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Lack of trinity makes this game boring I think

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Posted by: Phoenix.3416

Phoenix.3416

You misread what I put, some classes are just BETTER at tanking than others. Since Armour is fixed to classes it gives some classes a weakness when tanking, although they might be great tanks they wont be as effective as a heavy armour class with the same skills since heavy can take more hits.

Armour should be made free between the classes with a speed/regen buff for lighter and higher health but slower for the tankier armours.

Everybody would just pick plate/heavy armor, then.

I just think there still should be a frontline, midline, and backline casters setup like GW1 had.

I liked that a lot.

The thought that somebody in cloth/light armor should be expected to tank/take hits as much as a heavy/plate wearer is a bit unrealistic, IMO.

but that’s not true, thieves would probably move to light armour and focus on speed and dodging, mesmers don’t need to be tanky either so could do the same. depending on the players skills you could have warriors in light and elementalists in heavy

its all about what the benefit of lighter is, if you say had a slight faster cool down on skills most players who want to deal damage would go for lighter, while players who are melee focused or likely to take hits like d/d ele would go heavy at the cost of a small cooldown debuff

Why would I give up the forgiveness of heavy armor for light armor? One wrong move and…with the bosses in this game….“rez plz.”

I see what you’re getting at, but why not just bring back front, mid, and back lines?

If you have a class that relies on speed and dodging such as a thief lighter armour would benefit that.

if you are a ranged character having medium or lighter armour and having a slightly faster attack makes more sense if you don’t generally play on the front.

The thing is those lines cant exist in guildwars, armour and weapons are fixed to classes so because of this some classes are forced into a line and cant move out easily.

Elementalists who go d/d will always be squishier than a guardian with the same kind of stat armour because guardians get heavy. It makes guardians always better classes thank elementalists in the same situation if they both have the same 3 stats on their armour.

Remove the fixed armour and add buffs for choosing lighter and you remove the trinity problem since each class can be built as a tank equally in terms of armour with the difference been the skills of that class only

(edited by Phoenix.3416)

Lack of trinity makes this game boring I think

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Posted by: Phoenix.3416

Phoenix.3416

You misread what I put, some classes are just BETTER at tanking than others. Since Armour is fixed to classes it gives some classes a weakness when tanking, although they might be great tanks they wont be as effective as a heavy armour class with the same skills since heavy can take more hits.

Armour should be made free between the classes with a speed/regen buff for lighter and higher health but slower for the tankier armours.

Everybody would just pick plate/heavy armor, then.

I just think there still should be a frontline, midline, and backline casters setup like GW1 had.

I liked that a lot.

The thought that somebody in cloth/light armor should be expected to tank/take hits as much as a heavy/plate wearer is a bit unrealistic, IMO.

but that’s not true, thieves would probably move to light armour and focus on speed and dodging, mesmers don’t need to be tanky either so could do the same. depending on the players skills you could have warriors in light and elementalists in heavy

its all about what the benefit of lighter is, if you say had a slight faster cool down on skills most players who want to deal damage would go for lighter, while players who are melee focused or likely to take hits like d/d ele would go heavy at the cost of a small cooldown debuff

If heavy armours currently didn’t have ranged weapons I would say fine give them heavy but when any player can be melee or ranged but is fixed in armour it changes everything. You can have rifle warriors in the heavy armour never using melee and elementalists in light armour forced into melee d/d etc

Objective thoughts half a year later...

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Posted by: Phoenix.3416

Phoenix.3416

People don’t do pvp because it doesn’t benefit them outside of pvp while wvw and pve benefit each other.

Lack of trinity makes this game boring I think

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Posted by: Phoenix.3416

Phoenix.3416

You misread what I put, some classes are just BETTER at tanking than others. Since Armour is fixed to classes it gives some classes a weakness when tanking, although they might be great tanks they wont be as effective as a heavy armour class with the same skills since heavy can take more hits.

Armour should be made free between the classes with a speed/regen buff for lighter and higher health but slower for the tankier armours.

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

Guild missions are designed for small guilds
I ran a trek and a bounty last night, we had over 80 guild members join us for it, we finished the trek in less than 9 minutes and the bounty in 11. Most of those 80 got a chest although a large group found that the bosses got killed so fast they couldn’t get their in time or didn’t do enough damage which means we have to run another mission, which usually ends with the same issue happening next time.
The missions are extremely simple and only last 15-20 minutes which is pretty much nothing for something that costs so much influence and time to get in the first place.

Hate to break this to you, but 80 is not what is considered a small guild. Of course when you have a guild as large as you boasted 80 might seem small. Small guilds range from 3-40 in my opinion. And those guilds average maybe 3-12 members max on line at the same time. If you can muster 80 folks from your guild on at the same time, you’re not a small guild. The key is NoPOM(No of People Online Max) when you look at defining a large or small guild.

The guild missions are not geared for small guilds – have you read the thread at all? I’m the leader of a genuine small guild of 14 members, with 3-7 on line max at a time. There’s no way we could accomplish the guild bounty as it is designed – let alone afford to unlock it at this time.

To fix the issue, the guild bounty should scale to the number of people in a guild. Automatically making large guilds have a tougher time taking down the bounty. An algorithm could also be created to scale it for actual number online to create an “online average” difficulty for large guilds. Thus a guild of 500 who averages 150-200 online might encounter a difficulty level setting for say 160-170 when they attempt the quest. Probably not doable – but an idea. For small guilds it would make the bounty more like fighting a standard champion you might encounter in a dungeon. Doesn’t deal with the open world problem unfortunately.

In the long run, we can only wait to see what ANET will come up with.

A guild with 3-12 guys online at a time is barely more than 2 parties, I would say a small guild is around 50 members, thats 10% of the maximum guild size on guildwars 2. anything less is realistically a tiny guild when you consider the max is 500, if it was 100 I would agree but 12 players out of 500 possible is tiny.

I never said we are a small guild, I said missions are designed for small guilds of 50 members since you need 15 to do a mission according to Anet.

Lack of trinity makes this game boring I think

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Posted by: Phoenix.3416

Phoenix.3416

Fact is some classes are trinity, a guardian will always be a better tank than say an elementalist or an engineer.

If they really wanted to remove trinity they would have had the common sense to make armour not tied to a class since light armours now cant tank while heavy armours can

Light armour: 15% more damage taken, 15% faster stamina regen, 10% speed bonus, 5% skill speed bonus
Medium armour: 0% more damage taken, 0% faster stamina regen, 0% speed bonus, 0% skill speed bonus
Heavy armour: 15% LESS damage taken, 15% slower stamina regen, 10% speed reduction, 5% skill speed debuff

Trinity problem fixed, elementalists can wear heavy armours to be more tanky and guardians can wear light to focus on support and speed.

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

The only aspect of this I think is worth mentioning is the fact that one target is showing up for any/all guilds in the area. Even with a large group from one guild on the target, many folks don’t cause enough damage to obtain any credit when the target is defeated.

I don’t even bother showing up for these any more since I tend to do support and not heavy in dps. If the game gave credit for support I might find it more fun. Same reason I have decided most DEs are not worth my time is because support roles do not get credit for any thing.

Poor design in my opinion.

try doing one of the bounty missions with 70 guild members trying to get a chest :/ its a nightmare since so many are going for the same kills.

The lower dps guys miss out even though without the support a lot of other players would die, if a player helps another who does damage the support should get an assist reward really

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

Guild missions are designed for small guilds

On the contrary, unlocking Guild Missions was designed for large guilds. Funny how that worked out.

PS:
Have you tried Guild Challenges yet?

Noone has, like I said in one of my points, the merit costs are insane, its 3 weeks between unlocking rushes to get to the next level and 3 weeks more for the puzzles.

Unlocking missions might be for medium guilds but playing them is for small guilds at best.

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

How pathetic, the anet mods decided to remove a post of mine which displayed the problems I found with guild missions. Censoring people who probably have tested games longer than your own team has is a great way to show you know what you’re doing… it is impossible for anyone to discuss one small set of points in a 40 page forum thread… common sense guys, if its a good post it should be allowed its own thread. Im sorry I told the truth and didn’t lie that guild missions had been handled perfectly but your jobs are on the line if you mess up guildwars 2 not mine.

Problems

The merit cost of guild missions is insane.
The time it takes for a guild no matter the size or how often they run missions to get enough merits for the next mission is at the fastest 3 weeks. Thats assuming the guild has all of the influence only upgrades already. That time is insane for such a easy and small part of the game.

Guild missions are designed for small guilds
I ran a trek and a bounty last night, we had over 80 guild members join us for it, we finished the trek in less than 9 minutes and the bounty in 11. Most of those 80 got a chest although a large group found that the bosses got killed so fast they couldn’t get their in time or didn’t do enough damage which means we have to run another mission, which usually ends with the same issue happening next time.
The missions are extremely simple and only last 15-20 minutes which is pretty much nothing for something that costs so much influence and time to get in the first place.

Its easy for someone to miss the reward
The bosses are far to easy to kill, not to mention the issues we have with overflows for these events and world bosses clashing with a guild mission it is far to easy for a member to miss out because of something he can’t control.

Treks give no rewards to participants
This is painful, Treks force guild members to warp around the world finding locations which spends a lot of silver when you have so many players trying to find all 20 locations. sure the guild gets 10 whole merits for their trouble but guild members get no benefit directly for taking part which isn’t fair or enjoyable.
They only give rewards once a week.
For something that was hyped up, to only give 1 reward once a week is pretty poor. you can get all of them done in an hour and then repeat them a week later since doing them again costs the player travel costs.

Merit boons and the other new upgrades are terrible
15% travel discount? thats nothing at all, since buying those upgrades means you get your next guild mission slower the merit cost of these items for what they give is rubbish.
5% gold boost? well I earn a few silver every so often, 5% is pretty much nothing for the amount of times money drops instead of items.

(edited by Phoenix.3416)

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

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 20 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.

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

Guild bounty missions have already gotten boring, now we know what todo we can finish tier 3 of these missions within 5-8 minutes. Can you add harder tiers for higher rewards? tier 3 is far to easy once you learn to track down all of the bosses.

I have a huge guild, 500 people, on a normal mission event over 70 players from just my guild will try to attend but a large group of those players dont get credit for taking part since so many of us are attacking the bosses at once they end up missing out.

Its impossible to run guild missions daily since they cost 2200 to rush each and their will be 5 of them so any fix for this?

Question, if you have such a large guild then the influence costs would be minimal in comparison to the influence you gain ever day? If players are that bored then run them every other day. Plus there will be lots more to do once everything gets unlocked.

The guild earns something like 25k in influence a day. 5 missions x 2200 is pretty much half of that influence spent already.
Then we have magic find and karma upgrades to turn on and then 25k for around 5 wvw upgrades.

Fact is even in a large guild having 2 slots for upgrading kills a decent chance of not having to waste alot of influence rushing.

I should have 4 slots at least at this guild size :/

To put it into perspective, to earn enough for 1 rushed mission you need 5 guild members to do 22 dungeons or 110? members to do 1 dungeon to earn enough for one guild mission.

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

Guild bounty missions have already gotten boring, now we know what todo we can finish tier 3 of these missions within 5-8 minutes. Can you add harder tiers for higher rewards? tier 3 is far to easy once you learn to track down all of the bosses.

I have a huge guild, 500 people, on a normal mission event over 70 players from just my guild will try to attend but a large group of those players dont get credit for taking part since so many of us are attacking the bosses at once they end up missing out.

Its impossible to run guild missions daily since they cost 2200 to rush each and their will be 5 of them so any fix for this?

Issues with the Guild System? Post here!

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Posted by: Phoenix.3416

Phoenix.3416

Enemy of the world (ETW)
Underworld server

Spent over 100k influence to speed up econ level 6 guild page lagged once finished said we finished level 5.

Did you previously have Economy level 5 upgraded? level 5 wasn’t released until before this recent patch. Unless you rushed both Level 5 and 6 you wouldnt have had time to get both by now.

Also you say 100k which makes me think it was a level 5 upgrade? 25% of Eco 5 is 50k while 25% of eco 6 is 75k.

Anyway

Ever since around valentines day this feature has become broken in my guild.
For example today it said only 77 of my 500 guild members logged online, which I know is wrong since I logged in to see 130 online last night.
This has been going on for a week or two and means we get less influence than we should and an inaccurate estimate of how many of my guildies are inactive

Guilds have earned 4 Commendations already.

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Posted by: Phoenix.3416

Phoenix.3416

Right guys let me explain why this is.

Saturday at midnight gmt is Mission reset, if you did a mission before that reset you could earn 2 commedations and if you do one this week you get another 2.

I have 2 myself and run a large guild so trust me on this one.

Its not a daily chest. people misunderstand because they did one saturday day pre reset and one sunday.

its once per week.

UW-Dzagonur-RoS (Round 3)

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Posted by: Phoenix.3416

Phoenix.3416

XT & WIC + rest of the alliance left to Piken Square I got told, which is really sad for this matchup and especially for RoS, I kinda feel them as a similar thing happened to UW in the past.

Heheh funnily enough we’re facing XT now as they’re on Piken – only fought them twice so far, in the morning, about 20 of us and the same of them; they hit us the first time while we were on the move with our guard down (silly me), we were wiped, second we wiped them whilst they were stationary and together, so 1 all

Ironic, this, isn’t it?

P.S. Don’t be alarmed that I’m creepily reading this, people don’t post fast enough on the other threads

You are a traitor and a scoundrel Ezekiel :P! get out or ill end my guild to sort you out! :O

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

I thought about why they delay us by so many weeks to get quests and realise it gives them at least 2 weeks per mission to finish the mission and do bug fixes.

Even if a large guild rushed to the next mission, costing them probably around a million influence only they would get to play it meaning a small group would have it when it was buggy and they would have time to fix it.

The patch is 99% a placeholder for content that isn’t tested I would guess, just like the first 2 days involve fixing bugs of bounty.

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

I made this for another thread, but it sort of fits into this one.
https://forum-en.gw2archive.eu/forum/game/gw2/Economy-5-AND-6/first#post1556025

Today we all grouped up for our first guild mission, bounty. So after figuring it all out and organising people we did it, got the reward and had fun. Everyone loved it, and we all wanted to just do more.
So I tell them it is a week to unlock the next type of mission, when a guild corrects me and tells me that we in fact have to wait 17 days. A week for economy 5 and then 10 days for economy 6.
I was gutted as I am sure many are about this, but my biggest problem is not that it would take a week to get the next type of mission: because we sort of knew that, but that then there is another after that which is even longer! I mean why?
All this does is stop our guild from doing them, a small to medium sized guild, that can not afford to spend influence on speeding it up. Now instead of enjoying this content slowy but at a releasable pace, we get to spend 17 days doing normal stuff.
My guild gets about 30 to 50 people online on a weekend, most are busy so we have a small window on which to organise this and now everyone is disappointed. Also at that rate it is going to take us months to get to Guild Puzzles, the one most of us want.
Please remove one of them, it is pointless and strengths the argument that this is content aimed only at large guilds. Until now I thought it was just aimed at normal sized ones but I am rethinking my position.
I also have another fear and that is that new members might seek a even bigger guild to do them, one who can wast thousands of influence getting them fast.
I understand the price to research them, but not the time. It is pointless.
From a happy GW2 player, with a active medium sized guild.

Sorry to tell you but you need to add a week to that timer :/ since you need to get the guild trek unlocker upgrade too.

sucks doesn’t it? ha we rushed economy level 5 for 200k influence to cut a week off

Guild " X Logged in" is broken

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Posted by: Phoenix.3416

Phoenix.3416

Has anyone else noticed this yet?

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

Retro influence is meant to work when guesting. If you have a member guesting in another world any event he does gives influence to the member on the home world.

I read it in an update note a dev said.

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

And WP costs don’t mean squat. I don’t care who you are. You could amass up to 25s in costs running around the world but ya know what?

One teensie weensie dungeon takes care of that.
Plus the increased loot rewards from bosses.

So I don’t wanna hear it.

The ONLY way WP costs should be affecting you negatively is if for some god forsaken reason you’re trying to see how many zones you can WP to in 15 minutes or something.

A mission that costs more than it gives is a badly designed mission, infact it promotes the idea that players go for their one boss then don’t helpanymore as they already got their chest.

UW-Dzagonur-RoS (Round 2)

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Posted by: Phoenix.3416

Phoenix.3416

Thanks for the banner, XT! :p

Treat is as our farewell gift for you guys!
Our guild got invitation from Piken’s Square WvW commnity and decided to use it We moved there today before restart.
All I can say – that was really enjoyable time to fight you guys. Was a pleasure and honor to stand against you and of cousre was the great time to struggle for good name of Surmia.
Unfortunatelly we’re looking for bigger support from our server, we decided that our real lives are way too important to sacrifice it for game. We need other guilds to cover what we achieved and vice versa. UW guys, you got enough numbers to get higher in tiers, just organize yourselves a little bit more! There are some awesome guilds who really got a clue about the WvW.
Hope to meet you somewhere on battlefield again!
Sincerely,
Devitz and whole XenoTavern[XT] guild

you should have come to UW instead! we only need a small increase to move up a tier so those extra XT players would have guaranteed a lower tier server moving up instead of just stat padding a server that doesn’t need the help

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

Guild missions give pretty bad rewards considering.

50s sounds like loads! but keep in mind a good guild member will be travelling to at least 6 waypoints during a tier 3 mission most likely double that once the target is discovered and everyone piles in on the closest way point.

that means at least 50% of that 50s is a waypoint cost assuming its a 1s charge, its often 2s.

If you don’t get a good rare you basically get nothing good for the mission. I would also like a list of guild members who have completed missions, so i can tell who missed the mission so they can be told when it will happen.

Is something new to enginners?

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Posted by: Phoenix.3416

Phoenix.3416

I am not really sure that this is a bug so thats why im asking this as a question..i was on wvw the other day and got into a fight with an enemy engineer..before even realising whats happening the engi threw some kind of bomb at me and got me into downed state..you could say im squishy but no..i might be a thief but im not a squishy one also after a few secs the same happend to a fellow guardian that was fighting on my side..i dont really get how is it possible to 1hit someone doing more than 16k of damage…so is this a bug or is it just a buffed version of engineer with somekind of new skill?

It wasnt one hit kill, it was most likely a burst 100 nades like attack, I can do a lot of damage in close range to thieves and other classes with lower armour with my grenade barrage if it crits and all grenades hit

You probably missed the attacks he threw, I would assume he did a few in a short time using elixirs which give quickness

Guild " X Logged in" is broken

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Posted by: Phoenix.3416

Phoenix.3416

Hey guys, Ever since around valentines day this feature has become broken in my guild.

For example today it said only 77 of my 500 guild members logged online, which I know is wrong since I logged in to see 130 online last night.

This has been going on for a week or two and means we get less influence than we should and an inaccurate estimate of how many of my guildies are inactive, 18 or so of the 250+ I estimate to come on daily according to pre issue statistics don’t represent 100% of the time which could mess it up I guess.

Has anyone else noticed this?

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

They need to think common sense more than anything, large guilds have to wait 9 weeks to unlock the missions which also means not spending any merits for that time, putting all influence earned into just guild missions and giving guild members no boons for 2 months.

They seriously need to half the unlock times of every one of these, or move ALL of the other unlockers to 1 day to unlock since each guild is already forced to get level 6 in a path first.

At minimum I would do that and consider halving the influence required for this missions, you are still looking half a million influence without rushing either way.

Guild leader management tools would be good to…

Guild Missions [merged]

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Posted by: Phoenix.3416

Phoenix.3416

What bugs me is that even if you have a large guild that has maxed everything before this patch and earns 100k+ influence a week at least it still takes 9 weeks to unlock all missions WITHOUT spending a guild merit on an upgrade.

9 weeks waiting to get a mission at least is no better than a patch getting put back 2 months, the differences is the content is already ready now but they are forcing everyone to wait months to play it when they should have admitted they screwed up and should have had guild missions months ago and made the upgrade timers 1/4 of what they are now or cost much less influence.

We had 400k influence pre patch saved up, as a wvw guild we would be spending 25k influence to get 5 or so wvw upgrades several days a week, PvE guilds around me didn’t need to do that so are in the millions as they had no draining on their influence and those guilds still need to wait 9 weeks its insane.

75,000 influence to rush one of these upgrades by 25%? I cant estimate how much my guild earns but its defiantly not 4x that and enough to get the next upgrade each week.

I was guild leader and I'm now the lowest ranking member

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Posted by: Phoenix.3416

Phoenix.3416

To be honest accidents happen, Anet should really fix this as if you were a major guild owner and this happened you will have wasted 6months + of your time only for a bug or accident take it away

UW-Dzagonur-RoS (Round 2)

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Posted by: Phoenix.3416

Phoenix.3416

OH so thats why i spawned next to many dead SPGR…. :P

Oh so you wheren’t fighting while SPGR did?

Remember everyone in Combat dies…

Smartypants

ignore him, hes a troll commander who just wants everyone on his server to get focused on for his trolling ¬_¬

Introduce an Airship to WvW?

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Posted by: Phoenix.3416

Phoenix.3416

I would be fine with it if it was a buff for the home border team only. to make defending easier

My 4 new guilds...

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Posted by: Phoenix.3416

Phoenix.3416

they should remove this from the game, its unfair on guilds to have crappy members like that :/

New Guild System Leaves out Small Guilds

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Posted by: Phoenix.3416

Phoenix.3416

You know whats messed up? I have the LARGEST guild on Underworld, we just spent all of our influence and it will take us over a month to get any of these.

Bounty unlocker.
Economy 5 and 6 ( we had to rush 5 or wait a week)
Politics 6

That just cost us 300,000 influence and we have to wait a week and a half to be able to start research on these

Guild treks unlock
Guild Rushes unlock.

Then we still have Art of war 6 and Architecture 6 and 2 more unlockers to get to play all 5 missions.

Thats over a month or 2 before we can play something Anet should have had ingame from the start. 3 days to play 1 mission, then 2 weeks for the 2nd type.

Anet you really messed this up, 3 days tops for these upgrades or cheap enough to rush them. 200,000 to rush a level 5 upgrade that didn’t exist before today but is useless and is just needed to get level 6 for missions is both unfair and a poor design.

Give me a 3rd unlock slot as well as my asuran slot at least for this kind of update or you are just going to far, waiting 2 months to be able to play game content with the largest guild on a server is insane, the small guilds are going to be ruined and forced into large guilds for no good reason. sigh

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Posted by: Phoenix.3416

Phoenix.3416

I like guild missions but myself and most of my guild are already bored of them, they are far to expensive for what they actually are.
It should be noted I lead a large guild of 500 members, its not uncommon to see 130 members online when we have a guild mission to run so these changes from from the view of a guild leader who has a large guild.

It should be noted I consider a small guild any guild with around 50 members.

Problems

The merit cost of guild missions is insane
The time it takes for a guild no matter the size or how often they run missions to get enough merits for the next mission is at the fastest 3 weeks. Thats assuming the guild has all of the influence upgrades already. That time is insane for such a easy and small part of the game.

Guild missions are designed for small guilds
I ran a trek and a bounty last night, we had over 80 guild members join us for it, we finished the trek in less than 9 minutes and the bounty in 11. Most of those 80 got a chest although a large group found that the bosses got killed so fast they couldn’t get their in time or didn’t do enough damage which means we have to run another mission, which usually ends with the same issue happening next time.

The missions are extremely simple and only last 15-20 minutes which is pretty much nothing for something that costs so much influence and time to get in the first place. Why design guild missions for tiny guilds if you can have 500 people in a guild, 15 players for one event is nothing.

Its easy for someone to miss the reward
The bosses are far to easy to kill, not to mention the issues we have with overflows for these events and world bosses clashing with a guild mission it is far to easy for a member to miss out because of something he can’t control.

Treks give no rewards to participants
This is painful, Treks force guild members to warp around the world finding locations which spends a lot of silver when you have so many players trying to find all 20 locations. sure the guild gets 10 whole merits for their trouble but guild members get no benefit directly for taking part which isn’t fair on them since they aren’t exactly fun events.

They only give rewards once a week.
For something that was hyped up, to only give 1 reward once a week is pretty poor. you can get all of them done in an hour and then repeat them a week later since doing them again costs the player travel costs.

Merit boons and the other new upgrades are terrible
15% travel discount off a 1s travel cost for a day? you saved yourself 15 copper! thats nothing at all, since buying those upgrades means you get your next guild mission slower the merit cost of these items for what they give is rubbish.
5% gold boost? well I earn a few silver every so often, 5% is pretty much nothing for the amount of times money drops instead of items.

(edited by Moderator)

Why do ppl hate the Engineer?!

in Engineer

Posted by: Phoenix.3416

Phoenix.3416

Pistols allow 2 sigils to be used, rifle one, so the rifle should have a higher base damage because of this when using a kit.

Supposedly those sigil effects are halved though when using a one-handed weapon so both weapons need two of the same sigil to equal a single sigil on a rifle. Caveat: it’s something I saw mentioned elsewhere and don’t know or have tested personally.

I was told they are as full sigils like other classes have?

Same Guild on Multiple Servers

in WvW

Posted by: Phoenix.3416

Phoenix.3416

You guys aren’t reading what hes putting, a guild has spies on 2 rival servers to spy for them

Its not his guild thats the problem, its the players spying and abusing a system we cant stop them with.

Arborstone vs Ring of Fire vs Blacktide

in WvW

Posted by: Phoenix.3416

Phoenix.3416

Yeah, it’s another blowout week for RoF but at least we’re winning this one. On one hand it’s good because players on our server are coming back to WvW, but on the other hand they are mostly just joining the zerg.

The other thing I want to say is, Arborstone isn’t very good even if they can field a reasonable sized zerg. Last night they did a fast take down on our Briars tower with the help of the NPC commander. We got it back minutes later with a couple of catapults under the bridge. Nobody stayed behind to defend their only tower on the map. That’s just wrong, but this story gets better.

Arborstone brought their zerg back to Briar and took it again, but they didn’t kill the catas under the bridge. So we used those catas a second time to take back an undefended (again) tower. If we screwed up like that RoF commanders would have been in capslock mode but this story gets even better.

Arborstone came back yet again, this time with 3 catas of their own, and I personally killed all 3 of them while sitting on just one cata, behind the door at Briars. They have no idea about siege placement. Want to hear more? Ok, I got more.

Even though I got those 3 catas the door was almost down, so I went and hid. Yeah, my main is a mesmer and they didn’t come looking for me. Portal a couple people in, and we took it back so fast we actually surprised ourselves.

In about 30 minutes that tower flipped more often than most supply camps get flipped, and it was all because of some sloppy play by the Arborstone invaders. It would be really nice if defending a map was always this easy.

The best part of this story? Arborstone will never read this, because they’re French.

Its funny how you guys mock Arborstone when you lost so badly to UW last week when UW wasn’t trying.

Arbor lost a LOT of players, pretty much its entire community of wvw players left them, I’m impressed they are still trying.

Stop being a sore winner, its embarrasing

Turret Suggestions

in Engineer

Posted by: Phoenix.3416

Phoenix.3416

You had to run using that tactic and it relies on the thief not knowing how to counter the explosions.
A veteran wouldn’t have fallen for it after the 1st turret exploded im sure.

Why do ppl hate the Engineer?!

in Engineer

Posted by: Phoenix.3416

Phoenix.3416

They recently nerfed engineer upgrade damage by a large amount due to adding sigils, which doesnt really buff an grenade engineer up much,

That was in the December 14 update. From the patch notes: “Grenade” skill now does 30% less damage to balance against using sigils. Note that this is only the #1 skill of the grenade kit, while flash/poison grenades had damage increased. In turn, sigils of force/strength/accuracy etc. now work with kits, and PVP damage on the grenade kit is no longer lower than PVE damage.

I wouldn’t call this a “large amount”, and the situation improved last month…

the problem seems to be your weapon doesnt effect how powerful your kits are they seem to be fixed at damage levels.

Removing a level 80 rifle seemed to make me lose 40 or so damage, which is nothing comparing unarmed to a exotic rifle.

From the January 28 patch notes:

Weapons now continue to grant bonus stats while bundles are equipped.

Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player. Quick testing seemed to indicate that the base damage is taken from the corresponding one handed weapon.

IOW your level 80 kit has the same base damage as an exotic level 80 pistol no matter what weapon you have equipped. Additionally, bonus stats on your weapon such as power now apply to you, further improving kit damage.

This also explains the small difference when you unequip your rifle. Your rifle probably has power on it, and you lose that stat bonus when you unequip the rifle. On the other hand, the base damage of the kit is independent of your rifle’s weapon strength and is now always based on a level 80 exotic.

You don’t consider a 30% damage reduction on the main attack skill much of a reduction? that’s insane.

I use a rifle not a one handed weapon, I should have the damage of a rifle not a pistol. Pistols allow 2 sigils to be used, rifle one, so the rifle should have a higher base damage because of this when using a kit.

This is obviously all my personal opinion on engineers..

My main is an engineer, compared to other classes I find the engineer much harder to play to get the same damage output of other classes such as a DPS warrior. We can go up to 1500 range with our grenades skill or melee with tools so we aren’t really stuck in one range area but because of this we don’t really excel in a area.

We are sort of a jack of all trades class that doesn’t beat any of the other classes in 1 key area, sure we have our kits but at the cost of a utility skill you can only carry 1 or 2 kits without messing up your damage output.

I NEVER see turrets used in pvp, wvw or pve by any high level, they just dont do the damage needed to be useful, the only reason I use supply drop as my elite is because of the healing. Turrets need a buff to be stronger than a necros minions as they cant move to attack and are fixed.

Mortar is useless and has less range and damage than my grenades, as an elite this is embarrassing. my mortar should have 2000 range at least or a ranger can kill it easily with a base attack.

The rifle is an odd mix of a rifle and a shotgun, really it should have been made into a more sniper rifle like weapon like the warrior has now. the 3 and 4 skills require the engineer to be so dam close to be useful its practically a melee weapon at that point which for a class that needs high cond or Crit to do any real damage is insane.

Buffs. we have elixirs and we can toss them, often for random effects but most arent AOE buffs which other classes have and can give to allies making us something of a greedy class since we can only really self buff.

Flamer is pretty useless compared to grenades since its pretty much a melee range weapon and its damage isn’t high enough for the engineer to want to risk coming to close to an enemy group.

I use the bomb kit, but only for the big ol bomb toolbar skill, the rest are pretty weak since they are easy to dodge and require you to be next to the enemy.

Elixir gun I never see used, its a odd mix of random attacks that I just don’t feel go together that well, its like a weaker flamer with 1 or 2 useful skills.

Elixirs are great but a good elixir build needs 1 or 2 of them which means less kits. Turrets also mean less kits and skills which messes up how easy it is to play an engineer, any change you make messes you up in another area. Want another kit? you can only use them 1 at a time, one another elixir? well you have to give up one of your kits.
Other classes get 2 default weapon slots while we basically get 1 and kits. it would have been better to have a kit slot in the other weapon slot so we still get to keep the same skills everyone else does and have 2 weapons to play with.

Why do ppl hate the Engineer?!

in Engineer

Posted by: Phoenix.3416

Phoenix.3416

The problem with engineer is the best builds revolve around Crit and Grenades.

Against a tanky player which is very common in Wvw the engineer will struggle due to high armour.

They recently nerfed engineer upgrade damage by a large amount due to adding sigils, which doesnt really buff an grenade engineer up much, the problem seems to be your weapon doesnt effect how powerful your kits are they seem to be fixed at damage levels.

Removing a level 80 rifle seemed to make me lose 40 or so damage, which is nothing comparing unarmed to a exotic rifle.

Guild Missions - revealed!

in Guild Wars 2 Discussion

Posted by: Phoenix.3416

Phoenix.3416

I imagine they will be like the halloween doors event? a event appears and all hell breaks lose for 5mins?

I just hope they aren’t boring and give fun merits, I have the largest guild on my server, I worry these events will only appeal to a small minority if they aren’t challenging or fun enough.

The Lost shores events were horribly boring zerg events for example

Implement Winner Moves Up Loser Moves Down

in WvW

Posted by: Phoenix.3416

Phoenix.3416

It wont work in the lower Tiers of EU. just look at Underworld, they move down 1 tier and have going towards 3x the next servers score.

http://mos.millenium.org/matchups#EU

While moving up a tier wouldn’t mean going any higher so it would be 1 week of slaughtering the lower tier then a week of fighting a much harder battle until dropping down again next time

Guild Missions

in Guild Wars 2 Discussion

Posted by: Phoenix.3416

Phoenix.3416

It should be an instanced boss fight.

eg. Fighting the shatterer with only guildies.

Im more curious what the rewards are since I already have 300k influence I don’t know what the merits will be traded for?

Why Represent another Guild Causes Rage?

in Guild Wars 2 Discussion

Posted by: Phoenix.3416

Phoenix.3416

Right ill explain this argument as a Large Guild leader.

I lead the largest guild on Underworld. I have a lot of players fighting for new slots, if someone isn’t repping much or is in 5 different guilds he is taking up a slot of someone who WANTS to rep 100% of the time.

How can a guild make a community if half of its guild wants to play elsewhere? :P You can’t blame guild leaders for wanting people to solo guild with them because they don’t get any benefit from a player who isn’t representing.

If you want to multi guild then that’s not going to be ok with a lot of popular guilds who have queues of players waiting to get in.

Dzag vs UW vs FR

in WvW

Posted by: Phoenix.3416

Phoenix.3416

Sigh, last night on the Ranik border I was leading a small guild training session. We took the south west tower from a much larger Ranik zerg.

Within a few minutes a mesmer was on the wall, we assumed he had been invisible and we had missed him. After killing him he was back with a portal down. Luckily I saw him this time and aoed the portal killing the ranik that used the portal

He was dead and respawned, a minute later he hacks through the gate and puts down another portal. putting in a full group this time killing so many of our group so we couldn’t stop them.

Please report this player if you see them, I only was 100% sure he was hacking when the final portal came down so couldnt get a good screenshot before the entire zerg poured in.

It was a female mesmer either human or very small norn.

Its a shame when players like that ruin the fun for everyone else.

ppl were against Paladins and guns lol

in Guild Wars 2 Discussion

Posted by: Phoenix.3416

Phoenix.3416

Sigh, Guildwars 1 had paladins… thats the name for a Warrior/Monk

Guns aren’t exactly lore breaking, stop making wow comparisons, they stole half of their ideas from other games to begin with

Underworld vs Ring of Fire vs Ruins of Surmia

in WvW

Posted by: Phoenix.3416

Phoenix.3416

Im sorry but whos losing 53 rating? ( Not like it matters now anyway bcoz of rating being reset ) With your numbers that should say +50 at least

Stupid post is stupid

Wvw ratings don’t work like that, Gunnars hold got new players and slaughtered RoF and Whiteside so much that they moved up 2 ranks.

Sudden changes in rating like that throw you up the ranks, they didn’t fight us for that slot so you can’t make a comment like that if you know how wvw ratings work.

Underworld vs Ring of Fire vs Ruins of Surmia

in WvW

Posted by: Phoenix.3416

Phoenix.3416

Pax is a PS guild and there are others as I heard.

Pax has been on this server for months, since around halloween at least.

You must have them mixed up with another guild

UW is a server that came down from a higher tier only because of GH moving many ranks quickly. We have a large organised wvw community involving most of the larger wvw guilds of the server and the ones not involved work together very well too

I was told RoS isn’t actually using even half of its force anyway, you supposedly had 600 new wvw players, I doubt 1/4 of those are pushing yet. I was told you guys want to stay this tier

(edited by Phoenix.3416)

Underworld vs Ring of Fire vs Ruins of Surmia

in WvW

Posted by: Phoenix.3416

Phoenix.3416

Looks like UW got transfers from Piken Square.

Not as I know of and I have a list of over 65 guilds on Underworld.

As far as I know we had 15 blacktide players and thats about it.

Underworld vs Ring of Fire vs Ruins of Surmia

in WvW

Posted by: Phoenix.3416

Phoenix.3416

Well yea not sure where all these numbers came from for UW.
Also a bit confused why you keep targetting the server who has the least points and just zerg over 5 defenders.

We have always had these numbers, although I know a number of large guilds who aren’t doing wvw this week so its a bad estimate

We target everyone, everyone else does the same if they have extra numbers

New Engi 100 Nades build

in PvP

Posted by: Phoenix.3416

Phoenix.3416

Can someone explain how you play this build? ive seen the traits and skills but I have no idea how to use it properly to get the damage people are talking about here

Underworld [EU] - Welcoming new guilds!

in WvW

Posted by: Phoenix.3416

Phoenix.3416

Hi,

Are we only allowed access to the forum in the OP if our guild is a member of the alliance?

Everyone on underworld can use it, alliance just have a separate section for wvw talks