10second cooldown would still be too much for those attacks. 10 second cooldown between the SAME kit attack going off maybe but 20 for all sucks
5 second wait would have been better for unique kits, so you could use them together which doesnt suck for multi kit users
isnt this the 3rd move you guys have done? What happened on the server for you to want to move again?
How will this effect GH? They got a large boost in tiers after these guys joined
50% nerf to quickening sucks too :/ that was my defense in duels ha
except for Grenade Kit skill: Grenades no longer require the player to have line of sight of the target area to throw them.
I cant see anything that changes much in my build ha how disappointing, I was expecting buffs to other areas like flamers.
The grenade kit refinement is useless and going to be a pain, If i could turn it off and only have the bomb one I would but this stops me swapping between kits to use my normal skills before the bomb move comes in
Lame :/
Please do not, EU is still not out from our consideration. We already have scouts around other server in WvW.
If EU is an option would you like to have a meeting on our server wide team speak? you can get a good feel for the kind of guys we have and ask anything you want to know
A guild like yours could make a huge difference to how we can play WvW on Underworld Not to mention its nice to have some new faces to speak to :P
I’ve played with some players from Australia before, they mentioned not having a ping problem at all not to mention they should be improving culling in wvw drastically soon so in a few days any problems anyone had should be disappearing.
I will find some none EU players on our server to confirm this though
Before I make a comment I have to ask, what regions would you be willing to move to?
is to US only or is EU on the table?
A guild of your size on the EU server underworld would fix a large hole we have at off peak hours which would make wvw more enjoyable for our mid tier server so I have to ask if EU is an option?
If It is an option would you consider a meeting on teamspeak with the heads of our wvw community?
I think this satchel design I came up with is a much better design than the old mine kit which was 5 of the same skill.
Since all of my 5 satchels are different and have different jobs I think it makes it pretty useful compared to the old kit.
I think of it as a replacement support kit, I would easily swap this kit for my current bomb kit.
Mines are just so underwhelming, they should turn into a kit like my idea here or get some sort of buff because ive never seen anyone use mines, they are pretty much useless with a tiny aoe and damage :/
I was thinking it was a better replacement for mines, which are terrible. Although triggered by the user and not when the enemy rolls over it.
Its designed to pretty much support any of the other kits you use, throw down some satchels on yourself and you buffed your group, throw them down on a spot and detonate when your enemy gets close and you can be doing more damage for longer with your grenades due to the cripples and vulnerability you just threw down.
A key difference is the user has to trigger the explosion while mines are fire and forget.
Sorry about the title type, pasting messed up :P
I was thinking about my engineer and our primary most used kits, I like bombs and grenades a lot, Grenades are easy to use but don’t have the knockback perks of a bomb but bombs have to be timed properly to be effective and have a tiny range which for a mostly ranged class isn’t that useful..
I was thinking about the possibility of a Satchel kit which is somewhere in-between grenades and bombs. They would be similar to the thief shortbow 2 skill which has the option to detonate mid air for a different effect. Although the Satchel would have longer cooldowns of 15+ seconds per use they would back up one of the other kits nicely.
The Satchel would be like a grenade, a thrown bag which has the range of the players grenade primary skill so gets the benefit from the trait buff. You can either detonate it, let it expire after a minute and it detonates itself or pick it up and get a 5 second cooldown on reuse.
Skills 1-5 are Place Satchel skills and tookkit skill Detonates the Satchels.
Pressing one of the 1-5 skills once places that Satchel and pressing that key again detonates it.
The 1 skill would be a basic C4 like attack which is the only real damage dealing satchel while 2-5 would be boon/condition based such as Cripple, vulnerability, Knockback and blindness since they aren’t aimed at doing direct damage, they are there to support the engineers other skills by slowing the enemy or dealing a number of effects to them after tricking them into walking into the satchel range.
Each 2-4 skill has a opposite Boon for any allies in the area too since engineers don’t really have much in aoe Boon giving the satchels can give boons to allies.
Damage= might
Cripple= Swiftness
Vulnerability= Protection
Knockback= Stability
Blindness= fury
The engineer can detonate the all at once using the toolkit skill or 1 at a time by clicking the relevant Satchel key.
Why Satchels?
They open up a lot of options for engineers that other kits can’t, they benefit every range of build as melee engineers can use them to buff and cripple enemies close to them and ranged engineers can use them to slow down players trying to get into range.
Pvp/WvW uses
Engineers can stick Satchels down on key paths and areas such as just behind gates or onto walls to use them to tactically attack areas,
Your keeps gate is going down? place all 5 Satchels down and set them off the moment the zerg run in.
Attacking a keep? Pesky rangers on the walls destroying your rams again? Throw satchels along the wall and detonate them as soon as they poke there head over the walls.
Want to confuse your enemy? throw a few onto the wall of an enemy tower and detonate them when your zerg is about to attack elsewhere. The enemy will see the white swords and go and investigate while you are long gone.
Getting chased? Throw a few down around a corner and detonate them just as that pesky thief tries to follow you, i can guarantee he will think twice about trying to perma stealth near a engineer again.
Why do we need them?
Engineers are supposed to be designed around Area control yet our skills are either very short lasting or we have little control over them. Turrets are still very weak and immobile and we dont have much adaptability since using more kits means less skill slots.
Satchels give engineers area control, we can focus an area with Satchels and use them strategically and tactically to support any of our other builds, grenadiers can use them to slow the enemy groups or keep them away from spots while flamers/toolkit players can use them to buff allies in aoe and have powers that other classes can use from the start such as aoe pushbacks and guardian like support shouts.
They also give engineers something they really need to be useful in team play, AOE buffs, Elixirs are great… but they only really buff the one engineer using it which in a team based game isn’t a good thing when most other classes have buffs for allies.
Why engineers would love them?
They require a lot of skill to use properly, we all know engineers are currently one of the more tactical classes due to kits, this new kit would add a whole new style of gameplay and benefits the current kits we have without changing our primary weapons
Key element is that Satchels have a larger cooldown than bombs and grenades, 15+ seconds per skill cooldown after detonating or automatic detonation after 60 seconds if the engineer doesn’t pick up the satchel.
(edited by Phoenix.3416)
You will all be happy to know that Guild rushes are actually fun…
Its a shame treks are useless and Bountys repetitive
Maybe I’m not grasping “area denial” completely but wouldn’t dropping a few turrets and peppering an area with aoe be “area denial”? Turrets raining pain (using the word lightly) and the engi showering the area with bombs, mines, grenades, and elixir clouds.
thats a form of area denial but its not exactly the correct usage since you are attacking an area over and over regardless of whose in it. If it prevents the enemy from been able to move into that area without taking a large status effect eg slipping or cripple its not really area denial but more of an AOE attack.
Mines are an example of area denial although they aren’t exactly powerful and are easy to avoid.
So if I shower an area with AOE and combo fields and surround it with turrets (and yes, lay a mine or 5)…wouldn’t that be an area you’d stay the kitten out of? I try to avoid gasious clouds or burning walls or being surrounded by enemy turrets. But maybe I’m doing it wrong.
In that case yes but those mines are weak and those turrets near useless in the current build not to mention how few combo fields we have and how they don’t exactly last long.
Compared to how many AOE damage skills an Ele has the engineer I dont think does as much as area denial as you would expect to be called a class for doing area denial as its focus.
Do we have any links to actual area denial builds that do any decent damage? if its our main focus then it should be the most common build.
Im thinking a good fix would be one “free kit” slot, instead of taking up a skill lot our ¬ key swaps our main weapon eg the rifle to 1 assigned kit and vice versa giving us 1 free “kit slot” which is like how the other classes can swap between weapons
this way we get an extra skill and having a kit doesn’t mean losing out in other builds.
Let’s update the list:
Multi target Area denial abilities:
- Traited throw wrench
- Box of nails
- B-bombs!
- Air blast
- Magnetic Inversion
- Throw mine
- Thumper turret
- Glue shot
- Big ole Bomb
- Chill nades
- Launch personal battering ram
- Slick shoes
- Elixir F
- Supply crate
- Elixir X (no matter what it procs)Single target
- Net turret
- Rocket turret
- Net shot
- Personal battering ramThat’s 15 (!) multi target abilities that can be utilized for area denial.
Granted, some are better/easier to use then others, but combining a few of these can create a lot of chaos among your enemies when it comes to controlling an area.And this versus 4 single target abilities.
I don’t know about you, but I feel that engineer has enough area denial capabilities.I almost pulled my hair out when reading OP’s statements.
How did you possibly get to that conclusion? I’m not trying to be mean spirited here, I just wholeheartedly disagree.
How can you claim that bombs, etc are just simple AoE attacks?
People, guardians even, fly away in all directions or plain run away due to receiving to much damage when I decide I want that node.I’m by far not the best engineer out there, I’m decent at best, however I feel this is engineering 101.
Let them bunker nodes all they want, my job is to simply keep them off the node without having to kill them.
Their bunkering is rendered useless when you are able to neutralize and often even cap nodes from under their noses without even killing them.
But most of the time they end up dead anyway because they are to stubborn to give up the node.In PvE I help my teammates by keeping mobs together and protecting the ranged clothies.
In WvW I do the same, next to ensuring that nobody gets away.Sure, it doesn’t always end up in victory. But that’s not the class it’s fault.
That’s my fault.
Most of the skills you mention are 1 or 2 high cooldown or weak moves per kit, for a class with the apparent focus of ranged area denial 1 skill per kit isn’t exactly going to cut it.
AOE denial lasts more than a few seconds like a bomb.An example is the Glue Bomb but there aren’t any other skills that are so obviously area denial or that last long at all.
Some of those skills aren’t really what I class as area denial such as airblast is a control skill its not denying the area to enemies for a set amount of time its just pushing them back.
It depends how you define area denial, in my definition grenades are area denial but the class itself doesn’t really area denial better than any other class. Elementalists can probably control an area with AOE attacks better than an engineer while area denial is supposedly our job
Maybe I’m not grasping “area denial” completely but wouldn’t dropping a few turrets and peppering an area with aoe be “area denial”? Turrets raining pain (using the word lightly) and the engi showering the area with bombs, mines, grenades, and elixir clouds.
thats a form of area denial but its not exactly the correct usage since you are attacking an area over and over regardless of whose in it. If it prevents the enemy from been able to move into that area without taking a large status effect eg slipping or cripple its not really area denial but more of an AOE attack.
Mines are an example of area denial although they aren’t exactly powerful and are easy to avoid.
All they need to do is make missions replayable twice a week or half the research costs in merits and influence.
then make it so you get rewarded for multiple missions run so you can help smaller guilds
I don’t know how the small guilds feel but as a huge guild leader I feel like 3 months waiting is to long for anyone. a month grinding for 1 small mission is far too much.
I want “Satchels” which are like grenades in range but bombs in timed detonation.
They would realise a number of effects into an area, such as an ice satchel which slows any enemies in an area for 10 seconds(with a cooldown of 1minute) or an oil satchel that causes people to slip( if necros can get fear why cant we knock people over? )
I figure its sort of a companion kit, it doesnt do any damage but has status effects that area deny or mess with the enemy in some way. so you can swap to grenades orbombs do to the damage
It should be mentioned that I think this is bad for everyone, if a large guild is forced to wait 3 months for content then a small guild will have a much much slower time
That’s not fair on anyway for basic content that doesn’t even add much to the game and should have been available on game release.
I don’t see anything in-game that says you have to unlock them in order, there is just a merit cost associated with each mission. You have to do bounty first because it is the only one that doesn’t require any merits, but I don’t see why you couldn’t run bounty for 10 weeks and then unlock puzzle next.
Is there an actual hidden requirement for unlocking in order or is that just the fastest method?
You have to look at the requirements for each upgrade. they have to be done in a certain order.
I believe it was from https://www.youtube.com/watch?feature=player_embedded&v=zCUvIrH2BlU&t=35m32s
Someone took a load of info out of it for engineers and posted this
“Described as mid-range skirmishers that can control battlefield in various ways such as with turrets, control skills, AoE, and other ways. “…they are going to be impactful in close range fights and have the ability to control space…” Intended on buffing the things that aren’t used as often so that they do get used as different playstyles.”
The control space bit is Area denial. Control skills and AoE are parts of area denial to but i dont see how we can actually do it.
I recently read that engineers are supposed to be an AOE Area denial class yet we don’t have any skills for that at all.
Turrets are immovable so realistically useless outside of PvE, they have a large cooldown which shouldn’t exist based off the stats they have.
The flamethrower has such a low range and damage for how close it has to be used that its not really area denial as a slight speed bump for any toughness based opponent in melee range
Grenades are great but have recently been nerfed and they don’t deny areas they simply do damage in a small area which isn’t the same thing
If we are supposed to be area denial then where is my skill to set fire a circle of land or spread oil to knock players over? All we can do is deal AOE damage into an area over and over, that’s not denial that’s an AOE attack.
Does anyone else feel like this?
4 weeks “Grind” time between guild mission types is far to long
Simple as the title says, After I unlock guild rushes this weekend I still have to wait 3 weeks to get enough merits for the next mission and then a week for research times. This includes that my guild gets 100% of all of the merits we can earn each week.
After that I can earn 80 merits a week and need 250 for the next meaning with the 20 merits I currently have I still need to wait another 3 weeks and 1 week research time to get the final mission type.
I have one of if not the largest on my server, yet we still have an insane grind that we can’t really speed up unless you find saving up over half a million influence to rush 1 of these upgrades to finish a week sooner reasonable.( I don’t)
The guild mission update arrived a month ago and it takes a huge guild 3 months to unlock that content. I don’t know about the rest of you but that is insane, a smaller guild will struggle even longer.
If these missions had been around since the start of the game this kind of grind would be fine but forcing it on us now with a staggered 3 month release as the fastest time to get basic content we should have had at game release punishes all of the players ingame.
Small guilds might as well give up on seeing all of the missions anytime soon unless they somehow make 50,000-100,000 influence a week
/endrant
They should be independent but they have to be done in a certain order. why would you buy rank 6 anything if you didn’t check how many merits you needed to get the missions on that level?
You HAVE to get bounties first since that’s the only one that doesn’t cost merits.
but yea your guild doesn’t have enough members for a party, have you considered joining a large guild as a group or finding a guild that would let you join missions? assuming you don’t want to recruit.
Has there been any response in this thread yet?
Anywho…..there is another issue that is playing out as more and more guilds gain access to bounties. With hopes of completing these, guilds will most like schedule when they have the highest concurrency. Well, since the weekends fill that role the issue of guild competing over bounty npc’s arises.
I have noticed on multiple occasions that when I run across a bounty npc (on the weekend) there will be several players from different guilds surrounding it. Next thing ya know one of those player’s guilds show up and the bounty is killed and the other players are left scrambling.
Needless to say the ones left are none too happy.
The only “response” has been for Anet to merge their thread into a smaller one…..
I found it interesting that they chose to merge them in this way, and not the other way round. (As they had been doing previously)It isn’t an official response, but the message seems pretty clear to me…..
Wow, that is pretty bad. The original Merged Thread was somewhere around 140K views last time I took note of it, now it’s just a few K. Does that make it easier to ignore as a dev if the views stat makes it look like very few people follow the topic?
Could have been a mistake, but it seems there indeed may be a message there…
I certainly don’t think it was a mistake. I hadn’t noticed it before but you are right. By merging the official topic into the smaller one, the official one’s view count got reset. Now that is has been awhile, the are trying to diminish the topic.
I don’t think this has as much to do with devs wanting to ignore something as much as it’s about unwanted publicity. The more views/posts a thread has, the more likely it is going to be referenced in an article (Turbine and Blizzard come to mind. At least Blizzard backed down when the ‘merging with Facebook’ thing got huge attention.)
To me, it certainly seems as though they are trying to do ‘damage control.’ Giving interviews (which never fully address the concerns) while quietly, ‘corralling’ posters into one place to vent.
you conspiracy loving guys make me laugh, I made a guild missions suggestion thread which was merged into this thread. When that happened the admin set my thread to the parent which caused everything to reset to the values of my thread. This is why the first post is my post.
It was a moderator error that reset the stats, the thread is exactly the same. Stop looking for conspiracies where they don’t exist.
The thread didn’t get smaller, and 5 seconds of looking at the page count and first post would have proved that ¬_¬ Come on guys…
Yes but it would cost a stupid amount, rushing guild rush by 25% costs 125,000.
you would need alot of merits too, which are fixed, you need to wait 9 weeks of grinding merits to be able to unlock all of them i believe
For engineer you want to get grenades, they can be buffed to 1500 range which keeps you at the back.
Stay with the main group if you can, focus on the big targets if you are in a group and the camps and smaller targets if you can’t find that group, after level 40 or so it will be much easier to play since you can have your elite and some good traits
You can either go for Critical or condition with an engineer, I find critical stronger but its personal choice. Rifle if you are crit, pistols if you are condition
Anything that has AOE attacks ranged attacks is probably a good bet, Elementalists, Engineers etc
Since if you can damage a group of players and your friends kill him you get some experience.
Naturally tanky classes like Guardians are also good since they can stay alive long enough to get the points from a siege even if they are a lower level.
You are welcome to contact me ingame if you need help with engineer builds too, my engineer is made for Wvw
I would suggest getting to level 10 first so you have a few skills, but other than that leveling on WvW is fine, stay with a large group and its usually pretty fast if your group takes anything.
Does your server have an alliance you can get involved in which has events? i usually find these events to be the fastest way to level
The issue isnt that the content is bad, its that the “teaser” happened far from the actual release, several months of waiting is a poor judgement by anet.
Events should at most drag over a month period of weekly changes, anything slower and people forget or only show up for the first week then ignore it
Can’t say I like the actions of this one person referred to in this topic but I sort of believe you UW guys that you do not know him. If you care about your server find him and make sure he either gets our of this game or stops what he did. Thank you.
Concerning all your chestbumping and what not just wait and see. Sure you had a very strong reset compared to us on FS, but I like think it will be a good thing for us to get back into the climbing up saddle instead of casually just keeping a steady lead that makes the most dedicated of us bored and frustrated since there is no real challenge for us. With that I wish both UW and FR good luck for the week for we shall not just settle for the scores that are now.
Its hard to find 1 player out of 1000s that could be a hacker and could have 5 different characters.
You must understand thats near impossible to stop, if we can stop it we will try, you have hackers to deal with of your own I imagine too. If you see a hacker report him no matter the server.
The chest bumping is because UW usually doesn’t do well on reset, so months of hard work actually paid off for us, FS just ignore it and don’t get offended, if you had done so well after so many poor resets you would react the same.
But he didn’t, and the reason for UW’s lead is clearly down to recent transfers and a larger night presence which doesn’t make them better than us or us better than them.
UW has had no guilds move here at all, the larger night presence is just us getting more organised, you fought us last when we weren’t trained and weren’t united.
Its a improved quality not quantity thing.
I was commanding on EB last night when we took the entire map, FS held very nicely but seemed to be split around the map. After Ranik gave up defending and moved to attack the FS border we took all of reds land and could put our entire force against FS.
two of the towers FS held took ages to take ha, whoever was trebbing the FS keep after we took it was a pain :P
Nicely played
(edited by Phoenix.3416)
I agree with the OP, this event isn’t well done at all
Long term stories should be done in a way that from the very start grabs the attention of the players and gives them aims and rewards and at most start a week after the last stage instead of a month wait
Losing a event should have consequences, if you can repeat missions over and over till you win it takes away the importance of getting it right in the first place.
If I was running a similar event It would run something like what ive put below. 4 weeks of large events involving a server working together to win, with the world map changed by the event so future players can comment on missing an epic event :P
I rushed this out but you get the idea.
Week 1: Stage 1: Grab the players attention
Villagers are forced to evacuate because an odd amount of rivers are becoming diverted into their villages or landslides becoming more frequent.
Mission: Help the villagers evacuate from the apparent natural disasters and investigate, they end up being caused by creatures mining and draining rivers looking for something..
Week 2: Step 2: Introduce a mysterious threat
Rumours circulate that the priory found an artifact in the north but need to take it to the south to investigate it properly. Murders on the roads are becoming more and more common, no trace of the victims is left other and no goods are stolen. They appear to have started around the same time.
Mission: Escort a set of caravan down a long road, odd creatures attack the caravan, you fend off a minor boss, he pushes your party back and claims the artifact and escapes
Week 2: Step 3: The enemy invasion
A norn village in the north comes under siege from a new enemy not seen before they are currently trapped, Cult of blahblah are summoning demons to attack the walls, when the creatures get to 25% health they multiply into a weaker pair of creatures, one melee and one spell based. or some other gimmick which is a pain to fight and hasn’t appeared in guildwars before.
Part 1: defend the walls for 15 minutes from waves of demons.
Part 2: Large demons appear, hold out for 15 minutes so the villagers can be evacuated.
Cinematic ending : The cult summon a huge behemoth of a creature using the artifact stolen in week 2, cue LOTR Moria Cavetroll sequence, the creature smashes the wall to pieces, cinematic shows pieces of wall flying around squashing the npcs defenders, demons flood in and the heroes barely escape. You get the idea, a boss that slaughters anyone who gets close, notable NPC attempts to stop the creature and gets eaten.
Rewards: The server gets benefits for finishing Part 2 as the villagers escaped, eg that village is known for making a special kind of weapon(skins), if the server wins at parts 1 or 2 when the player meets the villages they acknowledge him as the hero that saved them, otherwise those villagers were killed off and the hero doesn’t get his karma bonus
Week 3: Step 4: Investigation, the classic “how do we fight them” stage
The demons have started to create a battle line in the north, the ground is blighted with ash from their pillaging but the heroes are useless to stop it, the races meet and discuss options.
The Charr and Asuran argue over how to fight the behemoth, Asurans want to make a giant golem while the charr a large experimental cannon. They end up agreeing to combine the technology. The next week involves players collecting resources and running missions to get the parts ready.
If the players finish the collecting in time they have to fight less waves in week 4 since the golem destroyed a few waves itself at the start.
Week 4: Battle.
The Golem is ready, everyone lines up for battle and both sides charge each other, the players fight off the demons while the golem fights the behemoth. After a number of waves the Golem gets blown into little pieces after the experimental cannon backfires and the heroes are forced to fight the weakened behemoth themselves.
Boss fight kicks in. Heroes win and either beat the boss or the boss escapes to come back later depending on the story, The village they fought in is still burnt out and the map is dented by the war, slowly to be repaired over the next few months. Saving the villagers in week 2 speeds up the villages recovery
The wreckage of the golem stays on the map and becomes a new jumping puzzle, the world map is now changed for future gamers based on how well the players did during the mission.
Anyway thats how I image these events to run, small threats from enemies we already know about are pretty poor, the charr aren’t exactly a threat even with the dredge unless they serve a dragon which releases hell on the players.
Events shouldn’t last more than a month or the player helps out for a day then forgets what the story is a month later like in this case.
Solutions:
Buff the boons: Travel cost should be something like 25-50% and last a week for those kinds of prices, if the buff isn’t 25%+ its probably not worth the cost to the guild to have it researching over and over.
Rewards for repeating
Players should get a reward for redoing the mission even if its at a reduced rate, remember CM speed runs? I loved doing CM over and over since the reward was worth the effort, after they nerfed dungeons I haven’t run CM since, for the reward you get its not worth the time. The same should apply for guild missions, sure give them a chest that gives the commendations once a week but give the players who take part at least 25 silver and a rare for the follow up missions they take part in or anyone who already did the mission won’t bother a second time.Consider a mid week reset
Hyping up content that currently isn’t worth playing more than once a week and gives barely more than a world event is pathetic, be reasonable. A mid week reset of say Wednesday is a must if you don’t add rewards for repeating the mission. This fixes the high merit cost problem and makes them more fun for everyone else do if they have already done them once a week.New tiers
I want much harder missions, bounty needs at least 2 new tiers, completing a tier 5 bounty would give the guild 25 merits and 2 guild buffs such as cheaper waypoints and higher gold drops for a few days but would be much harder than the current bounties.
I’m thinking 30 minute timer, multiple task missions that involve a much larger boss on the scale of the shatterer in an instance where only guild and party members can join.Tier 3 needs 25 or so players to finish, in guilds of 500 players that’s nothing, give the large guilds a challenge that requires more numbers and skill instead of these easy events we have now.
Mission UI
The current UI is terrible, we should be able to see the list of targets and the timer in the top right corner where dailies should be.Anyway I wanted to get that off my chest, guild missions in theory sound great but have a lot of changes to go before I would consider them worth the time.
I wrote this a few pages ago, input? If the repeating rewards come in you will find smaller guilds will get a lot more help and reason to group together.
The Boons need a major buff to be worth it, noone is going to choose a temp buff over merits when guild missions cost so much to research.
Sigh.
Influence earnt in a large guild is no different to that in a small guild, members still need to grind an work hard to get those influence levels.
Please stop twisting what I say out of context is pretty sad :/
If you had read my post it would be obvious by now that even though my guild has a lot of influence we use it to help those who don’t. Its just my personal opinion that you need more than 5 guys to be a community, it doesn’t make it fact its just my personal opinion, you take it far far to personally since everyone has different definitions of the same concepts.
Fact is guilds can be between 1 and 500, so designing content for the first 30 of that guild is pretty far from what it should be which is what im saying, making guild missions easier because of a small group isn’t fair on the larger but making them to hard for any smaller guild to play isn’t fair either.
More tiers are needed really.
Anyway Im going to ignore you from this point, its derailing the thread beyond belief
I agree with phoenix. I know it sucks that smaller guilds have a hard time completing or even unlocking the guild missions. However, I also feel that guild missions are not made for these small communities, but for the larger ones. Because that was what GW2 has been lacking since its release: content for more than 5 people that is not WvW.
Everything else in this game evolves around 5 man groups. Before Guild missions there was really no reason to be in a guild of more than 5 persons (given all have same onlinetimes) if you weren’t interested in WvW. Now there is something that requires more than 5 man to complete and caters to bigger communities and I think that is only reasonable.
The quality of the now introduced content is debatable. In my opinion Bounty hunt is rubbish (haven’t done others yet). It’s a boring and dull waiting game until all bosses are found -> press button -> slaughter bosses. And that other guilds hunt the same bosses makes this whole thing a lot more tedious than it should be.
They don’t seem to be designed for large communities either, a guild around 100 active members would probably find them far to easy for that size guild, this is pretty boring for the larger guilds as these missions are playable once a week for rewards and are done so fast they might as well just give merits away once a week.
Missions need to vary in difficulty drastically, I proposed a tier 5 bounty which had the same reward as a tier 3 mission but was repeatable. Maybe a 2000 research cost? which would require 50 or so players and be aimed at fighting a very large boss like the shatterer in a private instance, it gives larger groups something harder to do but doesn’t improve the reward. tbh I think the normal 3 tiers should be repeatable and a reduce reward so people would be more likely to help each other out since they would get rewarded for taking part.
@That other guy, I proved that your assumptions about me were far from the truth and the opposite of what nonsense you came up with.
I don’t really consider 5 guildies much of a guild since that’s exactly a party. Sure you technically are a guild but in my opinion you need more than that to be a real community, chances are only a few of you will be online at once which means you don’t even have a party worth of players online.
And here is the perfect example of the new ANET two tier/class system for guilds. Phoenix has just demonstrated the big guild snob class society created by ANET. You have the big guild class and the small guild class. Small guilds are just trying to have fun, and participate in world events. They tend to call on others for help or conversely respond to others’ calls for help. Big guilds, at least as demonstrated by Phoenix’s attitude, are the snob class – they ignore anyone not in their guild, monopolize events, flood zones with their zergs and ruin the fun for everyone else. He basically demonstrates how big guilds can now justify and are looking down on everyone else. WoW has invaded GW2 in full force.
Phoenix, I remember creating a guild at the guild merchant. He didn’t ask me about how many people I had or dictate a minimum number. I clicked on create a guild and paid the fee. Viola, I have formed a guild.
ANET, this is creating tension and bad blood. As has been stated frequently in this thread, folks are leaving their small guilds, giving up on the new content or just quitting the game altogether. And the “Living Story” is not replacement for Guild Missions. You truly need to address the issue sooner, not later.
you talk about things you know nothing about at all, its embarrassing. Choosing to make a larger guild doesn’t mean I don’t play for fun and i refuse to help, more the opposite since large guilds don’t stay large without a good community.
we have guilds of different sizes, Anet made an event designed for 15 players to complete which guilds of below that aren’t happy about. I don’t think its fair that those guilds are asking for events to be made easier so they can play when larger guilds would be punished.
If guilds can go to 500 man, asking for events that require only 15 guys to finish to be made easier is unfair on the majority of players. The problem is when small groups feel entitled to have the same powers a larger group has, its impossible to make a mission fair if a mission that required 50 players has the same reward as one that required 5.
You wouldn’t expect to finish a dungeon with 1 player would you?
Now to prove you have no idea what you’re talking about. I have one of the largest guilds on my server, and because of this earn a lot of influence ingame. What do I do with this influence? I invite all guilds no matter what size to join guild missions every other day. On Sundays we have a guild only mission, but we then have 3 or 4 other nights where players from smaller guilds get to join a mission paid for by my guild. My guild is made up of a number of other guilds who wanted to stay together but benefit from a larger community which is something I agree with and I give them their own space in my community so they can stay as a group.
I also founded the Wvw alliance of my server and community forum while admining our serverwide teamspeak with another of my guild officers who donated it in the first place. This costs both of us real money but allows our server to play united okitten00 man teamspeak and use a forum to communicate between all guilds of the server.
I spend half of my time running my guild and the rest in newbie zones helping players rush skill points or telling them how to play an engineer.
Don’t be delusional enough to think that large guilds are super evil companies that want to take over the world, Guild missions should be designed with larger guilds in mind as well as smaller guilds which is my complaint. If I can bring 80 players to a guild mission designed for 15 a lot of people miss out and don’t have fun which isn’t fair on them.
Fact is large guilds have a lot of power, I don’t mind small guilds running around but you have to be realistic, a guild of 5 is a very small group of players, if Anet made guild missions designed easy enough for 5 players it alienates everyone else. I see a lot of small guilds asking why they cant get tier 3 rewards for a tier 1 mission because they don’t have enough players for a tier 3, this is where i have problems. Organising 50 players for 1 mission is much harder than getting 5 together, those 5 demanding the same rewards as the 50 isn’t fair at all.
Complaining that guild missions require 15 players is like complaining dungeons need 5 not 1. In fact making guild missions so small and easy excludes large guilds from enjoying them which is where my problem is. Small guilds might not be able to play the new content easily without help but large guilds can play it but wont enjoy it due to they were designed for smaller groups.
If you guys are having trouble organising tier 3 bounties whisper or mail me ingame and ill explain how we do it in my huge guild.
Although Destinys edge would disagree they aren’t exactly a good example since they had to be 5 to fit the possible races.
5 really is small though, you need 15 for these missions really, to be honest I think its not anets fault some people like tiny guilds, they cant make content that is equal for both large and small guids without making it boring content.
http://dulfy.net/2013/02/27/gw2-guild-bounty-guide/
Use that
bosses walk around different maps depending which boss you get
Here’s my problem with the whole Guild Mission Idea. It seems to have forgotten that SMALL GUILDS are a part of GW2. Many Guilds have 5 or less players and the new system pretty much excludes them from playing the new content. Well at least for years and years until we can earn 50,000 points to turn it on. And I pray to Dwayna that by then I’ll be playing GW3. So how about some content for THE SMALL GUILDS? There should be something for 1 or 2 or 3 or 4 or 5 people to do as a guild that could earn them something. All of the new content is for guilds that have massive players earning massive points and yes it does give them something to spend it on which is fine. But lets give the little guys something to do too.
This is the problem I have with comments like this, 5 people is a party not a guild.
Complaining because the new content is for larger than one party is silly you already have a stupid amount of dungeons.
Guilds can go to 500 man in size, 5 member guilds are tiny guilds.
How about giving the larger guilds something to do, the guild missions are far to easy for any 100+ guild
you get 2 commendations per mission type per week except treks which give no rewards at all, not even a chest :O
so 8 commendations a week after unlocking all missions.
im not sure where the 4g a week is meant to come from but assuming each mission has the same prizes then 2g is as high as you can go without taking rares into account
A fast fix like I said would be to reward replays even if its at a reduce rate, say 1 rare and 25s
this way you will be more likely to run them more than once a week and help other guilds out. Instantly solves the issue with small guilds and boom they can work together now :P
add rewards for treks too is a must, when tagging a waypoint all players in that area from the same guild as the guy who tags it get the reward, 20 tags to get, 20 chances are a reward if you dont get there in time
Also did the mod break the thread when they merged my thread with this one? haha the name seems to be what I called my thread not the original name
so what do you call a guild with 100? 200? 300? 400? 500?
50 total players in the entire guild is small in comparison to the max amount of players you can have.
10 players isn’t much at all, thats two parties. I would say you needed at least 25 for a small guild. I would say 10 is tiny.
Why? many games do it that way because it makes no sense for them not to be able to.
The assumption was that heavier armour requires more strength to use, but from that logic what stops a warrior wearing light leather armour?
Does metal make casting backfire in the lore? no? so why cant a elementalist wear metal while casting?
Because you don’t look at an elementalist as some big brawny dude who can carry plate.
It drives me crazy seeing a mesmer walking around with a broadsword.
By that logic Asurans shouldn’t get plate since they are far to small in size to have the muscle mass required to carry plate.
Whats the difference between a Human model in heavy and light? nothing ,you can have a skinny human in heavy armour and you can have a large human in light.
The characters muscles are chosen by the player not the class he has after all. Its safe to say wearing plate would make those players stronger anyway so by level 20 :P you would be strong enough to wear it.
I wonder if they have considered Scrum if they are using agile, that way they would at least know what everyone else is working on.
Guild missions were terribly designed and added, the only reason i could figure for the weeks between missions is that they havent finished them yet so wanted to force us to wait 2 months to unlock them.
This WvW patch is pretty much make or break for a lot of people so I pray they put more focus into it :/
Lost shores wasn’t enjoyable for me personally and the final boss was just draining on my morale.
Halloween was fun and interesting but I was disappointed that they made the events disappear, why add fun content only once a year? even if it gives a very low reward I want to play the ghost hunt game now
I like Pvp but if i spend 5 hours in it i’ve earnt nothing I can use outside of Pvp which makes it like earning nothing at all.
Also I want to go in with my party which isnt possible outside of tournaments
I guess lighter armor could bright a benefit in terms of endurance recharge, meaning that you could use different armor to trade between active and passive defenses.
Thats what I figured it would be, lighter armour would give faster stamina regen, a very small faster skill cooldown bonus and faster movement speed at the cost of taking more damage
While heavies would be slower moving an dodge less to the light but take less damage
The medium being the base which gets no bonuses but no reductions
Ranged characters could focus on light armour so they are more mobile but if a group of heavies got in close range with them they would take a beating. etc
Why? many games do it that way because it makes no sense for them not to be able to.
The assumption was that heavier armour requires more strength to use, but from that logic what stops a warrior wearing light leather armour?
Does metal make casting backfire in the lore? no? so why cant a elementalist wear metal while casting?
I can say the same for you. I define guilds below 50 as tiny. 50-100 being small. Thats how I personally define it
Its pretty much impossible for a big guild to invite anyone to join them since they already have enough to fill an overflow and public none guildies who aren’t in voicecoms wont have a clue whats going on, only guild members can see the list after all. Although my guild does run guild missions for small guilds but a tier 3 mission is pretty hard to run if they cant see the list
Lets be realistic if the max guild size is 500 and you are in a guild with less that 1-2% of the total potential guild sizes can you expect to be able to do the same content as easily? of course not. I understand you want to stay as a friend group but compared to other games guilds are potentially bigger on guildwars 2, most games ive played 100 is max.
If you are in a tiny guild who cant do a mission without help why don’t you make friends with other guilds and do it that way? if you are in a guild thats less than 5% of the max potential guild size find 3 more guilds in the same boat, make a time then help each other out.
A lot of small guilds are complaining they cant do the content while the big guilds find them to easy, realistically one group isn’t going to enjoy themselves if they either become easier or harder.
If you want to have easier missions with the higher rewards it ruins them for the larger organised groups, the only fair thing todo is to add new tiers with the same merit rewards but harder bosses and bigger drops which is what I suggested.