Collections/reward track for a set of Ascended Armor.
Legendary backpiece.
Regular WvW seasons on a steady tempo so you can get the weapons and pieces which contribute to armor and backpiece.
A map reward track for each of the zones. Putting Powerful Blood/Charged Lodestones/Giant Eyes should make a map’s participation spike :^)
Grats buddy
Now solo queue your way to Ruby
I responded to your other thread, I didn’t realize it was a double post.
You have 15 achievements completed because you have done more of the class-specific ones, but they don’t contribute to the meta. You need to complete two of those achievements to earn League Professional, which does contribute to the meta.
Basically, you need to complete every achievement which is not a class achievement, and then you need to complete two class achievements.
Any class achievements completed beyond those two will not count towards anything other than your Achievement Points.
I disagree with the concept of “hard-counters.” Rather than keeping DS the same. How about some nerf to mallyx rev? I don’t know enough about them, though. So I can’t suggest what that could be.
Pretty ezpz; change Unyielding Anguish so that it can’t stack, like how Thief’s Choking Gas can’t stack.
Not every class has access to boon strip though.
Yes they do
http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Nullification
You want to nerf the only counter to the foulness that is Mallyx rev? No, thank you. We actually need more hard counters to condis.
Why not just nerf mallyx rev
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I remember this was considered poor form in the SC/SC2 communities. The loser was expected to say GG first, then the winner.
Funnily, it was considered poor form for the loser to refuse to GG for the exact same reason; that the loser felt the game was not fairly won, which is an insult to the winner.
Just take the gg and don’t cry that you lost
Pulsing Resistance makes the trait work with boonstrip so that sounds great for counterplay. There are good reasons to push the rate/duration up or to keep it as it is, as well; longer pulse means it’ll last longer once the Ele passes the threshold but boonstrip is stronger, etc.
NA ESL pro league = 2 bunker mesm each game, so much fun. Why is ANET letting this happen?
Because dropping a balance patch in the middle of the season defeats the purpose of a season.
Mind I don’t like it, but that’s why they’re doing it
Incidentally, the practice of inconsistently rewarding or punishing the same behavior is a tactic employed in methods of mind control. Obviously this isn’t deliberate on GW2’s part (or at least I hope it isn’t), but this tactic is used to generate feelings of inferiority, hopelessness, and self doubt.
I had a giggle at this.
Just make friends and play with a team dude. There are four potential friends on your team every game you play.
They’ve already said that people they catch matchfixing to try to abuse MMR will be banned.
I think the problem here is just the mesmer.
Turn the Well of Infinite Evasion into the Well of Infinite Blocking. NCSY now has a great position as it’ll chew through both Well of Precog and the two blocks.
NCSY being instant would be great though. Warrior Signet of Might, which is for the same purpose, is instant. I think it’s all the stuff other than Unblockable which is adding to the skill budget, so I’d like that to be pruned a little in favor of instant cast.
But there’s no point in mentioning that “within a PvP season” part unless it means a single season – after all you can’t cross division borders outside of seasons anyway. If that’s what Anet really meant, then the achievement description is badly worded and heavily misleading.
I think that basically means “gotta be a season running for you to be able to progress this achievement”. It is a little awkward though, yeah- it kind of implies that you can progress between divisions while a league is not running, which is a bizarre idea.
None of this made any sense.
The third rule clearly states that you should only throw away as much logic as you need to.
It’s ALL about the wings, for me, and for a lot of players. If you think that’s a toxic attitude to take, I totally agree with you, but we aren’t the cause of it.
Yes you are lol. Offense is never given, it’s always taken. Similarly, your attitude is nobody’s responsibility other than your own.
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The 4th tier achievement states that you need to advance 4 divisions within a season. That means reaching Diamond. Which, by the way, noone can do reliably without cheating the system.
No, I don’t believe that is what these achievements imply.
Look at the Primordial Legend achievement compared to the League X achievements:
League Veteran: Cross 2 league division thresholds during a PvP season.
Primordial Legend: Cross 6 league division thresholds during a single PvP season.
That Primordial Legend is written that way while League Veteran is not written the same way heavily implies that they have different requirements, and that Primordial Legend has the behavior you describe while League Veteran does not. I am not sure if they would change as you get into Part 3 and 4, but I do not have any reason to believe they would.
So? Greatest good for the greatest number. All that matters is opinion. Factually there’s no reason not to, so it all comes down to which side of the opinion argument is stronger.
That’s the sort of irresponsible arguing that causes so many trolling ventures to fail. You’re forgetting the third rule.
Errrr.
Fixing a few problems, since I don’t know them all, but it seems pretty straightforward.
Add a cast time and a big tell to Infuse Light. Defiant Stance is almost the exact same skill but it has both.
Make the Mallyx Mario Jump fields not stack their effects, like how the Thief SB 4 doesn’t stack its effect.
Change Well of Precognition to Block rather than Evade so skills like Signet of Might can go through it.
Take off 1/3rd of Echo of Memory and Deja Vu’s cast time so the invuln window isn’t as long.
Idk, seems straightforward
Funny how everyone says warrior is easy to play but right now it’s actually one of the hardest classes to play just because of how underpower they are compared to the non skill faceroll professions.
That’s not what “easy to play” or “hard to play” means.
It’s fairly easy to play a warrior to their theoretical best. That doesn’t make them hard to play because their theoretical best is low- it just makes them easy to play and bad.
They can gateway aesthetics all they want, performance is the only no no
You don’t even need to do well to get the legendary wings. You just need to complete Amber ten times which has no tier or pip loss.
Perhaps. For the record I’m currently in the last tier of Amber, and have been winning more than I lose lately (3-0 for tonight), but it can be a bit random.
Can you link your ranked W/L record please?
Effectively, Anet has literally place a gold value on a goods especially for heavily sought goods like invisible shoes.
No they have not.
Players have placed a gold value on heavily sought goods. That is the nature of the market. A lot of people want these shoes; therefore they are willing to pay a lot of gold to consume the limited supply.
There are plenty of cheap items which are as rare as other items of similar acquisition methods but their prices are radically different because of the value the playerbase places on them. Genesis and Entropy are a prime example.
To obtain gold through the game, a player must farm but John Smith will probably always restrict the flow of items which limits the overall potential. Nevertheless, the TP will always be unaffected. The problem gets worse as things get balance more around those who have huge sums of money. Guild Halls anyone?
This statement misrepresents how the economy works. Big-ticket items like Guild Halls are explicitly designed to increase the value of common crafting items and therefore increase the amount of overall income the ‘working’ player can make. Just look at Elder Wood Log prices compared to pre-HOT; anyone can generate four times as much gold by farming Elder Wood than before simply because of those moguls willing to shell out their money to fund their guild hall.
Either way, I do not see anything that the OP propose that will yield any way to help balance earning potential.
No, they’ve suggested something that will do that; the complete destruction of the market.
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Bingo bango bongo. Having seen this movie a couple of times (I’m old), the final act is usually a “Thank you for your time, but we are closing our doors”.
Old enough to remember when the Germans did it? :^)
Vampiric Aura is also a DPS increase, as well as sustain!
I don’t think it’s an increase compared to not having the Blood line, unless you’re a Wells necro, which I don’t think is a viable build due to terrible fields.
It is probably worth noting, here, that “real” raiders, in WoW, most of whom min/max obsessively, would laugh at the idea of 10% being considered very little difference.
I’m not really sure why people have decided 10% doesn’t matter, here?
Sup, real raider here
http://us.battle.net/wow/en/character/thaurissan/Saihah/simple
Best M Archi attempt is 13%.
It’s important to note a few things;
10% peak output is not necessarily 10% extra stats. The peak output you generate from having those extra stats depends on your build. Because of how Might and Fury work in this game, the value of all damaging stats on gear as far as overall damage contribution is reduced significantly.
10% extra stats is nowhere near enough to allow you to ignore fight mechanics and understanding your class. You can give an LFR player a Mythic raider’s gear and the Mythic raider the LFR player’s gear and the Mythic raider will likely still produce higher numbers and die less, and the difference between those two stat levels is bigger than 10%.
10% extra stats is not going to allow you to overcome bad RNG, nor is it going to substitute for good RNG. This depends on the encounter, of course.
In one way it’s good, I suppose, as it should be about talent, not gear…
It should and it is.
…but, quite frankly, it also reeks heavily of people being falsely and continuously reassured, in an attempt to keep the maximum number of players happy.
Or not so unhappy.
If you want that gear and you’re good enough to compete in a raid, making the money to get it is child’s play. If you can manage those bossfights, you can manage a spreadsheet.
Players who are simultaneously capable of incredible play which is the planned requirement for raids, while not having the time to practice and therefore time to farm up a bit of gold, are few and far between. You can say it’s ‘an unfair advantage’ but to be frank, if you think you’re amazing enough to do full raid clears while simultaneously not having the time to farm up a bit of gear, you’re having a giggle.
You only need to look at what happened to wows sub numbers after they introduced needless grind behind gated content to know what’s in store for gw2 if this system persists in its current form.
…They went up significantly? TBC was the grindiest expansion and it experienced constant growth. Since Blizzard started adding heavy-duty catchup mechanics in late Wrath, the population growth begun to level off, and the more catchup mechanics they added, the lower sub numbers went.
I didn’t read through this thread, just skimmed through it, so I’m not sure if this was brought up here or another thread, I had a suggestion for that. Maybe guild hall upgrades can be scaled with however many members for the cost, and if the guild grows, the upgrades will be closed off and you’ll have to dump in more gold/materials before its accessesable again.
Seems like a very easy thing to exploit.
Just off the top of my head; assume the guild has the member cap of 500. Their costs are therefore massive. The GM organizes a second guild which will only ever have the smallest number of people in it (say, five). Guild members send money and resources to those five people, they build their guild hall for a fraction of the cost, and once it’s finished the entire guild transfers into the new, fully upgraded guild.
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You could still have a winner by running internal matches to determine the team that will cap a point on stream. That would require trust, while there’s money to win, so I don’t expect much…
Match fixing.
Yeah it sucks that the meta’s in such a state but if you ask me, a pro team throwing away their principles like this would be a loss for everyone involved.
why not just balance them
Big changes every ~3 months+ to rework “fundamentally broken”
This is really really bad. I didn’t watch the ESL but I have heard a lot of very bad things about it. They really can’t bide their time; their hands are tied a bit by the current PvP league, but it needs to be fixed asap.
It might be a little premature to call mmr juking. Try to pull up his AP, I guess?
Still a good laugh that they got shrekt. Does this mean the other team LOST three pips as well? That’s golden when the three carries are in a tier-loss division.
I’m pretty confident that the pip gain/loss is purely based on your comparative MMR and whether you won or lost.
I thought with the league structure they would be planning on running balance passes every league, or every second league.
my solution is much simpler
seperate team and solo q
The queues are structured as they are for a reason; splitting the populations cause more problems than it solves.
I have a hard time believing you can’t scrounge up a few friends, run premades, hop on Skype and shrek people. Try to make friends with competent people while you’re solo-queuing; before long you’ll start duo-queuing which is a massive improvement. Then trio-queuing then quad-queuing then soon enough you’re a full premade MLG superstar.
Exactly. I bet half the “by solo queued team is a complete fiasco” issues they game is having right now could have been cleared up simply by removing all the players who just want the wings.
As players who are actually good at the game chew through the Amber and Emerald leagues, being matched with bads in Amber and persistent bads in Emerald T1 will be a thing of the past.
It’s not an issue by any stretch of the imagination. It’s matchmaking working as intended.
Ok, I get that this is what you think you’re doing. . . but clearly it isn’t working out that way. . .
Everyone else seems to get it. PEBKAC
Two things in particular irk me about this post.
I like being able to log on at any point and immediately join and begin participating in content without any kind of barrier.
Raids could have followed this same philosophy, but they didn’t. There is only one difficulty level, a cap on the number of people who can participate and the sheer difficulty of it marks the first time ascended gear is almost required to experience the content itself.
You’re mistaking “begin participating” with “winning”. Raids are very challenging and it’s very important to provide that tone to the game. To say that it’s unfair to put exclusive rewards behind difficult content is absurd on its face.
The introduction of exclusive content is what, I feel, breeds a degree of toxicity that can be found rampant in other MMOs like WoW. This toxicity comes in the form of a degree of elitism, feelings of exclusion due to the limit of players, exclusion of certain classes due to imbalance issues, abuse of new or casual players who want to participate but are still learning the content and barrier to entry in the form of ascended gear which has historically been optional in all content.
This is completely incongruous with what you’re saying. WoW has four difficulty levels for every current dungeon and four difficulty levels for every raid. Surely, it should therefore be far, far less toxic than GW2, but that’s nowhere near the case. Some of the people I’ve met in LFR and LFD systems are vile people who I’d never play with.
Secondly, GW2 is one of the friendliest games on the points that you suggest. Yes, there is a raid limit, but this is industry standard. There are very gentle limits on what class you can choose to play; leveling is quick and easy. Once you have ascended armor, moving it from character to character is based almost entirely on the speed of your hard drive. Teaching players new mechanics is as easy as it’s ever been.
Difficult content and exclusive content does not breed toxicity. Inconsequentiality of social interactions are what breed toxicity.
Just curious to see what other people thought.
I think you should go play WoW and see what you’re missing.
How can you possibly get good at the game if you immediately give up at the first sign of adversity?
10 games is nothing. Revise your strategy and try to do better.
Fractals and raids take practice and strategy.
You’re never going to get good at anything if you don’t apply yourself.
Because it seems like there’s parts of the game that don’t win themselves from playing the trading post
. I’m sure you’re fiercely, intensely jealous that while I have a miniscule fraction of your wealth I have all kinds of achievements you don’t have. Seething, even
. I mean, it’s just so unfair.
We should probably start a thread where they need to add the option to buy all of them with coin because it’s completely unreasonable that all possible styles of play don’t net equivalent rewards.
wat
You’re just feigning admiration for that post, because it happens to suit your cause to do so.
If you genuinely think he’s lying to try to push forward an agenda why are you even engaging him?
And killing moas should be just as rewarding as the Vale Guardian!
Man if you knew a good place to farm Moas I would be all up in that. Poultry Meat and Eggs, man.
We should remove all NPCs then because it’s Guild Wars 2, not PvE Wars 2, and NPCs clearly aren’t in guilds!
No. . . you aren’t really making a lot of sense.
I’m reading back your own logic to you, just changing the labels a little. Basic algebra.
The amount of gold you have is not your overall success in GW2.
And yet Legendary weapons, acknowledged by most as being one of the highest long term goals in the game, are determined almost entirely by gold. I agree with you in so far as gold didn’t have to be the measure of overall success in the game, but the way they implemented everything, it really is, in so far as such goals actually exist at all.
“Acknowledged by most” hello weasel words. You can think the endgame goals are whatever you want but don’t presume to speak for people unless you can provide evidence.
The market chaos was not just avoidable, it was intentional. They specifically placed material requirements in the way they did to increase the value of a lot of other materials, particularly t2-t4 materials- a change which significantly benefits newer players who are willing to grind for materials.
One, “grinding for materials” should not be a supported primary goal. It should be a sideshow, something you do when you pass a resource, not something you actively seek out and farm. I mean, people should be free to choose to do that if they really enjoy it, but it shouldn’t be the expected interaction, it should not be balanced around that being the default way to play.
It’s not a supported primary goal. It’s a means to an end.
Yes, it’s something you do when you pass a resource. Guess what: It still gives you more money since HoT launched because the value of those materials rose.
If things have value, it’s kind of stupid to not expect people to grind them.
A lot of you guys seem to be enforcing really fringe ways of playing the game as being the way players should be playing the game. It sounds like if you guys had your way, the game would consist entirely of standing around in LA with your UIs up, and running materials farm circuits, avoiding mobs whenever possible. Forgive me for finding that a bit out of touch with every marketing material every produced for this game, and a complete waste of about 95% of the time and effort the devs have spent making it.
No, I haven’t done any enforcing, beyond ‘if you want something, earn it’. If anything I think this is projection.
You assuming that I do nothing but sit in LA and farm mining routes says a lot more about you than it does about me.
Two, if they want to permanently change the prices of things, by creating new lasting demand and supply shifts, then that’s one thing. But creating short term chaos in the process, when it is avoidable, is something else entirely.
No not really. That short term chaos is important. It breaks supply gluts which allows prices to move. It also provides an opportunity for those TP players you so despise to fall flat on their faces when they make bad investments.
My stance in this, whether you agree or not, is that they should always pair supply spikes to demand spikes, resulting in wave-canceling. If they create a ton of new demand, such that anyone can reasonably predict that prices will shoot up 600% and then fall back down to 200% the current prices, then they should design the long term system to be healthy at 200%, the new normal, but also introduce (and well advertise) new temporary supply sources that will allow supply to meet demand, and the price to plateau at 200% and not much higher (after a few hours or days at most of people figuring it out). and of course if players defy expectations and do something else crazy, they should have contingencies in place to either jack up supply a bit more, or pull it back a bit at a moment’s notice.
Again, you don’t understand free markets. Free markets create this cancelling effect; people move to provide supply to the increased demand and they make more money with their time than they otherwise would.
This is one of the most basic concepts in economic theory. That you think you can provide any insight into how to beneficially shift the economy is the strongest case of the Dunning-Kruger effect that I’ve seen in a while.
It won’t format the quote, so I’ll leave a permalink to this post here.
Of course, the answer is: ‘yes ideally.’
hahahahaha jesus christ
Why the hell should players who want to spend 5 seconds selling their crap on the market get the same amount of profits as someone who spends a lot of time, effort and thought managing their assets?
Because this is Guild Wars 2, not “Stock Market Simulator 2.”
We should remove all NPCs then because it’s Guild Wars 2, not PvE Wars 2, and NPCs clearly aren’t in guilds!
At least try to make the sophistry entertaining.
You don’t understand the voluntary nature of trade. In all voluntary trades, both parties are winners. To call ‘profit’ competitive is a misnomer, because there are no losers in voluntary trade, only winners.
ROTFLMAO.
I can only presume this means ‘no, I am not familiar with free trade’.
Saying that the market should be a game of high skill, but simultaneously not rewarding, makes no sense. It’s like removing the points from Pac-Man. The gold is how you measure your success. Secondarily, there’s this bizarre feel of “people can be better than me, but they can never do better than me”.
Because again, this is not a market simulator game. Skill at playing the markets should not determine your overall success at GW2. There is a time and a place for that sort of game, it is not within GW2.
You can do better than this. At least try to hide the fallacies.
The amount of gold you have is not your overall success in GW2.
It is out of balance by your metrics. This is especially funny considering HoT only just dropped which caused massive changes in prices and price structures across the entire expansion; you’re making a judgment while the market is still settling.
I’ve had these judgements for a very long time, but even that aside, market chaos was avoidable, and they chose not to take the steps to avoid it, so they have no excuse for the state its left things in for the short term.
My mistake. Fair enough if you think it’s been a consistent problem before HoT.
The market chaos was not just avoidable, it was intentional. They specifically placed material requirements in the way they did to increase the value of a lot of other materials, particularly t2-t4 materials- a change which significantly benefits newer players who are willing to grind for materials.
Again, this has just been disappointing. Please try harder. You said earlier that your goal is not to convince people, but to refine your arguments; you’ve done nothing but provide weak fallacies.
They’re the same thing.
If someone is genuinely interested in how to make the most money for their items, they will go and learn how to make the most money.
But for the purposes of this discussion, it’s an irrelevant distinction, because the goal is to give those “disinterested participants” equivalent profits to market traders.
Why the hell should players who want to spend 5 seconds selling their crap on the market get the same amount of profits as someone who spends a lot of time, effort and thought managing their assets?
Why are you assuming that people aren’t experimenting with the game’s market systems? If someone’s interested in understanding how the buy/sell functions work they’ll experiment with them. It’s not a 3-4g investment to experiment with that.
Some are, most don’t. If most did, it would be impossible for flippers to ever turn a profit because they would have too much competition and too few rubes.
You didn’t actually give me a rebuttal. You assumed that people are too stupid to use sell orders. I told you that you made a stupid assumption. Now you repeat your stupid assumption.
Okay, so instead of having metabattle, Anet should just tell you what the good builds are in game.
Yes, or more ideally, ALL builds should be good builds. Making a good build shouldn’t be complicated, it should just be about using the abilities that seem fun to you, and that should work out. If abilities are designed to be used in a specific configuration, then that configuration should be made perfectly obvious. One of the few things the constant trait overhauls got right is that the next system does have at least some consistency of a traitline where if you just pick the abilities left to right, they tend to synergize pretty well. They could do a better job of that though in some trait lines, and maybe highlight the intended play style for a given line.
Have you actually played this game before? By the basic mechanics of the game, it’s completely impossible for all builds to be good builds- unless you want to completely remove any real variety between builds.
Instead of having the wiki, ANet should smother every tooltip, item and screen with information.
In some cases, they could do more, but there is a balance involved. If it’s important to gameplay, then it should be obvious in the UI. If it’s more about lore or something, then that can be in the wiki. You really shouldn’t need the wiki to know how to play while in game, the wiki should be more about collecting info for when you aren’t logged in and want to check something.
Again… Have you played this game before? Do you know there’s a /wiki command in game? There’s a really good reason that there’s a wiki. Browsers can display information more easily, and content can be created for them more easily, than any kind of in-game system.
Instead of having the forums, we should be having this discussion ingame.
We could, but that would be a bit inefficient, the client is a bit bulky.
No, let’s do it. You said it yourself further down in your post, you should never need to leave the game until you’re done for the night. I’m not done for the night, so I’d like to have my discussion in-game, thankyou very much.
Instead of using Twitch to do their esports and community livestreams, they should develop the software to do it in-client.
Yeah, or not do it at all, whichever.
Why even post this?
It’s obvious you’re missing the point. But to actually say that you don’t want the developers engaging the playerbase? Like, what?
It’s an MMO. You have to leave the client sometime.
Yes, when you’re done for the night, but aside from that, you should never have to.
Good luck with that. In the meantime, I will enjoy reality.
Then maybe those people should learn to understand the market and understand what the wavy lines mean and what future they predict.
Again, marketplay is an element of skill. The tools are available for them to learn what to do. There is no barrier of entry beyond your own time and effort and no reason that they can’t just GIT GUD.
And again, I continue to insist that the average player should not need to do this in order to profit competitively in an adventure MMO. If they want the market to be a game of high skill, that in and of itself is fine, but the problem is that you can profit from it massively more than from any other activities, it is out of balance, and that should not stand. It should either be something that anyone can do with minimal skill and time invested, or it should be something that people don’t have to do in order to earn those same profits, it can’t be both at once.
You don’t understand the voluntary nature of trade. In all voluntary trades, both parties are winners. To call ‘profit’ competitive is a misnomer, because there are no losers in voluntary trade, only winners.
Saying that the market should be a game of high skill, but simultaneously not rewarding, makes no sense. It’s like removing the points from Pac-Man. The gold is how you measure your success. Secondarily, there’s this bizarre feel of “people can be better than me, but they can never do better than me”.
It is out of balance by your metrics. This is especially funny considering HoT only just dropped which caused massive changes in prices and price structures across the entire expansion; you’re making a judgment while the market is still settling.
Anyone can do it with minimal time/skill invested. It’s entirely possible to market trade at a profit with little to no effort; you just have to think about what events are likely to happen soon and how they will impact the economy.
I hope you put some more thought into your next post because this one was very disappointing.
People aren’t disinterested in getting the best bang for their buck, they’re disinterested in going through the hassle of learning how to do that.
They’re the same thing.
If someone is genuinely interested in how to make the most money for their items, they will go and learn how to make the most money.
If you say “do you want 3g or 4g?” None of them will say “3g please!” But if you say “would you like 3g now or 4g at some point in the future, possibly never?” Many would say, “whatever, give me the 3g.” But then if you say “would you like 3g now (when you’re logging out for the night), or 4g by the time you log in tomorrow, almost guaranteed,” most players would switch back to 4g. That needs to be better communicated to them.
Why are you assuming that people aren’t experimenting with the game’s market systems? If someone’s interested in understanding how the buy/sell functions work they’ll experiment with them. It’s not a 3-4g investment to experiment with that.
You’re assuming that people are not valuing their time correctly. Maybe they are, and you’re just assuming that they are selling to buy orders or buying from sell orders because they are incompetent, rather than that they have made a tacit evaluation of whether their time, effort and personal enjoyment is better spent immediately rather than delaying it.
Yes, but it requires leaving the game client
Okay, so instead of having metabattle, Anet should just tell you what the good builds are in game.
Instead of having the wiki, ANet should smother every tooltip, item and screen with information.
Instead of having the forums, we should be having this discussion ingame.
Instead of using Twitch to do their esports and community livestreams, they should develop the software to do it in-client.
It’s an MMO. You have to leave the client sometime.
, and that information is only useful to you if you know what you’re meant to do with it.
Doesn’t take a genius to figure it out.
It helps people who understand the markets to determine a reasonable target point, it does absolutely nothing for players that don’t understand what the wavy lines mean and what future they predict.
Then maybe those people should learn to understand the market and understand what the wavy lines mean and what future they predict.
Again, marketplay is an element of skill. The tools are available for them to learn what to do. There is no barrier of entry beyond your own time and effort and no reason that they can’t just GIT GUD.
Right, but my point is that the average player doesn’t realize these things, because the tools are not there to make it easy.
the point of it is to make these tools more available to the disinterested trader, the ones that currently make bad decisions when they could make better ones while still getting all the benefits of their current choices. It’s to democratize the TP.
This just doesn’t make any sense on a fundamental level. You’re doing things for people who are not interested. Yes, their ignorance affects the market, but there is no barrier to entry for removing that ignorance.
It’s absolutely bizarre that this is your point. gw2spidy and the wiki are right there, and they’re free to use. Anyone who is interested in them can very, very easily find them. The rest is economic sense, which frankly, is an element of skill and should be preserved.
I’ve also gotta wonder… If ANet can boil down asset management and investment into a set of UI tools, what the hell are they doing making a video game
What they were “meant” to do is entirely irrelevant, all that matters is what the players wanted them to do, which was to make them cheaper.
What kind of nonsense is this?
Of course the intent behind the implementation is relevant. It’s the only sane way to measure the success or failure of the change.
A “non RNG, non-TP” method was never needed. If you wanted to avoid RNG, you could just use the TP instead. The alternative that was needed was one that involved negligible gold cost.
A “negligible gold cost” option was never ‘needed’ either. ‘Need’ is complete nonsense in a virtual world with a pretend economy where nobody is starving to death.
The collections actually do something very useful by indexing the price of precursors to materials.
It’s kind of hard to say that auto upgrading should be removed when there is a new system of upgrading already in the game that isn’t being used because most guilds aren’t developed enough for it. The meta hasn’t settled yet, so relax.
I’m not sure about the theme. It seems like a vampire hunter-esque thing. The name doesn’t really seem to fit and some of the skill names don’t quite gel with that idea, imo.
Spooky ghost crossbow sounds cool. Inflicting Slow on the 1 seems like too much. 4 seems like it’d be a cool skillshot with Transfusion, but 4-2 steps on Transfusion’s toes with its heal. 5 doesn’t make sense; does it mean that an attack cannot deal more than 10% total health in one attack, or does it mean targets cannot be reduced below 10% health?
The Longbow does not really fit its role as a longbow. The longbow on other classes is a relatively low mobility weapon with no movement effects, which sometimes expects the user to stand still and channel their volleys. Change it to a shortbow and it fits the profile better. 2 through 5 seem to do too many different things.
With the class’s theme, it seems like you’re missing a massive opportunity by making the utilities a new school (brands) rather than Spirits. They also seem to have the same problem with the weapon skills in that they just do way too many things; if you split them between a Spirit’s Passive effect and their Active, you can have more effects with more control and play that feels better.
Looking at the traits, it seems as though taking Soul Reaping with it is a bit of a ‘no duh’, and Spite is a close second, with even less benefit for other builds than the Reaper- at least Reaper has “Rise!”. Also, United in Death is total junk.
I dunno. I like the idea of a spooky ghost crossbow but other than that I don’t know if it would really feel satisfying to play just because your skills do so much. They’d have such long CDs and be so low tuned that it wouldn’t feel fun to play.
Fights need lose conditions.
If you just bunker up, and there’s no timer, you’ve eliminated the lose condition.
Encounter design 101.
decided by the very small handful of people that actually use the forums you mean?
Decided by very basic reasoning.
If people don’t like the game, they leave it, and they leave the community.
The majority of the community must therefore either be new and not experienced, like you, or have already left.
The game is not young. It’s three years old. The dust has settled and it has a stable population of people who enjoy the game.
and if this is a on-going topic like you say , your point is null and void
that just proves this is something people want
If people have been saying this stuff for three years and Anet still haven’t put it in, they aren’t going to put it in.
either way warcraft is a dated game, so saying “go back to wow” is just plain ol kittened
Only as young as you feel.
WoW still provides a very strong PvE environment for raiding. If you want to play that raiding game with the structures you enjoy, go and play that.
If you want to play a new game that uses the base structure of WoW and expands upon it, and diverges less than GW2 does, go and try SWTOR. It didn’t do so well early on, but it’s a very healthy game at the moment. It has a very promising expansion being released soon as well.
and even if (which i doubt and would bet 1 mill bucks on) they added a few of these things and lost all of the people that they have had since launch , the amount of people they would gain would overshadow that amount x10
Evidence, please.
how many people play this game 200k?
Lol. Are you arguing for a better game or a more populous game?
another thing to consider is that when people arent happy with an MMO they just quit playing it, they dont post on the forums and give the devs a chance to hear them and fix/change things
From all the people I’ve met who stopped playing GW2, their answers generally fell into one of these two:
1. Too different from GW1
2. Simply didn’t grab their attention
and i never said i didnt like this game, i play it tons, it would just be nice for the rewards in the game to fit the time spent getting them
Keep in mind that it is an MMO with no level cap raise. If you get ascended gear, it lasts for ten years. The time investment compared to that is absolutely miniscule.
The suggestion that we get 100% world completion on all our characters now is pretty silly.
Sorry, I don’t see it.
Firstly, you’re not going to need 100% world completion. I would personally think 100 HP is a comfortable estimate for how many skill points you’ll need to complete your Elite specialization, which I want to say is something in the field of 8% world completion.
Secondly, even if the game requires you to complete world exploration, is that not a reasonable expectation? It’s the nature of RPGs to require you to go out and do the content to earn XP and grow your character.
Yeah I don’t understand the scepter changes… Scepter was behind about 30% dps wise.
So they buffed it 30%… then nerfed it 30%
What was the point?
So I never actually played with the scepter since Lingering Curse’s implementation but I thought it might have been because Lingering Curse was contributing to the condition duration cap?
Also I reckon it’s probably for the better because even if it did cap your condi duration Lingering Curse was an autopick and autopicks are not good to have. Since Lingering Curses is no longer so strong they can comfortably buff the base scepter if the changes they’ve made don’t raise its popularity.
I even offered a really strong trait idea that would mitigate the effects of your hardest counter without rendering Moa useless against you.
Except you’ve said two things here that don’t make any sense.
Firstly, it isn’t that strong for two reasons;
1. It’s not actually strong. A minion clear forces you out of the fight because you’ve just lost all your pressure. It doesn’t matter if the CDs are pushed down by 50%; you need to spend so much time ramping back up that you’re out of the fight for that long. Even being out of the fight for 9 seconds, the theoretical peak at which you can have minions back out, is so much time that you’re effectively useless that it doesn’t really do anything.
2. It doesn’t match its competition. Without those traits you just lose all of your pressure. No poison fields, no pressure. Huge chunk less damage, huge chunk less pressure. Those are traits that help you win fights; reduced minion CDs don’t.
The trait you suggest is junk. You’ll take the “automatically lose against Moa” hit and keep on trucking because the insurance isn’t worth the price.
Secondly you’re asserting without any rationale whatsoever that Moaing an MM necro will be useless… Which is just plain nonsense. It’s like saying that Moaing a Thief is useless, or a Ranger, or any other class which doesn’t have its summons destroyed when its moa’ed. And if transforms stop blowing up your minions, Lich becomes an option- and those are good things to Moa.