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Needs more Instanced PvE Content

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Posted by: NoTrigger.8396

NoTrigger.8396

Just say no to instanced content.

just say no to more entitled and egoistic behavior within the community thats supposed to be the best online gaming community and people who should be playing single player games with a difficulty slider instead of a MMO.

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General Dungeon Discussion Thread - Part 2

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Posted by: NoTrigger.8396

NoTrigger.8396

How long does it take to level up in Whiteside?

And do dungeons become obsolete as you level or are they our current dungeons in GW2? Do we have downscaling?

the veteran dungeons will never become obsolete, because its one of the best ways to make money and you will earn “glory” for group content. glory is needed to add runeslots for example.
and if you dont wanna pug you can solo the normal mode dungeons without downscaling. its easy gold and you can salvage the items for rune crafting materials and rare runes that are worth alot on the AH.

the normal mode dungeons are like the gw2 dungeons (scaling and not max level), the vet dungeons are level 50 and obviously the difficulty and mechanics are different.

on my first char it took me 4 days to reach 50. thats when you know nothing about the game. the second one took me 3h, because of powerleveling.

I did the first dungeon last night, and it’s basically a nice tutorial that shows the basic mechanics and strategies of bosses. Really well done — explained things well, and left me wanting more. Coordination is going to be very important in this game.

i guess that was the protogames initiative thingy? how do you like the interrupt armor system?

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Where is promised challenging HOT content?

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NoTrigger.8396

Just look at Wildstar for example. Hardcore raiding game that is on life support. The majority didn’t want that so they left in droves.

this is bs. timetravel said statistics show that players who entered dungeons or raids in wildstar were more likely to stay.

They also said that ~60% of the player base played solo. WildStar’s ultimate failure was that they only focused on challenging group content.

they did not only focus on challenging group content. there is plenty of stuff to do for the casual player. more than enough tbh. most people who claim wildstar failed because of the challenging content didnt even make it to 50.

few days ago a guy on reddit wanted to tell me he leveled to 12 and the dungeons were too hard. funny, you cant even enter a dungeon at level 12

Funny that isn’t what the Wildstar devs said about it.

have you played the game? nope? ok thats all i need to know.
everything i said above is true.

I did play the game, but not for long. However, the devs did come out with a comment early on, when the game was leaking subscriptions. I’m paraphrasing here, but what they said was, oh we didn’t realize how many of you guys wanted to do solo stuff. It surprised us. However, we see now that we need this other stuff and we’ll work to get it in there.

Not sure why they’d lie.

and what exactly does that have to do with my statement? nothing.

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Where is promised challenging HOT content?

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Posted by: NoTrigger.8396

NoTrigger.8396

Just look at Wildstar for example. Hardcore raiding game that is on life support. The majority didn’t want that so they left in droves.

this is bs. timetravel said statistics show that players who entered dungeons or raids in wildstar were more likely to stay.

They also said that ~60% of the player base played solo. WildStar’s ultimate failure was that they only focused on challenging group content.

they did not only focus on challenging group content. there is plenty of stuff to do for the casual player. more than enough tbh. most people who claim wildstar failed because of the challenging content didnt even make it to 50.

few days ago a guy on reddit wanted to tell me he leveled to 12 and the dungeons were too hard. funny, you cant even enter a dungeon at level 12

Funny that isn’t what the Wildstar devs said about it.

have you played the game? nope? ok thats all i need to know.
everything i said above is true.

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Where is promised challenging HOT content?

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Posted by: NoTrigger.8396

NoTrigger.8396

Just look at Wildstar for example. Hardcore raiding game that is on life support. The majority didn’t want that so they left in droves.

this is bs. timetravel said statistics show that players who entered dungeons or raids in wildstar were more likely to stay.

They also said that ~60% of the player base played solo. WildStar’s ultimate failure was that they only focused on challenging group content.

they did not only focus on challenging group content. there is plenty of stuff to do for the casual player. more than enough tbh. most people who claim wildstar failed because of the challenging content didnt even make it to 50.

few days ago a guy on reddit wanted to tell me he leveled to 12 and the dungeons were too hard. funny, you cant even enter a dungeon at level 12

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Where is promised challenging HOT content?

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Posted by: NoTrigger.8396

NoTrigger.8396

Can people name a single thing in any MMO that is more than a week month old that is challenging?

Wildstar. Of course once you are geared in the best gear the content isnt as hard but you can still wipe if you dont do the encounters properly and have fast reactions. For example they have a medal system for their dungeons. At the start of the game most groups couldnt even complete the bronze reward. Now most groups finish it on silver which is finishing it in a set time limit. There is also a gold reward that even today most people cant do, raid gear or not.

only dungeons get easier. everything else is difficult even when you are full BiS

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Where is promised challenging HOT content?

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NoTrigger.8396

Just look at Wildstar for example. Hardcore raiding game that is on life support. The majority didn’t want that so they left in droves.

this is bs. timetravel said statistics show that players who entered dungeons or raids in wildstar were more likely to stay.

the game had other problems, performance issues that made it unplayable for everyone with an amd cpu. the attuenment quest sucked, the leveling experience sucked (i liked it, most people didnt, and i can understand why). the itemization sucked, because pre raid gear was BiS gear even in and after the first raid.

all of it is fixed by now. the only people who say “wildstar failed because of the hardcore content” are the ones who want everything regardless of effort and the ones who dont want to accept that they are really bad players.

hardcore content is never the reason why a game fails. people just make it look like it is because talking kitten about the game is obviously easier than admitting that you are just bad.

Should there be challenging content for those who want it? Sure, but it needs to be balanced for all playstyles, otherwise you will neglect everyone else who doesn’t want challenging content.

and this makes even less sense, if not no sense at all. you cant neglect everyone who doesnt want challenging content by creating challenging content. why? if they dont want it they simply dont have to play it.
yeah, it is that easy.

there is more than enough to do for players who dont want to improve.

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(edited by NoTrigger.8396)

General Dungeon Discussion Thread - Part 2

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Posted by: NoTrigger.8396

NoTrigger.8396

on EU the waiting time is 2-5 min, then queue pops. what you can do is try to queue with your offspec. should be faster then.

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General Dungeon Discussion Thread - Part 2

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NoTrigger.8396

yup, leveling is cool and i liked it better than the gw2 leveling. but some areas will feel a bit grindy and boring around level 25-40 i think. for example whitevale and the biodomes in farside.

gathered some stalker leveling advice for you:
<02:30:23> “Kiritochwan”: mainly go into impale and shred
<02:30:32> “Kiritochwan”: amps just into assult tree, try to get enabler(amp)
<02:30:37> “Kiritochwan”: but it doesn’t really matter because stalker is op
<02:30:39> “Kiritochwan”: for leveling

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(edited by NoTrigger.8396)

General Dungeon Discussion Thread - Part 2

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Posted by: NoTrigger.8396

NoTrigger.8396

im pretty sure there will be new instanced PvE content in HoT. and im pretty sure they will continue the living story after HoT release, because they already said that… and we all know what living story means.

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General Dungeon Discussion Thread - Part 2

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NoTrigger.8396

http://www.twitch.tv/aaritv

gonna summon a secret worldboss (2 40 man raid bosses) in the open world for artifact weapon imbuement soon if anyone wants to watch. not sure if the boss will bug out or not since nobody has seen it before.

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General Dungeon Discussion Thread - Part 2

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NoTrigger.8396

the game will melt your face.

Phiws claim that’s why the game flopped. I have a hard time believing them, but I wonder…

Omg, those are considered cool sets in the game? Wow…. O.o

nah the game “flopped” because of performance issues, bad itemization, bugs, bad leveling experience and you couldnt really do kitten at launch. all of it got fixed.
and alot of people dont want to pay a sub.

some people are just mad because they went into the game with the same mindset like in wow or gw2 and they got wrecked. getting wrecked and realizing that you are too bad is hard to accept. some people give up, some people improve and get things done.
and ofc nobody will say “ws doesnt suck, i am just bad”, you know, pride and ego.
in terms of difficulty you could see gw2 solo dungeons and fractals as tutorial for wildstar and im not overexaggerating.

timetravel said the statistics show people who have entered a dungeon or raid stayed longer/more often in the game than the people who didnt.

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General Dungeon Discussion Thread - Part 2

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NoTrigger.8396

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General Dungeon Discussion Thread - Part 2

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NoTrigger.8396

there are only 2 server per region. play on Jabbit PvE. its the PvE mega server and pick Exile.

I’ve seen WS is going F2P soon~ish. If HoT brings nothing new to dungeons & fractals, I’m thinking about rolling over. Considering I enjoy pretty much fractals and dungeons only in GW2, would WS be interesting for me?

yes, but its not afk difficulty like in gw2. the game will melt your face.

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General Dungeon Discussion Thread - Part 2

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NoTrigger.8396

@no trigger I am NA.

Plus i forgot how fun the combat can be, currently relearning how to play my spellslinger (only max lvl toon I have) and in the midst of leveling up a stalker and warrior.

I also need to get the meta build set up, get all the gear, finish my attunement process (was up to doing the dungeons on vet mode). it feels good to have so much content to do again. just need peeps to do it with that do not mind having a scrub around until i learn how to play properly and get better

adding in that my spellslinger is in some horrible gear I think. And OMG the housing, how I missed the housing. I believe i just spent 2 hours today playing around in the hoverboard skatepark i built around a year ago when the game first came out.

I think i am fanboying too much about this game :/

for builds:
https://forums.wildstar-online.com/forums/index.php?/topic/65734-spellslinger-elder-game-dps-thread/

or you can check wildstarlogs and check the rotation and what people are running. our logs for example (its a bit complicated)
http://www.wildstarlogs.com/reports/FCv8bWBGJj2YrtmV

for gear, after release crafted gear was the best pre raid gear. now they buffed dungeon gear to make it better and there is a contract system that will reward you with ilvl 61 gear. you should do the contracts. you can add and reroll runelots now too.

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General Dungeon Discussion Thread - Part 2

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NoTrigger.8396

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General Dungeon Discussion Thread - Part 2

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NoTrigger.8396

its how devs should be.

you should ask on reddit which fraction is more populated. its Exile on EU. could be different on NA. and play on the PvE megaserver. pvp servers arent really populated.

for classes, each class is different and needed. each class deals competitive dps.
it really depends on what you wanna play.
warrior, engis and stalkers can tank and dps. medics, spellslingers and esper can heal and dps.
warriors and stalkers are melee. engis and medics are like medium ranged. spellslinger and esper ranged.

i recommend to watch the class devspeak videos
https://www.youtube.com/user/WildStarOnline/search?query=devspeak

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General Dungeon Discussion Thread - Part 2

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NoTrigger.8396

in the box there can be really expensive stuff like a cat mount. you can sell it for 50 plat+ and buy 2-3 months of playtime via credd.

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General Dungeon Discussion Thread - Part 2

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NoTrigger.8396

Do they release new endgame content regularly? How much (approx # of raids, etc) and how often?

yes, they release new endgame content regularly. shiphands, adventures, dungeons and raids. there is a big fat patch with new maps and endgame content every 3 months.
shiphands, adventures and dungeons more often than raids. but you will be busy for a long time with GA and DS (raids), for example it took 6 months until Datascape was cleared for the first time. the next tier of raid content will probably come with drop 7 (in a few months).
augmentors 20, the newest encounter, took us and enigma over 500 pulls + ptr experience to kill it. we worked on it 6h per day and 12h at the weekend and the day it was released for over a week.

after clearing there are challenges and medals. challenges are optional difficulties (nobody in the raid can get hit by X attack or complete this part of a boss fight in X amount of time), but you will earn more rewards. medals in dungeons for example are based on how fast and clean you run the dungeon.
so speedrunning is really supported in this game.
there is even a timer running once you enter a dungeon.

Is the lore significant, or just sort of background filler? (Just curious, because I’ve never even heard anything about it :P)

yes. the story is really cool and part of the dungeons and raids. and you can gather “data” and read parts of the story ingame. the data stuff is sometimes hidden so you have to explore the world a bit.

Do they seem to give a flying kitten about PvE balance?
Do they introduce large bugs/regressions and then completely ignore them for months/years? (e.g. Alphard, Necrid Bolt, slaying potions, Arah WPs, etc)

yes, more than about the pvp balance. timetravel is their dungeon and raid lead designer. he is on our teamspeak every single week to ask for feedback and stuff. also the devs are really cool. if you have a problem, find timetravel somewhere in a twitch stream (he is watching every day during and after work) and he will help you out.

there is also feedback threads on forums for every single dungeon and raid.
bugs are generally fixed in a hotfix patch in the same week or if the bug is really hard to fix in a bi-weekly patch.

if they kitten up something really hard, for example make a boss unkillable (happened in ds 40 once), they even go so far to despawn this one boss for your raid instance until the bug is fixed.

What are the differences/similarities between combat in GW2 and WS?

well each class brings several unique buffs and debuffs, then there is “dodge”.
the wildstar combat is much faster and action based even with the trinity tbh. and the dps rotations are much more complex and harder to pull off.
also wildstar has sprint (for a short amount of time) and double jump.

The thing I noticed about the pay model is that it does seem to have some rather large drawbacks for free players — only 3 TP listings instead of 30, free players can’t have guild invite privs, etc…stuff that would really make it hard to be an active without a sub. But I’m cool with treating the free account as a trial, which is sorta what it sounds like. You may not have to get a sub, but you’re gonna want one at some point.

you dont need the optional sub. and for the guild thing, the way you can handle it, if you are guild leader you can activate an option so 8% of the gold income of the members goes to the guild bank. from that money the guild leader can purchase credd to activate the optional sub. np

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(edited by NoTrigger.8396)

General Dungeon Discussion Thread - Part 2

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NoTrigger.8396

Skimmed it. Is it turning into Archeage’s F2P model? Because we all know how well that turned out. :P

nope. quote from an interview:

There will also be a new currency called Omnibits that can both be bought and found on all mobs in the world. So even completely free players will be able to save up their Omnibits to buy items from the store. The goal, Chad and Mike reminded me, is to make it so that there’s no forced reason to spend money… just incentive and fun reasons to do so. Progression and endgame success will still take skill and teamwork, not a fat wallet.

you dont have to pay for anything. there are some restrictions that you can simply ignore.

well i am gonna try wildstar again. just renewed my sub for a month to try it out and see if i like it still. plus my guilty pleasure of housing

are you on NA or EU?

ikr?

Anyone want to share their experiences with WS combat, content quality/quantity? I’ve heard it’s improved quite a bit since launch, so I’m curious how it is today since I’ve not heard much since launch.

Heh. I’ve realized that this thread is just a halfway house for GW2 combat addicts looking for their next fix.

what exactly do you want to know?

Skimmed it. Is it turning into Archeage’s F2P model? Because we all know how well that turned out. :P

nope. quote from an interview:

There will also be a new currency called Omnibits that can both be bought and found on all mobs in the world. So even completely free players will be able to save up their Omnibits to buy items from the store. The goal, Chad and Mike reminded me, is to make it so that there’s no forced reason to spend money… just incentive and fun reasons to do so. Progression and endgame success will still take skill and teamwork, not a fat wallet.

you dont have to pay for anything. there are some restrictions that you can simply ignore.

What was the loyalty thing i saw then? Because Archeage had loyalty points. And they were a big part of why it became P2W.

I probably wont play the game anyway. Sci-fi MMO’s arent really my thing. And the art style isnt to my liking either. Rather be inactive and have hope for HoT than play wildstar tbh.

well loyality points are earned by purchases or optional sub. optional sub doesnt really give you stuff that you need, just % on currency rewarded and so on. the f2p version will have the normal values we have now. so optional sub isnt needed either.
what you can do is purchase credd with ingame gold and activate the optional sub with credd. this will also reward loyality points.

loyality points can be used to gain access to ptr and stuff. only really interesting if you are in a hardcore guild and after world firsts.

and even if sci-fi and the art isnt really your thing i can only tell you that much:
when you step into a veteran dungeon you will either run away or be amazed because of the combat and difficulty.

after your first step in GA you will never look back and feel like you wasted your life in gw2.
you should give it a shot.

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(edited by NoTrigger.8396)

Your elitist thoughts from Beta

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NoTrigger.8396

Just gotta say one of the reasons (there were a bunch) I couldn’t get into wildstar was that overabundance of colorful shapes. Just ruins the feeling.

That said, I rage a little everytime I get hit by a Terragriff charge that’s clearly not anywhere near me but apparently is…

well you can change the colors, opacity, outline opacity, enable/disable telegraphs.

Do the enemies have well made animations such that doing that wouldn’t just be shooting myself in the foot and making people hate me for not easily stepping out of the way? But either way, yeah it’s just one of the many things that just kinda put me off the game. Not trying to say it’s bad or a bad idea, just not my cup of tea no matter how fun the content looks I couldn’t get into it (tried, did the beta thing, just ehh)

yes they have animations. but there is so much stuff going on you wont even have the time to look at the animations. thats why the telegraphs are there., to reach a level of complexitiy that no other MMO has achieved.

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Your elitist thoughts from Beta

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NoTrigger.8396

Just gotta say one of the reasons (there were a bunch) I couldn’t get into wildstar was that overabundance of colorful shapes. Just ruins the feeling.

That said, I rage a little everytime I get hit by a Terragriff charge that’s clearly not anywhere near me but apparently is…

well you can change the colors, opacity, outline opacity, enable/disable telegraphs.

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Your elitist thoughts from Beta

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NoTrigger.8396

Or you could just look at what well designed raid or dungeon bosses look like in other games. If you think I’m advocating static “everyone stack in one spot and don’t move for the duration of the fight” combat you clearly don’t understand.

i am not opposed to the type of orechestrated design you are talking about when it is well executed, but reactive and dynamic combat where you get your best benefits for properly reacting to/predicting/setting up your opponent is also the other means of good PVE design.

does this aoe pattern promote enough reactive gameplay for you?

note the aoes are moving in different directions -> clock wise and counter clock wise and you cant just run around the boss because the autoattacks will wreck you.
eat 1 tick of the aoe -> you die.

if i am reading what you are describing properly that would go under orchestrated, not that i have a problem with orchestrated, but you seem to be describing a situations where if everyone behaves as expected, you follow the pattern well.

reactive is more about benefiting from being able to identify, and react to what an opponent does.

if it was orchestrated it wouldnt have taken over 500 pulls + ptr experience to kill it

Introducing Super Hexagon into GW2

lol

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Your elitist thoughts from Beta

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NoTrigger.8396

Or you could just look at what well designed raid or dungeon bosses look like in other games. If you think I’m advocating static “everyone stack in one spot and don’t move for the duration of the fight” combat you clearly don’t understand.

i am not opposed to the type of orechestrated design you are talking about when it is well executed, but reactive and dynamic combat where you get your best benefits for properly reacting to/predicting/setting up your opponent is also the other means of good PVE design.

does this aoe pattern promote enough reactive gameplay for you?

note the aoes are moving in different directions -> clock wise and counter clock wise and you cant just run around the boss because the autoattacks will wreck you.
eat 1 tick of the aoe → you die.

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[Suggestion] Raids in a GW2 Context

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NoTrigger.8396

I believe I speak for a lot of people when I say I want difficult content not in the sense that open world events like Silverwastes Breach is sometimes difficult, due to zergs not knowing mechanics and not being organized.

I want content that’s difficult for an organized group in the sense that it’s mechanically challenging to all players involved.

the only way to do that is instanced content.

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Does "difficult PvE" mean open world events?

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NoTrigger.8396

There’s no “challenging” content Anet could add that would satisfy people, within a few weeks max most of these people will have chewed through it and come back to complain for more. See also: dungeons, fractals, taquito, triwurm, aetherpath, etc.

since when is what you listed challenging?

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Does "difficult PvE" mean open world events?

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NoTrigger.8396

i cant really comment on WoW difficulty because i dont have much WoW experience. but from attempt counts i would say that guilds had more pulls in DS alone than WoW guilds in Highmaul and BRF together.

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Does "difficult PvE" mean open world events?

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NoTrigger.8396

Unless you get a game like Wildstar where ALL 40 people have to be competent and skilled. That’s why after 1.5 years only 6 guilds have even beat it. (There was only 1 guild that had a few months ago)

the game isnt out for 1.5 years. its not even out for 1 year.
enigma killed avatus in 40 man 2 days or something before drop 4 (DS 20 man change). and then 1h before my guild (Codex) in DS 20.

without the bugs and if DS was 20 man from the beginning it would have taken about 3 months i guess instead of 6. but thats still longer than 9 days BRF clear in WoW.

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Does "difficult PvE" mean open world events?

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NoTrigger.8396

seems like you have never seen good raid content, if you think it doesnt matter how good the individual plays.

and if you believe you need 50 people minimum for a 20 man raid then i call that lack of organisation skills.

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Hate against min-maxing in gw2

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NoTrigger.8396

Only time you are forced into zerker is maybe for triple trouble worms, since you basically have a 2 minute limit to kill them. Why they would do that is beyond me, but other than that play with likeminded people, and all will be great.

the 2 minute timer is there so people cant slack. the problem is the 2 min window is still too much. it should be reduced to 1 min or even less.

imagine it without a timer, every scrub would be wearing nomads and go afk.

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Specialization system changes nothing

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NoTrigger.8396

well look at what guilds/players in MMOs with a competitive PvE do to win (world firsts) and especially at their discipline. thats a whole different level than what you see in gw2.

and i wasnt talking about wildstar in specific when i said gw2 PvE is amateur level. WoW is probably the best example to look at because the competitive scene in WoW exists for a much longer time.

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Specialization system changes nothing

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NoTrigger.8396

Just being able to beat bosses in GW2 is nothing in particular to be proud of

and thats why its amateur level, there is no requirement to succeed in PvE.
killing stuff fast is just a matter of how interested you are in the game and if you are kittened or not.

not being kittened isnt even enough to kill stuff in other games.

Point is, you lie.

you can call me liar once you have played a game thats hard.

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Specialization system changes nothing

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NoTrigger.8396

Truly curious, Wildstar turned me off with just about everything but the high end pve content (what it looked like before the game came out) so I never gave it a chance. But, is the content individually much harder? or is it that you have larger teams and it’s more an issue of getting everyone on the same page and herding cats while the individual difficulty isn’t really all that much more?

the shortest answer i can give you is it tooks guilds who were raiding 5-6 days a week from 7pm til 1 am 6 months to clear datascape. the first boss alone took 42 days. its pretty much harder in every aspect.

That must be exactly why you’ve played it so much and post so often on the forums.

It must have been so much fun to dedicate all of those hours practicing your guardian gameplay, knowing that every single aspect of your time investment was amateur-level, required no skill and was all just RNG.

I still remember the days when I was newer to rT and you would pm me to discuss strategies for solos and how you wanted to work on improving your times and individual performance. Oh how the times have changed.

i played 3000 hours in gw2, because of the combat, not because its hard. when they released gw2 there wasnt any other MMO on the market with such a great combat system. there is a reason why i am asking for harder content for over 2 years.

maybe one day you will play a game thats actually hard and you will understand why the entire gw2 PvE is amateur level.

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Specialization system changes nothing

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NoTrigger.8396

just in case you still believe there is something in gw2 that requires skill, you are mistaken.

beating easy mode content is nothing to be proud of and its amateur level pve in its clearest form.

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Specialization system changes nothing

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NoTrigger.8396

last time i checked there was nothing besides amateur-level PvE in this game.

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Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

i see what the job advertisement said and it was “raid content designer”. im not telling myself fairy stories, i couldnt care less.
but reality is either anet will release something big for PvE or the expansion will be doomed to fail and people will look for other games. open world zerg content and 1h gameplay every two weeks is not going to keep people in the game forever.

here is what “raid” means:
https://forum-en.gw2archive.eu/forum/game/cdi/CDI-Guilds-Raiding/page/2#post4522821

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(edited by NoTrigger.8396)

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

nobody who is serious about gaming cares about gw2 or gw2 dungeons anymore.

and to judge from anets actions, they hired a raid content designer. and tbh they dont need a raid content designer to create more boring open world zombie gameplay.

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Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

i got my dungeon master title 3 weeks after my first char hit 80 and the only experience i had was leveling from 1-40, because i crafted the other 40 levels.
how can gw2 dungeons be hard?
in wildstar we wiped to a single dungeon boss for hours, HOURS.

first of all we dont cheese through dungeons and secondly without berserker gear the dungeons are even easier because there is more room for error.

for HoT instanced content, i want content that utterly destroys me for weeks and months, just like in wildstar. i want to do pulls for weeks on a single boss to figure out the fight and get a perfect execution done.

Oh man I remember that about Wildstar. I also remember those in my guild that cheered when we wiped so much.

A lot of us felt that sort of feeling of “FINALLY… An MMO says it will be tough, and is.”

Yeah I also hope the expac to GW2 can do that… I may even wait to get it, see what all of you people say first… after running it for a little bit…

The essential problem is that most people don’t want that, and it ends up being wasted content.

the essential problem is most people who dont want difficult content dont play dungeons/raids anyway. they are not even interested in content like that and it wouldnt affect them at all if we had content like that.
and yet these people are here and they are here crying.

why?
because they dont wanna live with the fact that they could be too bad at the game.

and if you check how many people raid in wow its about 20-25%. i dont think that is wasted content.

i got my dungeon master title 3 weeks after my first char hit 80 and the only experience i had was leveling from 1-40, because i crafted the other 40 levels.
how can gw2 dungeons be hard?
in wildstar we wiped to a single dungeon boss for hours, HOURS.

first of all we dont cheese through dungeons and secondly without berserker gear the dungeons are even easier because there is more room for error.

for HoT instanced content, i want content that utterly destroys me for weeks and months, just like in wildstar. i want to do pulls for weeks on a single boss to figure out the fight and get a perfect execution done.

Oh man I remember that about Wildstar. I also remember those in my guild that cheered when we wiped so much.

A lot of us felt that sort of feeling of “FINALLY… An MMO says it will be tough, and is.”

Yeah I also hope the expac to GW2 can do that… I may even wait to get it, see what all of you people say first… after running it for a little bit…

The essential problem is that most people don’t want that, and it ends up being wasted content.

i dont think wildstar died due to hard dungeons, it died due to other tthings.

In that post I didn’t refer to wildstar, that also appears to be the pattern in GW2, and in general.

Edit: Since you mentioned Wildstar though, I"ll say what I said before: Dungeons didn’t kill Wildstar, they simply weren’t a selling point to make it succeed.

wildstar isnt even dead + growing. and it looks like wildstar will go b2p. then the population will increase by a good amount.

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(edited by NoTrigger.8396)

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

why is it rng? its just like 3 new boss pairs each week after ID reset. its good because you have more bosses to progress on and instead of fighting the same boss each week there is variety.

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Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

good “randomness” in pve is the wildstar elemental pairs in DS for example.
you have to fight 3 elemental pairs to get to avatus, 1 pair → 2 bosses. and each week after ID reset the combination of each pair changes.

like this:
pyrobane is in each fight, the second boss is a different one. the whole fight is completely different.
https://www.youtube.com/watch?v=PLa_D-zqKIs
https://www.youtube.com/watch?v=LT0tsCgIJbU

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Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

defending the pve meta has nothing to do with entitlement. defending the pve meta only means one thing, you are smart enough to understand the game.

nice try tho.

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Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

@NoTrigger

After the hundreds of plays it might seem more that way yes. People are jaded and (if I may say) prone to be negative about this subject, and that warps views.

but if fights like that existed in a game without a gear treadmill, why are people afraid?
why be against something, when you dont need to care about it (dont need to play it)?
to me that doesnt make any sense and the only reason for such a behavior is entitlement and egoism.

actually gw2 has the most entitled community ive ever seen in the history of seeing gaming communitys.

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(edited by NoTrigger.8396)

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

the “interesting” fights in gw2 follow the same pattern. if you can add 1 and 1 together and get the right result then you figured out the fight and you are good enough to beat the boss. its not more than that. walk from a to b. evade x attack. thats about it. no real mechanics, no danger, no nothing. not even the requirement to execute your rotation properly. everything else is just helping to get things done faster.

there is no depth, no teamplay needed, no good build needed, whereas in other games fights exists that could fill 5-10 pages to write down the mechanics and what each player has to do how and when and if only one person kittens up its a wipe.

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Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

what is gw2 exactly? a fashion show. press 1, win game, go afk in lions arch.
and thats just sad. instead of designing one of the best combat systems in MMO history they should have made more skins.

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Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

i can tell you what all of the trash talk in threads like this smells like. it smells like “im afraid im too bad and thats why i talk kitten about other games that i havent really touched.”

if raid content destroyed games wow would have died years ago.

Difference is that while I was playing WS (or WoW or any other MMORPG) I did not spam forums trying to get it changed into GW2 (it did come up in conversation but mostly about payment model and/or QoL stuff) while some people are constantly trying to turn GW2 into <insert another game here>.

nobody is trying to turn gw2 into another game. if adding a bit of content to the game that isnt specifically made for you equals “turning gw2 into another game” then you must be a very egoistic person. adding content doesnt mean taking something away from you.

when people ask for more open world zombie gameplay, i dont go on forums and say “no, nobody should like what i dont like, nobody should get what i cant get”.

on the other hand its always people like you who are fighting against stuff that you personally dont like.

and thats absolutely disgusting.

@Windsagio.1340:
im sorry, but when i see people (and there is alot of them in gw2) coming up with the most kittened explanations and claims to back up something that isnt even true it makes me really really mad.

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(edited by NoTrigger.8396)

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

and now regarding gw2, the game is 100% casual and as easy as it can get. would it really matter if a little bit of content wasnt for people who dont like the requirement of intelligence to beat encounters?

Calling the significant part of the population not intelligent is …

Advocating for the content my DVR can play better than any of the “elites” (perfect playback) is just waste of resources. /s

gl beating avatus in wildstar then.

but according to your statement open world and easy mode content in general is also waste of resources because your DVR can play it better than you.

I dunno noterigger, there’s a lot of armchair production in that “It’s not the thing I like that hurt the game, it was other stuff!”

It smells of post-hoc reasoning.

i can tell you what all of the trash talk in threads like this smells like. it smells like “im afraid im too bad and thats why i talk kitten about other games that i havent really touched.”

and what you said can be turned around easily. because what i see over and over again is “what i dont like destroyed the game”.
people only see what they want to see and try to back up their claims with help of their tunnelvision, even when the big picture looks alot different.

if raid content destroyed games wow would have died years ago.

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(edited by NoTrigger.8396)

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

wildstar was never designed for 1%. but when bad players get their huge unjustified egos smashed by simple tasks like silver dungeon attunement…….. well, the truth hurts.

then it had performance problems. alot of people couldnt play. and the game was simply unfinished and needed at least another year in development.
most of the issues are fixed and i can tell you if they decided to use another business model the game would have a healthy population. but thats exactly what they are going to do and the population will increase. its even increasing atm.

and now regarding gw2, the game is 100% casual and as easy as it can get. would it really matter if a little bit of content wasnt for people who dont like the requirement of intelligence to beat encounters?

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(edited by NoTrigger.8396)

Dont make Dungeons Harder-More builds Viable

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

the dungeons are easy, really. check out some wildstar stuff like GA raid bosses and the DS raid bosses.
i know dungeons arent raids and its okay when the dungeons are easy, but the wildstar level of difficulty is what anet should be doing in the future.

Just got back from WS … yeah their dungeon design is working, making ghostowns, not a game. Designing for 1% newer pays off.

not everything needs to be designed around people who like to run around and not care how good/bad they are.
and the dungeons/raids isnt the reason why the population in wildstar decreased. dungeons/raids is actually the part that people have always praised.

next time research the topic instead of only trying to see what you want to see.

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(edited by NoTrigger.8396)

Open world is not "challenging group content"

in Guild Wars 2: Heart of Thorns

Posted by: NoTrigger.8396

NoTrigger.8396

there was nothing challenging about the marionette. its just so that people have never seen a good encounter before and thats why they have that impression.

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[qT] Sorrow's Embrace P3 3:02 min

in Fractals, Dungeons & Raids

Posted by: NoTrigger.8396

NoTrigger.8396

how desperate do you have to be to cry because of a few milliseconds difference in a guild wars 2 record run lol.

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