“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
Some numbers.
1 minute out of a 6 minute fight is 16.67% of the fight where you fight a wall, and that is if the group is coordinated.
In the video you linked though, what is probably one of the fastest clears of this fight, the wall appears at 1:53 and they kill it at 3:17, so even in this coordinated run, it takes them 1:24 to kill the wall. That’s more than 25% of the fight where you are just fighting a wall.
Oh noes, 25%. How exactly is attacking a wall a bad thing anyways as opposed to other bosses which are just damage sponges?
So because the wall is the HP sponge that somehow makes it better?
Pfft.
BOREmag relies too heavily on gimmicks and not enough on player participation. Rocket-launcher 111111 and waiting for golems? Probably seemed like a good idea 4 years ago, but it’s really disengaging, and the scaling is utterly terrible, so Boremag is even more HP spongey. The golem shtick actually puts the players away from the boss, meaning that those fighting as the mechanics intended have to rush a long way to the boss to get within striking range. Meanwhile those who can reach enough range with their 11111 skills end up doing more damage; they’re closer and they do damage while waiting for those ambling golems.
It’s not a good fight at all.
I think exclusive rewards for completing challenging content is not only acceptible, but mandatory to ensure that there is a healthy pool of players (regardless of their intentions) willing to complete the content.
Let’s be honest. There are a significant amount of people who do content specifically for the prestige rewards, specifically to show them off . You cannot blame or punish them for that attitude, because if they do not assist the playerbase that does challenging content for the sake of challenging content, they will have a harder time grouping up to do the content. I do not know to what extent grouping for raids will suffer, but it would behoove you to ensure that the players, regardless of their determination, can share a common goal.
This is Guild Wars. I think your ability to organize, lead, or adequately be part of a well-forged group should determine the complexity of the content you can complete, including raids. And I think that it’s certainly fine to have specific rewards for doing specific content a certain way. You dont need anything in this game that is prestiged to play or do well.
I can blame them. Egos are silly things and so easily damaged. :P
But, I don’t fault the game for having unique rewards based on game modes. I feel it should be encouraged. It’s healthy for a game as broad as an MMO.
One caveat, I don’t want to see time-limited awards, except perhaps for titles. Having assets that are only attainable at one very specific event isn’t good for retaining those assets. Less people will use them as attrition continues, and newer players will never have a chance at them. It’s a waste of those assets.
On that note, holographic/shattered wings. Make ’em gliders and re-release ’em!
I fail to see what problem this suggestion poses to solve.
Proposal denied.
Stop making outfit threads. ANet has already explained the how and why of their armor and outfit development. Constantly making new threads about dead, beaten horses isn’t going to change that.
The “why” is because they so horribly mismanaged their profits and staff for so long that they can’t put out a product of reasonable quality at a reasonable enough rate to make any money or keep any players around.
And it is entirely their fault, so no, we won’t stop complaining about it.
Mismanaged or not, it doesn’t change the reality that armor development is more time-intensive and probably less profitable than outfit development. And as a management decision, ANet already caved to “we want armors in game”, which makes armor set pieces even less profitable. Complaining about it only hurt the cause even more.
Baseless complaining without understanding game development is useless. Especially when it’s with “new” threads that are ill-informed and pop up with clockwork predictability.
(edited by Rauderi.8706)
“Wardrobes” in home instance or on a UI panel or in the bank for all the different clutter items in the inventory
Bookcase / Library
I want someplace to store my Marjory’s Journal, Zinn’s Study Guide, Scarlet Briar’s Journal, Apprentice Kasandra’s Diary, Justiciar Bauer’s Memoirs, Grand Savant Valis the Learned’s Research Journal, Hidden Letter “xxx”, etc etc.A device box for all the Class II Rift Stabilizer, Exalted Portal Stone, Levvi’s Device etc devices you get from the different kinds of content.
Tonic shelf for all the different tonics.
Also make all infinite tonics toggle on/off like the Kodan battle tonic.
(That goes for the watchwork one as well).A consumables cupboard would be neat as well.
For all the foods and oils and stones and what not.
Have the option to put x number of consumables into an auto-refresh inventory so that any consumable that is in that inventory, but not active, gets auto-consumed. That way you can select for how long you want it and not having to refresh it.Toy box as Jayne suggests above as well. (Edit)
The items where charges are insignificant, like the Levvi devices etc, you can duplicate from the wardrobe onto any character in any number.
The items with charges, such as non-infinite potions and consumables naturally use a charge of the stack when using them or pulling them into the inventory much like how the materials tab works.Make the inventory great again
All of the above, yes. Just having a Sundries tab to handle all the miscellany would be a huge boon. (And hopefully not stripped or corrupted :P)
Clunky controls and terrible camera angles make for a bad JP experience for me. I avoid ’em.
That’s fairly universal with jumping puzzles in this game. If you don’t have the 25% bonus or perma-swiftness, they’re irritating, and the collision physics combine with a lack of conveyance that really leads to frustration.
It’s even worse with Chalice of Tears, because it was specifically designed to be “frustrating,” except the difficulty is all from poor design choices.
No more kitten risen sharks
Can’t say anything in particular about zombies or sharks, but I agree with the sentiment anyway. :\
Stop making outfit threads. ANet has already explained the how and why of their armor and outfit development. Constantly making new threads about dead, beaten horses isn’t going to change that.
Well, that’s dumb. If we are willing to pay a lot of money for armor that can be sold through the gem store, then why would they not take the opportunity to make a lot more money? Having armor in the gem store is obviously a very desired thing if the topic continues to be brought up again and again.
Plus, I bought my first outfit this week, and I never plan on buying another… simply because you can’t mix-and-match at all. Overall, it’s just an illogical concept to sell outfits in a game that is based around making your character look how you want.
I get the reasoning. I support the reasoning. As a player with mostly Charr characters, trust me, I know how terrible the mix-and-match options are, and I want more.
But these “new” threads about outfits are always the same thing. Whine to the rallycry of “Stop making Outfits” without any understanding of why outfits are released so quickly. It’s exhausting to see this come up every (semi)monthly period without any consideration. It’s the Mount thread in a different form.
Armor sets are a huge undertaking, with older and less efficient coding, requiring 3 weights, 2 genders, and 5 races (or 3 rigs, to be more modest in estimates). That’s 30 (or 18) iterations to release a comparable set. Outfits pare out the weight restriction, and their concept design doesn’t have to match anything related to other releases. Armor sets may very well have to match in design and be released simultaneously (or, y’know, the players will whinge about that too…), which means more development time in between releases.
But right now, nothing new is being said in these threads.
Sorry, the idea was really cool but the product looks like Jormag sneezed on the player when they were wearing the Karka mask
Bwahaha. Agreed. The outfit portion underneath looks like it might have been interesting, but the haphazard GEORmag snot just doesn’t appeal to me.
Stop making outfit threads. ANet has already explained the how and why of their armor and outfit development. Constantly making new threads about dead, beaten horses isn’t going to change that.
@Devs… underwater combat is horrible, please don’t waste your time producing any more.
…If they fixed underwater combat, it wouldn’t be horrible… That logic, yo. -_-
Just like if they fixed Charr gear clipping, it’d be less horrible. But I expect ANet will do equal amounts of work on both. Which is to say, zero.
I doubt we’ll get a check box for yes/no buttcapes. I do want to see more styles that don’t rely on them. Same with trench coats. Less of those and more vests. (I miss my old town-clothes hoodie.)
As for the latest icy outfit… It’s clunky and unappealing to me. But a look at the close-fit, simpler-looking base cloth underneath… Can I have that on its own, please? There isn’t enough “simple” gear for being subtle or for casual RP.
GW2 has some of the best underwater experience from MMOs I’ve played. That’s not saying much, as most people tend to cringe at underwater stuff.
But the big problem is, GW2’s underwater skills are unfinished. It caused a lot of unbalance in WvW/PvP. Instead of committing to fixing it, which could’ve been awesome, they backed off of it and left those skills unfinished.
And poor, deprived Revenants got the worst of it…
If anything, I think the Norn deserve a little more of Darwin’s love over quaggan.
It’s actually really depressing that the most plot relevant things to happen in GW2 so far as Norn are concerned are:
Eir being a mincing pollyanna of the broken Destiny’s Edge
Braham following people around like a puppy.
Eir having a scene that was both fist-pump worthy (that Faolain takedown yo) and sigh-inducing (the other spoilery bit).
Braham being a putz.
Why weren’t the Norn learning from the Kodan? As a race, so far they’ve done very little beyond cower in Hoelbrak instead of attaining plot relevance.
/signed
If someone is interested in Play As You Like, choir bells are 3 copper on the trading post right now.
I do wish they’d just add skritt snowball fighters in Divinty’s though, we used to have them in LA when the event was there i believe.
We did! That was how I used to finish that daily in previous years. Though kudos to the folks finding skritt around Tyria to bring them some Wintersday cheer!
Really though, the main problem when trying to get Skritt Hit during the dolyak runs is that people just run up and kick the skritt instead of throwing snowballs. It makes for two competing goals/designs that don’t work for the event or the achievement.
Aggro is pretty much a shot in the dark, most times. Hit it first? Probably got aggro for life.
I might have liked the base outfit, before all the random “ice” was stuck on there with crazy glue. Not enough simple outfits out there.
Also town clothes tonics to outfits, please and thanks.
Considering guild chat is seen by all members, there’s no reason for 100% rep anymore. If your guild is running events, then remind members to rep then, but repping just to “be there” doesn’t do anything.
Use LFG and join a squad. There are always groups running Dragon’s Stand. Every time I’ve went there, no matter when I went, I’ve always found a group. I’m on NA by the way. I’m sure EU is similar.
I’m on NA and I disagree. I have tried to do DS a bunch of times and there is no squad or the map is full.
Can confirm. First map reset after daily reset, and I still can’t pry my way in there on most days. Squads fill too easily and taxis bloat the map. The leftover map is a barren, unorganized wasteland.
They are spoilering around and that’s boring..
Try having that logic around a raid.
You’d be laughed at, then kicked, then laughed at again.
Raids, the high-end, ‘difficult’ content, are researched endlessly by guilds and groups in order to get a successful, loot-filled run. Not just in GW2, but in every MMO ever. Only pre-release testers and first-day progression guilds do them as intended. Everyone else is addicted to that info, an entire culture of guide-goers.
the problem is people can’t do anything without dulfy anymore.
Maybe if the game itself gave decent clues, instead of usually no clues at all?
Like the one where you need to approach one of the anomalies to start off an achievement. After seeing them all this time it never would have occurred to me that now you approach one and now it does something. No prompt from the game. Nothing. If people didn’t tell others or if I hadn’t seen it from dulfy then I’d still not have that achievement chain started.
That lack of conveyance is almost a trademark of GW2, right along with the inane “you can’t get there from here” nonsense that HoT relied on in its map designs.
So, to Dulfy and all you awesome YouTube content producers, Thank You.
Wow, hyperbole overload here! “A colossal waste of development resources”? Really?
It’s a little drop with a simple, quick, 4-step process (go here and use the thing) that turns it into a free ascended ring that can have any possible stat combination.
The real question here is why did you think that there would be a greater payout than an ascended item? Because it took you a long time to get the drop?
Someone’s probably just mad because there wasn’t any AP attached to it.
As this is a topic that comes up often, and one I struggled with in getting some of the game’s achievements, I need to say again that the setup portion of Dragon Stand needs an overhaul. It’s unnecessary to have the map on a two-hour rotation, but it could be fixed with a few simple tweaks.
Tweak #1: The map timer doesn’t start until the three camps have enough people to begin. That’s 12 people on a map. Without the massive taxi bombing that happens at map resets, we’d get much more participation going.
And that’s it. That’s the main adjustment that would need to be made.
“But what about multi-loots?” That’s possibly a bit easier to deal with than something like Tarir. Either, 1) the main loot at the end is restricted to those active during the Mouth fight, or 2) the map doesn’t let anyone in after the Mouth is defeated. The latter is possible in a way that it’s not for Tarir, since the map is nothing but the entire meta. The former is kinder to people who want to get in on a finished map for hero points and map exploration, but megaserver funneling ought to still filter them into newer maps.
The idea won’t discourage taxiing, and that’s okay, but it does make it so specific timing and taxiing isn’t required to do the map and meta.
Hope you can find something, OP. Either with or outside GW2.
I’m kinda in the same boat. I’ve been branching out with console titles and personal projects, only logging on for dailies and touching base with the guild. I still <3 GW2, but I want to invest my time elsewhere.
After the holiday, I think I’ll set a few days to focus on it again, and save the other days for other projects. I still have a lot of goals to chase, so I know I have plenty to do, it’s just that with the way certain things are time-delayed, it doesn’t fit into my play time as neatly.
@Rauderi
Why would it tick off people that invested into those stats if they added the stats to be included? They wouldn’t have to change anything besides adding the stats to the “all stats” calculation
because all the values would need to get reduced to account for the added stats unless you are just asking for these things to get buffed
What Khisanth said. Celestial does give more points in stats overall, but all of those are significantly lower than focused ones like Berserker. Lowering those stats even more to get what might not be a large increase in condi/boon durations would rankle quite a few people.
Not me, personally. I’d probably welcome it for any of my characters currently using it. I’d be in support of a change like that, but what I expect is for ANet to build a new stat line to cover it in the next expansion and tweak the text for “all stats” in some fashion.
And it would free up those shared inventory slots for players that have multiple teleport items
Yep, that’s my problem with multiple port items currently hogging half of my shared slots.
And unfortunately I think this is also why we are not likely to get such an item in the game. If people could fit all of their permanent teleport items into a single slot, it would create less incentive to buy additional shared inventory slots, since you wouldn’t need as many anymore.
I don’t understand this argument. There are already plenty of incentives to purchase shared inventory slots; consolidating the handful of portal scrolls isn’t going to reduce the demand by much, if at all.
And yet, I can see a possible opportunity in it.
Release 4 scrolls, sell 4 shared slots.
Make a Mystic Forge recipe that uses those four into a Tome of Teleportation III
Three freed up spaces! Thanks, ANet!
Release 4 more scrolls over the next year. Now we have to buy another slot.
Tome of Teleportation IV, three freed up spaces!
Repeat until heat death of universe.
That’s a cynical view, of course. :P
I think ANet might consider the teleport tome thing once it can be implemented. Probably via “if item is used, add it to teleport book destination list” or something.
To think of it, it might be nice to have the Rift Stabilizer remember non-null patterns in a similar fashion.
The all-stats came before Concentration and Expertise, but I see the point.
I’d expect the next expansion to have a new stat mix that includes them.
To change them right now would really tick off players who invested into Celestial or those particular rune sets.
In case it hasn’t been mentioned, and since someone put a thread up for it:
https://forum-en.gw2archive.eu/forum/game/gw2/Tome-of-teleportation/
While I don’t mind having the Season 3 scrolls in my shared slots, I can see that they might get out of hand pretty soon. Some way of combining them into one account-bound book would be great. It could also apply to the home instance and permanent royal/etc passes.
This would certainly be nice to have. And it would free up those shared inventory slots for players that have multiple teleport items
Like me!
I’m less sure about having a book for the time-limited teleports, though. 2-week royal passes and what not. But any permanent teleport item should definitely go into a single item.
Well, to be fair, there ARE those veteran ice elemental mobs usually sitting near the bounce mushrooms (and in a couple of patrols) that seem to aggro and be able to shoot a long chill time ice projectile from MUCH farther than any other enemy I’ve ever seen.
The number of times in Bitterfrost that I don’t even see them coming because they’re behind me and assumed way out of aggro range is beyond counting.
And there was that update that rectified enemies shooting at gliding players with something along the lines of 10k range or whatever.
Out of everything in the zone, those stupid elementals are the one thing that made me so frothing mad. Absurd aggro and casting range, and the mastery torch doesn’t protect against getting frozen. And if you get hit by that attack, it ruins the torch because the freeze co-opts your weapon bar.
Even the overpowered Svanir/Kodan weren’t as rage-inducing.
I think there is a kernel of validity to the OP’s concern. The majority of the playerbase has likely been in the Zerk meta for a long time, and all of a sudden these new areas completely flip the paradigm. I’m not saying that players shouldn’t adjust, but ANet could do better at transitioning areas, especially when you consider the cost of entire new sets of gear for the majority of players.
I think it goes deeper than zerk-meta. The devs seem fond of the idea that “hard-CC = difficulty” and frequently punish players with it. Enemy attacks are often spaced far apart, so for hard-CC to be useful, we have to suffer 3-5 second stuns, which is a long time to be sitting at the keyboard doing nothing in an MMO.
And then there’s Stability. If you can see it coming, it’s a good boon to pop up, but the cooldowns are so long, using it often feels like a waste, especially when many post-classic mobs have basic attacks with daze/stun/knockback. By having these kinds of lazy designs, they actually discourage Stability use, because “why bother?”
It’s alright when you get hit by a stun that you could have avoided or whatever, and you didn’t bring stunbreaker or stability so your punishment is 2-3 seconds of disable.
BUT, imho it is actually unacceptable when you aggro 2-3 of the same mob, sometimes unavoidable because they are placed in close proximity. What happens is the AI of the monster will wait until the exact milisecond that the first stun wears off (if their stun has a cast time they will even precast it to time it perfectly) and stun you again for the same timer, and possibly a third or fourth time depending on how many are around you, and there’s no possible way to avoid it for those consecutive times.
More that once I’ve been chain stunned for longer than 10 seconds and imho that’s the kind of situation that just makes you want to turn off the game.
Ayup.
Or you run into situations where the hard-CC is the monster’s primary attack. So you can skillfully dodge the first and second, maybe block the third if it’s a skill on your bar, and Stability a fourth if you’re a class that gets it.
Unless it’s a charge attack, then the block decays and Stability gets chipped away, and the next step or two of that charge also carries the hard-CC, so you get downed anyway. And by then, the Stability skill is on a 40-second cooldown, your dodge is 5 seconds from recharging, so all you can do is get run over again. (Or if you’re lucky, you have time to hop onto a patch of terrain that stops charging/rolling attacks without resetting the mob. :\)
There needs to be a natural hard-CC resistance after suffering one, just to prevent chain-stun spams.
Side note relevant to the latest Living Story chapter, if I’m carrying a kittening Flame of Koda, how am I still getting ice-blocked? The mastery is almost utterly useless.
Piggybacking off the idea, if enemies are going to have moves/dodges at their disposal, they need to have an appropriate cooldown time. Looking at you, shadowleapers…
It’d be a healthy idea to have enemies that are more active in movement. But, that would require enemies to be well designed at all stages. I’m skeptical that ANet cares much in that regard.
But, let’s imagine monsters redesigned a bit.
I believe there to be a system/engine limitation that causes most mobs to ‘stand and fight’, rather than the fluid combat players get. So being highly (or even mostly) mobile could be something beyond dev control.
If plausible, I really like the idea of giving enemies stamina charges. For an enemy that’s intended to be evasive, give them more than one charge (ie, you can run a shadowleaper out of its ranged dodge as a form of counter play), and most enemies will only use it to avoid AoEs once per 10 seconds or so. Stretch that out longer if they’re under Weakness (again, counter play).
The idea of dodging mobs still has a challenge in determining where they dodge. An enemy that moves too much could reach its tether and force a fight to restart. It’s rare, but I’ve had it happen in GW2 already, and that really sucks when it’s a boss that does it.
Had a need for this just the other day. For my warrior, I usually run double-melee, but sometimes I just need a bowzerker. Because lazy, or something. I ended up not bothering with anything more than swapping one trait around, because I didn’t want to have to load the Berzerker elite and then swap back after the fight was over.
Build templates, please.
Blame charr and asura. If it weren’t for them, Anet could just make
a single suittwo suits per class weight (since sylvari, humans and norn share a similar model).
Blame genders. Having two genders means fitting gear to both of them. In fact, blame humans et al for their insistence on specificity. If everything were Charr/Asura, we’d only have one suit per class weight, cutting the production time down to a quarter of what it would be normally. We could even afford to add Tengu as a playable race (since they use the same rig as Charr) after we save all that money on voice acting.
Does that sound silly? It sounds a little silly.
Hmmm.. I only wish we could swap out elite skill for ANY other utility skill because honestly, a lot of the elites are trash. I’d take an extra condi cleanse or mere leap outta there skill anyday.
I would rather have elite skills adjusted so that they are worth taking and using. First part of the adjusting would be lowering the CDs on all or nearly all core spec elite skills, then adjusting the effects of some of the more underwhelming elites. Seriously, these skills just are not good enough to only be able to use once every 2-3 min on average
Indeed. And a worrying number are also Transform skills: Rampage, Norn racials, necro plague swarm, etc. They don’t flow well because of their animation quirks, and their skills don’t really hit hard enough to justify using them in most cases.
Wouldn’t mind seeing elites that fill all of the skill types a profession has, but that’s wistful dreaming. Same for healing skills.
As for having more skills on our toolbar..? I’m not 100% sure how I feel about it. While I’d like more latitude to take other useful skills that I wouldn’t normally bring, the problem is that most skills just aren’t worth taking. So from a meta/balance perspective, any open skill slots would just fill up with the ‘mandatory’ selections as dictated by what comes next on the hierarchy of utility.
I’d maybe, maybe be more on board with more slots if it came with restrictions:
1. The secondary utility bar has space for one of each type of a profession’s skills. Warrior would have one spare slot each for Shout, Banner, Physical, xor Stance skills. (Maybe have a fifth one for a loose Racial/Elite Spec? I’unno. It’s brainstorming.)
2. The abilities loaded to the secondary bar are diminished in some way. Much longer cooldowns, reduced effects, etc. The idea is to add some flexibility while still assessing an opportunity cost.
Buuut, that also wouldn’t work with Revenant very well (or would it?), so that’s still not a fantastic idea.
As it is, we get 3/16 utility choices, and 3/20 with an elite spec. That feels very narrow, and leads to the resentment of any utility skill that’s even remotely “not useful”. Granted, it’d be better to elevate those weak skills until they’re worth taking, but they may never reach that point without breaking some other balance item.
If I’m being sincere about why dps meters are bad for GW2, I could sum it up in one word.
You know that the difference between a full buffed Elementalist and a self-buffed Elementalist is about x3 damage? The difference between having a buffer and not having one will show very very well on the dps meter and the last people who will have any kind of issue with the meter are the offensive buffers. It’s obvious even now, without a meter, how powerful those offensive buffs are in the game as they literally triple the dps, which means 4 dps builds fully buffed can deal as much damage as 10 dps builds without damage buffs. That won’t change with a dps meter.
Completely misses the point I was making. It’s not about full-buffed versus self-buffed. An optimized group is going to focus on having all 25 stacks, fury, etc at all times. But the contributions to those stacks isn’t even. The person doing the buffing does not get credit for his boon sharing on a dps meter. The person who does the damage gets the credit, even if he doesn’t contribute a single stack of Might, because two or three others did that for him. Until a dps meter gives dps credit to the ones doing the boon-sharing, it will be an inaccurate representation of the contribution.
The only class that might not get the dps-shaming is a decently built chronomancer, since alacrity is a unique boon, whereas Might pops out like candy corn. Chronos don’t have to live up to the same dps markers, because we know they provide that unique benefit. They only need to compete with other chronos.
If I’m being sincere about why dps meters are bad for GW2, I could sum it up in one word.
Might.
Beyond tl;dr, some classes bring much more support, but their boons won’t attribute the damage done to the boon providers, only to the beneficiary. Some characters are much better supporting boon-factories but get less actual damage, and yet somehow the star is the selfish meter-kitten with “a good rotation”? Until a combat log can sort that out, it’s not really worth it.
I think there’s a bug. My F-command shows “Interact” instead of “Finish Them”. Anyone else getting this bug?
Can we get a DHM? (Dead horse meter) the more you beat it the higher your score goes? I’m not sure if having a high score or low score would be better though.
So, on a scale of OMG-Stop to Mounts, where does DPS Meter fall? :P
I thought GW2 was all about not artificially trying to make life complicated for the players..
Edit: I really don’t get how you could release two of your very best maps with the previous releases and then drop something like this that feels like it was created by someone who thought the first versions of the HoT maps were not quite annoying enough and who learned absolutely nothing from the feedback in those days.
I get the impression there are two factions in the GW2 development offices.
One, the benevolent souls who give us quality of life improvements like the wardrobe, deposit materials/trading post sales from anywhere, and shared inventory slots. They are the stewards who fluff our pillows so we can enjoy our flights of fancy.
The other, sadists who take joy, our joy, and rip it from us with exploration-block maps, 5-second stuns on 3-second cooldowns, nuisance storyline items, non-conveyance jumping puzzles, and daily storyline elixirs. Their eternal quest is to annoy and rankle us while they sneer in their dominance of our game world.
I imagine that, when there is a conflict between them, they have a company softball (or disc golf) game to sort out which of their policies will make it into new content. I also imagine last game’s score was 2-8 in favor of Lion’s Arch Lashers.
I may have an active imagination.
Loved using the hoodie with either the Khaki shorts,
Hey, I used that too! It was a snazzy, adventurous look for my thief. Much better than The Perpetual Trenchcoat™ that is 95% of medium gear. I miss that clothes combo. :\
Good idea, delete all daily/monthly AP and double all permanent AP in return.
Look at @Rauderi’s suggestion instead. LWS1 achievements already gave out way too many AP for the low effort required. If anything is doubled it should only be the achievements that are permanently obtainable (aka all of the non historical ones).
On a related note I do think that the list of new achievements you put together a while ago should be implemented. It was a pretty good list of stuff that should be included
I appreciate the support, but my idea isn’t 100% serious. :P
Every one of these AP threads, someone has to come around and whine about daily/monthly AP shrinking their ego. For some reason. It seems leaderboards are a bigger problem than the AP itself, so if we’re considering striking anything, it should probably be that.
But, I’d rather not take anything away from anyone. And I agree with the general consensus that new AP rewards don’t take time and effort into account with their point values. ANet really needs some rubrics for their reward design, and I mean that beyond just AP values.
If this happens, I can’t wait to see how Taimi blows up
Physically? Or emotionally? Relevant question, because …well, Asura.
Good idea, delete all daily/monthly AP and double all permanent AP in return.
Nah. Delete all the AP from unattainable or seasonal sources, then double the rest.
I will always recommend bringing back tonics as outfits. Always. There’s probably some execution and distribution issues, but ANet should hit it hard and brace for the little whinging that comes after, so we can have those assets in a properly usable form.
The problem is that most town clothes were pieces and not full assets. That’s no reason to not bring them back. They really should just exist as armor skins, even if Arenanet has to remake them. Same for the outfits. They dropped the ball on not just committing to that to begin with, even if it would mean they are released more slowly.
I will also gladly support having some old town clothes converted to skins. I want my hoodie back, gorrammit.
It’s a bit more problematic, since the different rigs for light/med/heavy have different cut points, so bringing them back as actual skins would be a lot more work.
How could you hate them?
They talk, that’s how.
Greetings
Just wanted to make sure this wont be forgotten over the time. Town Cloth Tonics were a okayish solution for the time being. But there are still some weird extra-rules which seem to be a bit off and since there was no real conversation with the dev team about this feature, I just wanted to share my thoughts, hoping that a community manager will find this interesting and checking if other members of the community still feel the same:
First: The tonic itself blocks inventory space. I know, that this is the concept of tonics, but since the Clohes are the only tonics that don’t really transform your character but just style them, it feels a bit off
Second: No dying. This comes pretty much with the first point, since I am pretty sure that this was not really by design of the town clothes, but by design for tonics (since you just can’t dye a tree, a quaggan or a Karka tranformation).
Third: 15 Minutes and not fighting abilities. I mean seariously? Okay, once again, the second part makes perfectly sense for tonics but even for any other tonic the 15 Minutes transform back is just a bit awkward. Why should I want to be tranformed back when there is an extra button in my skills bar (the only button if this is not costume brawlable) to transform back?
So while I am sure, that there is a design or technical reason for you to not make these clothes available via the normal outfit area, I’m at least curious why not making it infinite so I don’t have to doubleclick an item all 15 minutes to not to be transformed back (this is especially ridiculus if I think about the fact that there are some karma merchant tonics with no lasting time at all)
Maybe this is something which is felt by some other people too.
Thanks
I will always recommend bringing back tonics as outfits. Always. There’s probably some execution and distribution issues, but ANet should hit it hard and brace for the little whinging that comes after, so we can have those assets in a properly usable form.
Hilarious bear tonic aside, this episode was a miss for me in a lot of ways.
The fights in Bitterfrost aren’t particularly hard, they’re just tremendously annoying. Enemies lack sufficiently different casting animations, so I can’t tell if I’m going to get a little damage or the annoying freeze effect with no stunbreak or stability counter. The aggro comes from really far away, and I can get slapped by that attack at what seems Range 2000.
In a lot of other areas of the experience, there were knockdowns galore, as usual. There are, in fact, other things to do to players besides hard-CC. If there aren’t, it’s the devs’ job to think of them.
Side note, and now all the mushrooms explode. Grand. -_-
The Aurene tests might have been interesting, but they were annoying instead. Unusual mechanics for recovering the faux-people instead of allowing direct healing or reviving, and if one portal gets beat on, the other spits out too many mobs that don’t seem to take aggro for anything but the wounded. Oozes were way too plentiful with far too many “elites,” and Aurene seems to have no impetus to press forward until every. one. of the. minions. is gone. I need a special command for “Go, Aurene! I’ll hold them off!” so the oozes stop coming. Her final fight had way too much time in between being completely ineffective and queuing up the combo attack. Good concept, languishing execution.
Abomination fight wasn’t so bad. Kinda basic, but livable.
Ice beast fight should probably have been a pure solo, no NPCs. It’s hard to gauge if the boss will charge in the right direction or not until it’s too late, and it wastes valuable time if going for the achievement. If anything, it should always, always go after the player for a charge.
I openly resent the mass of ceiling stuns and even moreso the poorly-telegraphed boss freeze, which is, again, another “oops missed that need to start the WHOLE INSTANCE OVER” achievement.
On that note, why haven’t the achievements been properly tuned to account for that? Where’s the humane design that some other episodes have had?
The conveyance just wasn’t there, either. Not to say that players shouldn’t have to puzzle things out from time to time, but there still need to context clues. The mastery points were another “can’t get there from here” set of pathing. I imagine that will get worse as more movement locks/unlocks progress the game.
I’m not sure what’s going on with the meta-event, but it seems the pieces of it are simple enough for in-and-out participation. The hot spring event is overly skewed, showing a large mass of level 81-82 Veteran+ mobs when there are only 5 or 6 people…
I wanted to enjoy the new content, but the keyword for what it brings is annoying instead of fun.
As for Braham, I’m okay with him being a frustrated snot right now. What I expect is for the situation to be handled in true Norn fashion (especially with a Charr commander): Full-on fist fight with a cask of whisky afterward. It’d make my day just to see that via cutscene.
I’d settle for leaving off the “warning” in order to complete the salvage. But Salvage All would go well, too. Split stack, salvage, profit.
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