break. I feel like they should be back by now..”
break. I feel like they should be back by now..”
Visually, is epic.
The placement, dunno a better place than a dark gloomy swamp.
The boss mechanics? meh.
Problem I’ve noticed with many epic world bosses, is they don’t work well against large groups. Why? Well who can anticipate 30+ people would be farming this fella, and make the mechanics to support them without introducing more 1-shot mechanics. Hp scaling goes a long distance but it still doesn’t push the bar to high, it just makes the boss last longer. Also the fact that ranged players can avoid dieing simply by standing still doesn’t seem right.
Ok, so SB is in the middle of this huge clearing in the swamp, yet he only attacks the front, with very few attacks tbh. The attacks do a good amount but they are so few in numbers that it hardly grazes the players. Lets vamp this guy up already, even the Champion shaman chief in the Frozen Maw is more threatening than this and he is a popsicle stick in size compared to this thing.
1. Instead of only in front, the Shadow Behemoth can make a full 360 attacking anything around. His spawn placement should be slightly adjusted to better fit this.
2. Some new moves that the sb can have could be:
-Swipe both arms around to knockback and damage players
-Screech causes vulnerability to players(15 for full screech)
-while the portals are open, sb will drop the spikes all around the field
-Another attack, sb will pierce the ground with his claws all around, heavily damaging players. The hand angle is as if it’s playing a piano, so his claws are perpendicular with the swamp base but it will smash the ground quickly after a red circle appears. The red circle is for each talon, so the center of it all would basically 1 shot a player if they happen to be in the absolute worse place. Each talon does damage, but at the same time, quickly after a red circle for it appears.
3. When he opens up portals, there are portals all around him. This forces players to spread out a bit more. The portal health is fine imo, it’s just they are so close to each other it’s hardly any work to shut them down. Additionally, each portal should start summoning veterans if they stay open for X amount of seconds. Lastly, any spawns from them should not die if the portal dies.
4. Speed up the falling spikes projectile speed. Those circles are a visual queue to get out, but they are so slow it’s almost like they don’t want player’s to worry about them.
Many bosses have been adjusted to survive much more (thank you, very much, for the jungle wurm buff) but some world boss mechanics are completely lacking (maw, sb, every dragon). Also epic bosses can be blinded, which I think should be removed (as in, epic bosses are immune to blind, not remove blind). Aside from that, the visuals truely are enjoyable, its just the fight isn’t on par with it.
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That is basically the whole reason why thieves are really strong in hotjoin and stomping news and uplevels in WvW but in high level tournement play and big zerg battles they become one of the weaker.
I fully agree that thieves are not that strong profession in high level tournament play, but I guess only <1% of GW2 players ever do that form of play. Anet unfortunately designed the profession more or less into one trick pony: huge burst and dps, not much utility. But the biggest issue is the game mode: pvp is about holding points and you cannot contest a point while being in stealth. And one of the other reasons for thieves being weak is the lack of skill. The thief profession promotes easy kills by few simple key press combinations. That is why for example in pve you often hear that thieves suck, BUT if you get a really good thief in your party, he certainly does as much damage as a warrior and isn’t dying.
I think it is a common fallacy that thieves are weak in zerg play. At least in euro tier #1 thieves are very common in zerg battles. Typical thief strategy is to spam daggerstorm and then make U turn towards own troops. Thieves can provide the highly needed blast finishers by demand by simply using shortbow #2, clusterbomb. That skill is also the highest damage range 1200 AoE skill in the game, which can be spammed every few seconds. In zerg fights thieves do stealth stomps all the time and flank the sides and rears looking for weak victims. If the enemy grou kitten cattered, thieves can enter the enemy group without much any risk of dying due having easy access to shadowstep and stealth.
There are more than burst thieves, but I get your point. The way thieves are set up, they utilize burst better than anyone which is good, since their defence is bupkiss.
To whoever said thieves don’t use stealth as a defence, LOL. So the hundreds of people who cry when a thief stealths and leaves the fight is an example of an offence… btw if they leave the fight, which this kinda situation usually happens in spvp, it means you won the fight. Kill them or not, if they arn’t near you and assuming you’re playing conquest correctly you are getting a ppt and the thief is not.
People need to understand stealth is the only sustain a thief gets. They don’t get protection, their regen isn’t that good, no block/aegis except for spear #3, and their life pool is the lowest tier (with guardian and ele I believe) along with being medium armor. All thieves got, if they build for it, is stealth and evades which since evade negates all damage, is fairly strong but rangers can evade really well too.
Countering stealth comes down to player skill, and if they havn’t dealt with it enough, it will sting. Stealth isn’t something you spot and switch to your super mega blaster skill that freezes them for being stealth near you, you have to predict their next move which most thieves, are kittens and run straight at you with a mug+bs with BV attached. Really easy to counter, unless your wearing nothing but town clothes and a broom.
Thief isn’t hard to play. Playing a good thief is hard, and good thieves arn’t doing these things after player 2 days, same as no d/d ele is doing that good after a couple pvp encounters. Thief has 1 good role atm, which is to damage(control is meh, support is mediocre). Don’t ruin it any further… The only thing I dislike about thief’s stealth is the duration vs. the reveal. I don’t think 3 and 4 is suitable, popping in and out just seems like a trickster rather than someone who is slipping into the shadows to land a powerful stealth attack. Imo, the stealth durations should be between 5-6 seconds (excluding shadow refuge) and the reveal should be around 6 seconds. This lets thieves promote more chaos as the enemy searches for them (if they choose to linger in stealth) but also when they are revealed the enemy has more than enough time to react and retaliate. A lot can happen in 6 seconds to the squishiest profession in game. A lot…
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(edited by NinjaEd.3946)
-Problems: safe spots, like everywhere. The use of the bombs vs sitting still with a charrzooka or ranged weapon is obvious. Additionally, for some reason the claw is stunned when it’s wall breaks. The wall isn’t attached or anything, but it breaking apparently stops the claw from at all responding.
-Solutions: Pre-event is good, the various effects like the multi-kb walls and ice bombs are good, it’s just the safespots put them to no good use. I suggest whenever the claw of jormag uses it’s screech move, the corrupted ground extends. At first it will mainly affect the sides but then it will extend and pinch off the middle eventually extending out as one big wave forcing players to take the wall down asap. With this, the bombs should get much stronger damage making them as attractive as standing in front with a constant missle fire. This extension will reset everytime it flies up but it goes to work quickly, extending by several hundred units each screech (300-600 for example). The weather would be tricky, but the idea is it affects the entire area around the event. Here are some details on what I’ve been thinking of for the weather:
=When ever the claw first lands, the weather effect starts up and lightly ticks into you’re health pool intensifying the longer you stay in it.
=Player’s will need to locate a campfire, a torch, or use a firefield to remove this weather effect (fire field is only a temporary solution).
=All stacks are removed upon contact with a fire field or a sorce of heat from npc areas. This makes player’s need to focus to stay alive more as a group.
=The damage per second and per stack does not increase based on player count, as to not overwhelm the players and also not promote small groups only.
=The weather effect vanishes when you bring the claw down by shooting its wings off ensuring you cannot fail at that point.
If players fail to bring the claw down (shooting its wings off) before the weather effect takes over Frostgorge sound(time limit), they fail. The weather will vanish but icebrood all over will get a buff until the next event is succeeded.
This concludes a very long post, hope you enjoyed reading. Feel free to comment.
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Challenging content, usually comes in the form of an instanced area. Why? Well if anyone here was playing during the Lost Shores event, you would know why. Even with commanders, open pve is difficult to make both difficult and managable.
Well, I believe the dragon lietenants should break free of this and live up to their title. Problem is, how do you change something that has 30+ players fighting it at once into the mechanics of a 5 person dungeon boss? Easier said than done, but here are some suggestions starting with The Shatterer.
-Problems: The field is rather large, yet he just stands there and at most flies up and then back down. His healing crystals are right in front where everyone is already stationed, and the majority of his attacks are in front, where not many people are due to the safe spots near his paws. Not to mention he can be blinded and miss everyone :/
-Solutions: If the vigil are holding a camp, why isn’t the shatterer trying to destroy it along with all the war machines? Instead of fending off stick figures it should be making it’s way to the mortars and cannons and ultimately the camp. The camp would have an high health bar but if the warmachines are defeated the shatterer would have a clear opening to it. As the player’s, your goal is to hold the shatterer back long enough to defeat it. Blind shouldn’t affect the shatterer at all. If they gata make branded immune to blind so be it, but this is just ridiculous. The regeneration crystals, should get a massive health scale increase and if not destroyed in a time frame (based on player count at the event) they explode and burst heal the shatterer based on how many crystals survived. Additionally, spawns should not only appear near the war machines but also around its sides. Lastely, his breath attack shouldn’t only affect those in front but it should breathe side to side, trying to scare off the players. The breath attack should be a channel that causes vulnerability every second affected, while granting all branded creatures might per second affected. If player’s cannot defeat the shatterer before it destroys the vigil camp, the event fails granting all branded creatures a buff until the shatterer event is succeeded next time.
Now Tequatl.
-Problems: Warmachins are incredibly difficult. Not only do they get swarmed with spawns, they cannot do much when the walls appear, and their damage alone is small. The mega lazer, although giving a moment of opportunity, doesn’t play a big enough role in the fight. Lastely, the spawns don’t focus the area by Tequatl very much.
-Solutions: This kind of derives from the karka. The idea being, player damage against Tequatl alone would be very, VERY minor. The way to counter this shell is through the use of the seige weapons, and the lazer. The seige weapons momentarily make the targetable spot (paw’s or head) weaker allowing a small window to deal normal damage to that spot. Fire will increase the damage that can be done to that spot, ice will slightly increase the damage done but for a longer window. For example; Fire allows 100% damage towards target spot for 2 seconds, Ice allows 75% damage towards target spot for 4 seconds. The Mega lazer only targets the head but it allows 150% damage towards it for 45 seconds along with the stun effect. The idea is if the seige weapons are going to be bombarded with risen minions, they should play a more vital role. That being player’s will also WANT to take those bone walls down so the seige weapons can continue to open up the wounds on the dragon until it is defeated. Now this event should be a time trial, similar to the Balthazar temple event. If not defeated in a certain time limit risen swarm the beach and Tequatl goes back into the water. Additionally, sparkfly fen will have a new event occur in a few select places where tequatl will fly by and drop off a wave of undead to corrupt the villages around, ofcourse requiring players to stop them. These events will occur througout sparkfly fen until the next tequatl event is succeeded.
Now onto The Claw of Jormag.
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(edited by NinjaEd.3946)
As a cosmetic, YES! I’d love to feel like my pet is unique and not some rip off of some super hero build everyone else is running (even if it only looks different).
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I’m beginning to think the op is trolling us all. 1 skill, which potentially adds up to 75k damage across 5 characters is “over powered” yet it requires you to “walk into a choke point” to recieve that amount? Idgi.
So ele Dragon’s tooth can hit for over 10k, and hit multiple enemies at a choke point. So they need a nerf. 100b can hit multiple enemies if you’re kitten enough to stand in front of its every hit and drop from that “100k+” damage across 5 targets is too much, might as well nerf it.
This isn’t a case of strong mechanics, this is a clear cut case of l2p. Don’t stand in obvious attacks, which includes giant red circles. If you’re color blind, look for the post where those with that issue have expressed their concern. Don’t blame this on your inability to respond to damage.
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1. If you have ideas on mounts, for w/e reason, look on the first page. A whole thread of kitten kittens discussing furry animals and others not seeing why people are so married to them.
2. Yeah, dragon fights are pretty lame. I think the problem comes down to not having such a diseased ritten animation running through a zone and blasting people, if you notice everything’s feet(paws, w/e) touches the ground nicely, excluding some armor pieces clipping isn’t too bad. If they allow something like The Shatterer to run around the dragon brand who knows how many areas he would phase through. I agree, dungeons or any instance should be harder than open pve content but world events like the dragons should be an exception. They cannot fail atm, which hardly feels like a world event. World events are supposed to be map changing, and never once has the maw failed, or the jungle wurm, or any dragon. They are just too easy because there are no requirements throughout the event. Just cut him/her down.
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How about Legendary Elites Skills?
Long recharge, long casting times but super kitten? During those casting times you can do some pretty awesome looking camera work.
-Sunrise replaces your first 5 skills and the character gets light wings.
-The Dreamer will summon the rainbow unicorn and it will charge, knocking back foes.
-Juggernaut will summon a massive metal fist to slam into the ground for big AoE damage.
-Frostfang will replace the first 5 skills and engulf the players body with the ice dragon.
-Incinerator will charge up and blast a fire lazer.
-Bifrost engulfs the area with the Aurora Lights, healing, removing conditions and granting boons.
-Kudzu summons a flower field that will heal and inflict conditions on foes.
-Moot can Summon a Disco Ball that buffs allies and crashes into the ground.
-Bolt can Summon a Lightning Dragon that will swill around the player, giving swiftness to allies and damaging enemies.
-Rodgort can summon a fire dragon that will crash into the ground, setting it on fire.
-The Predator can fire like a gatling gun.
-The Flameseeker Prophecies can summon a Titan Ally.
-The Howler can summon Fenrir.
-Hell, the underwater legendaries elite skills could be you can bring them onto land, AN ACTUAL USE FOR THEM in a game that is played 99% on land!But I don’t think ArenaNet is cool enough to work on improving legendaries. Have you see all those boring or useless traits? Seriously, dealing 10% more damage is nice but I want something fun! Have traits affect skills, I want visual feedback THAT IS NOT NUMBERS!
No. I played C9, which judging from your comment you did too, and the ultimate fury skills were cool, yes, but I don’t want them in GW2. Why? Because GW2 isn’t about getting increasingly incredibly flashy moves. You can’t balance if you’re juggling sledgehammers.
No I’ve never played C9, I’m not even sure what that stands for.
GW2 isn’t about incredibly flashy moves? When all the legendaries are incredibly flashy by themselves, The Moot is a freaking shining discoball. What game have you been playing?
Pretty sure he was refering to the skills themselves, not the visual effects. If legendaries had exclusive skills they outa be downright pitiful, and I mean worse than Avatar of melandru pitiful. Anything super exclusive isn’t going to be worthwhile, but to stay in reality, it will never happen. Legendaries are only cosmetics, they don’t require anyone to get them. Aside from maybe a quality of life bonus, I see no reason to “buff” legendaries as an idea.
And If I see another legendary gs come out before they release atleast 2 new legendary skins for each other weapon type, I’m going to run over a kitten. I do not understand why gs gets soo much attention…
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Because the only defence thieves get is stealth?
I don’t think you realize how vital stealth is to thieves. It’s as important as a pet is to the ranger. We can try to build outside of the pet/stealth, but in the end we will utilize it because it is a core mechanic to us. Traps do reveal stealth, they tell you where the enemy is. If you can’t put together a trap being triggered and a stealth player being the culprit well there is no hope in helping you.
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I’ve seen it suggested before, yes legendaries need to bring something more to the table. That something more doesn’t mean a stat increase, or exclusive skills. Instead, a quality of life change would suffice. Example:
1. Create a legendary (congrats on grinding your days out to look very not-so-unique. Either way, congrats.
2. Purchase a corresponding weapon with the stats you want.
3. Take both weapons to the mystic forge.
4. Either just the 2 weapons (would be simpler) or some item like the gift of X you got from the dungeon you farmed to make the legendary, just so it isn’t too easy or conveinient. Either way, the burden of making a legendary should be enough but some may disagree.
5. The recipe now allows you to swap the legendary to those new stats when ooc. So lets say your sunrise, which starts with p/v/t was put in with a zerker gs. When ooc, a drop down menu on the legendary appears allowing you to swap to those stats freely. Naturally you would want to use an exotic for this but if said person used a rare or masterwork or fine, it would be zerker of that stat.
The idea is some players may have a different build or desire of a build using the same weapon. Transmutating is not only a burden but costly if you don’t get them from the daily/monthly. This won’t eliminate the need for different weapon types but it would make build switching for some much more conveinient.
On a side note, any plans to make a transmuation crystal recipe for the stones? I have about 120, some have way more (I only did 100% map once out of my 3 80’s) and they arn’t useful. Even if it costs like 50 sp 50 stones some crystaline dust and a bottle of elonian wine, I’d make them. Such an important item and its nearly exclusive to the gem store. Seems wrong imo..
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(edited by NinjaEd.3946)
Find a group with friends or guildies and use a form of voip (vent, raidcall, LOLmumble, teamspeak, skype, etc). Also utilize wvw strategies (grouping up, water field, blast finishers) and get anyone who goes downed, up immediately. I’m fairly decent at dungeons but yeah this dungeon was a little difficult. First time wasn’t bad but the pugs made it a bit annoying, 2nd time ran with all guildies and it was a breeze (and fun too).
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Content doesn’t seem as important if it’s always there imo. If we had this awesome new dungeon be permanent the way it is now, how long before it is forgotten? It offers no tokens (which I like, to grenth with grinding tokens!) it is for the experience. It is exactly what the title of this whole group of content is, living story. They improved, because now it’s not some super large pve zerg that lags everyone out and makes people miss out on a chest and then wait several months to get bupkiss (yeah, pointing at Southsun Cove). It’s instanced, and can be done when the player is up to it in a more than reasonable time frame.
Enjoy the content, tell friends," hey, wish you were playing gw2 back during flame and the frost. It had some sick content really brought out the true colors of pve."
Plus I doubt this is the last living story, we already finishing up #2. I feel glad I was apart of both, even if the 1st 1 had some issues. Both encounters were memorable and enjoyable, better than any of the current dungeon bosses in terms of mechanics imo.
Also, how does pve content at all affect wvw? Wvw is in the mists, practically a different realm. Jormag isn’t flying around the mists, nor is kralkatorik. The don’t really influence one another when talking about content. Wvw has changed, a lot recently. Spvp continues to be polished (slowly but surely). Pve events/dungeosn continue to be polished.
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(edited by NinjaEd.3946)
Spies need to stop. If they have nothing better to do than sit in wvw to call out their zerg just so their friends/guildies can win a matchup, they simply arn’t playing this game with a brain (yeah, you get no benefit for setting up your server to lose).
Unfortunatly, spies arn’t easy to catch as it seems. They probably use 3rd party programs to communicate so there is no link to their activites (even if they do whisper or guild chat, doubt anything would be done). Unforunatly nothing can be done about spies because they cannot be tracked through the game. Best solution I can think of is when a player transfer’s to a new server, they cannot see any commander tags for x amount of days. That way they can’t sit at citadel and call out the zerg locations pretending like they’re worth a copper doublon.
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You’re not looking at this right op. It’s not 54 hits against 1 target, it’s an aoe skill. The same could be said for 100b. It hits multiple targets and currently has the highest damage potential out of any skill tooltip, and some warriors have told me they get up to 15k with this (was awhile ago, idk what it is now). Now take 5 targets being hit by that and you’re at 75k damage. Does 1 player take 75k damage? No. Aoe isn’t absorbed if there are less targets around, it simply doesn’t affect them anymore than it does.
Lb on ranger is quite weak imo, barrage being probably the best skill as it can slow down zergs well. Keep in mind it also has to be fully channeled to get that duration otherwise it is cut short drastically, like any aoe channel. Also like any aoe channel, you can simply walk away from it and ignore all the damage. It’s kinda your fault for standing there the whole channel :/
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I don’t like comparing other games really, but I have to say Diablo 3 did mf really well. There is a cap on it, and it becomes part of your character not the gear he/she wears(gear is optional but the passive mf at max level hits the cap I believe so no need for mf gear). Maybe they can scratch mf gear (food isn’t a crutch, as it doesn’t hurt nor help the team really) and put in a new item from miyini(the sp merchant in LA) that sells a book that grants you mf. Idk what a reasonable sp cost would be but it would be soulbound internal mf. That way people arn’t wasting the money on mf gear or hurting their team with their selfishness plus they get rewarded for logging tons of hours into their toon. It would also help with those who farm dungeons.
EX.
Solid 100% mf cap.
Each book costs 10 sp, granting 1% soulbound mf. OFc, caps at 100.
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Legendaries are cosmetics, not a buff. They arn’t within many people’s reach so even the slightest of buffs compared to exotic/ascended would be outrageous.
And technically some legendaries do have legendary “skills”. It changes the effects on many skills through either projectiles or swinging. As the skin is, these effects are also purely cosmetic.
The idea of making a legendary is supposed to be unique, memorable, and rewarding. Currently, aquiring a legendary is pure luck (precursor) with a grind that makes most korean mmos feel reasonable. The process is just unbearable to me, which is why I didn’t pursue a legendary (also incenerator’s don’t fit my style). More legendary skins will come in time, hopefully they ignore gs though. Seriously they need to lay off gs skins.
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Pretty sure op is trolling, move along. Nothing to see.
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@Zacchary – The painfully low base damage is exactly why a Thief HAS to build full power/crit to have a hope of killing something with these weapons. Even with mixed traits and non-DPS runes, my Warrior crits for 3k per shot on his rifle while my thief with glass cannon everything only hits 1k on his pistols per shot. They need to hit faster or harder. Maybe people in early level hot join sPVP think they’re ok against people that just eat repeated Unloads, but those same people would have died more quickly if I just went up and slapped them with a sword as I would have had real utility to go with better DPS just from auto-attack.
Pistols have been ignored in every update for Thief – and while I had hoped from the last SotG that they were looking at it from the comment regarding thief’s low base damage it has been missed yet again. I’m sure they realize pistols need work, but I’m hoping that some ways to look at them and pointing out that it is of concern will help make it hit this next update.
May is bug fixing month from what I heard. :/
Dunno if any balance issues will be addressed unless it is game breaking or too strong. Seems like anything too weak gets ignored for several months cough ranger cough
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I don’t think any sort of bonus gear is needed from dungeons. Many people don’t like running dungeons, and they would be excluded from obtaining “better” gear or be forced to do something that isn’t their cup of tea. Currently, all of the best stats in the game can be achieved in various play styles (pve). Open pve, dungeons, or wvw. No one is left out.
Skins are the carrot in gw2. In ways, I miss working on long difficult quest lines or even camping a rare mob for super rare loot but it also made me feel insignificant until I had those pieces. In gw2, I don’t feel under geared, even when I was 80 running full rares. With full exotic/ascended now, I don’t feel like a super god but I do still notice the boost and it is welcoming. Its a bonus yet nothing game changing from what I’ve seen. Rare or ascended it comes down to player skill above all, which to those who CAN complete harder dungeons, arn’t being rewarded appropriately. Aside from a new title, I got near nothing for getting Dungeon master. Arah was the hardest part of it all and I’ve seen better loot from SE which took half the time if not less.
Like op said, time spent/difficulty should reflect the loot quality. If cof is going to be super easy, then the loot should continue to be kitten. If CoE takes 1.5 hours, I should feel like my time invested led to something (coin, mats). For me, I don’t need super armor that boosts my stats but I would like to get mats for a weapon skin recipe and dungons arn’t helping me with that no matter how difficult path x is.
What I’m afraid of most is if this new “make dungeons harder” patch is just gana be adding more trash mobs that hit you for 4k. The living story dungeon was amazing, really hope they are using it as a guideline for the dungeons to appeal the hunger for a challenge but also the desire for a enjoyable experience. Not necessarily copy the dungenon mechanics but understand that encounter’s need to be more reasonable. If boss Y is going to stun lock you, it shouldn’t do a ton of damage. If boss Z has a heavy hitting skill, it should be noticable so it can be avoided, things like that. I won’t even look at AC exp p1 or p3 anymore because it’s either glitch the boss (which I absolutely hate) or wipe because this guy is insane with add-ons. Detha is the only enjoyable fight that took some skill to complete imo.
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(edited by NinjaEd.3946)
Many of the X% damage towards enemy archtype sigils are near npc price. This isn’t a problem with the market, this is a problem with their use. Something needs to be done with these sigils as they serve no benefits to people over the other permanent sigils (that have no temporary conditions).
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There are 6 different pvp daily achievments. 4 of which are the orignal which were incredibly easy to do. I may not share the time schedule as you (~25 hours a week work) but I don’t see the frustration. Play 4 matches, try to be the best in one of those and you’re done.
Pvp dailies are a joke anyways, they take at most 20-30 min to do which to any mmo player should be more than enough. Any sooner and they might as well reward daily achievments for logging on.
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(edited by NinjaEd.3946)
Keep in mind, more living stories are yet to come. Being temporary is sort of a downfall but being awesome is what makes them so special. It’s also data for anet to analyze, which can help them in the long run to develop new dungeons (or paths) which will keep people interested and happy. If they released permanent new content (take southsun cove for example) and it fails, what have they gained? Results.
They then take these results and improve, figure out what players like and what they dislike and make something that is ultimately what the majority want. Player’s can look upon this living story as what it is, a story. They will tell friends about it will possibly pull more players in because they will see (or hear) what kind of content is being released had they of played it. Permanent content leads to exploits over time as well as loss of interest as it becomes a grind rather than a meaningfuly experience. A living story is a treat to the current players who feel proud to be a part of such an adventure.
In all honesty, I think this new dungeon should set an example for the current dungeons as well as future dungeons. It has a ton of positive feedback as well as constructive critism to improve it potentially. It set a standard of what people are looking for and for those still playing pve, they know that anet is more than capable of releasing impressive content.
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Thief doesn’t have many weapon options to begin with. Only 4 weapons, 1 of which are fairly weak unless in a combo with a different weapon (dual pistols fairly weak, as they offer no surviability without massive initiative expense).
TBh, thief should get the 1000 range base for their ranged. They are the only profession who doesn’t have a single ranged weapon which can consitently hit at 1000 range, and that’s huge in things like fotm and wvw. Range is vital, especially for squishy professions. The 2-5 skills are spammable to an extent so I don’t think they need much of a buff unless they cost a ton of initiative but the basic attack should be at par with other professions. Which includes the weak bleed the pistol basic attack does.
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In mistform/elixer x you are invulnerable already. That in itself is a huge advantage, especially since it isn’t even an elite skill. Utility skills are supposed to aid you in combat, not make you a god. Not to mention you can move (excluding immobilize) while in this form, and ele gets 2 mistforms technically. The nerf was necessary, you just need to learn to get past it.
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To the team who made this dungeon, thank you.
If there is any reason for people to come back to pve or start up pve, it is because of things like this. This entire dungeon felt like a living story having the mechanics to back it up as a challenge, yet enjoyable. Ran it with pugs at first (1 guildie, 4 pugs to be more precise) and it was enjoyable up till the duo boss. Failed, wiped, got irritated and had to go anyways.
Came back with full guildies and breezed through. There should be more boss fights and events in instanced areas like these, where they feel epic even if it’s only 5 people. SE story mode boss at the end was also pretty fun, as was some of the exp mode bosses but thats only 1.
Wish all dungeons can be this much fun
Keep up the amazing work Anet, this is why I still play pve ^^
BTW bruno, the stunlock combo can be countered by stunbreaking the first hit, then dodge rolling. Worked for me most of the time, just was hard to time but it is possible.
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(edited by NinjaEd.3946)
Maybe, they can treat it like orr. Throughout the island there are various hives that are being built up, and a DE to destroy them starts once in a while (enough to be constant). Through various methods and even coming across the occasional non-karka mob (pirates, skelk, reef drake, sharks, etc) to destroy them (explosives, tipping a tree over onto it, using the asuran lazer to knock a part of the mountain over to crush it). If not dealt with, the population of karka spawns are intensified.
Also I agree, they should drop loot more often. Especially the veteran karka and ESPECIALLY the champion karka. It’s not a rich ori node anymore, so atleast make the gate keeper a worthy chest box.
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Pvp is about player versus player, so all people are scaled fully to 80 and have access to the same stats.
Wvw is sorta pvp since you’re scaled to 80 but have no traits at the start or the quality gear/sigils/runes.
Pve is about progression and eventually looking cool. There is little of a gear treadmill. Rare at 40’s, exotic at 60’s, and ascended at 80. Aside from learning the profession, which you should be doing, there is work towards 80 which adds to the game and also fulfills many people who are used to becoming stronger over time.
Now op, you want to take out 79 levels of content because its a problem with your schedule? It’s an mmo, you should be aware they take time. You don’t need to dedicate 6 hours a day to get anywhere, a mere 1-2 hours can get you a level and some items. If you can’t put in atleast 1-2 hours then you shouldn’t be playing mmo’s to begin with because you won’t be having any fun if every session you get interupted with real life activities. Thats good to have things outside of the game to do, but that doesn’t mean you should be willing to pay2play because its an inconveinience for you.
Most importantly, you won’t know anything about you’re profession if you skip out on leveling. Thats also what leveling is there for, to learn your class, test out builds, enjoy the game. If you skipped to 80 I highly doubt anyone will keep you in their party for more than 1 event.
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I think everyone should get a battlehorse in WvW, maybe higher ranks could get cooler looking ones, but the speed would be all same all around.
Lowbies who don’t have their speed boosts, and certain classes get left behind ALOT and if everyone had a mount it would make things fair. Plus a zerg on their mounts > a zerg on foot, anyday.
The mounts outside pvp for tyria would be the ones you work towards and collect!
Also, Mounts would get more people out in the world. I know there are players like me who would prefer to ride their horse around instead of porting everywhere.
But in gw2, you can’t ride a horse, you could never ride a horse, or moa, or doylak. And horseback zerg being > on foot zerg is an opinion. Personally, an army looks much more threatening to me when they arn’t cowering behind animals. Thats just me though.
Content isn’t explored more because you can look cooler goin there, content is explored more when there is something worthwhile or fun there to do, it’s unlikely people will be riding mounts just to ride mounts, they will likely be trying to go somewhere and galloping past contnet not stopping to enjoy it.
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(edited by NinjaEd.3946)
Right now asura have a monopoly on tyrian travel. are we really expected to believe that EVERYONE would be okay with this and there would be NO other forms of travel?
We have planes, but people stil take the train..
We have cars, but some still prefer to ride bikes, or even horse and carriage…Some people just want to ride a little slower and watch the scenery…
I really think tyria needs another form of transportation, and I think mounts are the way to do it!
Asurans used that gate as a sort of treaty amoungst the other races when they emerged. Lore stated the other races were neutral towards asurans because of their asuran gates and how much they helped. If you think the other races need some other form of their own travel, then whats the point of asuran gates?
Also the asuran gate is the only way to enter the mists, they are quite handy (lore wise, for conveinience they just made it so you can click the pvp window and port there).
As for mounts in general, they serve no purpose as a speed boost. Cosmetic? I’m sure many agree to have no problem with that. But it shoudn’t offer any boosts towards player stats in any way shape or form. It’d be too exclusive and anyone without a mount in wvw would be frowned upon. In pve, well take your silly mamal I’m gana just port to the event and finish it before you get to the zone even.
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You can’t transmute skins of higher levels to lower levels
Yes you can. I’m wearing level 70 skins on my level 30 elementalist.
Some pieces resemble higher level pieces (gladiator armor for instance) but the skin is the same. I’m talking about skins exclusive to level 80 can’t be transmutated to lower levels. There are numerous event weapons (jormag’s needle, claw of the desert, grenth, dwayna, lyssa, have a weapon, dungeon weapons, and legendaries.).
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I’d be in favor of custom games, allowing you to exclude certain professions from joining. Imagine, a distant world, where there arn’t bunker ele’s exploding the map with their obcene damage. Did I mention they are bunker ele? Yeah…
and the sotg they said if things need to be tuned back or forward they will address that. Bunker ele’s were too effective, anet had to do something to pull them back a little. Nothing at all fair about going invulnerable for 3 seconds and being able to use utility skills still, that was a necessary change.
Removing conditions on regen? Maybe wasn’t smart in nerfing the entire build but it was broken, and impossible to counter. No good ele would die from a cond build, simply because of this trait. That had to be changed in some way.
Ele had overspent it’s time on the top, it was time they got brought down to everyone elses level. I’d suggest waiting to test out the adjustments, see how they really affect your playstyle. Ele hasn’t seen half the amount of nerfs thief has.
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What’s the point of buying a game if you aren’t going to play it?
Thats the mentality of many gamers now. Lazy kittens who don’t wana work but want rewards.
WHAT rewards?
There are no rewards at level 80. If people want to skip to 80 and do the same hing they could’ve done at level 10 …who cares? It nets more money for anet.
What they should have done is kept in up-scaling in dungeons and throughout the world like they had originally planned. They scrapped this idea before beta.
Skins for starters. And the ability to fully spec into you’re desired build (traits, utility) as well as the start to agony resist if fotm is your thing and ascended gear. There is a lot more gained from hitting 80 than you think.
Skins can be used at any level if you have xmute stones.
And I definitely wouldn’t call being able to trait a ‘reward’.
You can’t trasmute skins of higher levels to lower levels (legendaries, dungeon armor, etc).
And being able to put 70 traits as opposed to 30 or 40 is quite significant. Starting to think this post isn’t to be taken serious. O.o
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As with all mount threads, a moderator will join in and shut it down refering you to the other topics discusissng this. You really gained nothing by posting this, as I have gained nothing by reading/replying to it… what a sad world of gamers nowadays…
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What’s the point of buying a game if you aren’t going to play it?
Thats the mentality of many gamers now. Lazy kittens who don’t wana work but want rewards.
WHAT rewards?
There are no rewards at level 80. If people want to skip to 80 and do the same hing they could’ve done at level 10 …who cares? It nets more money for anet.
What they should have done is kept in up-scaling in dungeons and throughout the world like they had originally planned. They scrapped this idea before beta.
Skins for starters. And the ability to fully spec into you’re desired build (traits, utility) as well as the start to agony resist if fotm is your thing and ascended gear. There is a lot more gained from hitting 80 than you think.
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What’s the point of buying a game if you aren’t going to play it?
Thats the mentality of many gamers now. Lazy kittens who don’t wana work but want rewards.
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If you understand how larger companies work you would of listened in on the sotg videos and other interviews and know, they arn’t putting out any real new content. They are bug fixing next month, they are polishing wvw and pvp (although imo slowly, but no wack a mole which I can respect) and they are expanding on wvw abilities and guild missions.
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Now this is a story, all about how, some people need to see mount threads all around, and I wana take a minute while you sit right there, and explain to you all how these threads pull out my hair. Queue music. \.O./
In Divinity’s Reach I was born and raised,
On the alleys and streets I spent most of my days,
Chillin and relaxin’, not lookin’ the fool,
Don’t need no horses, no flashy mounts to look “cool”
When a couple of guys hit 80 in a week,
Started demanding loads of mounts, and duels in the streets,
With one big sigh I took a deep breath,
Said it’s time to put all this silly nonsense to bed.
I shouted for a dev and when he was near
his tag said Banhammer and he put the mount posters to fear
If I could do anything, it was to stop and stare
but instead I replied with a,“hey look, over there!”
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I’d rather see memser’s have to kill all clones before they can use a skill. How is it fair they can remove targeting over and over and get no ridicule but thieves.. oh man…
Leave thieves alone already, they have more than enough nerfs that they are already falling off their pedestal in pvp
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Um….they havn’t released any new contnet really…
If by new content you mean things like the guild missions and sab, those are just small things to keep us busy because many people, including me, have nothing to do in pve.
Anet has stated before they rather work on the current content than start expanding zones (cantha, elona, etc) and for months, they have.
You gata understand, there is more than pve and sometimes other teams pull resoures from one another or work together on the same project because it may affect poth pve and pvp.
Lastly, not everyone at anet is making 6 figures and chilling out at a yacht club after work(if any do, where was my invite?). They work, and without a monthly susbscription the only income from gw2 they get is from the gem store. Maybe if you sent them a blank check they could fix your “problems” immediately and start working on new content then.
Those skins may look kitten to some, to others they like to roleplay and even if they make $100 from some ugly shirt, its still profit. I agree they need “cooler” gem store skins, but you can’t expect these things over night.
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I don’t see the point of addressing the player limit on the portal, 20 is fine. It offers no boons or conditions, its for transporting only.
Tactically, the skill is great (excluding wall hopping). Unintentionally, it defeates the purpose of jp’s because a large population isn’t doing them yet reaping the rewards. People are doing sharkmaw and trolls end regularly, and by people I mean 1 or 2 memsers. The rest just portal up. Should just shut down these jp for “maintenance” and figure a way to block the line of sight from these puzzles so it can’t be skipped.
The hardest part I see is many puzzles involve xyz paths, you arn’t just taking some straight forward jumps. The ending usually resides really close to the start, so the line of sight is there, therefore the portal is too. There should be a way to eliminate this without nerfing the portal in any way.
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There are people who are against mounts so I decided to start this thread to try and address some of their concerns and keep it constructive since a lot of mount threads get derailed with fighting.
As will this one.
Now this is a story, all about how, some people need to see mount threads all around, and I wana take a minute while you sit right there, and explain to you all how these threads pull out my hair. Queue music. \.O./
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
If they change the current legendary recipes it would be unfair for everyone who has farmed for months to get one.
I agree with OP, but when new legendaries come out it shouldn’t be like the current recipe that needs T6 mats, icy runestones, obsidian shards, and clover.
Making it more accessibly doesn’t mean it should be easy. It’s about getting away from the daunting grind so people can enjoy getting a legendary but also so it feeles more unique.
ATm, many people have a legendary. Does that make them better at playing the game? No. Should it? Big no. However player’s can’t play how they want to and see a legendary in their near future, they gata go down the boring road most taken. It’s honestly better to farm gold, then buy all the mats to make a legendary (excluding the dungeon items and 100% map) and make it rather than farm it which either method, is boring as hell. If you manage to push through this dull part, you get a weapon. Yeah! Will you encourage others to make the weapon? Probably not, because
A. they will look like you and just about every other player
B. the experience was less than lump of coal for the holidays.
New skins could only solve part of the problem, the core of the issue is the aquisition of the precursor and eventually the legendary. Did I mention they are incredibly boring?
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Ehhh laurels can be debatable. They are easy to get for those with limited schedules and they can provide beneficial items like ascended gear and minis.
Capes would be cool, but to an extent we can already show off our guild with guild tags, guild armor, guild weapons, guild backpacks(although ugly). They just need to expand the looks of these guild skins and maybe a capes in general will be added as a back piece, along with that a guild cape from the guild armorer.
The multiple currencies are quite kitten. First we had gold, karma, gems, and dungeon tokens. Now we got more tokens, laurels, commendations, and apparently ecto became a currency. It’s just a burden to hold onto all of that, especially because the tokens don’t stack beyond 250 so for dungeon farmers, their banks are just loaded with them.
Btw op, I would change the title before a moderator changes it for you. Titles like that arn’t looked upon as useful to the forums.
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Some of the dungeon pieces have the stats I want though. It’s not like they’re stronger than exotics anyways, they are just a free alterantive to people who want exotics, but don’t have the money to get one. I got over 60g yet I still rather get a free exotic from little dungeon runs than spend it on some tp item that I’ll end up transmutating anyways. Also doing the dungeon gets my money, so its win win tbh.
What I wish would happen is the other dungeons be more rewarding than cof, because they take much longer to complete. Time invested should = rewards. IF a dungeon path clearly takes more time than the others, it should drop more loot or more tokens or both. It’s pretty obvious why people do cof more so than the other exp paths.
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Yes, many people have been awaiting 2h axes to be added. But there are also a dozen other threads exactly on this, so you should really try searching and posting to one of them. Spreading these posts out when on the same topic is just a wasted effort.
Also, anet has already said in one of their interviews they want to add new weapons, specifically to push for more roles per profession. When will they come out? Like with anything in this game, when it’s ready.
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I like meta and dungeon ideas. I have a nice idea what dungeon should be. We all know that LA was once a pirate city that became a part of civilized world. I think Southsun is not recently discovered island. Lion’s Arch pirates hid a treasure there, and maybe that treasure had some magical items that will secure Lion’s Arch from future destruction. Story mode of the dungeon will be to find this treasure which is guarded by pirate ghosts that vowed to secure this treasure no matter what. And explorable would be to disrupt ghost pirate plans of taking back this treasure from Lion’s Arch. Would be awesome if it had some exclusive weaponry and armor like all other dungeons do, this would add some life to our beautiful Southsun Cove, but some dungeons are never done, like SA, it’s very rare. So i think they should add exclusive stat armor set with stats like of Karka shell jewelry, i dont mean there shouldnt be 3stat equipment, just saying that this would make more people interested.
SEE! I’m not crazy! ‘) someone else see’s pirate related activities in southsun O.o
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First of all this thread went all the way wrong. The author says that people who get the achievement for doing nothing is unfair, but to stop on this he added a stupid sentence that people being portaled to JP is also cheating. It is not. First of all when you want to do JP you can do it, but there are people who are bad or just came online for couple of minutes to get daily chest, why the heck do you care if he is ported. Doing JP is not a competition. Also its not cheating when mesmers port people inside castels. You can clearly see that castle is being under attack and you should find that one mesmer. Also PvP zone is the only thing mesmer has, it sucks in PvE because mobs dont aggro on clones and mesmer dont have much toughness. Portal servers for teleportaion from a spot to spot when both spots should be marked by standing on them, you dont target another portal in mid-air to get some exclusive port.
If they don’t wana do the jp, then they shouldn’t do it. They arn’t doing anything really if they are accepting that portal up.
And I disagree on mesmers being useless in pve, they can provide good boons and team support, even with the portal (take fractals for instance). Also when introduced, the mesmer portal was shown as a kiting skill, so it can be used in its intended way, just not many people feel the need to waste a 90 second cooldown to avoid an enemy for 3 seconds. I agree the cd increase wasn’t a fair step, but I still believe it shouldn’t work in skipping a jp even if they don’t get the achievment.
People dont only talk about jumping puzzles here, they want to remove portal at all. But for fair solution it should be like this. Mesmers can port people only in PvE regions, but in PvP region portal becomes party depended.
That would work. to an extent, except the mesmer can just re-invite people over and over who want the jp done.
FYI, I don’t want the portal removed. I like it’s use in wvw for tactical groups, just not so much in jp. I’d much prefer if chests were weekly and THEN they limited the use of portals/teleports/leaps altogether in jp, gives people time to do the jp and the rewards would sufice a weeks worth. Could reset with wvw rotation so it’s managable with people’s schedule.
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Such a nice looking zone. Events and fixing the op veteran karka would be my only requests (3 health bars, transfer conditions on basic attack, super evade? really?)
A dungeon would be quite interesting, but who would be the enemy in this dungeon? All dungeons atm have some sort of talking enemy that rallies up troops and is causing problems in open pve. The karka don’t really have a leader atm, we killed the sucker.
Maybe pirates try looting the island for some lost treasure? Pirate leader can come across some unknown organism that if revived will take over the island and you gata keep them from finding it? I’ve always envisioned pirates trying to take the island from the lionguard and consortium, since the island is fairly new and could hold many secrets/treasures.
Maybe a mix of karka and pirates, and the ending you gata find the pirate ship and board it to escape the colapsing cave (time limit).
break. I feel like they should be back by now..”
First of all this thread went all the way wrong. The author says that people who get the achievement for doing nothing is unfair, but to stop on this he added a stupid sentence that people being portaled to JP is also cheating. It is not. First of all when you want to do JP you can do it, but there are people who are bad or just came online for couple of minutes to get daily chest, why the heck do you care if he is ported. Doing JP is not a competition. Also its not cheating when mesmers port people inside castels. You can clearly see that castle is being under attack and you should find that one mesmer. Also PvP zone is the only thing mesmer has, it sucks in PvE because mobs dont aggro on clones and mesmer dont have much toughness. Portal servers for teleportaion from a spot to spot when both spots should be marked by standing on them, you dont target another portal in mid-air to get some exclusive port.
If they don’t wana do the jp, then they shouldn’t do it. They arn’t doing anything really if they are accepting that portal up.
And I disagree on mesmers being useless in pve, they can provide good boons and team support, even with the portal (take fractals for instance). Also when introduced, the mesmer portal was shown as a kiting skill, so it can be used in its intended way, just not many people feel the need to waste a 90 second cooldown to avoid an enemy for 3 seconds. I agree the cd increase wasn’t a fair step, but I still believe it shouldn’t work in skipping a jp even if they don’t get the achievment.
break. I feel like they should be back by now..”