Showing Posts For Rash.6514:

Dolyak Express Jan 10, 2014

in Guild Wars 2 Discussion

Posted by: Rash.6514

Rash.6514

Runes

Before I ask my questions (which are all related), let me first briefly explain the reason for them. The official Guild Wars 2 wiki has “bug” entries on several runes, like Superior Rune of Strength and Superior Rune of Rage. On their discussion pages, the writers explain that the runes’ 6th bonus effect was tested using fixed damage weapons on the trainers in PvP. So please, developers, considering what you can say to the community, please shine some light on this:

#1: Are the methods the players used to test the 6th bonus correct?
#2: Can you just answer with a yes or no, are these runes really broken?
#3: If they are broken, can you say whether you plan on fixing them or changing their bonuses?

CDI- Character Progression-Horizontal

in CDI

Posted by: Rash.6514

Rash.6514

As they should, they should perform better at certain roles and jobs then existing, if not what is the point to adding them. In this way a build is just the same as sub-classes a specialisation, something we create to achieve a specific role we just call them builds.

Yes, this, so much of this! I thought those were exactly ANet’s plans since the beginning. Not only each weapon is “specialised” but also how some weapon specific traits are allocated on each trait line. I love that and it’s not because we are having this open discussion now that I believe ANet should change it. There is nothing wrong with how it is today, on the contrary.

More weapons? Yes
Change current weapon’s plans? No

Your top 5 design mistakes in GW2?

in Guild Wars 2 Discussion

Posted by: Rash.6514

Rash.6514

Nothing personal, really, but once you put something here, you’re up for praise and criticism.

My list:

  • Downed state in PVP zones. Adds nothing to the game but detracts a lot. It’s annoying, disrupts the flow of combat, introduces imbalance and farcical rally situations.

I agree.

  • Fixed weapon skills. Far too restrictive for me, pigeonholes weapons into roles & can causes whole weapons to be ruined because of just 1 bad skill.

I completely disagree. This is exclusive to GW2 and makes total sense!

  • No resource system. Has caused GW2 combat to be all about spamming skills/dodges.

I completely disagree. GW2 is different from other games, thank ANET! You can’t spam skills because of their cool downs, and that is enough. Each class has its own mechanic and its own resource (warrior with adrenaline, necros with life force, mesmers with how many illusions, etc).

  • Removal of skill capturing (signet of capture). One of the best & debatably most game-defining features of the first game, I cannot fathom the logic of why it was elided from GW2.

Because GW2 is much more balanced. I agree that the mechanic of acquiring Elite skills on GW1 was unique. But my biggest fear towards it is ANet creating too many useless skills, just so we capture them. Plus, the one thing I love about this game is having skills with multiple benefits, like Chaos Storm placing conditions on foes and boons on allies. I can’t really express how coherent that is, other than saying, I love it. Chaos is just one example, of course, many others do the same, thank ANet.

  • Addition of ascended gear after release. Massive PR blunder. Pushed the game into a grind corner it has yet to escape from.

I totally agree here. I don’t think we need gear progression on this game. GW1 wasn’t like that and GW2 doesn’t need it. Let all players have the same “base power” on WvW and their own player abilities and decisions differentiate them. It works for games like Quake 3, Team Fortress and others. All players have the same chance, but different players, different play styles and abilities. Personally, that is what GW2 should be all about. No more grinding, please.

Superior Rune of Rage BUG

in Bugs: Game, Forum, Website

Posted by: Rash.6514

Rash.6514

Is this fixed yet?

CDI- Character Progression-Horizontal

in CDI

Posted by: Rash.6514

Rash.6514

All I can say is if any of this being discussed here ever gets implemented on the game (and the developers support on this thread might indicate so), this game could become even better than it currently is! Which is a LOT, in my opinion.

Stagnant and Boring WvW

in Suggestions

Posted by: Rash.6514

Rash.6514

WvW will get better with the new map. Wait for it.

Design a new boss encounter

in Suggestions

Posted by: Rash.6514

Rash.6514

Boss name: Ingul, The Crazed (draft)

-> This is mostly a dodge/CC based boss fight. I didn’t want to include too many different mechanics at the same time for this guy. Different bosses, different mechanics.

Main characteristics (these are the same throughout the batlle)

  • Boss has no Defiant
  • Each time the boss is controlled (knocked down, feared, immobilized, stunned, blinded, dazed, confused, etc), he gains a stack of “madness”
  • At 10 stacks of madness he screams (he will perform a long, 1/2 to 1sec, breathing action before that) that applies an unremovable fear for 9 seconds and remove 11% of players max health per second (thus forcing players to heal themselves and avoid any damage before taking the decision to interrupt him the 10th time)
  • After madness, the boss will be exausted and completely open for attacks (like Jormag) for 7 seconds. (The surviving players will have to decide whether to heal themselves or to hit the boss at this time)

Phase 1 (until 75% HP)

  • Boss will slash all players in a 180º cone in front of him while walking around the room. Boss walking speed matches a normal player’s speed.
  • Every 6 seconds, if a player is within melee range of the boss (this is shorter than the reach of his slashes), the boss will smash the floor down on this player, dealing massive damage and knocking all players in the area down for 5 seconds. The area will cover about 35% of the room.
  • Additionally, the area affected by the boss’ smash will be damaged making it harder to walk, thus applying a speed reduction to players in that area (this is not Cripple, so it can’t be removed with condition removals, the speed reduction is for players within the area only). The area will remain damaged for 30 seconds.

Phase 2 (until 40% HP)

  • Boss will not walk anymore, he will choose a preferred attacking location.
  • Every 5 seconds, the boss will stomp his foot on the ground twice, creating two shockwaves that are exactly two dodge rolls apart. Each shockwave will hit players for 50% HP and can be dodged, blocked, protected and retaliated. The shockwave will knock players down for 2 seconds and players with stability can avoid only the knockdown.
  • Every third shockwave attack (essentially every 15 seconds), the boss will stomp the ground 3 times, creating 3 shockwaves. Each shockwave will still be 1 dodge roll apart.
  • Concerning conditions (such as blind) and boons, the entire sockwave attack is one channeled action.
  • The boss will also randomly (i.e, no fixed time) charge in a random player’s direction, preferably in a direction where the boss can hit the most amount of players. This action will be audio cued with a deeper breath or a growl. The players hit by the boss will be knocked down for 5 seconds and take a 30% HP damage. This attack can also be blocked, protected, evaded, etc. The boss will return to his preferred attack location before resuming the slashing and shockwave attacks.
  • If the boss does not hit any player with his charge, he will crash into the room’s wall making a rock fall from the ceiling on a random’s player head.
  • The player will have 1 ¼ seconds between the circled red line indication and the rock hit. The area of effect is exactly 1 dodge roll centered on the player.
  • If the player is hit by the rock, he will receive a substantial damage, be knocked down for 7 seconds and confused and dazed for 15 seconds.

Phase 3 (last phase)

  • The boss will perform all previous attacks in random order, with no fixed times between them.
  • The boss will walk around the room again.
  • Players will get a tip whether it is the 3 or 2 sockwave attacks by looking at the boss’ effects.

(edited by Rash.6514)

Design a new boss encounter

in Suggestions

Posted by: Rash.6514

Rash.6514

I like this, I really like this.

While I agree with Mad Queen with some of the problems, I like the innovation on boss battles. I like one-hit-kills but with alternatives to avoid it. I also don’t like forcing players into bringing a compulsory boon into battle like Aegis. It should be something the players need to do, independently of their classes, to avoid the damage. I like player skill. I like players that know how to play their classes, and are good at it. They must all have a chance. Plus, I like the audio cues. Hey, I might even write my own boss battle later.

One more thing, I like contributions, so evolving your idea would be nice.

Dungeons and Ascended Armor

in Suggestions

Posted by: Rash.6514

Rash.6514

Maybe Dean. Having the ascended armor just for making some materials more useful seems too little for me. I thought the Ascended armor should be something like aiming for the future of armors in the game, like an armor progression. Given the very “grindy” nature of crafting those armors (this is a nice grind in my opinion, by the way, I love doing the God’s Temples events), I believe it deserved something like two upgrade slots per piece. Or maybe a 4th stat with lower value (e.g, for the helm: +47, +34, +34, +22). Or maybe an inherent “set” bonus like the Runes, weaker than the Runes of course, that would give you some bonus the more pieces of the ascended armor you wear.

Anyway…, that said, I really don’t wish ANet turns this game into a gear grind fest like WoW. I really like the fact that Exotics and Ascended are the top gear on this game and the rest is just player skill. I wish they keep it that way.

Dungeons and Ascended Armor

in Suggestions

Posted by: Rash.6514

Rash.6514

have side bonuses to compensate, it will increase their interest.

I agree.

More skills more builds.

in Suggestions

Posted by: Rash.6514

Rash.6514

I like the idea of having more skills per weapon, but merely as a question of variety. I do like how one weapon seems to be more “condition based”, another weapon more “healing based”, another weapon more “support based”, another more “damage based”. That said, I certainly don’t agree the game is locked down. I believe everything I need is right there. The good choice for the right moment. No BS, not too many extra useless skills like GW1 had.

No more loading screens

in Suggestions

Posted by: Rash.6514

Rash.6514

That’s totally true. I thought the loadings times were bad just on my PC. I’ve also noticed that sometimes, even after waiting a long time to load, the game would come up with sound effects missing, player skins missing, etc. That has improved (as loading times got worse).

No more loading screens

in Suggestions

Posted by: Rash.6514

Rash.6514

Well, that’s why I mentioned instanceless. It would be one single “instance” for all players, overloads wouldn’t exist. So ANet would have to support all players on a server on any corner of the map. If you played WoW for a while you would know that’s ridiculously difficult (unless the servers handled less players at a time, which is boring as hell). WoW, which has been a monthly paid game for 7+ years with a good base of players, crashed several times when players decided to recreate the Dark Portal event. Blizzard said they would never do anything like Wintergrasp again (which is a huge PvP zone right in the middle of the map). So I wasn’t surprised when I heard the zones on GW2 would be “instanced” (I guess we shouldn’t use that term because it is not really a “copy of the map created just for you”). I guess I am already happy that we can see other players on the maps. On GW1 that was a real instance, created just for you. It was very lonely.

(edited by Rash.6514)

No more loading screens

in Suggestions

Posted by: Rash.6514

Rash.6514

I completely agree with you, Firefly, and Dean is correct. Not to let you down, but this is certainly a no-go. Even if all players on the forums signed.

Not just that, but I am somewhat sure that this, exactly this, is the thing that allows ANet to keep the game free-to-play. A server to handle instanceless games is a huge deal.

Look at that: http://youtu.be/Em0Sd60iI2w?t=1m59s Remember that video? That gave me a lot of hope back in 2009 that the game would be instanceless (no loading screens), but no. You can see the portals there. I am pretty sure ANet forgot to remove the video from YouTube, since it is inaccurate today. What’s that, Black Citadel? What’s that bone dragon entrance? What’s that Rata Sum entrance?

Who knows maybe Guild Wars 3…

Big list of Quality of Life improvements

in Suggestions

Posted by: Rash.6514

Rash.6514

Well, Basepi, the one thing they should really copy WoW here is chat filters. WoW would allow you to create tabs and filter messages on them any way you’d like. I really liked that. I also don’t know how much people would bash me for saying this (and that is why I haven’t suggested), but I would love to see a color or icon identification for the player class talking on the channel. I am so used to that and I like that information.

Big list of Quality of Life improvements

in Suggestions

Posted by: Rash.6514

Rash.6514

UI:

  • Open new tab automatically on whispers.

The Ritualist profession (outline)

in Suggestions

Posted by: Rash.6514

Rash.6514

I didn’t say they have completely implemented or merged those professions on GW2, but they have, yes, implemented some of its characteristics.

Skills that burn every x hits and Guardian’s virtues. Convert conditions into boons. Phantasms that heal conditions. Phantasms that redirect damage. Ranger spirits with area effects. Banners with special skills when you “hold” them and effects when you “drop” them on the floor. And so on. I know that “mechanicals” and “spirits” (and phantasms for that matter) are very emotionally different things. But if what they do is comparable, it doesn’t matter.

Super Explosive Finisher

in Suggestions

Posted by: Rash.6514

Rash.6514

If SAB ever comes back again.

Big list of Quality of Life improvements

in Suggestions

Posted by: Rash.6514

Rash.6514

I like these ideas.

About the UI, I like having the boons and conditions displayed at the same order. But I also think there should be an option for displaying all boons and conditions, that is, if the UI would reserve a space for all possible boons and conditions and shade the ones that are “off” (not applied) I think some players would like to disable it. If disabled, though, I guess the game should order the boons and conditions by duration. So you see, that’s very complex…

I would also like to second:

  • Race Change on Gem Store (I know this will never happen because it would break the personal story UI)
  • Kicking offline players from party
  • Skin Wardrobe (PLEASE), much like the Finishers UI. The difference is that for you to apply an “unlocked” skin to a gear, you must use a Transmutation Stone. If ANet found a way to make skins not use bag space and make it simpler to just change the appearance of an item (don’t touch attributes and runes) I think a lot more people would be changing skins a lot more often (and ANet would be selling a lot more transmutation stones).
  • Account bound version of Commander Tag. If ANet thinks this is too much, then it could be a Gem Store item.
  • Any dye preview on any slot

Some new ideas:

  • Please implement an in-game browser window
  • WvW loot to drop right into your bag. Unless the frustration of seeing an unreachable loot bag was part of the game’s design.

(edited by Rash.6514)

GW Armors

in Suggestions

Posted by: Rash.6514

Rash.6514

Sorry man, I have to chime in here to completely disagree with you. WoW’s armour is simply horrible in all senses. Plus, WoW’s design style is completely different from GW2.

I am too happy with GW2 current style. I sincerely hope they don’t change it.

Super Explosive Finisher

in Suggestions

Posted by: Rash.6514

Rash.6514

Hey guys, please bring the Permanent Super Explosive Finisher back in the gem’s store! Thank you!

(edited by Rash.6514)

The Ritualist profession (outline)

in Suggestions

Posted by: Rash.6514

Rash.6514

OMG dude. You had time. While the Ritualist was my favourite class on GW1, I am not sure it has a place on this game. Lots of GW1 class concepts (specially the Ritualist, the Paragon, the Dervish and the Assassin) have been implemented (or merged) into GW2. You can see some of the Ritualist on the Engineer and some of Mesmer’s phantasms, for instance. I would LOVE to see Splinter Weapon back in the game, I just don’t know how it would play with balance, though, now that the melee classes hit all the enemies in front of them.

(edited by Rash.6514)

Stop with the bikini armor

in Suggestions

Posted by: Rash.6514

Rash.6514

I agree with the variety claims. The armors are different from one another, however, they all seem to be based on the same design. I know this is a little off the skimpy suggestion, but I would also like to see less skirts on heavy armors, for instance. There are very very few of them in the game.

Option to "Hide" chest armor!!

in Norn

Posted by: Rash.6514

Rash.6514

Invisible dye.

Norn male tattoos

in Norn

Posted by: Rash.6514

Rash.6514

I am not sure I completely agree with you. My game (including tattoos and armor) look almost exactly as that picture.

Sound loading delay

in Account & Technical Support

Posted by: Rash.6514

Rash.6514

Hey guys, I have noticed something since the last patches. I can’t honestly precise when it began, I would say around the Retribution patch on Flame and Frost. The audio is taking increasingly time to load with every patch, specially as soon as I open the game and visit places for the first time. Usually the music comes first, then my character sounds and then the environment and the other players sounds. Sometimes, on WvW for instance, I “lose” some sound effects such as the event completion sounds/music, the event/mission starburst mouse over sounds and the interface clicks (like the Trading Post left navigation icons sound).

I am pretty sure none of that happened some time back on the game. Specially because I am really into sound effects and music. I would have noticed because this is a little disturbing to me.

If I exit the game and log back in the sounds will play properly all the time and the loading delay times are extremely short, like it was supposed to be. I don’t think it is my machine as I run Windows only to play games. I haven’t installed any new games and those I play (SC2, BioShock Infinite and Batman Arkham City) have no loading or sound issues. Thank you.

Why still downed state in WvW?

in WvW

Posted by: Rash.6514

Rash.6514

“Worst idea in MMO history” is so wrong.

Option to "Hide" chest armor!!

in Norn

Posted by: Rash.6514

Rash.6514

There is this chest, but I don’t know which one is it. That screenshot was taken on WvW.

Attachments:

Temporary or permanent content?

in Last Stand at Southsun

Posted by: Rash.6514

Rash.6514

Southsun cove will feature a mixture of both temporary story lines and content, as well as permanent additions of playable content as a result of what happens there.

That’s great. Let’s hope the permanent content will be a dungeon like the Molten Weapon.

Molten Facility: Doing it right.

in Fractals, Dungeons & Raids

Posted by: Rash.6514

Rash.6514

We need more of this. But harder.

Maybe if they released an explorable mode. Remember, this dungeon is just “story”.

About the Molten Weapon dungeon...

in Fractals, Dungeons & Raids

Posted by: Rash.6514

Rash.6514

I understand that maybe they want a dungeon where people have to kill everything to progress but having them stand around waiting four or five minutes for a drill isn’t the way to do it.

If you repeat the dungeons hundred of times you are going to get bored. No matter what. I understand your opinion and I respect it. You’re one of those players who don’t enjoy the content anymore. You simply want to run dungeons as fast as possible in the most mechanical way in order to get what you want. No lore, no story, no progression. Let’s just finish this.

I think a dungeon meant for something called “Living Story” they got it right. And you must agree the bosses, even if they are not so difficult, they are much better designed than those Arah bosses (for instance) which you should just jump on a lamp or on a rock in the corner and nuke them down. In fact, most vanilla bosses have exploits like that.

Molten Weapon Facility

in Fractals, Dungeons & Raids

Posted by: Rash.6514

Rash.6514

Coldkiller, I agree with half of your post

In my honest opinion, dungeons in this game are by far the weakest part of the game. I am not completely blaming the dungeon design team though because the lack of trinity makes it harder to design good dungeons.

That’s the part I don’t agree. This game has no trinity and we just have to deal with it. Most players that came from trinity-based games can only think of fight mechanics which has an extremely artificial “threat-inducer” role and a pure healing class. This game here is much more situational and I appreciate that. If the boss is hitting you, you need to survive it and the other players have to support you. You have to think as a healer, tank and DPS instead of bringing very obvious spells on your bar to fill a very specific role.

However, it’s not rocket science that trash shouldn’t hit so hard for the rewards they offer. Also the bosses need to be large enough for their dodge attacks to be seen by people.

That I agree completely.

About the Molten Weapon dungeon...

in Fractals, Dungeons & Raids

Posted by: Rash.6514

Rash.6514

Now THAT’S how you do a dungeon!

-> Perfect length

-> Well designed trash mobs: not too many, not too hard, not boring

-> Great boss fights: varied, challenging, well balanced, complex enough

-> Good enough difficulty for a Story mode dungeon. I could only imagine how great an explorable mode well designed like that would be like.

In short, I honestly hope you guys are getting a grip on how to design dungeons. I am honestly not saying the vanilla dungeons are bad (even though some of them have some inconsistencies). But I am saying this is so much better designed. Even if we have to compare to other MMOs (and, yes, WoW comes to mind), they have also took their time to release good dungeons, you guys are improving just so much faster. Anyway, I am already sad it will go away so soon. I hope you guys manage to create a technology on the game that will allow us to replay past events in a future patch. In the mean time, I hope you do the same for the Southsun Secrets. Please don’t wait so long to release a dungeon. Please let the dungeon live on the game for a little longer. And please continue designing dungeons (and instanced stories) like you did for Flame and Frost.

Thanks.

PS.: I have honestly not looked for other posts about this dungeon. So sorry if this is a repeat.

Plague of Skippers

in Fractals, Dungeons & Raids

Posted by: Rash.6514

Rash.6514

It also takes skill to skip trash. Go to Arah and you’ll see what I mean.

No it doesn’t. What? Using stability and damage mitigating spells are strategy now? Jumping to places you are not supposed to is strategy now? Using exploits to shoot yourself over a wall (that would open upon killing the trash) is strategy now?

I totally understand that killing trash is not worth the time, loot wise. But oh so many players on this game who feel Lupicus experts, who jump off on the first Lupicus wipe because “no, you can’t do it, I am not going to waste my time with you” die for the trash mob. Yes, killing them and countering their combos require a lot more skill than skipping them, which is all about stability, taking few damage and running. So hard.

Why I think you're losing active players

in Guild Wars 2 Discussion

Posted by: Rash.6514

Rash.6514

If i could change one thing in GW2 I would make trash encounters into place of wonderous carnage and great stress relief.

This ^^^^ and so much this. And I don’t think it would make the game weaker. The boss encounters are complex already, requiring coordination. The trash should just be those guys who we could unleash our AoE with no guilty and see all those white numbers popping up, just for the fun of it. I wish I could +1 your post more than once, Lifelost.

(edited by Rash.6514)

An honest question

in Guild Wars 2 Discussion

Posted by: Rash.6514

Rash.6514

As I’ve said, you can’t compare those games with gw2/mmos in general. It’s like comparing Street Fighter to Final Fantasy 7. Both games are games that people play. SF has no progression but FF has. Apples and oranges.

Oh no, you can! They are all games. Games are all about having fun, which usually means doing what you like. GW2 is simply an MMO with easier progression.

Comparing oranges to apples would be like comparing football to games and how “progression” is on football and how progression is on games. And no, Counter-Strike and StarCraft have no progression at all, not any form of progression.

Some people like progression because they need an incentive. These people like to turn games into a job and do it like an obligation. It is fine if you like it, but please go find another MMO to do it (there are many). Others like it because they like comparing the size of their p****es with others. It is funny how even Blizzard itself mocked those guys on a game where gear progression is like a drug.

(edited by Rash.6514)

The hardest part of Giganticus Lupicus is...

in Fractals, Dungeons & Raids

Posted by: Rash.6514

Rash.6514

As long as it is not on cool down, yes, that works. And some classes can even be invulnerable to it.

An honest question

in Guild Wars 2 Discussion

Posted by: Rash.6514

Rash.6514

Who plays those all the time? The sports sure, but I think the last time I saw someone play checkers or rummy was 1984. Let’s be realistic here :P

You missed my post. Quake 3, Team Fortress, Counter-Strike, Battlefield, Call of Duty, StarCraft. None of those have progression either and people still play them.

Plague of Skippers

in Fractals, Dungeons & Raids

Posted by: Rash.6514

Rash.6514

I feel your pain, OP. I love this game, really, but I think ANet failed big time with dungeons. I don’t like skipping either, but some trash mobs just take a LOOONG time to die. I would like to enjoy my time on other things as well and this is why 90% of the playerbase skips.

There are also those who skip simply because they lack the ability to kill the trash.

I know that skipping feels so much like missing content. Afterall it is just a game. If you don’t enjoy playing with your character then what are you doing here? But, again, ANet failed twice there. Once for making the trash so resilient (and so many) and twice for leaving skipping exploits (that has nothing to do with challenging skipping segments as some has said).

Ultimately, I think that will kill the game for me, as I really don’t see any interest from ANet at fixing it.

The hardest part of Giganticus Lupicus is...

in Fractals, Dungeons & Raids

Posted by: Rash.6514

Rash.6514

The hardest part of Lupus is getting the kitten to barrage instantly in phases 2 and 3.

Yes, besides his loot, the poison dome on phase 3 is the most frustrating part of Lupicus. Even if you dodge out of it, it will still pull you back in. It is irritating.

The hardest part of Giganticus Lupicus is...

in Fractals, Dungeons & Raids

Posted by: Rash.6514

Rash.6514

Here are some tips for Lupicus.

Beginners: keep spread around the boss and as far as you can hit him. When he begins casting the red circles, dodge AWAY from him, so you are not in the way of a projectile. Remember this: the projectiles move in zig-zag to their location, so if you are far away you have more than enough time to walk though a red circle without being hit (sometimes the red circle will even disappear BEFORE the projectile actually hits its location)

Advanced: stack right below the boss, when you see the red circles, dodge out as fast you can (the projectiles will cover a shorter distance from his hand to his feet, so you have less time to evade). The advantage of stacking on Phase 2 is that the red circles will be concentrated on a smaller area, which means you have more free room to avoid them.

It is also important to note that Lupicus will still attack you with a targeted projectile that does not produce a red circle. This projectile hits as hard as the red circle ones. So it is important that you have your camera setup and that you are looking at the boss to see if a projectile is coming in your direction. If it is, you can evade (or block) it.

Will we ever get challenging content?

in Fractals, Dungeons & Raids

Posted by: Rash.6514

Rash.6514

It would be a lot better if they just fix the bugs in some dungeons, if not all of them.

This ^

[[Casual Players]] My Issue with GW2

in Guild Wars 2 Discussion

Posted by: Rash.6514

Rash.6514

The problem with this game is that it does not cater to “casual gamers,” but it caters to BAD and unskilled gamers.

I agree with that too. I find it amazing how players so accustomed to skipping the trash find them harder than bosses, when confronted with a situation where you need to kill them, for instance. I am so tired of players yelling at the party chat “WHY DO YOU PULL THEM?” when no one did. Tired of players leaving the party when a mob happens to be on a unfortunate path before a door closed because they don’t want to kill them. And when they do kill them, they always wipe by the simplest mistakes.

Sorry for the rant, but the community is really lazy with bad skills. I agree with you guys. And I fail to see how this is ANet’s fault, or how this is a problem with the game.

An honest question

in Guild Wars 2 Discussion

Posted by: Rash.6514

Rash.6514

and Gw’s lack of gear progression makes us sad.

I agree with the guys here, Solid. I also come from WoW and it has been week since I cancelled my account there. GW2 is just a different game. It doesn’t have that grind (or goal) to improve your gear over and over. I understand the mentality of ex-WoW players who feel so lost after years of gear grinding.

I think GW2 is much more casual in this sense and ANet puts the goal into enjoying the content more than gear. Have you ever played games like Quake 3, Team Fortress (although that is a little different today), Counter-Strike, StarCraft, and others? On these games, the players are always equal to one another. It doesn’t matter how long you play, there is no gear, no improvements (besides your personal skills). It is all about having fun with the game mechanics. This is GW2 in MMO form. A game where all of us are ultimately equals in gear, and we just enjoy playing the content for the fun of it.

I like this. This is a break from the “job” model of WoW where you feel compelled to log in everyday or you will be behind your friends, gear wise. Honestly speaking, I was tired of all my efforts being thrown down the drain with every new patch (and armor tier) that Blizzard introduced. And I find it so comforting that I can have a game like GW2 where my efforts are more stable, where I can just enjoy the content when I want and still do other activities in real life, without being behind.

*Your* Wish List For Next Patch?

in Guild Wars 2 Discussion

Posted by: Rash.6514

Rash.6514

- color-code the items by rarity in the chat log

My chat log displays the item color correctly. Is it maybe an option you have turned off?

*Your* Wish List For Next Patch?

in Guild Wars 2 Discussion

Posted by: Rash.6514

Rash.6514

I am also posting my wishes, some of them have already been asked on this topic (so I am just adding my voice to their request).

  • An in-game Looking for Group (LFG) system
  • Dungeons (or instanced content) for more than 5-players with increased difficulty and complex boss fights
  • In-game dragon timers or NPCs
    — Like dailies, you could track those you have not yet participated on that day (after which you would see 100%)
    — Timers don’t have to be precise in seconds. They don’t even have to be numbers. They could simply be “states” that give players a good idea when the event is going to happen. For example, for the Shatterer event the timer would say:
    → The Shatterer has been driven away! The Vigil and the Sentinel rejoice. (The event has just finished)
    → The sky is calm on Blazeridge, no sign of dragon attacks. (Any time between the attacks)
    → Reports from Vigil forces show signs of a large dragon force. An attack could be imminent (about 5~10 minutes for the event to begin)
    → The Shatterer is attacking the Vigil and Sentinel forces in Blazeridge. We need your help! (pre-event and event)
  • More complex world bosses fights (not necessarily harder or longer)
  • No new armor tier (for example, exotic armor with increased stats)
  • More armor stats options and combinations (added to Berserker, Rampager, Knight, etc).
    → Ideally, I would really like to able to craft an armor with any stat I want, by simply mixing the right “ingredients” that would give me the result of Power, Precision, Toughness, Vitality, etc I desire. The more I add an “ingredient” the more powerful that stat is (with proper caps and diminishing returns, of course).
    → Allow us to craft an armour or weapon piece with an optional Transmutation Crystal, so we could craft an item looking exactly like we want (as long as we have the skin on our bag or have “unlocked” that skin on our account, of course).
  • No new classes
  • Choice of weapon skills. So not only we get the 5 (or 3+2) default weapon skills, but we get to pick which ones we want on the bar.
  • More healing skills, more utility skills and more elite skill options
  • A way of “saving” the bar configuration and skill placement, so we could change from one setup to another very quickly. Ideally, a system very similar to Guild Wars 1, with unlimited saving slots and player configurable names.
  • Trait specialisation. Again, a little like Guild Wars 1, we could change from one Trait configuration to another easy and fast.
    → Ideally, ANet could give us 2 trait configuration slots (purchasable with the tomes from the trainers) so we can swap between them anytime when not in combat.
    → ANet could instead give us the option to save as many trait configurations as we want, but we would have to pay gold to activate them (less ideal, it would be a problem on dungeons, for instance)
  • More rune options. More jewels. More sigils…

(edited by Rash.6514)

Why I think you're losing active players

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Posted by: Rash.6514

Rash.6514

The game has pretty much boiled down to me camping dragons and doing continuos repetitions of CoF for tokens to buy exotic staves (which takes me about 4-5 days to buy one) and farm gold to buy all other stuff which i know I cant get, Like I said, Im starting to get burnout, and Im afraid I might have to quit this game again until the next time the cosmos aligns and the games Im playing are offline and I get another week off.

They way you’ve put it reads nice. But think about it. If they were to give players a legendary in about 3 months, what would players do next? Maybe you don’t get the weight of the word “legendary”. It really is something you were supposed to do in a very long time span. Setting this as your only objective will really burn you out, if you don’t enjoy the rest of the content.

My only big problem with this whole thing is RNG and “hope”. If the precursor was a 100% certain drop (bound on pickup) of something really hard you had to do, I wouldn’t mind. You would deserve your legendary and you would have to prepare yourself for it. Now, an extremely rare drop from a 2~3 hour wait boss has no merit at all, just boredom. I’d rather very much farm the gold to buy the precursor on the TP so at least I am enjoying the content while I do it.

Tanks being tankier, dedicated healing class

in Guild Wars 2 Discussion

Posted by: Rash.6514

Rash.6514

As so many has voiced, why do some people want so bad to go to trinity? Can’t you guys learn to do something different?

Why are classes so hit-and-miss?

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Posted by: Rash.6514

Rash.6514

This will answer everything. In time my friends, in time.

This video is really cool. I love game theory.

Mega events should be epic

in Suggestions

Posted by: Rash.6514

Rash.6514

Try doing that in an instance in WoW. Those bosses had fight mechanics, those developers knew how to code.

As much as I don’t like to, I have to agree with you. WoW’s boss fight mechanics are simply brilliant. I know we shouldn’t be comparing, but since ANet decided to create some world bosses and some mechanics, they should also look into those.

I also agree that the world bosses shouldn’t necessarily last long to be epic, but their fights should be more complex. Not necessarily difficult, they just had to have some sort of mechanic, that looked like a “mini-game”. And please don’t think of SAB when I say mini-game.