Showing Posts For PopeUrban.2578:

What's the best rune/sigil for condi D/D now?

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Good points on SoM guys, i just can’t for the life of me reconcile with with what I feel is acceptable condi damage.

Don’t get me wrong, I love SoM, but I messed with it a lot in PvP builds and aside from completely throwing out all my damage it just wasn’t delivering for me. I swapped for withdraw and just got better synergy. SoM has a lot of conditions that I need to meet to get the heals I wanted out of it, and I felt I was giving up too much of the build to stack on passive healing.

I use it in PvE though, and it works for me there simply because mob attack rates are slower and thus I can stick with mostly dps stats and still get great use out of it.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Increase Base Vitality!

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

So, moving flanking damage bonuses out of traits and in to base thief? Seems appropriate, and would open a bit of trait space for some other adjustments. Like, say swapping those traits to disables on flanking in stead. So you get the damage incentive as base, but if you want to trait for it you have some really flexible disabling options.

I can’t say this enough: Superspeed, superspeed, superspeed.

Those short bursts of massive in/out of combat mobility should be a bread and butter thief boon. We rely more heavily on outpositioning foes than any other class due to lack of defenses, but the chainable/uncounterable nature of our shadowsteps and stealths makes them unsuitable for in combat buffs from a balance perspective in a lot of situations.

We need a lot more in combat superspeed in our base lines.

Additionally, if we’re not ever really getting survivability buffs then we deserve more disables or damage openers. This opens a concerning balance paradigm that paves the way toward permastun>dead builds, which I don’t want to advocate as they’re generally not fun to play against. Soft disables like more/longer cripple, more blinds, and more daze access, we need that.

In addition, it may be thematic to hand us some access to unblockable flanking attacks. This would greatly increase thief lethality, but I don’t believe it would put us over the top in 1v1s. We’d be extremely potent with the addition of stealth and mobility, but wouldn’t have to rely on stupid stuff like release era insane and uncounterable burst, and in stead be expected to use our superior positioning.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

With all of this AOE boon spamming

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Larcenous strike should totally steal 2 boons.

Bountiful theft should steal all stacks of all boons for the thief and hand out one stack of each to the party.

If people are refreshing 5 boons a second, I don’t think its out of line to steal all the boons once every 20 seconds.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Increase Base Vitality!

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

So, if everyone else is getting a bunch of random passive stuff, what’s thematic for thieves?

33% move speed passive. A minor in acro as well as an upgrade to our m0ove signet. We’re supposed to be mobile. It’s dumb that we don’t have the game’s easiest access to capped move speed.

Superspeed on steal. Thrill of the crime? more like lame boons everyone has anyway of the crime. Upgrade the swift to superspeed.

Resistance on dodge/stealh. We should have condition defense that doesn’t require us to either take daredevil or shadowstep. Adding resist/dodge to acro and resist/stealth to SA would seriously help our surviability.

+% damage against disabled targets. Not sure where to put this. Basically, scaling damage the more stuns/dazes/cripples/etc. are piled on the target. Since we can’t stack a lot of these ourselves, it gives us increased lethality in team fights, going hand in hand with our semi-meta role of quick stomps, and makes us not just good at +1, but substantially better than other classes. I’m thinking something that feels more like a good jungle ganker in MOBAs. Where other people’s +1 is a nuisance but thief +1 is terrifying.

+combo effectiveness – Initiative gives us a lot of ways to rapidly exploit combo fields. We should have some trait options that really let us push fields over the top. This is another place where we’d be scaling really well by piggybacking on allies while getting only a marginal increase in our own abilities. Stuff like “your whirl finishers are also blast finishers” or “when you execute a leap finisher, it is twice as effective” or “your blast finishers blast twice” etc. Initiative and combo fields go together like peanut butter and jelly, so we should really be able to build support around ridiculously amazing combo interactions.

Better stealing. Stolen items are good. Sometimes. maybe. However, most other classes can build their profession skill with options to specifically compliment specific builds. Stolen items should have two uses, one offensive, and one defensive, an generally follow a pattern of those uses being well geared for condi or power builds respectively. Current stolen items vary greatly in usefulness based on build. Stealing and using stolen items should always feel useful. It is literally our thing.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

What's the best rune/sigil for condi D/D now?

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Depends on how you build it.

Personally, I use mad king runes, and I highly reccommend them for any d/d condi build running signet of malice for PvE. It seriously increases your survivability. Swap to daggerstorm when you’re killing piles of trash, and get hilariously overpowered healing that easily tops out your HP. Fighting a boss? Swap to basilisk venom and run the runes on cooldown for great sustain while never stopping your DPS.

For PvP? Orr or Krait for DPS. There are never enough hits per second for signet of malice to work properly in PvP, so withdraw is a better option. However, if you’re looking to bunker points (which you can do with condi d/d, you simply need to play extremely deensively and use all your daggerstorms like dodges) go with the hilarious stacking of scrapper runes with your daredevil traits and a carrion ammy. Play it right and that survivability is pretty wild.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

To Those Who Think They Want A Megaserver

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

That’s all well and good for the chosen few that sit in the upper echelons of the leaderboard. What about the rest of us?

What about the people that log in to WvW and are lucky to see five enemies all day?

What about their inability to transfer to a higher pop WvW server? What about what happens to people when their server empties out for the week because of tier population imbalances?

What about the fact that removing servers does not dismantle communities. Communities choosing to dismantle themselves does

If you need the game to tell you who is on your team, then your team isn’t as strong as you thought it was.

WvW might seem fine from the perpective of the top. I used to run on TC, and it looked fine from that vantage point.

However, more than half of all servers don’t have the ability to fight competitive WvW matches, and exhorbitant server transfer fees shouldn’t be a permanent requirement for guilds to reorganize in to and out of larger armies.

It’s easy to forget how horrible WvW is as a game mode when you’re not at the top. This is unlike any other part of the game. Even in complete noob tier pvp you are still getting good matches. Even in completely screwed PvE maps you still have events adjusted to solo.

When there isn’t a population that is roughly equivalent for all teams involved there is no WvW and the current server model does not support, and can not support enough teams to make that happen due to the effect of server stacking and basic human desire to win

Okay so merge the low end servers. Then all is good again, no? Bottom line is we have way too many servers for the number of players we have.

The current system isn’t broken just because there are too many servers.

It’s broken because it load balances against total population rather than wvw population, and it’s broken because it allows people to easily bandwagon on to already successful servers every week provided they can pony up a few bucks, creating a population snowball effect that kills competitive matches for 2 of 3 teams in a given match.

What WvW needs is a legitimate opt-in faction system and a rotating season.

Servers are already opt-in factions, the only difference being that you can switch sides whenever you feel like, and bandwagon on to successful teams which makes competitive matches even harder to find as losers become more frustrated and thus more likely to jump to an already winning server.

If WvW incorporated a “sign up” phase timer similar to the way guild mission settings work, by having your faction swap only at reset, swap for free, and load balancing those factions every match, you’d see a much more competitive game across the board.

The changes to the system would be fairly simple:

  • “server” becomes “team” During the week, in the wvw panel, you can either choose to be assigned a random team (default) a preferred team (select by name) or a guild you are a member of to control where you end up each matchup.
  • No mid-match swapping Swapping works exactly like guild missions. You can say “I prefer to be on YB” but you won’t move to YB until the next reset.
  • Formal guild alliance functionality/guild team selection This is specifically for guild officers. Guilds in an alliance will automatically have their guild’s team set to match the alliance leading guild’s team. Guilds can also choose a team (similar interface to personal selection) This functionality allows pve guilds to remain hands off, and allows players in multiple guilds to choose which guild they want to wvw with. The guild chooses its alliance and preferred team, but players choose which guild they want to follow, or choose their team individually
  • Teams are balanced every reset automatically. You will always end up with your guild/alliance, but at reset the game will balance population based on people who already have a preference set, and fill out the remainder with people with no preference. This means that while your alliance is set to ‘Tarnished Coast’ and all members/guilds are set to follow the alliance lead, if another equally large alliance is also set to ‘Tarnished Coast’ The system will attempt to population balance per match based upon guild/alliance members with logins in the last week, and after that fill population from players set to random. This shifts the focus of communities from server to guild/alliance, and ensures that if any one community grows too large the system will attempt to balance population against it so that matches remain competitive and fun.
  • Incentivize being filler to further equalize pops. Individuals can choose to be assigned at random, rather than alongside a guild or alliance. Being randomly assigned means there is no guarantee you’ll play alongside any of your friends or guildmates, but it will grant you bonus WXP for the duration of the match. This is the default option, and exists primarily so that the system has a way to separate organized groups of players and soloists, and ensure that people who don’t actually normally play WvW aren’t skewing population numbers. The WXP bonus is there specifically to entice new players and soloists to choose this option, while experienced and organized groups can easily see the larger benefits of retaining their communitites.
  • Total number of teams is dynamically adjusted each match. Simply put, wvw matches will track concurrent players. if five matches with 3 teams each take place this week, and we can see that to average number of players in two of those matches were down to ten a day, the system knows there are too many teams. Thus, next reset, in stead of five matches, it’ll drop three teams and there will be 4 matches. If it seems regular servers ending up in heavy ques all week, it’ll create more matches. This means communities will continue to play together, but the system is dynamically adjusting to ensure each reset there are an optimal number of teams and matches for players actually playing wvw, preventing both heavy ques and dead matchups.
  • Server Leaderboards become Alliance and Guild Leaderboards Using the same setup as the guild challenger league leaderboard, with a similar ranking system, but fixing the obvious problem exploit the challenger leaderboard has right now of generating infinity new teams. This setup encourages guilds and alliances to win matches consistantly, and, with the proposed population balancing measures, better reflects skill and organization than how much server stacking someone did. A seasonal system could be built around this with unique rewards, skins, guild hall trophies, etc.
Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Elite skill "Impact Strike" buff suggestions

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Theme of thief should be about stealth and assassinating (and that’s why I don’t get why anet gave necromancers a SPAMMABLE attack which has a higher damage scaling than backstab…..)

The theme of thief is not “assassin” it is “rogue” and not the “rogue” class from <insert other game> but the literary definition of rogue.

GW2’s core classes are based on generall broad fantasy character archetypes, with a few unique GW lore-centric ones thrown in.

Thief describes an archetype of the slippery, dirty fighting, underhanded sort of character. That encompasses assassins, pirates, muggers, burglars, and generally is typified by GW2’s mechanics as a combination of dirty tricks, stealth, and evasion. The overall intent of the system is that a thief can play around any of these core concepts, not that all thieves should be limited to glassy stealth builds.

Assassin is a build option, not a class.

All thieves are not assassins, just as all Guardians are not GW1 prot Monks, and all eles are not long range nukers. Thief is (theoretically) the master of stealth if he specs in to it, but stealth does not typify the character, nor should it, as being pigeonholed in to stealth has been one of the major balance issues for the class since launch.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

suggestion : turn off whispers to free users

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

They did that before f2p was turned on.

You’re getting gold spam ads from the same quickly banned paid accounts that have always gold spammed.

Handle them the same way you always have. Rightclick>report

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Confirmed: Toxicity in Gw2 equals wasteland

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Right, but is it a slap in the face to loyal veterans?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Rune Storage [DESIGN INSIDE]

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

This is not going to happen.

What will happen eventually is legendary runes, legendary sigils, and legendary infusions.

Did you really think they were going to stop the legendary train at gear slots?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guildhall Unlocks and Players without HoT

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

The search function sucks, but this conversation has been had in a large number of threads already.

This should really be merged with an existing hread (and perhaps one day anet can get someone to update their forum software)

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Design an Instability

in Fractals, Dungeons & Raids

Posted by: PopeUrban.2578

PopeUrban.2578

We already did this thread!

Twice!

https://forum-en.gw2archive.eu/forum/game/hot/Mistlock-Instabilities-round-2/first#post5463423

To continue the proud tradition:

  • Batteries Not Included – Skills and resources do not recharge as normal. In stead, skills and resources are recharged in five second increments by collecting batteries strewn at random throughout the fractals. Enemies drop batteries when killed. Bosses have a chance to drop batteries when struck.
  • Hammer Time – The party is granted the cliffside hammer. Enemies must be finished with hammer skill 4 once defeated, or they will revive with full health in ten seconds.
  • Blood Ritual – Your skills deal their damage and conditions to you as well as enemies.
  • Fan Fiction – All enemy weapon skins are replaced with tomes. Slain enemies drop their tomes, which create an updraft at the location they died. The floor becomes deadly once every sixty seconds for ten seconds. Gliders are active for this fractal.
  • Action Camera – Enemies explode in a 1200 range aoe when they die after a five second countdown (bomb icon) This damage is unavoidable by normal means, but will not harm players who are not facing the explosion.
  • Nevermore – Enemies summon ravens when they deal damage, which attach permanently to the affected target, dealing damage over time. When an enemy is killed, or a player is downed, all nearby ravens within 300 units detach from affected players and attach to the corpse. Players can be affected by multiple stacks of ravens.
Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Remember the Ob Sanctum chest?

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

While we’re at it, can we have like twelve more pvp jumping puzzles? It’s one heck of a lot more fun than actual WvW.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Lag is NOT Raid Friendly

in Fractals, Dungeons & Raids

Posted by: PopeUrban.2578

PopeUrban.2578

If everyone around you doesn’t experience that lag… then it is you, and it is your fault.

This isn’t Arenanet’s problem. It’s a problem with your IP or connection.

Now, if everyone in your raid group was experiencing constant lag, then that would seem to indicate a problem on arenanet’s end with the server.

However, seeing as it’s just you…

This is probably the wrong forum to be complaining about your lag issues.

You don’t design games for people who can’t meet the minimum hardware and connection requirements. You design the game for a certain standard in terms of hardware and connection speed.

The fact that you do not meet this threshold is your problem, not arenanet’s problem. The other members of your raid that actually meet the system requirements seem to be carrying you just fine.

Of course lag is not conducive to raiding. That’s probably why people with chronic lag problems generally avoid handicapping their groups by selfishly participating in content they know their connection is going to make them bad at

It’s like you’ve bought a new game and attempted to play it on a 486, and then complained to the developer that it runs like crap. The very simple solution to your problem is get a better connection, or a better computer so thatyou aren’t suffering these lag problems

Wow your pretty toxic and don’t read so well huh, also I would have to believe you are lucky and have never experienced real lag. Good for you.

You call me selfish. I stopped raiding so I didn’t hold back others. Yes I seem to be selfish.

You don’t know anything about my PC at all. For all you know I might have a $5000 PC with lots of up to date gear in it.

You don’t know what country I live in either. To get a better connection I may have to move countries… Not gonna happen.

So its all my fault that I have lag. Or its my PC’s Fault. Or its my IP’s Fault. LOL I just can’t comment further to your troll post. Thanks for coming, don’t come again if all you want to do is be mean and troll.

You’re complaining that the encounter isn’t designed to accomodate for circumstance the game itself isn’t designed to accomodate for.

If it’s a server ping issue, go after the actual issue: There isn’t a performant oceanic cluster. Arenanet doesn’t value you as customers, so why do you keep giving them your money? If they’ve said it isn’t worth their time to support a cluster near you… why do you put up with the lag and play the game like that in stead of choosing a different company that actually cares about you as consumers?

I tried to play this Japanese game once. The lag was awful. The company said they wouldn’t be releasing a NA version, and didn’t see any value in making adjustements for the NA player base.

So I stopped playing that game because it ran poorly and the people in charge of it told me it would always run poorly from my region.

This has nothing to do with the design of the raids. You’re stating that the game should be designed around poor hardware or network perfomance

The root of your problem is that lag right? So how about addressing the lag? That’s the problem, not the design of the content.

I’ll use a friendlier analogy so perhaps its more clear.

The game is a car designed to run on standard petrol. You put diesel in it, and it doesn’t run properly. Then you complain that it doesn’t run on diesel in stead of realizing that you should have either bought a car that runs on diesel, or put standard petrol in the tank.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

To Those Who Think They Want A Megaserver

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

That’s all well and good for the chosen few that sit in the upper echelons of the leaderboard. What about the rest of us?

What about the people that log in to WvW and are lucky to see five enemies all day?

What about their inability to transfer to a higher pop WvW server? What about what happens to people when their server empties out for the week because of tier population imbalances?

What about the fact that removing servers does not dismantle communities. Communities choosing to dismantle themselves does

If you need the game to tell you who is on your team, then your team isn’t as strong as you thought it was.

WvW might seem fine from the perpective of the top. I used to run on TC, and it looked fine from that vantage point.

However, more than half of all servers don’t have the ability to fight competitive WvW matches, and exhorbitant server transfer fees shouldn’t be a permanent requirement for guilds to reorganize in to and out of larger armies.

It’s easy to forget how horrible WvW is as a game mode when you’re not at the top. This is unlike any other part of the game. Even in complete noob tier pvp you are still getting good matches. Even in completely screwed PvE maps you still have events adjusted to solo.

When there isn’t a population that is roughly equivalent for all teams involved there is no WvW and the current server model does not support, and can not support enough teams to make that happen due to the effect of server stacking and basic human desire to win

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Concider getting rid of WvW

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

Ok I get the point; you dislike the game. So why are you even here? And don’t even try to say at this point you like this game. I always wonder at those that rant and rave on and on about how bad this game is. My solution if I dislike something I have the chance to control by not doing it is to not do it. As you have pointed out so loudly to you everything is wrong in wvw and only your opinions matter so be it. However, I enjoy the game and play for my server, my guild and my friends. I have a great time and many laughs while earning enough. Sorry your experiance is not as pleasent.

I’m still here because I still enjoy the other two game modes. I want to enjoy WvW. The core mechanics work. Siege engines are fun to use. Combat in general is fun. The claiming/reset/lootbags spawning from nowhere/rewards applied only for offense metagame makes it a shallow game with no strategic or political depth.

And that’s fine

But if they’re committed to the quick and dirty shallow siege game, they need to treat it as such. If it lacks intrinsic rewards like the satisfaction and benefit of actually being able to own and hold territory to ensure that the game is “all building fights all the time” then those building fights need to start paying out well enough that people aren’t forced to do other stuff just to fight the constant building fights without going broke.

I’m glad you’re able to enjoy it. Your opinion matters. However your opinion won’t fix the massive number of things that are wrong with WvW, and have contributed to the steady decline in its population and massive inability for most of the player base to actually play it against a competitive number of enemies

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Concider getting rid of WvW

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

Power of the Mist is still a part of Wvw. And because you personally don’t feel rewarded enough for your efforts does not mean I feel the same way again not fact but opinon of which yours and mine differ. Also if you play only for personal reward and not for the server you are on at the moment that speaks plenty as to the other “facts” you believe.

What I’ve listed as facts are facts, not opinions. power of the mists doesn’t have any effect outside of WvW and hasn’t for a long time. Rewards, again, do not reinforce playing the game as designed. The whole thing is a broken mess made moreso by a poorly designed war room and poorly considered changes to yaks.

I understand that it is possible you haven’t actually played any other siege focused pvp games, but I assure you, what you have in WvW is about as watered down and pointless as it gets.

If they want to keep the casual siege game match format where everyone is a special snowflake and nobody loses, that’s awesome, it fits GW2. However, it needs to stop costing more money than it pays out to play effectively, and it needs to actually reward playing the game as intended.

Everyone plays games for personal reward. Siege play is not about team kittening spirit. It is war. It should be about taking over objectives because they are rewarding to take over not because they fill you with fuzzy good vibes

When was the last time you cared about losing a keep in WvW? Be honest. You didn’t. That keep doesn’t do anything for you. In fact you’re probably willfully avoided defending a keep because you didn’t want to slow down the people capturing it. You know, because you can just flip it again for a quick buck, or a quick score update even though you have no intent to hold it. That’s why when people’s maps get overrun they log out for the week and don’t come back until reset. There’s no point in holding on to just a few towers. They don’t do anything for you. There’s no reward in it. The only reward is in rapid offense, despite the scoring being built around total ownership.

Even then the scoring does nothing to reqard sustained ownership. Flipping something right before a score update pays out the same as owning it for two days. It’s dumb.

You may not want to hear this, but the people playing EOTM are playing the game the way it is actually designed and everyone in the top tier servers is deluding themselves, attempting to make it in to something it isn’t actually designed, at a core functional level, to do.

Yet those people hate EOTM. They rail against the dissolution of servers because you fear that your “communities” can’t stand against the nature of actual realm play driven by people who don’t share your delusions about WvW.

WvW at a basic mechanical level is fun. It is not, however, rewarding in any way, and never has been. It costs far more than it pays to play effectively, and since HoT this is more true than ever. It is a miracle the designers in charge of this mode haven’t been fired. The entire system displays an embarassing lack of understanding of player motivation, care for the desires of the WvW community, investment in the mode as an alternative to other siege warfare games for driving new sales, or even basic first entry level game design ability.

The entire system functions like a first draft of a game design that someone signed off on without actually thinking about why players would continue to play the mode.

There’s no loot. There’s no seasons. There’s literally no reward at all. There’s only an endless money-suck that requires you to leave the game mode just to earn enough gold to play the game mode properly. The too-small maps are filled with paper objectives that nobody holds for any length of time, and nobody cares about.

Arenanet has no idea how to build a siege game, and this is evident by the siege game they’ve built and actively made worse with every major update. In attempting to make it impossible to lose anything of value they missed the point of siege games. The ability to lose things that are valuable to players on a personal level is what drives them to keep logging in to crush their enemies and defend their stuff.

They should really stick to small arena based pvp games. Stronghold is an indication that they actually understand how to build those. It’s a well designed mode that rewards people effectively for playing it as intended.

They went and hired a whole new raid design team. How about hiring some people that actually know how to build siege games to redesign their siege game while they’re at it? It would work better than throwing darts at a whiteboard labeled “siege pvp” and implementing whatever stupid crap they hit.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Placing Guild Hall Decoration's Question

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

There one issue with guild hall decorations that kind of bothers me, if you place something anyone cane come along and move or change it. You could declarative some little out of the way corner of the guild hall get thing setup just the way you want it just to have someone come along and mess it all up.

The guild owns all decorations, not the player. If a guild member is messing up the decorations, remove their decorating privileges.

Restricting deco privilege is a slippery slope.

I’d argue that granting deco priveledges is the slippery slope if you’re already having problems with people complaining about messing up each other’s “stuff”

If people can’t act like adults and keep to their respective agreed upon zones, should those people really have priveledges to use the guild’s decorations in the first place?

It is rank based. That’s what I mean by new problems. It will be like demoting and also discouraging those demoted people from contributing further to the guild. From there its just a short drop before they exit the guild. All cause someone couldn’t handle sharing their toys. I cannot imagine someone meaningful to the guild seriously harassing another’s deco in the first place.

Everyone in my guild that wants deco priveledges has them, and this hasn’t been a problem at all. However, the first person to make it a problem will have those priveledges removed. They’re all told this as soon as they get the deco rights. That’s just common sense, and everyone agrees with the policy. Anyone who gets bent out of shape about that probably doesn’t possess the maturity or social skills to operate in a shared space with pooled assets in the first place, and should absolutely exit the guild before I do it for them.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Concider getting rid of WvW

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

Personally, I find open world PvP tedious. It lacks overall strategic importance in its gameplay and does not feature any higher level tactical and/or strategic coordination.

Ultimately, I find those games shallow.

So, basically, just like WvW. Objectives that mean nothing, produce no rewards, and can not be held for any meaningful length of time.

WvW is just as shallow as any random open world gankfest. You’re just randomly ganking buildings. That’s the primary problem with WvW. Good siege implementations actually attach benefits to owning and holding territory for the players that hold them.

I can earn more gold losing wvw than winning wvw. Score is pointless and awards nothing of material value. Being attached to allies based on server selection in stead of by choice makes the teams meaningless.

RvR in general is an annoying concept, but its an absolutely stupid concept when it doesn’t even award your realm anything for winning

Ganking people in obsidian sanctum has deeper and more strategic gameplay than the rest of wvw combined. There’s an actual objective with an actual reward that you can actually deny your enemy from obtaining.

Seems we are both playing a different MMO. The MMO I am playing (GW2 and Hot) a reward means to be given something of value or one of the currencies designed by GW2 to be used in game to acquire game items. When I take a camp, tower keep or Stonemist castle with those I run with I am rewarded with several currencies’ within the game. If I hit any of the vet’s or champs I get bags if I kill any player or assist in killing any player I am rewarded with bags. I believe that constitutes a reward by this MMO’s standards. I also acquire wxp and experience.
Their are rewards to your world just very few pay any attention. If you have no idea what I am talking about it seems you don’t play much Wvw (hint even the pve players on your world benefits from how well your server plays without stepping one foot into Wvw so yes there is a server benefit.)
Please by all means losing to gain more gold is new to me please explain that statement in greater detail. I would really like to know how this is accomplished.
Wvw might be an annoying concept to you but to those that Wvw all the time it is not so that is pure opinion.
Please explain in enough detail for me to understand how ganking players in obsidian sanctum has deeper meaning and more strategic game play then the rest of Wvw combined. Sounds again like more of an opinion (which you are entitled to) than an actual fact.

Fact:

Pve Players on your world derive no benefit from WvW. This was how it worked at release, and anet removed this feature shortly after launch because PvE players complained it was unfair. pvE players aren’t even separated by server any more. Megaserver simply dumps everyone in to fresh maps and allows them to taxi around. The only place where server selection matters any more is determining which wvw team you’re on. I’m guessing you haven’t been keeping up.

Fact:

I can get more wxp and loot from murdering people in a field than taking an objective. I can get more wxp and loot from failing to defend a keep than I can get from taking down a keep. The majority of material rewards in WvW are a result of player kills or flipping. The objectives themselves confer zero benefit. In fact, losing a lot of keeps in rapid succession has been the most money I’ve made off of wvw. Just get an arrow cart, aim it at a superior force, and collect bags until they breach the wall, then move to the next one. You’ll make far more money and wxp than the guys that just took over your keeps.

Fact:

You gain score for owning objectives. You do not gain loot for owning objectives. You gain loot for flipping objectives and killing people. You will come out richer from wvw if you do exactly what people do in EOTM. Run around in circles and flip stuff. There is no strategic depth that corresponds with earning potential. There is no incentive to defend objectives. The only incentives that exist are to remain on the offensive perpetually. The only people playing the game as designed are doing so by choosing to play less efficiently in terms of personal reward so that they can maintain PPT

Playing the game as intended, attempting to win the matchup, does not pay as well as attacking undefended objectives or simply killing people regardless of where they are. in any siege game with depth and purpose, material reward is gained from controlling territory, which creates meaningful fights. WvW’s objectives are meaningless from a reward standpoint, and serve only to tick points on a scoreboard that does nothing to award players for their efforts aside from rank up on a leaderboard. This is in stark contrast to a well designed siege game in which the primary motivator for warfare is personal gain which works with rather than against the primary goal structure of the game.

WvW is a system of all gain, and zero loss. It is a shallow system with meaningless objectives that only serve a niche community that cares about scoreboards more than income. It is hampered by weak objectives that are unsatisfying to own, and only marginally satisfying to take over. It is a rapid fire misinterpretation of siege game play designed to creat ’action packed" game play, and does at at the detriment of strategic depth or meaning that makes siege systems compelling to play. It is devoid of any sense of ownership, player agency, or adequate reward.

Until this is fixed it’s going to have population problems. You don’t have to take my work on it. You only need to step in to WvW on any server and see for yourself. Even at T1 per-realm population is hilariously low, often not even approaching the cap for most maps any night after reset. And these are the servers that are “serious” about WvW. I recently moved to gate of madness, down several tiers, from tarnished coast specifically because I no longer give a crap about wvw and can just kick out my wvw guild missions easily on unpopulated maps and move on with my day. That’s how badly wvw rewards “proper” play. So badly I actually left a populated server with competitive rankings because I realized that those competitive rankings did nothing but cost more than they paid out in siege. At least now I can make a few gold a week pvdooring guild missions and don’t feel like I’m wasting my time.

If you want people to care about WvW, and you want people to play WvW in stead of keep flipping and ktraining, you have to make the rewards reflect the intent of play. Currently the rewards are horrible, they reward the wrong things, and there is more incentive to let someone else take ownership of an objective than to claim it for your own guild, as it costs you more to to slot tactics, and pays out nothing for doing so.

I want it to work, but the current reward system isn’t going to cut it. Until the primary method of earning wxp and loot mirrors the primary method of winning matches, nobody is going to care.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Placing Guild Hall Decoration's Question

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

There one issue with guild hall decorations that kind of bothers me, if you place something anyone cane come along and move or change it. You could declarative some little out of the way corner of the guild hall get thing setup just the way you want it just to have someone come along and mess it all up.

The guild owns all decorations, not the player. If a guild member is messing up the decorations, remove their decorating privileges.

Restricting deco privilege is a slippery slope.

I’d argue that granting deco priveledges is the slippery slope if you’re already having problems with people complaining about messing up each other’s “stuff”

If people can’t act like adults and keep to their respective agreed upon zones, should those people really have priveledges to use the guild’s decorations in the first place?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Concider getting rid of WvW

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

Personally, I find open world PvP tedious. It lacks overall strategic importance in its gameplay and does not feature any higher level tactical and/or strategic coordination.

Ultimately, I find those games shallow.

So, basically, just like WvW. Objectives that mean nothing, produce no rewards, and can not be held for any meaningful length of time.

WvW is just as shallow as any random open world gankfest. You’re just randomly ganking buildings. That’s the primary problem with WvW. Good siege implementations actually attach benefits to owning and holding territory for the players that hold them.

I can earn more gold losing wvw than winning wvw. Score is pointless and awards nothing of material value. Being attached to allies based on server selection in stead of by choice makes the teams meaningless.

RvR in general is an annoying concept, but its an absolutely stupid concept when it doesn’t even award your realm anything for winning

Ganking people in obsidian sanctum has deeper and more strategic gameplay than the rest of wvw combined. There’s an actual objective with an actual reward that you can actually deny your enemy from obtaining.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Thief Conundrum

in PvP

Posted by: PopeUrban.2578

PopeUrban.2578

Tell them that if they were serious about league rankings they would have put together their group ahead of time.

Play thief anyway and have fun.

Be amazed when you don’t get banned.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Concider getting rid of WvW

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

Sorry but no. WvW is so much more and better than open world PvP.

So explain me why most of the servers except for the 3-4 top ones is so desolated if it’s that good?

Rewards suck.

Game mode isn’t worth playing if you’re not in the top bracket.

Game mode isn’t worth playing if you dont care about the leaderboard.

Actually being at the top of the leaderboard doesn’t do anything.

Only people in the top brackets are willing to waste time and gold for a meaningless number on an obscure website.

It’s a very niche game mode for these reasons

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Which char looks cooler?

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

They’re both boring. Mix up that armor a little. Be original.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Lag is NOT Raid Friendly

in Fractals, Dungeons & Raids

Posted by: PopeUrban.2578

PopeUrban.2578

If everyone around you doesn’t experience that lag… then it is you, and it is your fault.

This isn’t Arenanet’s problem. It’s a problem with your IP or connection.

Now, if everyone in your raid group was experiencing constant lag, then that would seem to indicate a problem on arenanet’s end with the server.

However, seeing as it’s just you…

This is probably the wrong forum to be complaining about your lag issues.

You don’t design games for people who can’t meet the minimum hardware and connection requirements. You design the game for a certain standard in terms of hardware and connection speed.

The fact that you do not meet this threshold is your problem, not arenanet’s problem. The other members of your raid that actually meet the system requirements seem to be carrying you just fine.

Of course lag is not conducive to raiding. That’s probably why people with chronic lag problems generally avoid handicapping their groups by selfishly participating in content they know their connection is going to make them bad at

It’s like you’ve bought a new game and attempted to play it on a 486, and then complained to the developer that it runs like crap. The very simple solution to your problem is get a better connection, or a better computer so thatyou aren’t suffering these lag problems

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Raids Need Their Own LFG Tab [Merged]

in Fractals, Dungeons & Raids

Posted by: PopeUrban.2578

PopeUrban.2578

Because arenanet is dumb enough to assume that if they didn’t add an LFG tab for raids that people wouldn’t use LFG to post raids.

Seriously arenanet. Did you not forsee this issue?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Shadow Step Stomp Stealth Nerf?

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

snip

If it undermines the downed skills, sure why not. Another thing they can do is improve the downed skills so they are actually useful. Or they can just remove the whole downed state since everyone tries to undermine it anyway.

Sadly that means this topic can be closed. You are saying that you find downed state is being ignored by a certain type of skill and it should not be.

Whether we agree or not doesn’t matter, since the design team working on this game just implemented exactly that as their new thing -> Function Gyro.

They can save themselves precious resources by just getting rid of downed state. If your health reaches zero, you’re dead — no more stompping.

What’s really the point of the downed skills if they are going to design skills or allow skills that undermines them?

There are few downed skills that can guarantee to counter a stomp (i.e. Vapor Form, Vengeance) but these are not available for every profession. Downed skills in general are useless skills even more so when they are being bypasssed.

Thieves have one one very niche role in pvpo that they excel at currently, and that is stomping. Shadowstep, steal, stealth, and our new elite actually make us very good at stomping, even in a crowded fight. Considering that our previous decap role is completely invalidated by the new (well, returning) super-bunker meta why would you suggest getting rid of the only thing thieves actually bring to a team these days?

What I’m talking about is, if a Thief downed someone, that someone is just sent to the respawn — no more stompping. Which means that it’s even better for the Thief since they don’t have to risk themselves trying to stomp someone since the Thief will undermine the counterplay anyway.

Because having to use specific skills to do so makes it a build decision, and require a certain modicum of skill. The primary problem with the current meta is that they spread around far too many passive buffs and effects. What you’re suggesting is even more passive effects. That’s just detrimental to the game as a whole.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

League PvP made me hate PvP

in PvP

Posted by: PopeUrban.2578

PopeUrban.2578

Ohoni, when will you get the message Arenanet is trying to send?

Content specific rewards are a primary method of reward in GW2

How do you keep up the drive to make these threads when it is so blatantly obvious that neither the player base nor the developers have any empathy with your point of view? It is a truly impressive display of endurance and baseless hope.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Dungeon merchant vendor looks kinda dull

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

At work so I can’t check right now. Are the associated vendors still present in front of their respective dungeons?

Was there a vendor posted in front of each dungeon? I don’t remember that being a thing.

It’s one guy who has tabs for each dungeon now, instead of one vendor for each dungeon, wearing the armor set. Don’t recall what dungeon set he’s wearing, if one at all.

I swear there used to also be an NPC at each dungeon door with their respective sets as well as the old array of vendors in LA. Like a long time ago, before LFG was a thing.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Are You Mad?

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

It’s not as bad as it looks. I actually jumped down there and murdered them all before I got an achievement for it just to show up Braham. Then I was mad that I had to do it again for the achievement.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Suggestion: Luck Eater

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I could use a gold eater.

I have so much of that stuff because its so easy to come by and i have very little to spend it on.
It would be great to be able to feed it a couple of hundred gold every day and get account bound mats and currencies in return.

Have people utilize account bound mats to produce tradable goods for you at a discount.

For example, ran in to an unprecedented bloodstone dust issue when doing a mine upgrade the other day. Amazingly, I didn’t have enough dust to make the required bricks, due to eating it all.

So what I did was compensated others for their obsidian and dust, and provided the thermocats.

Maybe employ people to produce tradable ascended materials. Since these materials require account bound mats and daily cooldowns, you could probably get mileage out of your gold beyond just buying those mats outright. I’m sure many people would be interested in taking your tradable mats and a small commission in return for their daily crafting cooldown and account bound mats.

Basically, you have enough seed capital to establish a labor market. Start a guild for it, you can use the logs to track deposits and payout accordingly, using either mail or a specific guild bank page for the source mats. Your laborers get a cheap way to level ascended crafting for themselves while making a little extra coin, and you get market-advantage on acquisition cost for ascended mats which you can resell, since you’re not stuck paying full markup?

I suppose it all depends on what exactly it is you’re after that you can’t buy directly already. In most cases people want account bound stuff specifically to produce a tradable end result. In your case you’ve obviously got a ton of money from your crazy econ skills and need… something… for some purpose. There’s got to be a way to codify that labor market.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Placing Guild Hall Decoration's Question

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

There one issue with guild hall decorations that kind of bothers me, if you place something anyone cane come along and move or change it. You could declarative some little out of the way corner of the guild hall get thing setup just the way you want it just to have someone come along and mess it all up.

The guild owns all decorations, not the player. If a guild member is messing up the decorations, remove their decorating privileges.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Daily reminder, things Thief has wrong

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

If the kick was turned in to evade frames, then it would still have the reactive skill component, requiring you to time it properly, but it wouldn’t get you killed for timing it properly in large fights. In addition, it would actually slightly increase survivaility in situation where you’re getting spammed with damage as you’d stunbreak, block a hit, then evade while you kick whatever random target procced it. Currently, to use it effectively in such fights as a stunbreak you want to stunbreak and then immediately dodge out of it, wasting the potential of the skill and one of your dodges.

The problem with BD is the dilemma of when to use it.

Should you time the block correctly to get the intended KD?

Or should you save it as a stunbreak instead?

The only real time that I’ve used both stunbreak and block+counter effectively is when a Thief petrified me with BV, so I popped this to stun break, then blocked the backstab and knocked them down. Other than this very specific scenario, BD is just a low CD stunbreak. Waiting for a perfect timing to use it in a large fight will get you killed even if you manage to KD someone.

Also I doubt that they will give us stunbreak, block, evade, and KD, all in one skill with a 15 sec CD. It would probably end up with a 30s-40s cooldown which will lose its appeal of a low CD stunbreak.

To be honest, even if they removed the KD, BD will still be fine as is. A 12s-15s stun break is hard to come by.

That’s precisely why it’s such a good skill, aside from the animation lock-in of the kick animation. It’s versatile and creates multiple decision points in combat. More skills in the game should require the same sort of tough decision making.

GW1’s skill setup was all built around these kind of decisions in every fight. Every skill had conditionals and real opportunity costs associated, and gameplay was much more cerebral, dynamic, and strategic.

That’s what I like about BD. It feels like I made choices in combat and am rewarded or penalized for my choices rather than just automatically hitting a button in response to an action like a robot.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Shadow Step Stomp Stealth Nerf?

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

snip

If it undermines the downed skills, sure why not. Another thing they can do is improve the downed skills so they are actually useful. Or they can just remove the whole downed state since everyone tries to undermine it anyway.

Sadly that means this topic can be closed. You are saying that you find downed state is being ignored by a certain type of skill and it should not be.

Whether we agree or not doesn’t matter, since the design team working on this game just implemented exactly that as their new thing -> Function Gyro.

They can save themselves precious resources by just getting rid of downed state. If your health reaches zero, you’re dead — no more stompping.

What’s really the point of the downed skills if they are going to design skills or allow skills that undermines them?

There are few downed skills that can guarantee to counter a stomp (i.e. Vapor Form, Vengeance) but these are not available for every profession. Downed skills in general are useless skills even more so when they are being bypasssed.

Thieves have one one very niche role in pvpo that they excel at currently, and that is stomping. Shadowstep, steal, stealth, and our new elite actually make us very good at stomping, even in a crowded fight. Considering that our previous decap role is completely invalidated by the new (well, returning) super-bunker meta why would you suggest getting rid of the only thing thieves actually bring to a team these days?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Get rid of Orange Adverts at top right [Merged]

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

You know, it’s kittening criminal that there’s not some sort of ingame boss timer function. You know, like a “boss hunter” NPC in LA or something that would direct players to various zones. I have some new people in guild recently and they had no idea there were so many world bosses to fight because the game doesn’t really tell you this.

That was all fine and dandy when the game was new and world bosses were special and mysterious events. However, they are now on a static schedule like HoT zone metas, and their zones should be updated with timers or progress bars to fit.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild mission/portal/hall requests!

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

I agree it woud be nice to have more more pve challenges, specifically in the form of guild missions, but I don’t think they necessarily need to be expensive narrative focused content like raids.

Raids are good for what they are, while guild missions are, I feel, pretty good at what they do already. They don’t drive any lore, but are interesting little pieces of content. I’d personally prefer to see no more trek locations ever (treks are hands down the laziest and most boring mission type, despite being the easiest) but more bounties with cool mechanics, more puzzles, more races, and more challenges would be awesome.

I want to see some charr car races, or some challenges attached to the hall itself (caverns under the hall filled with destroyers? aetherblade attacks?), or some more puzzles with more interesting teamwork and splits.

I’d like to see them use some of the new HoT tech for these, or even some unlockable mastry track related stuff for specific new ones (golem piloting mastry for golem related missions? Guild siege mastry for wvw style sieges against npcs as guild missions?)

Guild missions don’t really need to be narrative heavy. I think raids are naturally sympathetic with guild content, but don’t need to be tied to guilds.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Concider getting rid of WvW

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

Open world PvP is fun, but this is completely the wrong game for it. Everything about the PvE experience is built to support, and actually require that the people on the map are all on the same side.

Tossing out WvW for some more granular ownership/siege play with tangible benefits and objectives that can actually be help long term could work, but honestly all WvW needs is the death of servers to create more competitive and balanced populations, and a personal rewards revamp tied to actually playing wvw in stead of playing keep flipping and zerg v zerg in a field.

I’d like to see some sort of real ownership/siege mechanics, but GW2 has already made its bed and decided on a consequence free casual “seige game” experience and needs to simply refine that formula. If you’re looking for a deeper experience, you’re looking for a different game. WvW isn’t about strategy, tactics, or ownership. It never was. It’s about convincing you with abstract score or xp numbers that the objectives are important despite the fact they don’t matter. They need to refine the system they built. That system that is geared around personal rewards and temporary and ephemeral victories. It isn’t about running empires, developing alliances, knowing enemies, or anything resembling a more tradition siege warfare pvp game. It’s about making you feel like you’re in such a game without requiring you to actually put forth any effort.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Are people who sign up on Thief Selfish?

in PvP

Posted by: PopeUrban.2578

PopeUrban.2578

I like playing thief, but it’s useless in conquest now. I remedied this situation by only entering stronghold que when I want to play thief, as its mobility is constantly useful there for supply runs, stopping/getting hero channels, and disrupting creeps.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Elite skill "Impact Strike" buff suggestions

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

I think it’s fine, but I would like an “isolate and destroy” elite in the future with a knockback>shadowstep to target>big hit style chain.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Daily reminder, things Thief has wrong

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Nah, the way it works if fine. What needs to happen is that the kick needs to be evade frames. This maintains the semi-uncontrollable nature and makes it a reactive action (because having it be a preparatory action you can use on a second target could be potentially overpowered) but doesn’t actively punish you for using the skill properly in larger fights.

If we just make the skill evade during the kick, its use would remain the same, it just wouldn’t accidentally murder you. In addition it would slightly synergize with DDs other “on evade” traits.

It kicks the first thing to have hit you after activating it. I’ve nearly kicked my way off a cliff after getting hit by a yellow name critter that had happened to have been hit by someones random aoe and agro’d us, normally I’d just end up kicking my way into a worse situation or I have to bug out completely . If the thief forums are fine with it working this way then I’ll just accept that but I think the kick part of this utility negates the first blocking part.

That’s the intended behavior really. The point is that it’s a timing based skill, which is why the block is so short. The problem is that, even when you use it properly (say to block>CC a big burst in a team fight or something) the two seconds it takes to do the kick animation leaves you vulnerable to damage and unable to do anything about it.

If the kick was turned in to evade frames, then it would still have the reactive skill component, requiring you to time it properly, but it wouldn’t get you killed for timing it properly in large fights. In addition, it would actually slightly increase survivaility in situation where you’re getting spammed with damage as you’d stunbreak, block a hit, then evade while you kick whatever random target procced it. Currently, to use it effectively in such fights as a stunbreak you want to stunbreak and then immediately dodge out of it, wasting the potential of the skill and one of your dodges.

I think the timing and automatic retaliation is an important part of balancing the low cooldown by making it harder to use at peak effectiveness, the problem is that using it at peak effectiveness can get you killed.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild Hall arena - what's the point?

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

I support the idea of mode swaps.

I’d also like the ability to put mobs in there somehow. Currently it’s a good pvp sandbox. Without too much effort one could create all sorts of hilarious pve game modes as well. They could even be collectable drops from various monsters to create holographic versions for the arena or something. I’d really like to one day create fully functional quaggan pinball.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Shadow Step Stomp Stealth Nerf?

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Nothing OP about shadowstep stomping. It’s just like popping other stability or invuln cooldowns, portal, etc.

Sword 2 stomping was a bit OP because it was an effectively cost-free action. You gained back the init you spent on the teleport as part of the stomp. That nerf was one of the few thief nerfs that actually made sense.

Shadowstep stomping though, that’s fine. It’s actually way easier for your target’s team to counter than other “protected stomps”, requires blowing a lengthy cooldown to accomplish, and requires that your target doesn’t have any downed-movement abilities.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Daily reminder, things Thief has wrong

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

Bandits defense should be a stationary round-house area knockdown or knockback kick.

Needs to be a flip over skill that lets you activate the kick whenever you want to for a limited duration.

Nah, the way it works if fine. What needs to happen is that the kick needs to be evade frames. This maintains the semi-uncontrollable nature and makes it a reactive action (because having it be a preparatory action you can use on a second target could be potentially overpowered) but doesn’t actively punish you for using the skill properly in larger fights.

If we just make the skill evade during the kick, its use would remain the same, it just wouldn’t accidentally murder you. In addition it would slightly synergize with DDs other “on evade” traits.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Dungeon merchant vendor looks kinda dull

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

At work so I can’t check right now. Are the associated vendors still present in front of their respective dungeons?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild mission/portal/hall requests!

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Hi there. I’m Popeurban. I lead a little guild and we’ve been doing guild missions under the new system since HoT release. We rand mixed rotation for a while until we had more slots and the membership requested we move the random slots to pve only, since it actually created more content in stead of simply re-using stuff they could do already.

Usually, on mondays we all get toegether in the hall, set up a mission squad, and say “okay squad, when ready to deploy assemble at the portal”

The portal is really useful for this, and it makes the guild hall really accessible as a central deployment location. However, it has a little room for improvement.

There are a few things my guild would love to see. These aren’t major issues, but rather just little QoL things that would make running missions a bit smoother.

  • Basic instance size for the guild hall is too small – It isn’t difficult to swap instances, but unless there are some truly insane load balancing things on the server end, I can’t imagine why a 5 person instance is cheaper to mount on the datacenter than a 20 person instance unless you don’t have a way to dynamically load balance. and have to reserve those connections. Maybe a happy medium of ten would be a better minimum instance size? it seems like every time anything is being assembled, someone has to leave/enter the guild hall multiple times because a popup didn’t work right or they ended up in the wrong instance. Alternately, just ditch the popup and force-transition everyone to save the confusion.
  • Guild portal destinations for bounties – It’s no secret what zone bounty targets reside in. Its right there on the target. Although they are dynamically selected when you start the mission, you still need to deploy en masse to the proper zones, and then spread/search from there. It would be awesome if we could use the portal for its intended function of mass deployment to mission sites on bounty targets as well, populating the portal’s destination list with the proper zones only after the mission is active.
  • Guild puzzle mission waypoints contested – I don’t see the value in having these waypoints contested. It needlessly complicates the process of moving the guild to the puzzle site, and most of these waypoints are only very short distances from other waypoints. They only become uncontested after someonoe has activated the mission instance, which requires an officer to deploy ahead of the guild. It would be smoother if these waypoints “just worked” directly from the portal. That way the entire mission squad could deploy from the portal, directly to the site, start the instance, and enter.
  • Race/challenge waypoint distances The portal is an expensive upgrade. It would be nice if it could deliver us to the race/challenge flag in stead of the nearest waypoint.
  • Priority/custom waypoint upgrade It would be nice if we could get some sort of upgrade on the first page of the portal do define, perhaps with some sort of cooldown (weekly?) one additional waypoint. Often, in the upgrade system, we find ourselves wanting to focus on certain maps for specific materials. Having the portal be retargetable for a ‘free waypoint’ to specific areas once per week would give it a bit more long term use beyond guild missions and slight faster load times to get to LA than using the pvp lobby.
  • Dungeon/Fractal/Raid entry upgrade – Let’s be honest here. Local is an awful way to assemble teams for instances, people use LFG (and the doors remind you to use LFG) and anyone with a guild group to do so isn’t hanging around those doors in the open world so you’re not depriving people looking for PUGs from potential group members. In addition, it would seriously cut down on the “body pollution” in verdant brink from people standing around looking for raid groups. A third tab, used to transport directly to instances from the portal, would see the portal have a lot more use without really detracting from the open world. I’d love to see this baseline, but would happily purchase a guild upgrade to enable this functionality.
  • Remove the pvp lobby entry It’s meaningless clutter. You can already instantly get there by clicking a button on your HuD. Why it needs an entry at the portal is beyond me.

And on the subject of non-portal related things!

  • Add the commendation vendor and guild requisitioner to the guild market. – It’s silly for guilds that have a functioning market to still have to direct people to the guild initiative office to trade commendations for skins, banners, and other such things, or for officers to need to visit there to trade favor for consumables. It was my understanding that the initiative office was for temporary use before you acquired a hall, and thus, all the services avaliable there should have naturally transitioned to the hall, right?
Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Get rid of Orange Adverts at top right [Merged]

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

True story:

They started putting notifications up there because during LS1 people complained that things were going on in the game that the game didn’t notify them about.

Basically, those notifiers are present because the community complained that they didn’t have them.

Now, we just need a way to dismiss them. right click or something. I dunno.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Small Guilds, stop complaining about GHls

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Since this thread was bumped, I will go ahead and confirm that guild requisitioner is working again and can be accessed by guild leaders who do not have HoT.

Great to hear!

We’ve sort of moved past the need for him, but I’m happy to know that he’s up and running again so people can use their pre-HoT upgrades before they do the new GH upgrades.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Questions on Guild Recruiting

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

As a guild leader, I can honestly say i don’t see any demand for outsourcing recruitment.

It’s not at all time intensive, and having the ability to do it internally is paramount to the stability of a guild of any size, as you’re often going to find yourself needing to fill ranks as people drift away, have real life obligations, or otherwise don’t remain as active as they once were.

I also find it extremely important to pace recruitment, and having a bunch of new people end up in the guild too fast runs the risk of those members not being given a chance to effectively integrate with the existing population, which causes all kinds of headaches in terms of people forming cliques and general guild drama developing.

When you pace recruitment out and give each recruit time to settle and integrate before actively seeking others, your guild tends to remain stable, friendly, and an easy place for your members to get along and find guildmates to help them with their goals.

making recruitin more rapid, in my experience, is actually detrimental to the long term health of any guilds. Any time in the past where I’ve rapidly added more than a few members to a guild in a week, in any game, that guild quickly collapsed or became unmanagable.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

OMG Awesome !!!! Thanks Anet

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

The people that make stuff that goes on the gem store are artists. They make assets. They don’t decide said assets end up in the gem store.

Deciding where rewards are made avaliable is a design and management decision, and rests firmly on the shoulders of Colin and Mike.

They decided that ingame earnable rewards are extremely anemic in order to push an increasingly more aggressive gem store sales model, likely because HoT purchases did not meet expectations.

A great way to ensure more people buy HoT is to add greater value to that package by allowing people to earn rewards by playing HoT

It’s a good expansion, the content is good, the new systems are good, but the reward selection, for a 50 dollar expansion is extremely anemic. This is compounded by the rapid release of so many gem store skins shortly afterward. You’ve proven how fast your art team can produce this stuff. You’re tossing it out far faster than every before. Somehow it didn’t seem like adding value to your expansion was a good idea?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Placing Guild Hall Decoration's Question

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

You need to turn your aoe mode to “normal” in options. I usually se instant so this was a headache for me as well.

One you’ve turned it to normal, hit 1 and you’ll see the “ghost” of the decoration, and you can hold down LMB to rotate it, then click LMB again to place it.

Just remember to set your aoe mode back to instant when you’re done and ready to go adventuring.

They need to hard code “normal” aoe placement in to decoration mode. It’s kind of annoying to constantly have to open options and change it.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ