Wait…what?
Is that what was happening? I did the instance last night and, while I was successful, I had no idea what was actually going on. I don’t look at chat. I don’t even have most of it visible (the combat tab and one specifically for whispers is all I have). There should at least have been some sort of warning…
I don’t see why there is need for a Scavenger Hunt, a better way to award players with a precursor is already in game: The Personal Story. Atm, the ultimate reward, the Pact Victory Token, is crap. You can trade it for a rare (what doesn’t makes sense because the Pact Victory Token is Legendary) with a crappy skin. I felt so disappointed, and seeing all these posts about a Precursor Scavenger Hunt, I was thinking…
Why not replace the crappy rare skins for the Pact Victory Token with Precursors?
I mean, Personal Story really isn’t done in 5 minutes. It’s something that you carry with you from Level 1 to 80.
I never really saw the draw for Legendary’s anyway. Got one precurser once, sold it for an awesome profit without even thinking twice.
As others have noted, the name is actually a Lore thing and has nothing to do with player guilds at all (never really did, even though in GW1 player guilds could fight each other).
I have started to notice that more and more people are turning constructive posts into rage filled off topic railings about how either the OP has been cheating and deserves to be banned or that it just isn’t fair that the OP came up with other ways to enjoy the game. This turns even the most helpful thing’s into ignored refuse because people start to avoid these threads and thus the community falls apart.
On the other hand I have noticed that players are starting to pull together more in game looking for solutions to difficult problems and working as a team to overcome the challenges they face. Which is absolutely thrilling. People asking if anyone needs help and being constructive brings those participating closer together and the community grows.
Am I going crazy or have things really gotten this bad on the Forums and Improved that much in game?
I must not be reading the same forums as you, as I have not seen this occuring.
We are Kato to Trahearne’s Green Hornet…I wanted to be the Green Hornet.
If one were to look at my posting history it would become very apparent I am not exactly the biggest cheerleader for GW2/ANet. That said, this is simply a case of PR people being PR people (and, frankly, doing what they are paid to do). I wouldn’t get overly worked up for it, nor would I consider it a particularly import point of contention.
Source: http://www.polygon.com/2013/5/13/4325904/guild-wars-2-expansion-pack-is-being-prepared-says-ncsoft
I’m sorry my dear ANet, but why is this expansion pack for Guild Wars 2 even being made in the first place? I am 100% sure that it has been clearly stated by the own devs. that Guild Wars 2 would receive no expansion packs whatsoever – additional content would be released, continuously, for free, after the game had been bought. What happened in the past 8 months that made you completely change your policy towards the game?
I know hows the system for GW2 works: we buy the game, we buy gems, we buy cash items, ArenaNet receives money, pays its employees to develop new content for the game and for the cash shop, we get happy and invite friends to play and the cycle repeats. Yet I do not know where would the expansion pack fit there: oh hey, you have to buy the game, but don’t forget about the expansion packs! Expansions are great, because they always bring a lot of new content to a game, however they also mean that we’ll have to buy them, and for the new player the game becomes even more inaccessible, if we assume that the game price is directly related to the amount of new players to the game.
Yes, I am slightly mad about an expansion pack being made, especially because I will have to buy it because I really love this game, but I am more curious as to what happened to ANet’s policy over the past 8 months. Yes, I would most likely pay for the expansion pack right away, even pre-order a physical copy of it. I would still be disappointed with ANet, and this is coming from someone who played GW1 for 5 years (I still play) and has been an ANet fanboy for quite a while.
tl;dr – why are expansions being made when it was clearly stated that gw2 would see no x-packs? why will we have to pay for the content when the agreement was that we wouldn’t have to pay for content in the future, after the game release?
Meh, just don’t buy it. I never bought an exansion for GW1, do not plan to do so for GW2.
With many guardians on your team, your team’s boons won’t overwrite each other, but instead, they stack together.
To me, this is one of the best design choices in the entire game. Now, if only condition caps would be adjusted (I understand why they exist, so I wouldn’t suggest they be removed, just adjusted some…)
Of all my 80’s, my Guardian is the most ballance, and the one I have no real issues/wants with. So you can add my voice to the chorus of “no” comments here.
- They make Trahearne die in the most horrible and vicious way.
This might be the ONE thing that could get me to pay for an exansion…lol
It depends on which weapons you want/are using. If you are using direct damage weapons (longbow/GS/warhorn) the clerics would be better. If you are using any of the other weapons, apothecary would be a much better choice.
Overall I feel that apocathery is better because while rangers direct damage is nerfed because of the pet, our condition damage is just as high as the other professions in the game.
As someone who was originally DD/Cleric’s and switched to Conditions/Apothecary’s, I can concur. I liked Cleric’s but I love Apothecary’s. However, as with anything else, it’s a play-style thing as much as a game mechanics thing and YMMV.
Theres no such thing as tank in GW2, its all about avoiding damage and dodgerolls.
But, I never tried this dungeon but CM is pretty mean as well, one thing is true though, Anet likes to put stuff there that if you knew about it, it will be a lot easier, as in CM storymode you have a boss that has a ton of hp and hits hard (well pretty much all bosses) and to avoid him you stand on the stairs and because hes too short none of his attacks will land on you. But if you did melee him, you wouldn’t last more than 10 seconds without good dodgerolling and kiting.
The easiest dungeon is FoTM and you get ascended gear from it as well, the trash mobs don’t hit like trucks or have truckloads of hp unlike the regular dungeons. I don’t think FoTM is considered a dungeon though because there is no story to it.
But just saying these normal dungeons are just crazy, like in CM p1 you’ll come to a point where theres a boss and like 10 archers up top, time you get to archers you die, meleeing the boss you die, hide underneath the archers (they don’t move) and autoattack boss that cant hit you, is only way to defeat him, no skill involved at all, just silly mechanics, theres a lot of stuff like this in other dungeons as well.
I beg to differ with you. My Guardian feels little different than my Prot Paladin in WoW did, and tanks nearly as well. Outside of dungeons there is little I cannot solo (although it might take me all day), outside of major zone events. Inside of dungeons I can “tank” most bosses, although there are a few that, due to screwy mechancs, make this impossible or undesirable because everyone just glitches them (just as in your example).
I’ll pay every last penny in my account for future expansions, but so far, this game still isn’t worth the £50 I payed for. So no.
Dungeons are designed horribly – why bother going in with a mix of classes when you can faceroll with 4 warriors and a mesmer? 90% of the mobs are skipped, which is ridiculous. High level zone mobs keep getting buffed so it’s becoming a pain rather than enjoyment doing the events/bosses. Ridiculous amount of RNG (even in the cash shop, this is 100% unacceptable).
I don’t know if it’s NCsoft or Anet who controls the content/cash shop, but if they don’t get their act together, they’re easily going to become another EA. Who currently receive 0 payment from me.
Sort it out NC/Anet. Or you’re going to completely throw 7 glorious years of guild wars down the drain.
This isn’t just due to bad dungeon design. It’s a direct result of no trinity, and a conscious decision to make avoidance the only real survival tactic (absorption is, for any high level content, out of the question). The final result of this, essentially, characters build for damage, players play for defense (Berserker builds, where the build max’s out character DPS while player skill in dodging is purely responsible for surviving the encounter). It’s splits the game play in such a way that high DPS is all that really matters when building a character since survival isn’t dependant on build, but player reactions. There is not only no need to sacrifice DPS for tank/healer/support builds, but the game is designed in such a way that doing so it detrimental.
why cant you support the team when using scepter? if i want to shout i’ll just move near my team mates then pop the shouts, then i’ll go back out and attack from range.
beside at high fractal, melee is pretty suicidalNah. Level 42 here, relatively tanky Guardian ( 17k HP, 2.9k armor ) and I melee 80% of the time. Not to boast, mind you.
For a moment there I completely spaced that you were talking about Fractal level 42 and was thinking…“how in the hell does a level 42 Guardian have 17K HP and 2.9K Armor????”. LOL…
I refuse to get a legendary till they have some kinda skill or epic based content to earn them with, I would like to see them roll out some content that tests players builds and skills and rewards those who push forward. Oh and don’t get me started on fractals I’m just 19 shy of being at 500 runs and being 1 shot from anything is hardly skill based fights fractals are pretty tame and easy still. Give us content that tests us and makes us think while rewarding those who do so without RNG to everything under the sun.
Legenday’s have so little value for the effort needed to get one that if I ever got one, I would simply buy it off of the TP (I considered it this last weekend, but there really isn’y one I even want that badly). Playing the TP can net you a ton of gold in a relatively short period of time, especially if you have a decent amount of start up cash on hand. Not to mention doing the daily Meta chest circuit and farming the chest events in SSC, and you can easily make enough gold to buy a Legendary far faster than you could get one by jumping through all the hoops. It also saves you from having to bother with the whole “100% world complete”.
Given the direction develoment has been going? No. At this point it’s a good thing it’s F2P or I would be gone already. I’m still playing Eve, and even reactivated an old old old DAoC account (will be waiting for Camelot Unchained). But giving ANet any more money is, at this point, out of the question.
I can’t speak for others, but I have been playing games (in general), and MMOs especially, with the same group of friends for over a decade. We have been using voice chat for about as long. I am so used to being in vent that it is rare for me to even LOOK at a chat box in a game unless I am looking for something specific (some tells me they are linking something for me to look at for instance). Also, I have grown to completely despise “general” chat in MMOs, so that channel gets turned off within the first five minutes of me playing any new MMO.
i7 3930K
16 GB
680 GTX 4GB
2x 128 GB SSD (RAID 0)
Windows 7
You know, “everybody does it,” has got to be one of the LAMEST support arguments out there. I seem to recall a time where the developers were telling everyone they were unique, they were creating something bold and new and had never been done. When they were called out, the fanbois rallied around them, yelling, “Everybody does it!” Well, even if they do, it doesn’t make the OP’s statements wrong, does it? It just tells those of us with our eyes opened not to trust what is being said by this company.
And this MMO is completely unique. I dare you to find another one with this combat system, with this questing system, with this gathering system, etc.
Pretty much every major MMO on the market has SOME element of GW2 already in it. They didn’t do anything groundbreaking with this game really other than a non clunky dodge system, and possibly hearts. Everything else was borrowed from previous MMO’s. I could list examples if you want but it may have to wait until I get home from work.
Hearts aren’t really all that unique either. Lots of other, older, MMOs had public quests.
You know, “everybody does it,” has got to be one of the LAMEST support arguments out there. I seem to recall a time where the developers were telling everyone they were unique, they were creating something bold and new and had never been done. When they were called out, the fanbois rallied around them, yelling, “Everybody does it!” Well, even if they do, it doesn’t make the OP’s statements wrong, does it? It just tells those of us with our eyes opened not to trust what is being said by this company.
And this MMO is completely unique. I dare you to find another one with this combat system, with this questing system, with this gathering system, etc.
Gathering? How is the gathering in any way unique? The rest I will grant you to a certain extent, though I would argue that different isn’t necessarily better.
Looking back at old videos and things i’ve noticed everything you guys hyped was probably the biggest disappointment. For instance Zhaitan. That was probably one of the biggest things we all looked forward to. His epic battle, his epic design, just everything felt so big about him. What do we get? A boss easier than CoF P1. Same with having your own story. I never much cared about stories in game but this one seemed interesting. Because i felt “wow i can actually make a happy character that’s kinda clumsy or a dark angry one” which instead i get a emotionless character that seems kinda heartless. The story kinda fell of around the time treahearne came in and even before that the 1-30 was kinda generic, and don’t get me started on the voice acting. I heard some good ones that actually made me feel emotional when that character was lost (sieren) but the rest i didn’t even care 2 kittens about. For instance Tegwen. Yea, she died and her friend? Her best friend that did everything with her. Sounded like she was depressed because her favorite donut was sold out at the store.
Point is I feel like you guys need to improve everything you hyped because a lot of new players see that and when they buy the game expect it. TBH i woulda waited another year or maybe even 2 if i knew that it would end up like this if being released soon
Honestly I am not sure why they even bothered with the “personal story”. It felt really kitten and, frankly, it stopped being a “personal” story as soon as the tree guy (Trahern, sp?) shows up. Working on my 4th 80 and wont even bother with the “story” except as filler XP , and even then it will be “skip to the end” of every dialog (that started on my first 80 about the time of the retake of claw island mission…have yet to see dialog past that point).
I like GW2, and how they tried something different, but for me, the one feature I sometimes miss, (especially for the harder content), is trinity. Some times I wish we just had a true tank + healer option. I played a healer before and it was always my favorite class. Oh how the old school days seem so bright
(Played MMOs for 14 years)
In PvE, definitely the trinity. So much so I’ve stopped doing dungeons in GW2. SWG, pre-CU, for crafting (best crafting system ever), and for RvR, Old Frontiers, of DAoC (was hoping WvW would have the same feel to it and that was the primary draw of GW2 for me).
Agreed, but I do not find it significantly different in GW2. In fact, I find many bosses much easier than many of the WoW 5-man (hard mode) bosses.
I find GW2 dungeons to be a strange animal in that regard. Some of the bosses are much easier than some of the trash mobs.
I emphasized part of this paragraph since it brings up a question.
Do you consider a design consideration that places emphasis on “good reflexes and a decent system” to be a good design choice?
I’m of two minds, really. The move-while-fighting and dodge mechanics make for much more interesting game-play in the open world, where the consequences of missing a dodge or block don’t often mean you’re downed.
While there was a potential for this to also be true in dungeons, I’d have to say that with the current implementation, they’ve failed. Why? Because players who struggle due to reflex issues or systemic latency find the mechanics too hard, and thus not fun. Also, players with the reflexes and system to handle it, or who can negate damage through proactive skill use find the content too easy, and thus not fun.
This means that the sweet spot, i.e., the players who do find the content fun, is smaller than it might have been. The relative fewer numbers of posts on GW2lfg looking for the harder paths suggests that the players doing the harder dungeons for fun is small, not just “smaller.”
Both. You didn’t really need the gear if your raid was solid. There was a Chinese guild that went from BC release to downing Illidan in less than 2 months. This was when it was still required to be attuned for raid instances. They had people, in Black Temple, in T3 gear…gear allows progression but it isn’t an absolute hard cap on preogression. As for gear appearances, I have to agree. As a Prot Paladin I absolutely HATED T6 (in fact, I avoided wearing it, outside of raids, preferring the T5-ish gear from ZG instead). For me the biggest reward was 1) first kill on a boss you have been struggling on for two+ weeks and 2) seeing what came next.
Oddly, I joined WoW about when you were leaving, so my first raids were in Wrath. It makes me wonder whether they made gear stats matter more in Wrath raids. I remembering doing an Ulduar dual boss on a Holy Paly and not being able to keep the off-tank up despite pulling out all the stops (using everything available, never not casting). Later, after getting some drops from earlier Ulduar bosses, the fight was comparatively easy.
Wrath raids were very different things than early BC raids (or even late BC raids). You could PUG Wrath raids…that alone is indicative of the difference. People did PUG Kara, but not until people who were way over geared for it were joining. You could PUG Gruul, and Mag (post nerf) as well, but that was it. Nobody was PUGing SSC, TK or BT (it’s possible to PUG the first half of Hyjal, barely). And people PUGed for trash in Sunwell (one of the best polearms for Hunters, Shivering Felspine, dropped off trash). So, most of T4 could be pugged but only with help from people far over geared for the content helping. Come Wrath and it seemed most raid content was puggable.
Lol, just spent an enjoyable hour in wvw. Pointed out the duelists hanging around, and we kept zerging through to smoke ‘em. One of my friends from dungeon running is on DH (we’re IoJ) and is trying to get them to do the same to our “duelists”.
Bit of a pity they’re out of the way of anything really tactical, but whatever. Worth the detour just to stomp ’em.
This is pretty much what I expect to happen now. The duelists will become entertaining fodder for the WvWers.
Guessing that`d mean the PvDKnockers will have to come with a zerg (for a change…;p) as I`d also place bets that the duellers/GvGers will be better at PvP.
Better at dueling, 1-v-1, PvP perhaps. Unfortunately for them open field, mass combat, involves an entirely different skill set. I think the phrase you are looking for is “steam rolled”.
It should probably be pointed out I am not referring to random pug zergs here, but dedicated WvW guilds. You know, the guys that show up with 15-ish and wipe the 40+ person pug zergs without batting an eye? Yeah, them.
it is so funny how you people keep saying it takes up wvw space first off it doesnt because they go to a map that usually has no players in it and u zergs think ur going to stomp a fight club? thats funny cuz 1v1 players are better then you pvd zergers and if theres alot of ppl participating in the duels ur zerg will get stomped into the ground cuz ur used to fighting a tower gate or wall. and also if ur dueling ppl U DO NOT FINISH so wtf are u tradeing plz explain that to me
Once more, in english please?
regardless of how you got it, a fused weapon sends the message that you gambled 100$ of RL money on it. Legendaries while purchasable with RL money still have an element of farming and in game pride. These things will be released regularly so Fused weapon is the first of many many one time skins that have to be gambled for. Unless you are a Dubai prince or something you won’t be able to obtain them all so just get whatever you want. No one at any time in the future will care if you have a fused weapon I promise and it doesn’t make you look more elite ever.
They all look average (preference is irrelevant, that’s the truth). If they were on a dungeon token they would would be one of the least popular sets. Not to mention that’s one single weapon on one alt.
That’s funny since I got my bow when I opened a chest with a key obtained from a personal story mission on an alt (I didn’t even know what the token was for, and only by chance when returning the lost items did I notice the vendor by the refugees). On the other hand, if I ever get a legendary, it will absolutely be purchased with gold.
Longbow/Shortbow/Rifle/Pistol that actually obeyed the laws of physics (specifically, gravity)
Yes i see your pont, tho it would be nice to have a 10 man dungeon for example, where the bosses really require some progress runs etc.
And i agree, GW2 has a lot of content and world events can be considered as the raids.
While this would be interesting at the very least, I think it would also be an extreme waste of resources on ANets part. There is no real reward system in place like other games that have raids. For this reason alone I highly doubt very many will do progression runs in this environment. Very few will spend an entire night wiping on the same boss over and over without some tangible reward on the horizon.
Oh and dungeons are -NOT- designed to kill you over and over again until you learn the ropes, for the most part.
People who think the lack of a trinity is why it is hard clearly did not play MMOs before 2008 or so. Back in 2007 – WoW was not yet in EZ-Mode. It was still like the other ‘trinity games’ and the non-trinity MMOs.
Actually, the only ‘EZ Mode’ MMO back then had no trinity: City of Heroes.
The Trinity is a crutch of the modern MMO player, but its the wrong target.
Back in and before 2007, the way you did any MMO dungeon (other than City of Heroes), including in WoW – WAS to wipe over and over again, sometimes for weeks per boss, until you learned it.
That was under a trinity system.
You people simply lack any sense of history.
I have been playing MMOs since the early days of UO, so I have a fairly good grasp on history.
First, CoX most certainly did have a trinity, it just wasn’t absolutely mandatory to complete content. But then, due to very screwy mechanics a lot of content meant for groups was soloable by certain builds (hello /regen and /invuln scrappers). Second, you cannot compare CoX to GW2 mechanics and say “see? It didn’t have them either and it worked out fine”. They are completely different games and have completely different mechanics. There is no equivalent to /rad or /grav controllers. Debuffs/CC/Tankiness were king.
GW2 dungeons harken back to 2007 and before ‘in part’. But only in that they cannot be AFK facerolled or coached through with an in-play-paint-by-numbers-guide (Deadly Boss Mods).
You don’t need to wipe over and over in them, if you bring good play.
I also raided for years and years so I am quite familiar with progression raids and farm status raids. Very few of those (if they are well designed) are nearly as simple/facerolly as you suggest. Some were, sure, but they were also universally derided for it (lol…lootreaver!). Players still had to mind the environment (don’t stand in green/red/black kitten) and player status (cleans the debuffs/diseases/poisons), mind their DPS (and understand aggro mechanics), know boss phases and be mindful of transitions, and a host of other skills/knowledge. You either didn’t raid much or weren’t very good at it if you think raiding in other games relied on a “trinity crutch”.
Good play is a balanced build across the whole team, all the players pulling their weight, being mobile, dodging, kiting, using boons and conditions, adding and removing, team healing, and sharing aggro.
So, other than the last item, exactly like raiding in other MMOs?
- It is not all that hard to come upon an encounter you have never seen before and beat it. You just need active engaged good play.
Not zerker builds and glitching guides – these work where they work because they have been prepped per encounter in advance, and one misstep fouls them up for a whole group. They also only work in limited places: where people boringly farm for gold to prepare for that raid that doesn’t exist…
Balance is key, balance in your playskill to learn how to adapt on the fly, and balance in your build to be able to withstand changing situations in mid-pull.
That’s how MMO gaming was before WoW became the Walmart of the video game world with 10+ million players and had to prep everything for the coupon folks in aisle 5…
- Most games never copied the WoW EZ-mode format, and I don’t see why GW2 should either.It has nothing to do with trinitys…
Did you raid in WoW (edit: thinking one thing while my hands are typing another…)? I’m guessing not…
GW2 decided to go with a mechanic the requires damage to be off the charts. It’s based entirely on avoidance, and it’s a crappy mechanic. It guarantees that the “standard” (meaning used by the greatest number of people) method for completing content is glitching bosses and avoiding mobs. Can it be done the other way? Sure, it can. Will that ever be considered “normal”. No, it will not. Why? Lack of a trinity. Lacking a trinity is not special, it is not “cutting edge”, or the future of MMOs. It was an attempt by ANet to set itself apart from the competition. Well good for them, they succeeded. It doesn’t change the fact that it created a system where “exploitation” is the name of the game.
It should also be pointed out that wiping for weeks on one raid boss was acceptable because the potential rewards were worth it. In GW2 the rewards are, practically, non-existent. Once you are in exotics, there are no upgrades (or ascended if you are doing fractals). As far as earning gold goes, while CoF P1 is profitable, just doing each world boss for chests daily is also very profitable and far less annoying.
(edited by Phaedryn.3698)
So I already did Molten Weapon Facility with my guild, and to be honest it was fun till the end fight, where I was dead for about 80% of the time.
But I digress. Tonight I asked a few friends, who have not finished it, if they wanted to go run it and the response was unanimous : no its too hard, and not fun. This got me thinking, because these same people would run dungeons in our previous MMO all the time, and sometimes even raid. That was an MMO with trinity.
So my question is, are dungeons not for casual “fun” play in Guild Wars 2, and is it because of the no trinity system.
I think that’s definitely a part of it, but it’s also the mechanics of the game.
See the healing in this game is nowhere near where it should be. We have AOE heals that don’t take away the AOE’s of bosses in the same area when they are placed so we have bosses throwing AOE’s that do tons of damage and the tiny regens of the AOE heals don’t compensate or prevent conditions. (like the flying boss in the living story dungeon). Which causes players to dodge out of our healing zones.Then the rest of the abilities only heal hundreds at a time instead of thousands. And when I say hundreds I mean hundreds. The highest heal from a bomb explosions on engineers I’ve seen was about 300 per tick. That’s tiny. serisously and this was in all exotic gear with all healing bonuses. There’s something seriously wrong with this.
So the chance for misses on essential heals is way too high, the chance for heals to be nowhere near what the bosses do is way to high and the desire of the hard core gamers who run dungeons constantly to want nothing but zerker builds in their party is high, which makes for a very poor dungeon experience.
I also noticed that maneuvers that bosses would do in this dungeon kept you stuck in place as well as unable to dodge.
It amazes me that more people aren’t outraged by that. They give us a utility to reduce damage tell us it’s absolutely essential and then keep us from using it.
Neverwinter is a great example of how this is done properly. we can dodge boss attacks, we can CC bosses, we can DoT bosses to death without wasting DoTs exactly opposite of what GW2 does in their dungeons. And it’s not using a trinity it’s trinity lite which means you don’t have to have a trinity to run dungeons, but it helps slightly.
As someone who enjoys filling the tank role, I would be ecstatic if a dedicated healer build were made possible.
What, you mean the old Cave Troll that has only smack w/bleed stacks and Stomp?
Melee circle him and laugh. Walk out when red circle appears.
I see someone hasn’t done him in a while…
It hammers home how important dodgeing is. The troll has a very long animation before it stomps. They can only hold your hand so long. Also it isnt the first time players have encountered a troll in Queendale there is the champion troll. It works the same way and I believe it’s a level 12 area. So by level 30 this shouldn’t be new to you.
I’m under the impression one-hit kill attacks are lazy ways to provide fictional challenge.
Make the boss interesting, not dull and boring. One hit kill isn’t the former.
Besides, it’s not like everybody does Troll first time around.
This, a million times this. Fights like the troll fight are a direct result of shunning the trinity and making PvE mechanics all about avoiding damage rather than absorbing/healing through damage. When the idea of “tanking” is taken off the table all that is left is avoidance, and that requires that the potential amount of damage you recieve if you do not avoid to be devistating. Until changes are made to allow for a “healing” build (you can already create a tank), this is going to continue to be standard fair (as is glitching/skipping mobs).
Hey folks, my guildies are loosing all interest in the GW2 Dungeons. With REZing nurfed and skills that help to rez being limited or nurfed, many of my friends are looking for new games.
Dungeons have always been what we liked to do, but in all honesty, none of the guildies I hang with particularly like GW2 version of these. The difficulty, lack of decent rewards and boredom whilst dead is driving them all away.
Any suggestions?
I stopped doing dungeons as soon as it became clear that, due to design choices, a “standard” run of any path of any dungeon means glitching/avoiding content. It’s horrible design. Now I simply do my daily “world boss chest check list” for money and WvW the rest of the time. I would rather have a root canal than step foot in another dungeon in this game.
sorry if i confused you guys what i meant was 10g a day….. seems pretty low to me. I was wondering how much can ppl earn within a day through speed run groups ( consistent with 6-7 min runs)
This still doesn’t tell us much if you do not state how many runs this includes.
Last stand? against what?
Could this be a final rebellion against the consortium?
Or could this mean the karka are finally fed up and will go all out, leading to either their extinction or domination of the island once again?
Looks like Canach will return
Trahearne (or however you spell it) has gone evil. We finally get to kill the credit stealer.
I would actually do the living story stuff for this opportunity! As it is, he is why I have yest to get past mid-50s personally story even though I have 3 (soon to be 4) level 80s.
1200 gems? Thats 15 dollars >.> Is it just me or are the prices going up?
Everything about GW2 is turning into a cash grab…I am rapidly approaching the “uninstall” point.
It’s interesting that you use the word “interesting”.
I bring this up because in ANetese, interesting actually translates to MORE HITPOINTS AND CROWD CONTROL ABILITIES REGARDLESS OF HOW ANNOYING AND NOT FUN THESE THINGS ACTUALLY ARE.
Take for example, the new and more interesting Ascalonian Catacombs. They are more interesting because the Spider Queen has more hitpoints (and bogus OP attacks), the ‘trash’ gravelings now spam knockdown, and the boss fights takes longer not because the mechanics are more involved, but simply because the bosses have more hitpoints. I suspect all this interesting that got added is why the dungeon went from easily the most popular, especially with newer players or players leveling up alts, to one of the least popular, and effectively off limits to new players not in a mega guild of people willing to carry them and rez them every couple of minutes.
Or take the changes to the krait that made them more ‘interesting’. They can pull, knockdown, cripple, immobilize, and do so very readily and seemingly without any rhyme or reason to how often these abilities fire off. Oh, and they also have more hitpoints. The krait raid in Sparkfly Fen has gone from a nice distraction while waiting for Teq to near certain death for non-tank builds, especially if enough people are hanging about to trigger upgraded krait.
I’m so looking forward to the rest of the mobs being made more ‘interesting’ since if there is one thing I absolutely maternal parent juvenile felining enjoy, it’s watching my character lie helplessly on the ground slowly being ground away while I can do nothing to fight back.
At the moment, there is still enough to do that doesn’t involve ANet’s attempts to make things more ‘interesting’, but I am a bit worried about the future.
p.s. Here’s my constructive part: QUIT DOING IT. Interesting is not make fights drag out by adding hitpoints or making it impossible for players to, you know, actually play. Interesting is bosses with different mechanics, activities other than combat, etc., none of which drags on because at the point where the players have shown they’ve got things in hand, the fight ends with a dead boss. It doesn’t continue with the players repeating the same sequence of skills, button presses, whatever, another half dozen times.
Welcome to an MMO that has shunned the tinity…
Though, making a tank is easy…it’s making a dedicated healer that’s nearly impossible (haven’t given up yet).
(edited by Phaedryn.3698)
I didn’t see Surfeuze mentioned. First GW2 player to cap at 80. Surfeuze did this in 32 hours by PvE to 60 then crafting to 80 using mats his guild gave him. Even though it sounds like the content was mostly skipped over to me that seems like an insane amount of time to cap that fast.
http://www.nbcnews.com/technology/gamer-hits-top-guild-wars-2-level-it-officially-launches-966226
I wonder if Surfeuze even plays anymore or posts here complaining about having nothing to do
When the game was brand new that was fast, but today…not so much.
Four 80’s (Warrior, Guardian, Necro, Ranger), will be making a fifth next weekend (probably a Thief) after I gather all the mats I need. No main, all played pretty much equally. Honestly, I see no reason to have a “main” in this game since you can level from scratch, and gear up, in a matter of a couple days.
+1
This also lessens the impact of nerfs. The only real negative is in wvw where you end up spreading out the level points
This is true, thankfully WvW skill are NOT DAoC Realm Ability’s. There are no “must have” world skills that put you significantly behind the power curve if you do not have them, and a WvW Rank 100 does not walk all over a Rank 10 simply due to WvW skills like a RR10 would do to a RR1 in DAoC.
Now I will pitch an idea for another Elite Skill, this one will remove the pet from the ranger and add in stances. I really hate the fact that Arena Net decided to go all “naturey” with Rangers, as historically, rangers weren’t druids at all. They were considered to be scouts, wildmen, and sharpshooters who essentially lived near enemy encampments or scouted the road ahead. I am basing these skills off Stances from the original Guild Wars, as I’m saddened that there is a lack of them in GW2. These stances will go up top where the pet’s UI was.
Stances:
- Elite: Practiced Stance; the ranger recalls his pet and is granted stances in place. While in this mode rangers have their base stats increased by 100 each. Upon cancelling this skill the ranger is unable to call a pet for 90 seconds.
-Sniper’s Stance; for 10 seconds, increases the range of bow attacks by 300m, while in this stance you have an additional 10% chance of dealing a critical hit. 20 second cooldown.
-Tiger’s Fury; for 3 seconds you gain quickness and deal 10% additional damage, however you are unable to move. 20 second cooldown.
-Dodge; you gain swiftness for 5 seconds and evade all attacks, Dodge ends if you attack. 30 second cooldown.
-Nature’s Blessing; grants you and all allies regeneration for 5 seconds and removes a condition every second. 30 second cooldown.These stances are pretty balanced, each having their own checks and balances, while still remaining playable and fair. You may also only have one stance active at a time (you can’t stack snipers and tiger’s fury for example).
P.S. Sill waiting on Linnes Zoo ;_;
While I like this, I think I would simply prefer the ability to “stow” a pet permanently (it doesn’t auto summon when you enter combat). While in this condition, the Ranger goes base stats appropriately to offset the lack of a pet. The pet is the one aspect of Ranger I like the least, and would love to have the option (so that those who enjoy pets can continue to do so) to run without one.
Because it is the only one I have?
Kidding, I actualy have two…but I don’t like “volunteer”
Let me just add that as an engineer at no time have I ever been interested in legendaries. and that that’s the first time anyone’s ever said it’s about ego I’m simply a consumer who would like to get the product I was told I would be able to purchase. It’s that simple. When you have lopsided loot ratios for months on end with no change it’s not RNG. It really is that simple.
Secondly, I received a reply from support they suggested I report it as a bug because then they can see just what exactly is happening with my account and toons without a hitch. I’d suggest that the rest of you out there who have the same issue as I do report your problems to the bug report tool in game, maybe then we’ll get them to look into it.
However keep posting if this has happened to you. Don’t stop posting just because I’ve spoken to support, the more people to report this the more likely they answer us.
One does not need to be an engineer to be uninterested in legendary’s
I will be starting level 80 #5 this coming weekend, I have no engineers (Warrior, Guardian, Necro, Ranger, and soon to be Thief) and have absolutely no desire to have a legendary (even if I didn’t think they were ugly as sin, they are all way over rated and require far too much effort for what they are).
please stop commenting about WoW’s and similar mana systems. they are obviously bad.
They are? How did you come to this conclusion?
GW2 has 2 things that make large group raids unnecessary, or difficult to adapt to the game:
1) Scaling. Content is the same or similar regardless of the amount of people (with exceptions at very high amounts of people). There would have to be a revamp to the scaling system, or have it completely eliminated in order to accommodate missions that required lots of people. And even then, smaller guilds, solo players, etc will undoubtedly complain that they don’t have access to the content.
2) Elimination of the trinity. It Urgoz or the Deep, you needed a majority of your group to be running a specific role. With the elimination of “roles”, where everyone can pretty much do anything, there is little need for group diversity. The extent of it currently in the game is “we can’t all have light armor, or we die”. There is no complex team interaction and composition. So, a raid would be boring. Think of the Claw of Jormag fight. It’s a fairly complex fight with different stages, techniques you must use, environmental weapons, enemy spawns, obstacles, etc. However it is trivialized by the fact that you can overcome all of those challenges just with a large number of people. This is how I imagine raids would be. You lose the need for each individual person doing something different when you increase the amount of people participating.
This is why we cannot have complex raids in GW2. So many people act like the lack of a trinity is a huge improvement in game play, but that trinity exists for a reason. GW2 is fun, but many of the “innovations” are self limiting in nature resulting in shallow (and I’m being kind) PvE content that is more about numbers (or, in the case of dungeons, glitching the content) than about tactics. It’s a casuals game after all.
Does the finisher not work underwater? If it does, and you can’t close and use it before Lick Wounds is available and the pet revives and rezes, the problem is with you.
So you’re saying it’s appropriately balanced for a pet to rez a player while taking full dmg from three foes..a pet that can’t heal, block or blind.
The thread’s not about how to finish a Ranger underwater, it’s about the pets OP healing ability.
This is in sPvP? Because if that is the case, any “adjustment” would screw Rangers in the rest of the game. Sorry, sPvP is absolutely the wrong aspect of the game to start “ballancing” classes around. It’s a side show, nothing more. Ranger’s already have enough issues without one of the few mechanics that actually work in their favor being screwed over because of sPvP.
Four 80’s (Warrior, Guardian, Necro, Ranger), will be making a fifth next weekend (probably a Thief) after I gather all the mats I need. No main, all played pretty much equally. Honestly, I see no reason to have a “main” in this game since you can level from scratch, and gear up, in a matter of a couple days.
I played at launch, and then stopped late October. Just came back a couple weeks ago and I have to say, the drop/loot issue is going to drive me off again soon.
My friends and guildmates all thought I was the luckiest kitten in the game back around launch. I actually got Abyss dropped twice in one week’s time. But since my return it’s like opposite world. If it wasn’t for the guaranteed rare/exotic from event chests I wouldn’t see one in my inventory ever.
GW2 Dungeons are all about glitching/skipping stuff. However, if the dungeons were not so poorly designed the glaring flaw in the game mechanics would be too obvious. Sure people will defend this as legitimate game play, but lets face it it’s little more than an exploit fest. The problem is a core concept of the game though, so it will never be “fixed”, just exploit with everyone else and try to ignore it.
I still think it means. “It will be soon……. if you buy the Tokens & Badges Bag for only U$ 9.99!”
Heh…I am actually surprised this isn’t in the gem store…yet.