring is improved to more closely reflect who contributed more towards the team’s score, players will get ‘MVP’ awards. Accumulating these will ‘reinforce’ pips so it’s harder to lose them, and also adjust mmr calculations. For example, if you where the MVP in a winning match, then the MVP in a losing match, those two MVP awards together will reinforce a pip starting from the left if the bar, and if a pip loss would ever hit that pip, the reinforcement would prevent a pip loss, and break the pip becoming a normal pip until reinforced again. But if you got carried in a winning match, then didn’t help much in a following losing match, you will lose a pip per usual.

This changes will only work if done together, and would greatly improve SoloQ matchmaking quality and more accurately reflect personal skill and progress.

SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

This isn't "competitive", this is babysitting

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’ve been saying that gold should have been account-bound since day one. And trading only possible through the trading post.

Every time you see something like this, or raid selling, or dungeon path selling, you know I’m right.

You won’t admit it, but you know I’m right.

At least in Diablo III they did listen. Gold sellers went poof, people who didn’t really play the game either started actually playing or left and stopped ruining other player’s fun.

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200k on so called "pros", why?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Marketing thinks they can make things happen with money.

Remember their stupid ad?

Well, turns out you can’t.

Do you have proof that the number of players in pvp has gone down since the introduction of larger cash prizes?

Everyone knows it has gone up. But because of the other rewards, like extra achievements and the back item, not because of the cash. Very few players expect getting there. They know it’s always the same few guys the ones getting it all.

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200k on so called "pros", why?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Marketing thinks they can make things happen with money.

Remember their stupid ad?

Well, turns out you can’t.

This ain’t the freaking 50’s. You can go around saying ‘diamonds are forever’ when you know they are worthless or selling a freaking floor cleaner as mouthwash. People catches up quicker as they have more information.

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Lets change exalted legend

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Legendary Strategist sounds impossible. I see that maybe once in 1000 games

That’s why makes it legendary.

Make it less matches if it’s too much.

I’ve must have gotten it about 25 times and I only queue solo. So I would not decrease it too much.

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Revert Quickness/Slow on Finish/Rez

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

No. That change was fine. The next one is invulnerable.

The only ‘stomp helpers’ that have counters available often enough are stability, stealth, CC and blocks. Anything else, such as evades, quickness, and invulnerability should either not affect finisher skills or prevent finishing.

The counter to invuln stomps is stealth. It just doesn’t work when your team-mate is dumb enough to spam 1 while stealthed because 200 extra damage is totally worth getting stomped!

The key part of what I say is ‘available often enough’.

Stealth is not reliable enough because is not available often enough to be a good counter. Basically only engineer, mesmer and thief can have them ready enough. While all the other counters are mention are much more available across many professions.

Now, if Smoke fields were renamed to ‘Dust field’ so it’s more generic and made sense with a wider variety of themes (most smoke has particles of dust, but not the other way around, so Dust is more generic), we could have more skills creating the blind/stealth field like Dust Storm, Sandstorm, Ground Shaker or Drop the Hammer. Not just things that make smoke, but also things that raise dust or put lots of particles in the air. Then we’d be able to blast some more stealth, and have enough around to be enough of a counter.

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Elite Specializations Arent Upgrades -Anet

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

One thing missing is the ‘elite’ effect of core specializations.

The elite specialization slot is there whether you put an elite specialization or a core one.

So why not using that? Put a core specialization in the elite slot, it becomes elite, and the first minor trait gets a boost, and becomes an empowered version of itself.

Specializations that are too powerful in combination with others would be adjusted by moving part of its power to the empowered version of the first minor trait. Specializations that are deemed weaker or picked less often would get a boost in the elite version, without becoming too much on their own. So you can’t never combine the two things that are too powerful together, because there’s only one elite slot.

For example, some profession heals too much? The extra healing gets moved to the elite minor trait of the specialization that is the main source of healing.

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Why do skilled people make alt accounts?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

They are not skilled at playing the game. They are skilled at exploiting faults in the system.

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Revert Quickness/Slow on Finish/Rez

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

No. That change was fine. The next one is invulnerable.

The only ‘stomp helpers’ that have counters available often enough are stability, stealth, CC and blocks. Anything else, such as evades, quickness, and invulnerability should either not affect finisher skills or prevent finishing.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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[Suggestion] Please remove these achievements

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

1. The Profession achievement should not be removed. But they MUST be changed. Unlike most other achievements that aim to get players to do the same thing, these should do the opposite. Because of that, a system that allows achievements tailored for the account needs to be implemented, to be used for achievements that should not be the same for all. In this particular case, the best option to eliminate the weight of daily achievements in profession stacking would be:

  • One achievement that rewards using one random profession among the 3 most used professions of the account other than the most played.
  • One achievement that rewards using one random profession among the 3 least used professions of the account.
    These two combined would scatter the distribution of professions among players. The more players play the same professions, the more they’ll get others in their dailies.

2. Daily participation should be changed to be like this:

  • Takes 3 (or more) points instead a match.
  • A win gives all points needed to completed the daily.
  • A loss gives just 1 point.
    Once you have that set, the number of wins will adjust the chances of people losing on purpose. Too few loses, and people may lose on purpose anyways. Too many, and it’ll take too much through loses.

3. There should be restrictions of professions in teams. I’ll go as far as restricting so it can only be 1 of each profession with team sizes of up to around5, and 2 for larger team sizes of up to 10 teammates. Custom arenas should be able to disable the profession limitation in settings.
But before this can be done, we need a way to be able to queue with more than one profession. For example, a system could be introduced to register characters for PvP. You go to an NPC with a character of a profession and talk with the NPC to register this character as you character of that profession. So you’ll be able to register up to 9 characters, one of each profession. There characters must be current, so if you delete the character, it gets unregistered. Once you have the characters you want to use registered, so queue. And if a match can’t be found for your current profession, one of your other registered characters is used.
Once you have a system like that, you can have things like draft matchmaking, and profession limits in matchmaking.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Lets change exalted legend

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

What are some suggestions for Legendary Titles?

Of course. I have some here in my suggestion bag full of bagged suggestions. Here. Have a bunch.

  • Legendary Champion:
    • Earn every other ‘Champion’ title.
  • Legendary Master of Arenas:
    • Introduced after at least 5 PvP modes and at least 5 maps for each mode are added, including Team Deathmatch (Courtyard)
    • Obtained by winning 100 ranked or unranked matches on at least each of 5 different maps on each mode.
  • Legendary Dominator:
    • Win 1000 ranked or unranked matches in which you are the player with more ‘kills’ and less ‘deaths’ among both teams.
  • Legendary Bulkward:
    • Win 1000 matches in which you are never defeated, but lost the most health of all players among both teams.
  • Legendary Strategist
    • Win 100 matches in which every member of your team has less personal score than every member of the enemy team.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Healing Power? Whats that?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

It’s a remnant of previous iterations of the stat system. They kind of didn’t know what to do with it. But removing it would only decrease the number of stats. And if they removed any stat that can end up becoming too much, we’ll just have the base weapon strenght and armor from gear, and nothing else.

The current stats can’t be final, since they do noy really fit an action combat game.

Sooner or later they’ll have to rethink the stat system altogether, doing things like removing or reducing parts that depend on RNG excepting the base variations in weapon strength, and make mechanics more situational, and the stats fit better those mechanics.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Why does this game even have "Shortbows"?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Rangers can’t have firearms, because they go against their nature theme, hence having two bows instead a bow and a rifle. Remember they are not WoW’s ‘hunter’. They re closer to D&D’s rangers and druids, and so there’s things they can’t do or they’d go against their connection to nature, reducing or losing their powers altogether.

Also, each bow has a different weapon strength. Shortbow is weaker, and fits better fast attacks, while longbow is stronger, and first better longer range stronger but slower attacks.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!