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Why do people say score doesn't matter?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Score doesn’t matter because it doesn’t consider defense, support and assists.

With only a fraction of the factors that determine victory showing in personal score, the number shown there is mostly inconsequential.

Thats like saying goal scores in basketball don’t matter, because it doesn’t consider things like blocks, steals and assists…. Do you see how jealous nerd that sounds?

No. That is not a valid analogy. In a basketball match, the Goal scores would correspond to the Team score in GW2’s matches.

Basketball has no personal scores, unless you count season statistics like those you read in sports trading cards. In which case, they do count things like blocks, steals and assists, which personal score in GW2 doesn’t do.

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Why do people say score doesn't matter?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Score doesn’t matter because it doesn’t consider defense, support and assists.

With only a fraction of the factors that determine victory showing in personal score, the number shown there is mostly inconsequential.

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Fractal Suggestion: Weekly Achievement

in Fractals, Dungeons & Raids

Posted by: MithranArkanere.8957

MithranArkanere.8957

Yeah. It’ll be nice if there was weekly achievements if they were like that. Something you could have plenty of time to do, and you decide when to do it within the week:

There could be more kinds of weekly achievements, for people to choose from. For example:

  • Complete all fractals under a certain instability. (reward: small stack of chests with higher chance of ascended and rarer items, larger the higher the level range)
  • Complete one event in a specific raid. (reward: +1 currency of that raid)
  • Complete all explorable paths of a certain dungeon. (reward: +100 tokens for that dungeon)
  • Complete any PvP reward track. (reward: 10 PvP reward potions)
  • Earn 10 Ranks in WvW: (reward: 10000WXP, badges of honor, memories of battles)

Like fractal dailies, these would give no AP, so they don’t suffer the same problem as the old monthlies, and only those interested in the rewards do them.

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Vial of Powerful Blood

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Posted by: MithranArkanere.8957

MithranArkanere.8957

My post will be flamed but I will say it. I wish t6 mats (in general) and the lodestones + giant eyes were preserved in terms of rarity. With these new map rewards, they are being handed out like candies. I am not asking map rewards to be removed but atleast lower the drop rates of these map rewards.

With all those recipes requiring stacks of 250 of those things, each champion in the game could drop a T6 material guaranteed daily, and each world boss a lodestone guaranteed daily, and they would still be rare.

Now, if those recipes required 10 or so, it’ll make more sense to keep them more than now.

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Can't enter Winter wonderland JP AT ALL.

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

I can’t enter Winter Wonderland or Snowball Mayhem.

They just reset back to divinity’s reach.

Like all the other bugs related with Wintersday that I’ve encountered so far, this already happened the last year.

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How to unlock the ugly wool glider?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

Completionism, it’s a real thing.

You have to give that up for GW2, unless you are a millionaire, either in the game or real life.

The developers clearly don’t want anyone being able to complete things.

I was a completionist, and they crushed my soul repeatedly with their insane costs, unethical monetization and absurd numbers until I had to give that up.

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Adventures for collections - Rubbish.

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Those youtube videos must be doctored in some way.

You do the same, completely different things happen.

For example, in shooting gallery, they shoot through leaves, barricades and other obstacles, when you do it, they block the bullets.

In their videos, the targets follow some easy parttern, when you do them, the targets appear completely randomly, and always so far from each other and in such angles that you have to run between them all the time, or you won’t be able to hit them because of the obstacles.

Adventures clearly haven’t been properly tested. The only way that would explain them being such poorly done and timers not matching at all reality is if they got some numbers from a few rushed tests, and decided to increase or round up the numbers, expecting players to make them faster than their testers could, without even considering it may not be possible to do them faster.

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How to unlock the ugly wool glider?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

It will likely be obtained by buying a Wintersday gift mimic mini in the gemstore, then undergoing some scavenger hunt.

But I can’t understand why would anyone want such an ugly thing. You probably can’t dye it and stays with that ugly cyan, white and yellow colors.

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10k drinks [Merged]

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Posted by: MithranArkanere.8957

MithranArkanere.8957

lol It is not hard by any means… you either earn them by hard work inside the game… or earn them by hard work at your real life job…

Yeah. Forget about having fun and playing in a game. Let’s all just work.

Just all what people need from a game. More work.

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10k drinks [Merged]

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Nop, 10000 times better than nightfury. Also this is kind of a pun Anet throw at us so I’ll just have some Wintersday spirit and suck it up. After all it’s a one time thing.

Nightfury can be continued during the rest of the year, as long as you got 4 wings.

This one is limited to Wintersday. When it’s over, the achievement is disabled when moved to the Historical section. If it were to return, like the other Wintersday achievements, it’ll be a new one you still have to do from scratch.

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Sug: Changing Givers Stats and Doubloons

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Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s two problems with Giver’s:

  • Attribute inconsistency. They have ‘weird’ non-standard attributes.
  • Naming inconsistency. They are two sets with the same name that only affect half of the gear.

And here’s how I thick both problems would be solved:

Giver’s stats should be split between “Giver’s” and “Trickster’s”.

Giver’s would be the stat combination now found in the armor, replacing % boon duration with Concentration, Trickster’s would be the stat combination now found in weapons, replacing % condition duration with Expertise.

The single attribute Giver’s would have Concentration instead Toughness, since there’s already Toughness and Healing power single attributes.

Current Giver’s weapons will be renamed to Trickster’s.

Since all recipes to make anything “Giver’s” require 3 materials, to make Trickster’s another material will be added to the recipe. Either gold ore or yellow pigment. To make ‘yellow snow’.


As for doubloons, I see them more as novelty. They are clearly not meant to be used much. They could as well just be materials you can’t use as upgrades, but I agree that at least the % boon duration should be upgraded to concentration. They’ll be about 15, 30, 45 and 60 concentration.

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10k drinks [Merged]

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Posted by: MithranArkanere.8957

MithranArkanere.8957

It is not hard at all.

It’s a soul-sucking, soul-crushing, soul-breaking, soulless time-limited grind, but not hard at all.

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(edited by MithranArkanere.8957)

Soft wood planks now require 2 logs

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Bigger issue I have is with the lower level leathers, as they just don’t drop at all for a level 80 toon…

There should be nodes for that. Map bonus rewards and salvageable drops from wild animals are not enough.

All over the world are tons of enemy camps. In those camps, guarded by at least one veteran, there should be two new nodes: Cloth Racks and Stacks of Pelts.

After clearing the camp, these nodes would become available, and using them would give some cloth or leather of the tier corresponding to that area, and sometimes pigments, hidden caches and other stuff if you are lucky.

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(Idea) New condition: Stumble

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Dodges are already affected by boundary skills such as Static Field.
We could use more of those. But we don’t need stumble, as we already have a mechanic that does that. Pass through a boundary area, you get stunned.

If we are talking about new conditions and boons I would do three different things isntead:

  • Take Resistance, and split it in two different boons: ‘Resistance’ and ‘Freedom’. Resistance would prevent any damage from conditions, ‘stability’ would be the one preventing control effects like fear’s, and ‘freedom’ would prevent any effects that prevents moving the character, such as cripple or immobilize, effects like stun or fear would instead act as a daze, still preventing skill use, but no longer impeding free movement.
  • Then add ‘Curse’. This condition would be very short when applied, rarely more than 1 or 2 seconds, but disable boon application on target. This condition would not stack, neither in duration nor intensity.
  • And finally add ‘Scourge’, an effect that shortens boon durations on target by 25%, stacking in duration up to 30s.
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Dusty Wintersday Gift?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

There used to be several differnt kinds of wintersday gift. From tiny to giant, then personalized and other kinds.

Now there’s just one type, and the old ones got renamed. Now using the old ones create new ones.

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Skritt Hit wintersday daily?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

I’ve hit countless ones, but the hits do not register.

Turns out there are actually at least 3 kinds of snowballs and at least 3 snowball fighter effects.

http://wiki.guildwars2.com/wiki/Snowball_Fighter_%28disambiguation%29

The only way to hit them is if you happen to get the snowball kind that affects their effect.

From what I’ve seen, it is the ball that comes from magic snow. But only the first one that appears in your hand after summoning a snowman. Now the ones from the ground, not the ones that appear randomly all over the place, not the ones that come from piles of snowballs.

On top of that, you can actually hit a skritt, see it get knocked down, nobody else hitting it, the achievement doesn’t go up.

As always, like with all these festival achievements, it won’t be fixed, not even for next year.

Because this already happened the last year, we already reported it, and it wasn’t even acknowledged.

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(edited by MithranArkanere.8957)

If we're getting so much booze for Wintersday

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Posted by: MithranArkanere.8957

MithranArkanere.8957

It’s synthehol

All of Guild Wars 2 is a program in a Holodeck. Fractals are glitches in the program. The mists are the memory buffers of the program. NPCs are simple AI simulations, and player characters complex ones. The elder dragons are a bug, and Mr. E is the coder of the program, using the advanced AI simulations to get rid of the bugs by tricking them into destroying them.

When Mordremoth says “I am the world” he really means it. He is a virus attempting to recode the entire program.

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too many black lion skins?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

We can only wait until they realize all that RNG and limited time nonsense seems to get some cash, but they would get waaay more if they changed those things to be directly purchasable all year round, but with sales 4-5 times a year.

And that players would be happier if these skins had a ‘life’ cycle that after a few years makes them end up obtainable in other ways. Like rare drops and special events.

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10k drinks [Merged]

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Posted by: MithranArkanere.8957

MithranArkanere.8957

This is clearly not meant to be done by everyone participating in the festival.

Only as a gold sink for those with more 500g or more to spare.

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Delusion - Does it still drop?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Why would you want it? lol
The skin doesn’t even look great…

And yeah, I think they still drop. If I can get it, i’m pretty sure anyone could get it. Since I never get good loots.

It’s an iconic skin from GW1. Its theme was related to mesmers. It used to drop with mesmer attributes.

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Delusion - Does it still drop?

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Posted by: MithranArkanere.8957

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It’s not that rare compared with other skins, but since it’s account-bound for some reason (probably because its selectable stats), and it can’t be traded, and those of us with absolutely no luck with drops can’t buy it from others, and there’s no vendor selling it anywhere, and no recipe to craft it.

There’s a cheap trident that shares the skin, and for some stupid reason, when two items share a skin, they don’t always unlock each other as they should. Like some tridents with staff skins, and some harpoon guns with rifle skins, and some shortbows and longbows sharing skins.

If they are not going to take the time that takes two make two different models, we should not have to take the time it gets to get both.

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Reason to NOT select an Elite Specialization?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Yes, if the build you want to do gets nothing from the elite specialization.

For example, with my condition necromancer in WvW I prefer to keep the ranged shroud.

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This is a thing?

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MithranArkanere.8957

F2P accounts can’t enter cities before level 10, and LA before level 35.

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Mesmer is invulnerable but can hold a point ?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Mesmers have two separate effects that for some reason have the same icon: distortion and blur.

  • Distortion is a form of invulnerability despite what the lying description says. But at least it properly prevents capture.
  • Blur is an evade effect, but since there’s nothing ‘unevadible’ in PvP like some dungeon traps and boss attacks in PvE, it’s essentially another invulnerability.

You gain distortion with F3 and a trait, and Blur with Blurred frenzy and a well. While the blurred frenzy is ok as it locks you in place, the well lets you move around, and so it should give Distortion, not Blur.

They should also have completely different and distinct icons. Every single effect in the game should have its own distinct icon. Look at the Cultist in fractals, that uses a Protection icon for a freaking reflect.

The game is lying to you!

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New nightfury like shoulders this Wintersday

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Posted by: MithranArkanere.8957

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Those should go in a separate ‘effects’ section in the wardrobe, not using up gear skins.

Same for other visuals that are potions now, like the Selfless halo. There should be a way to unlock them as effects.

I completely agree. Same with the polyundulating refractors and such. :\

Yeah. Like a mystic forge recipe or something to make an item that unlocks the effect out of the item that currently gives it. Cutthroat politics buttons, selfish and selfless potions, ghostly peppers, polyundulating refractors, preserved queen bees, the hylek hue potions, nightfury… they all could be turned into unlocks, rather than having to equip some item, using up skins, or carry around some gizmo or consumable.

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Feeling down? Read this!

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Posted by: MithranArkanere.8957

MithranArkanere.8957

That requires having beating heart. Something not all of us can afford.

Here, let me show you a better method. There’s a guaranteed way to prevent anyone from ever feeling down again. It’s quite more time-consuming, but my experiments have show it to work with an extremely high ratio of success.

First, you watch Donnie Darko.
Then The Green Mile.
After that, The Boy in the Striped Pajamas.
Then Schindler’s List.
Followed by Requiem for a Dream.
Then La vita e Bella
You follow that with Grave of the Fireflies.
And you finish with Monty Python’s The Meaning of Life.
The order is crucial. It has to be that order.

You must watch them undisturbed, with no pauses, and in a room as dark and isolated as possible. I also recommend having large clean dry towel and/or a bucket ready, but that’s optional.

If done right, something will click in your brain, and nothing will ever get you down again. It just won’t seem like such a big deal anymore.

Guaranteed.

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New nightfury like shoulders this Wintersday

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Those should go in a separate ‘effects’ section in the wardrobe, not using up gear skins.

Same for other visuals that are potions now, like the Selfless halo. There should be a way to unlock them as effects.

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Nevermore part IV: friend of the owls/fix it

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Posted by: MithranArkanere.8957

MithranArkanere.8957

For what I’ve read they already have plans to fix this.

[…]

  • Fix issues that encourage toxic play or interactions. No collectible should be gated behind failed events, or mechanics that make you upset that another player is playing a specific way. Unfortunately these things take longer to fix and test around the fixes (don’t want to break something else on accident), so the turn around will be slower

If you see people attempting to get events to fail, tell to stop being trolls and wait until the fix instead griefing and ruin everyone else’s fun by making events fail. If they don’t stop, you should report them. There’s no excuse too griefing. The success of the event always has priority over failure. If a single player wants success to get bonus map rewards or whatever other reason, they have they right to get it, no matter how many people disagree.

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Update on Legendary Collections & More!

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Where do you get those indigo mushrooms?

Supposedly they may be gathered from patches of mushrooms, but I’ve gathered every single type of fungi node, gathered at least 5 on every single map of the game, and still got not a single one.

Do you need something else other than the collection to make the drop available, like having the Egg of Darkness in your inventory?

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Vial of Powerful Blood

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Blood is used by way too many things. From berserker gear to a whole lot of exotic mystic forge recipes for skins. Any little increase in demand will spike it.

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More money milking

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The gemstore kind of does its own thing at its own pace. It doesn’t always has same exact schedule as the game’s events.

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Blocks in this game

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Posted by: MithranArkanere.8957

MithranArkanere.8957

I think moving and evading all the time works too well. There’s no reason whatsoever to stand still, with the sole exception of a few skills that root you in place.

We could use a way to ‘hold your ground’, with limitations. Something to make standing still an option, and make blocks work in a different way.

For example, a blue ‘guard bar’ could be introduced.

It’ll have 100 points of ’guard, and appear on the side of the health orb opposite to the endurance bar, mirroring it. The endurance bar would be moved to the left, the guard bar would be to the right.

When standing still, and only when standing still, part of the direct damage you would take is absorbed based on your toughness, but the guard bar goes down by 1 per attack when the damage is higher than a threshold based on your vitality. The higher your vitality, the larger the damage required to lower your guard, the higher your toughness, the more damage is absorbed by your guard.

A character focusing on boosting their guard would be strong against builds that deal countless hits of small damage, but not as strong against builds that deal few strong hits.

Also when standing still, the dodge button would no longer dodge. Instead, it would ‘raise the guard’, this would be akin to blocking in a fighting game such as Street Fighter or the King of Fighters. While your guard is up, damage is reduced by 90% regardless of toughness, but the guard goes down by 20 per second while your guard is up. Raising your guard is something you really want to save for the strongest attacks, but it can still be overpowered by coordinated spikes. Raising your guard would be a toggle, to stop, you either move or press the evade/guard key again.

The guard slowly goes up over time in combat, very fast outside combat, and there would be sigils and traits that can increase it like with endurance. Professions would have each at least 1 trait dealing with guard. I’d recommend replacing traits that give some attribute boost based on another attribute. Those are boring.
For example, the guardian trait changed would be Retributive Armor. The part “Gain ferocity based on your toughness.” could be replaced by something like “Deal 10% more damage when your guard is under 50%”.

An equipped shield would add 20 points to the guard bar.

Then, skills that can block any attack (e.g.: not just absorbing projectiles) would have shorter cooldowns and longer channeling, but they would block at the expense of Guard. These skills would also get a sequence skill to stop them on demand. Choosing what to block becomes more important, as you could waste your guard with certain attacks you’d rather take.
Blocking skills would only be usable if the character has guard. Unlike guard and raised guard, block skills would not require standing still unless the skill requires it.

When the guard reaches 0, the character gets a ‘guard break’. A guard break deals daze for 1 second, lowers your guard, cancels blocking skills and prevents guard from recovering for a short time (e.g. 5 seconds).

So standing still holding your ground or taking a big hit would actually be viable options, but you would not be able to spam blocks or keep your guard up permanently.

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We need more wings!

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MithranArkanere.8957

We don’t really need more wings, but we already have many back items that do not have a glider version, but would look so good as gliders that they are practically a must:

  • The jetpack would actually look like a jetpack, firing large flashy flames off its nozzles and leaving behind 3 fiery trails as you glide. When using leaning techniques, the flames fired off the nozzles would be stronger.
  • With the spinal blade packs, only the tempered and attuned (static, dynamic, synergetic) packs would have a glider version. They’ll have much weaker trail and flames than the jetpack, but the blades would extend and project holographic wings, kind of like Falcon’s hard light wings from Marvel comics. The tempered wings would have a warm orange color.
  • The small wings such as the holographic wings, daydreamer’s, fairy’s, and tequatl should have larger versions as gliders, but the back items should remain small. The glider versions would not flap even if the back versions do flap.
  • Then you have the Toxic Spore. The glider version of this one would attach to the character’s back with some roots, and its leaves extend and start rotating like a gyro’s rotor. This animation could then be used for other gliders, like a scrapper themed one that looks like a gyro with a large rotor attached to your back.
  • Since none of the god backs would make much sense as gliders, Dwayna’s would not have a glider version, even when it features a pair of wings.
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(edited by MithranArkanere.8957)

Legendary Crafting, don't do it

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MithranArkanere.8957

Precursor crafting is fun until you get to the actual crafting part.

Then it becomes a soul-crushing chore that present you with choices such as “Should I go play with my friends at Tahrir… or spend 4 hours gathering the nodes at the statue of Melandru over and over and over and over and over and over and over and over to be able to make 50 of the 250 basic elder staves I need to make, hm…”.

A grind that takes actually more time and gold than just buying the actual precursor off the trading post, and makes the whole system pointless except for some AP you wouldn’t gain otherwise.

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(edited by MithranArkanere.8957)

Not to "waste" exp.

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Posted by: MithranArkanere.8957

MithranArkanere.8957

There could be a ‘mastery’ track that acts a bit like PvP reward tracks.

Once you’ve completed all other tracks in a region, you gain access to a reward track with several bonus rewards paths, each one requiring more experience than the previous one.

Instead requiring mastery points to click the lock icon and ‘master the mastery’ , the icon is chest instead, and clicking it gives you a loot bag with some goodies, locking the reward path again and unlocking the next. Once you unlock all rewards by completing them one after another, the track resets to the first one.

But first they’ll need to fix the quick exp gain schemes. And remove exp from enemies in events that spawn lots of enemies. Or people would just farm the thing like they do with the masteries, and the rewards would have to be crappy to compensate.

Like it or not, you have to cut the easy schemes to make things rewarding.

Look at jumping puzzles. Without some sort of checkpoint system that gives you a stacking effect as you go through the puzzle until you reach the chest, then the chest giving rewards based on the number of checkpoints you gathered, people can just mesmer portal to the end, and the rewards are crap because they consider the easiest method to reach the chest over any other, never the hardest one.

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Its not actually that hard to

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

This is a game.

What you describe is basically stopping playing the game to ‘work’ for other players.

Players should not have to slave away several hours endlessly pressing F against some nodes, to make things easier for those with inordinate amounts of gold gained in more than shady ways.

Most of those items are needed for many recipes. So you are basically saying “Stop playing the game for yourself, and play it for the rich. They’ll give you a negligible bit of their gold in exchange for you wasting your time doing the things they find boring, while they spend their time making much more coin than you’ll ever do by doing their boring work for them”.


For starters, all nodes are wrong. You can gather them with multiple characters, and some recharge in mere hours. That should simply not happen. It may seem like you can get more materials that way, but that design precisely makes them give less materials, and allows a few players to get way more materials from them if they spend more time farming them, which in turn makes you have to spend more time doing them as recipes get material costs considering not what the average player can get, but what the grindiest behavior can net you.

People who want something are indirectly ‘forced’ into loading many characters and repeatedly being stuck in one place doing the same task over and over for what can be hours.

Instead, they should take a much longer to recharge (from 1 day minimum to 1 week for things like rich nodes and node farms), be more numerous, completely account wide, share their locations across instances of the same map so players can share them better, and give much more materials than they give now to compensate the much greater recharge time. This way it won’t matter which character you use, you’ll never feel like you are wasting time by taking a detour to get one node on your way to somewhere else, and you’ll gain more materials by exploring more and visiting more maps, instead being stuck in the 1-2 maps with the thing concentrated in one spot.

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

Dyes for weapons?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Weapons and back items should be dyeable.

It’ll be an increase in data stored in the items, and sent to players, but what we are losing is too much in comparison.

Take back items and weapons matching the same theme, like the Daydreamer’s.

You can dye the outfit. But what’s the point? You can’t dye the wings or the weapons. So if you dye the outfit, it’ll no longer match them. Why would you try and get the weapons and backs if you can’t make them match your dyed outfit?

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My life changes constantly

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

ANet never tells anywhere clearly that you’ll get bonuses from WvW.

You can see the current bonuses by hovering the mouse over the WvW icon in the toolbar on the upper left corner of the screen.

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4th (or whatever) Birthday anniversary idea!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

A “mini-me” has been required since ages ago. People started asking for it in GW1.

In GW2 it would be possible, by using the same procedure that makes clones to create a copy of the character.

But I doubt we’ll ever get it for free it it ever happens.

I’ll likely by a 700gem mini, or a drop as rare as the evrlasting bank from the BL chests.

The more people want something, the less likely it’ll be they’ll get it.

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Legendary Kraitkin and the rare Dune Soarer

in Players Helping Players

Posted by: MithranArkanere.8957

MithranArkanere.8957

That’s it. I give up on this.

There’s no way such a rare event could have been picked on purpose.

My guess is like with the supply bags in the WvW guild upgrades that should ahve been the ones dropped by players, not the ones dropped by centaurs, someone picked the wrong name thinking it was something different.

They probably though ‘Dune Soarer’ was the name of the wind riders in Dry Top, when it’s actually an extremely rare enemy that may never spawn no matter how much time you spend there.

I’ve gotten Dry Top completed with countless characters, done T6 more times that I can remember, got the fossil weapon set, being there playing story with several characters, and so far I’ve only seen the Drake rare event, and only once.

There’s just no way around that. They picked the wrong enemy by mistake. The alternative would be developers purposely making things next to impossible for some malicious reason, and I’d rather not think that.

SUGGEST-A-TRON says:
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Guild Halls Wager Results

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

Looks like them peoples like shinnies. Skritt brains. My guild mates also picked that one.

I wanted something like Ascalonian Catacombs or the dark part of the Obsidian Sanctum as a guild hall. Or maybe something like Caudecus’ Manor. Something that looks either green and hilly like pre-Searing Ascalon or dark as a wurm’s butt.

Now, there should be a way to unlock each guild hall, and be able to switch between each unlocked one.

SUGGEST-A-TRON says:
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How is your pvp experience so far?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

I’ve been iterating many builds until I came up with something that works for both offense and defense: A condition daredevil.

With previous builds that relied more on stealth or direct damage and evades, holding points was rather hard. More often that not I was limited to butting in in other’s fights, and sneaking to undefended points, decap them, capture the if the enemy doesn’t come, and if more than 1 enemy came along, run away to butt in again in other’s fights and support them in another point.

With the condition daredevil, I can hold off a bit longer more than 1 enemy, and I have much less problems holding a capture point. You can just run around in circles like a headless chicken while spamming conditions, as long as the enemy can’t spam countless AoEs that cover the entire point, it won’t be decapped.

As long as one of them crazy trap-spamming dragonhunters isn’t around throwing traps that for some reason activate faster than they should, arm instantly instead after a couple of seconds like they should, and can be stacked on top of another with no downsides, the point will be defended for enough time for someone else to come by and fend off additional enemies.

SUGGEST-A-TRON says:
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[Suggestion] Profession dailies

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Every day, when I queue with a profession required by a daily achievement, it’ll take ages compared with the others. And often teams have way too many of those professions.

PvP Profession dailies can’t be the same for everyone. Unlike PvE and WvW dailies that direct people towards the same content to work together, PvP profession dailies should aim to diversify the profession pool. But currently they instead homogenize it.

Changing the dailies to 2 different professions each didn’t work. It’s not as bad as it was before, but it’s still bad.

Because of this, achievements need to be improved so it’s possible to have accounts with different daily achievements than other accounts. Profession dailies should be random to diversify professions as much as possible.

But we can’t force non-free players to have to do dailies of professions they may not have to get at least 3 dailies. That would not feel good for them.

And so, what I think the best change for them would be this:

  • A daily random profession picked between the 4 most played professions of the account.
  • A daily random profession picked between the 5 least played professions of the account.

This will make sure there won’t be much more of the 4 daily professions, as they’ll be different for everyone. And would also make sure that if you have at least the 5 slots that come with a paid account, you can always do 3 dailies, while giving players reasons to walk the ‘path less traveled’ and try professions they don’t try as much as others.

Having a mechanic that allows different achievements for different accounts may have other uses in the future too. For example, if WvW defense rewads ever become reasonable, there could be different achievements for defending defending and attacking specific locations instead just a blanket one for defending, and specific ones for attacking.


Also, they require a single win. Instead, they should require to either win 1 match or participate in 3, so players don’t have to resort to gimmicks like going to hotjoin and forcing rebalanced to get dailies done if they can’t win matches.

Same for all other PvP Conqueror achievements without the word ‘Champion’ in its name that can be increased outside ranked/unranked. For those, and only those, instead counting just wins, they should require 3 times as many points (existing coutns would be triplicated), but count wins as 3 points, and loses as 1. Champion achievements would still require only wins.

Of course, some less than honorable players could try and lose on purpose to get them done sooner. But to deal with that that kind of behavior there should be a proper AFK/Leeching/Match manipulation/Intentionally feeding report option to scare them (even if it doesn’t do anything they don’t have to know, just being there would work as a deterrent).

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Steal Nerf, Are you for real, ANet?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Stealing without a target will never make sense. Steal is a kill that should always require to reach a target to have any effect.

Eh, I don’t know. It’s a skill that allows you to teleport like 50 and then “do a bunch of things.” Some of those things would require that you take them off an enemy, like the default bundle, or obviously applying damage effects, but I could see how some of the impacts could come just from activating your ability to step through the shadows.

I could be renamed to something else. It’s not the first skill that gets renamed.

It could be something like ‘Sleight’, that would cover both stealing from a target and doing other things without a target, and would fit many new possible themes and mechanics with other possible elite specializations.

Same goes for Fireball. That ain’t no fireball anymore. That’s a flare . I’d much rather save the name Fireball for an actual fireball skill in a future specialization. Something that throws a large ball at the enemy that explodes and unleashes a wave of fire.

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What's up now with Thief F1 Steal?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

Care to apply logic to Mesmer shatter? In that case, Mesmer should insta die from using any F abilities.

Clones and phantasms are hollow. Mesmers that shatter on their location are shattering a clone that is around them like a second skin, not themselves.

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Steal Nerf, Are you for real, ANet?

in Thief

Posted by: MithranArkanere.8957

MithranArkanere.8957

Stealing without a target will never make sense. Steal is a kill that should always require to reach a target to have any effect.

The problem here is that it has been going on for way too long. It if had required a target from the start, people wouldn’t have gotten used to it to the point the miss it when it’s gone.

The same happened with other things people got too used too for going on way too long.

The longer something that shouldn’t happen sticks around, the harder it is to convince people it shouldn’t be that way.

Just watch some “Adam Ruins Everythin”. No one likes to hear the things they believe are lies or wrong. But truth is truth. That’s just how things are. Like it or not.

SUGGEST-A-TRON says:
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Backstab

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Thief was meant to be a shadow class, get in, get out high damage.
Lets bring that back with a starting change by having backstab hit a lot harder.

But daredevil is meant to jump around and evade a lot. Less stealth, more evade, less Shadow Arts, more Acrobatics.

I do think staff 5 does a bit too much damage, though, even if it’s much easier to avoid, it has quite the range, and it can be used quite more than it can be evaded, specially paired with additional sources of initiative gain. Not to mention it’s an evade itself.

Maybe its cost should be increased to 6 or 7.

We would not have these annoyances if weapon recharge had not been take out of the picture for thief weapons. If it simply had a very short recharge, something like 5seconds, Vault would be perfectly fine.

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What do thieves counter?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Thieves can create lots of blind. That counters mostly melee attacks, as it’s much harder to use them against ranged enemies that keep running away. I can’t remember the last time I really had trouble against a warrior who wasn’t using a build with ranged weapons or had heavy condition use. You just steal the axe from them, place a smoke field, and pump them full of blind.

They can also interrupt pretty much on demand as long as their initiative last, but the more they focus on that the less they can do damage. But since there’s very few ‘key skills’ you would really want to interrupt, and interrupting won’t put the skill on a full recharge as it should, there’s not much point on interrupting. They’ll just use the skill right away in 5 seconds, just a bit more with traits that increase cooldown of interrupted skills.

Ideally, a thief would rush behind enemy lines, take out a key enemy with a damage spike, and rush back to their group to recover for the next spike. But we don’t have many Team Deathmatch maps where that’s actually useful, as there people tend to stick together more and cover each other.

In conquest and stronghold there’s much less ‘lines’ and more ‘running around in circles non-stop’, as people go in smaller groups or even solo more often. You can still move in, do damage, and move out. But if you move out of a capture point, you lose it. And you can’t ‘move out’ when what you want is to defend or defeat a lord. You want to stick around as much as possible.

I would like to see more Team Dathmatch maps. We could use more modes like King of the Hill and Capture the flag too.

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Steal Nerf, Are you for real, ANet?

in Thief

Posted by: MithranArkanere.8957

MithranArkanere.8957

It’s also a buff.

In some cases it’s a nerf, denying you access to that swiftness which you might need if it comes down to a decap to win a PvP match, or if you’re running hidden thief and just need the stealth.

Mostly, though, it’s a buff. I lost count how many times I’ve missed steal because I press it a millisecond after my target enters stealth. This patch should prevent steal from going off in such cases, allowing me to use it for its full effect.

I’m on the buff>nerf side too.

If I have to choose between not having stealth wasted because of things out of my control like bad pathing or lag, and bbeing able to use it out of combat for things I can get other ways like utility skills or combo fields, I’d rather not have stealth wasted.

It also makes more sense for stealth to actually have to reach an enemy to have its effects. Since well, you can’t steal from thin air.

I would not be against something extra added to thief in return, though.

Like another pocket slot. Those F1 and F2 are lonely there. We could use an F3, maybe an F4 too when traited. Maybe F3 could be a slot just for buffs, while F2 is for attacks, and we can get the stuff we previously were getting by stealing from thin air by using the F3.

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What's up now with Thief F1 Steal?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]
Let’s apply this amazing logic to EVERY SINGLE spell in game so it makes “sense”. For example backstab can be blocked when hitting from behind, what are you blocking with? Or i get hit by channeled spells in stealth, WHAT are they even following if enemy can’t see me? Of if i steal axe from warrior WHY can he STILL use his AXE?

When steal is on recharge, you have all other skills. If you actually threw the axe, you lose the autoattack and 2 weapon skills, and there’s no unarmed skills to replace them meanwhile. So they have to keep the axe.

There’s actually weapons that work that way, but they are on NPCs hands in PvE. You can prevent a Jotun from getting its weapon back, and they attack with unarmed attacks.

As fun as it’ll be to actually be able to disarm an enemy and force them to use unarmed attacks until they recover their weapon, it’ll be too annoying to the one using the weapon, and they would simply stop using the skill.

Weapons having a ‘hammerspace’ and not needing ammo or extra weapons to keep throwing them saves lots of hassles. That’s why rangers can just keep firing arros and throwing axes without ever running out.

So in that case mechanics overrule lore. I did say the opposite happens too. It goes on a case by case.

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