(edited by Sartharina.3542)
you know exactly what build your going to be doing regardless because of the gear.
No you don’t. Weapons, traits, skills, runes, and sigils all vary wildly even within the same gear stat set.
Even now, there’s all sorts of build diversity. Vipers and Sinister show up on condi builds. In WvW, all sorts of gear is viable. A lot of people put some combination of toughness/vitality/healing power on trinkets.
The “Don’t Spawn an NPC at all – just bring up the sell/TP interface” is the best change I can imagine. Not only does it make using them more functional for the owners of such items, but it also completely eliminates the ability to troll the game with them.
Happens to me every other time I’m in a squad during the DS meta. Then upon seeing a 50/50 full map —> “Map is empty, receive a volunteer boon to transfer to a more populated map.” But only dumps me to an even less populated map.
Then I Look at squad map again… 50/50. This really needs to be fixed asap.
Get to DS early. Join a squad of peoiple waiting to go to a new map. Go to the new map. Get the maximum time limit and never have to deal with that again. Profit.
Anet actually gets round to fixing the megaserver problem that they have been aware of since before HOT launched and affects all HOT maps – Player can play the game as designed and not have to waste time map hopping to find a playable map. Even more profit
Eh.. the timed meta structure of the maps means taxiing will always be a thing, and Dragon’s Stand is more like a massive multiplayer dungeon more than a proper explorable map.
Can't make auric weapons with new stats?
in Guild Wars 2: Heart of Thorns
Posted by: Sartharina.3542
Well, I just learned the hard way that I can’t make exotic Auric weapons with Viper’s stats, so now I have two useless inscriptions.
Is there any known reason the HoT weapons can’t be crafted with HoT stats?
Yet another vip membership thread, we have similar topic about this 2 weeks ago, many are disagree
That was me, and it was suggested for anet to make money, people need to stop being so defensive, the secret world has one and I’m fairly sure eso does and both are buy to play mmorpgs.
The secret world is an irrelevant failure littering the MMO market. ESO was originally a subscription-based game.
I like the confirmation (It keeps me from killing them on a miss-click), but I’d like a “Consume All” as well. Just one confirmation instead of too many.
Legendary armor is strictly for Raiders.
I highly suggest not doing Fungus Among Us then. That one is still the absolute worst.
Oh, please, FAU, while demanding, takes place on a static course with reliable skills. All it takes is knowing the paths, shortcuts, and then being consistent.
Fallen Masks and Shooting Gallery, however, don’t have that consistency.
For pete’s sake, one would think one rarely gets a blue or green drop with all this talk of RNG for mats.
Half the time, said blue and green drops salvage for wood or mithril.
Can you just give them the same model/underwear that the males have so we can’t tell the difference between them? (I don’t why the female charr/asura have human like underwear when they don’t have the same parts for them.)
I wish they’d do this as well. But I think that ship sailed too long ago.
Absolutely should be changed, particularly for the charr. Anatomy reasoning aside, one would also think that with the charr being a militaristic race, that they’d be smart enough to know that boob-shaped breastplates would be both impractical and hazardous.
Flat boob-shaped breastplates are not – and plenty of armors already have chest cups.
That said… kitten – On one hand, I absolutely want the boobcubs to go away because they look absolutely ridiculous.
On the other – I liked that we finally got armor that showed off Charr fur.
I’m not going to go into some big long rant about gender, diversity, and tolerance. I’m not gonna spit the dummy and say I’ll never buy gems again. I’m just gonna say I don’t like this shift towards more feminine female charrmour. I want charr-bras and charr-dresses to be the rarity, not the norm, if we really must go in this direction.
Sure, the option is great to have for those who want to take it, but some of us don’t play Charrbies or glamkitties or sparklecats, and we’d like new armour options that reflect that.
You have over 150 options of gender-neutral, non-revealing charr armors. As someone who plays a Charr, I think it’s about godkitten time we’re getting some armors that aren’t completely body-encasing. Though I wish they didn’t go for that wierd bikini design (I’d love for some of the NPC outfits seen worn around that show off the side of the torso and legs. Where are those armors in-game?)
-snip-
But we did have this learning curve! It’s called Living Story Season 1! It introduced all sorts of things – tougher, more dynamic enemies in the Molten and Toxic alliances, the Karka invasion and Southsun Cove, The Aetherblades. All sorts of bosses (Crown Pavillion, Marrionette, etc.)
And then they got rid of almost all of it (Still have remnants of S1 around, though, like the Toxic Spores in Kryta). So now there’s a difficulty spike between the Core Tyria and LS2 zones… and I don’t find Dry Top and Silverwastes to be much easier than HoT maps.
Reducing the cost from 4 per cured to 3 per cured will not make it “vendor trash”.
Do you have any proof to back this up?
The relatively stable price over the last 4 months, with changes only coming due to the Spring patch and the forthcoming legendary armor tells me that the supply and demand are currently well balanced, with a similar amount coming in as going out at the current price. Reducing from 4 to 3 leather would increase the incoming supply by 25% while the demand stays the same. Thus leather would pile up and drive the price down and down until it was back at vendor value.
No moreso than any other mats. How has the ‘stable’ price of Cured Leather compared to the prices of Silk Bolts,
Elder Planks, and Mithril Ingots (Which, admittedly, are stupidly cheap because they only take 2 ores per ingot)Frankly, the imbalance in crafting recipes for refinement has always baffled me. Why is Silk Weaving Thread so silk-demanding compared to Mithrillium, Elder Spirit Residue, and Elonian Cord? Why does Mithril require only two ore while Wood and Silk require 3?
Also – With the increase in supply of leather, demand will also increase with the drop in price as more people pursue medium armor and bows (Of Legendary, Ascended, and Rare qualities), and more people start leveling Leatherworking.
Think of what else uses those mats and you’ll have your answer.
No, ‘what else uses those mats’ isn’t an answer to “Why the hell are the refinement quantities so different?”
Yes, something can be done to lower the price.
But how does this lower the amount of Leather to refine to match the other base crafting materials?
It IS an answer to why there is a difference.
No it isn’t. There isn’t a significant difference between the demands of the four base materials to justify the discrepancy in requirements.
Yes there is. Please take a look at what uses them before saying that there isn’t. This was probably before you started playing but silk and thick leather sold at vendor prices prior to ascended armor. The discrepancy that you’re complaining about was more or less present back then too. You’re essentially complaining about a discrepancy that has existed since the launch of the game.
This isn’t ’Prior to Ascended Armor" anymore, though.
And? The whole “prior to ascended armor” bit was to highlight that the disparity has existed since the beginning of the game.
Not entirely. Prior to HoT, there was an issue with not enough uses for Leather. They did fix that. But the discrepency between refinement did NOT exist prior to HoT. It used to be only 3 sections instead of 4 (like Silk and Wood), but then they changed it, on top of a bunch of other changes.
I’m not sure anyone has established why they should be the same price? That seems like a personal preference thing.
Because they have the same/comparable consumption, and those consumptions of resources are largely controlled by Anet through the content they’ve released.
Elonian is used for not only armor, but also guild halls, and is highly anticipated to be used in legendary armor. It is also used in the latest legendary shortbow. Therefore its demand is higher than the other materials, thus its price is also higher. They can not and should not adjust the prices/drop rates of materials every time the demand for that item changes. It is not only an unreasonable time commitment, but also bad for the economy. ’
Damask and Deldrimor Steel are also going to be used in Legendary Armor. Sure, there’s a bit of a swell from the Shortbow (Which also hit Wood), but all three Armor materials should be hit by Legendary Armor (I’m not so sure about Guild Halls)
Its hard to know the amount of supply coming and going through the market at any given time, but looking at the price history it seems fairly stable until a patch increased its demand. Then it was stable at that new price until another patch/announcement increased the demand again. This tells me that supply and demand are well balanced and the price stablizes very quickly when new demand is added. As demand trails off (no new raids, no new legendary weapons) and supply increases (influx of casual players with LS S3) the price will fall back down on its own.
And those casual players will also likely start consuming the resources as well.
Reducing the cost from 4 per cured to 3 per cured will not make it “vendor trash”.
Do you have any proof to back this up?
The relatively stable price over the last 4 months, with changes only coming due to the Spring patch and the forthcoming legendary armor tells me that the supply and demand are currently well balanced, with a similar amount coming in as going out at the current price. Reducing from 4 to 3 leather would increase the incoming supply by 25% while the demand stays the same. Thus leather would pile up and drive the price down and down until it was back at vendor value.
No moreso than any other mats. How has the ‘stable’ price of Cured Leather compared to the prices of Silk Bolts,
Elder Planks, and Mithril Ingots (Which, admittedly, are stupidly cheap because they only take 2 ores per ingot)Frankly, the imbalance in crafting recipes for refinement has always baffled me. Why is Silk Weaving Thread so silk-demanding compared to Mithrillium, Elder Spirit Residue, and Elonian Cord? Why does Mithril require only two ore while Wood and Silk require 3?
Also – With the increase in supply of leather, demand will also increase with the drop in price as more people pursue medium armor and bows (Of Legendary, Ascended, and Rare qualities), and more people start leveling Leatherworking.
Think of what else uses those mats and you’ll have your answer.
No, ‘what else uses those mats’ isn’t an answer to “Why the hell are the refinement quantities so different?”
Yes, something can be done to lower the price.
But how does this lower the amount of Leather to refine to match the other base crafting materials?
It IS an answer to why there is a difference.
No it isn’t. There isn’t a significant difference between the demands of the four base materials to justify the discrepancy in requirements.
Yes there is. Please take a look at what uses them before saying that there isn’t. This was probably before you started playing but silk and thick leather sold at vendor prices prior to ascended armor. The discrepancy that you’re complaining about was more or less present back then too. You’re essentially complaining about a discrepancy that has existed since the launch of the game.
This isn’t ’Prior to Ascended Armor" anymore, though.
Reducing the cost from 4 per cured to 3 per cured will not make it “vendor trash”.
Do you have any proof to back this up?
The relatively stable price over the last 4 months, with changes only coming due to the Spring patch and the forthcoming legendary armor tells me that the supply and demand are currently well balanced, with a similar amount coming in as going out at the current price. Reducing from 4 to 3 leather would increase the incoming supply by 25% while the demand stays the same. Thus leather would pile up and drive the price down and down until it was back at vendor value.
No moreso than any other mats. How has the ‘stable’ price of Cured Leather compared to the prices of Silk Bolts,
Elder Planks, and Mithril Ingots (Which, admittedly, are stupidly cheap because they only take 2 ores per ingot)Frankly, the imbalance in crafting recipes for refinement has always baffled me. Why is Silk Weaving Thread so silk-demanding compared to Mithrillium, Elder Spirit Residue, and Elonian Cord? Why does Mithril require only two ore while Wood and Silk require 3?
Also – With the increase in supply of leather, demand will also increase with the drop in price as more people pursue medium armor and bows (Of Legendary, Ascended, and Rare qualities), and more people start leveling Leatherworking.
Think of what else uses those mats and you’ll have your answer.
No, ‘what else uses those mats’ isn’t an answer to “Why the hell are the refinement quantities so different?”
Yes, something can be done to lower the price.
But how does this lower the amount of Leather to refine to match the other base crafting materials?
It IS an answer to why there is a difference.
No it isn’t. There isn’t a significant difference between the demands of the four base materials to justify the discrepancy in requirements.
Reducing the cost from 4 per cured to 3 per cured will not make it “vendor trash”.
Do you have any proof to back this up?
The relatively stable price over the last 4 months, with changes only coming due to the Spring patch and the forthcoming legendary armor tells me that the supply and demand are currently well balanced, with a similar amount coming in as going out at the current price. Reducing from 4 to 3 leather would increase the incoming supply by 25% while the demand stays the same. Thus leather would pile up and drive the price down and down until it was back at vendor value.
No moreso than any other mats. How has the ‘stable’ price of Cured Leather compared to the prices of Silk Bolts,
Elder Planks, and Mithril Ingots (Which, admittedly, are stupidly cheap because they only take 2 ores per ingot)Frankly, the imbalance in crafting recipes for refinement has always baffled me. Why is Silk Weaving Thread so silk-demanding compared to Mithrillium, Elder Spirit Residue, and Elonian Cord? Why does Mithril require only two ore while Wood and Silk require 3?
Also – With the increase in supply of leather, demand will also increase with the drop in price as more people pursue medium armor and bows (Of Legendary, Ascended, and Rare qualities), and more people start leveling Leatherworking.
Think of what else uses those mats and you’ll have your answer.
No, ‘what else uses those mats’ isn’t an answer to “Why the hell are the refinement quantities so different?”
Yes, something can be done to lower the price.
But how does this lower the amount of Leather to refine to match the other base crafting materials?
… reduce the skill bar even more? OH HELL NO!
I do not want the mind-numbing lack of diversity in attacks found in MOBAs or Overwatch in this game. In fact, I find Warrior Sword to be boring enough with it’s auto attack and three situational skills.
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Oh please. Elementalists have just as much health as a Guardian, so what are you complaining about?
Reducing the cost from 4 per cured to 3 per cured will not make it “vendor trash”.
Do you have any proof to back this up?
The relatively stable price over the last 4 months, with changes only coming due to the Spring patch and the forthcoming legendary armor tells me that the supply and demand are currently well balanced, with a similar amount coming in as going out at the current price. Reducing from 4 to 3 leather would increase the incoming supply by 25% while the demand stays the same. Thus leather would pile up and drive the price down and down until it was back at vendor value.
No moreso than any other mats. How has the ‘stable’ price of Cured Leather compared to the prices of Silk Bolts,
Elder Planks, and Mithril Ingots (Which, admittedly, are stupidly cheap because they only take 2 ores per ingot)
Frankly, the imbalance in crafting recipes for refinement has always baffled me. Why is Silk Weaving Thread so silk-demanding compared to Mithrillium, Elder Spirit Residue, and Elonian Cord? Why does Mithril require only two ore while Wood and Silk require 3?
Also – With the increase in supply of leather, demand will also increase with the drop in price as more people pursue medium armor and bows (Of Legendary, Ascended, and Rare qualities), and more people start leveling Leatherworking.
I don’t mind the lack of structural changes to characters (That would require a whole lot of overhauling not just character creation, but character generation).
I would, however, love to have full access to our dyes on character creation and for hair accessories, and be able to access our wardrobe to select a starting appearance (Especially so I can screencap the last few frames of the character creation introduction cutscene thing)
I wish I could use it on my Dragonhunter and Warrior.
I’ve noticed that over the last few weeks, the term “face roll” has increased in usage. I wonder why? And what does it even mean? You aren’t rolling your face on enemies due to them being so easy. No idea where it came from (sorry for deviating from the discussion; I just don’t see a good enough reason to make a separate thread just for that question…)
It means there is no challenge or strategy required to play. You can “roll your face” over the keyboard, and any of the keys you randomly trigger will work just fine for accomplishing your goal in the game.
~EW
Okay, thanks for the explanation. Guess I am one of the few people who don’t complain about core zones being relatively “easy”. After all, you can essentially think of them as training/practicing grounds. The real challenges lie in things like dungeons, raids, WvW, PvP, later Living Story seasons, etc.
I find it depressing that people think that the open world should be free of challenge, and that challenge should only exist in the instanced content the game offers. The open world should have been GW2’s entire focus.
I’m now sort of wondering where the “guild” and “wars” comes from in “Guild Wars”… After all, it feels like the game, while being an MMO with plenty of gaming options, is more focused around the personal and living story, with WvW (the only real time you can have guilds fighting against each other) being an option for competitive players. But even then, doesn’t feel like a “war”. And there are no guilds in the story at war with each other. I only see factions, not guilds, and they are at war with the dragons and their minions. So…yeah, confused.
Never played the original Guild Wars, so how accurate to the title was that game?
It’s an “Artifact Title”. The first Guild Wars, prior to Nightfall, was a Competitive Online RPG, with heavy emphasis on guild-based PvP as the end-game, and a token PvE setting to get used to the game, provide the RPG, and supply means for character advancement (Unlocking abilities, mostly, given the low level cap that only the first installment didn’t use the tutorial to rush to). People decided they liked the PvE aspects more, though, and as development progressed, it focused more on the instanced PvE side.
It’s called Guild Wars 2 because it’s the second game made by the developers, set in the same world as the first Guild Wars.
The little Lore tidbit is just an excuse to justify the game name in spite of the drift from the PvP/GvG concept, sort of like how The Elder Scrolls (Named such because it ‘sounds kinda fantastical’) decided to throw in some actual ‘elder scrolls’. And they decided that its world was nicknamed “The Arena” to justify the title of the first game (Which was originally designed as an gladiatorial arena game with a few RPG elements, but the RPG elements then took over and they turned it into Fantasy GTA instead… but all the marketting materials had already been created and printed)
Seriously, guys – the designers have wanted this series to be a serious PvP E-sport so badly they call themselves an Arena Network.
Warrior needs Main Hand pistol before it goes Off-hand, as a reliable ranged DPS weapon that can be paired with Sword , Shield for more defense (especially against other ranged attackers, with CC against people who close), Axe for emergency melee/hybrid range/melee (Pistol/Axe 4 would clearly include a pistolwhip), or warhorn for support. Also – have you not seen how many Charr Legionnaires and Warmasters (Such as Warmaster Gritblade at Red Rock Bastion) use main-hand pistol?
1. I was just giving examples to make a point.
2. There is no interaction between a warrior’s main hand abilities and his off-hand abilities (that is the domain of the Thief).
3. We have also seen the pistol being used off-hand by warrior-like npcs. However, it should be noted that Anet stated that they purposely didn’t want to hold npcs to the same rules as players so we can’t really use that as an argument.
Have you not seen Warrior Axe 4? It attacks with both weapons.
And Ranger needs rifle for thematic reasons. (And if you say “Rangers don’t deserve Rifles”, well, screw you and the Alamo you DIDN’T die defending, unlike the real world’s most famous "Ranger’-archetype)
The Ranger actually didn’t get firearms for thematic reasons. See, the Ranger to Anet and to many is not ‘one who attacks at a range’ but ‘one who guards or moves across a range of land’ as in ‘park rangers’. A Ranger’s origins do not lie with Legolas, they lie with Aragorn (and his group of Dunedain rangers). Anet wants to emphasize a Ranger’s connection to nature, to the wild and firearms were seen as being too ‘civilized’ or ‘technological’ for that.
And park rangers use guns. As do Texas Rangers. And Army Rangers. As did Davy Crockett, “King of the Wild Frontier”. You don’t get any more Ranger-y than that.
1. There are reasons why some professions have access to fewer weapon types than others. In the case of Elementalists this is due to attunements, in the case of Engineers this is due toolbelt skills and kits, in the case of Revenants this is due to Legend swapping. Thieves probably suffer the most from this however..
The reason I always assumed is that the weapons professions start off with in the core game are there because they fit thematically.
That is just a part of the reasoning, one I neglected to mention so you’re right there. However, for ‘thematic reasons’ you could arguable give the current professions a lot more weapons than they have now.
Warriors: Off-hand pistol, off-hand dagger, non-magical staff all make sense.
Guardian: Warhorn is a strong thematic fit.
Revenant: Anything can be made to work, basically.Thief: Off-hand sword and rifle make a decent amount of sense, even torch could work.
Ranger: Main-hand dagger is probably the important one here.
Engineer: Main-hand mace and torch fit.Elementalist: I think Ele needs elite specs the most for a logical expansion of weapons.
Mesmer: I always though off-hand dagger would be obvious for the whole dueling dagger thing.
Necromancer: Off-hand Axe and Torch (creepy ghostly lights) are contenders here.My point is, they needed more than just thematic reasons to limit weapons in the way that they did and balance reasons are one the most important type of reasons for doing anything combat-related.
Warrior needs Main Hand pistol before it goes Off-hand, as a reliable ranged DPS weapon that can be paired with Sword , Shield for more defense (especially against other ranged attackers, with CC against people who close), Axe for emergency melee/hybrid range/melee (Pistol/Axe 4 would clearly include a pistolwhip), or warhorn for support. Also – have you not seen how many Charr Legionnaires and Warmasters (Such as Warmaster Gritblade at Red Rock Bastion) use main-hand pistol?
And Ranger needs rifle for thematic reasons. (And if you say “Rangers don’t deserve Rifles”, well, screw you and the Alamo you DIDN’T die defending, unlike the real world’s most famous "Ranger’-archetype)
As for Engineer Sword. Two words – “Demo Knight”
Sword AA – Chain of hitting someone in melee with sword.
Sword 2 – “Rocket Charge!” Charge forward and slice through all your enemies
Sword 3 – “Throw Sword!”/“Detonate Sword”
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The only form of competition in PvE that has “always” existed was the rush for server first, world first kills in raids or in leader board settings. Yet the formerly-mentioned seems only be known in MMOs where raids are the main (and sometimes only) endgame content.
And, prior to the latest patch (Which started this whole troll thread) there was “First to the Ley Line Energy, so you can get credit for the event and achievements.”
I hate not having access to an Exotic aquabreather, and losing my 6th rune slot in PvE (Usually Traveller or Speed)
Yea, that part is a bit out there, what with the armor n not sinking lol.
Would absolutely love an “underwater” outfit that you automatically swap to in the water.
The only ‘underwater outfit’ I’d want on my charr is the Birthday Suit.
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As a, pretty casual, player with playtime limited to specific times of day (30-60 minutes before work and an hour or so in the evening when kids are asleep and wife is watching some series I have quite often been sad to see the big events being on the same time every day.
Would it be possible to get the events on a rotating schedule instead so even though you log in on the same time each day you can still have a chance to participate in all events?
As an example of my situation, I’ve been able to play Tequatl once since launch when I got some extra playtime…
I can’t say anything in regards to the events, but world bosses such as Teq always run at exactly the same time every day.
And those times are “When the OP is not available to play, with no chance of never NOT being a time the OP can never play” It doesn’t matter how ‘best’ the Reset Teq is to do if the OP cannot be playing at reset.
GW2 needs to get rid of scaled zones.
I say if you’re considering level scaling then just don’t have levels at all since they then serve no good purpose. Instead everything should scale up to 80 but have its level hidden leaving crafting tiers for rarities and stat sets instead of levels. The entire game needs a reboot from the ground up if it’s going to be competitive against today’s top offerings.
For $60 what can a customer have-
Overwatch:
- Excellent framerate and smooth, responsive graphics
- No input lag
- Matches tend to be quick and even a practice mode where you team with real people against AI
-Smooth coding
-Modern API
-Excellent class balance and no class has far more options on very short cooldowns or passive procs compared to other champions
-Quick and convenient champion swapping.
It also DOESN’T offer:
-An open world to explore
-Any notable form of persistence
-
And that “matches tend to be quick” is like… what kittening language are you speaking? It’s not MMO or RPG. Persistent drop-in/drop out play is MMORPG, not “Quick Matches”.
Guild Wars 2:
-Direct X9
-Dated engine
-Lots of clipping
-Download speeds in the kb/s common for many
-Bad input lag at times
-Stuck bugs
-Entire periods where many classes are outside the meta
-Glaringly poor class balance. To illustrate the point team with a friend, both of you roll daredevils and record how many times someone asked one of you to switch, now do the same for scrapper. In a point holding game of course something that can 2v1 for absurd periods of time with a reflect always off cooldown somehow and stopping their resets having notoriously tiny windows is welcomed in many teams. That isn’t even mentioning gyros that can stomp, meaning the scrapper himself doesn’t need to commit to it but can simply leave it there and if a scrapper gets rezzed he has a nasty habit of resetting as if he weren’t downed. Then you have necros who can condi bomb and you can see where this is going.
-Very inconvenient and even detrimental to log out and swap classes as needed.
You forgot “The ability to play as a kitten beefy dragon-cat that you can almost fully customize the appearance of” and “A massive world to explore and hang out in”
Overwatch sounds like a waste of $60.
you are saying to go for hours killing the same mob using the same skills to go up one level is the fun? Play WYD. From level 1 to 400 is like 2 years LMAO.
Sounds more like he’s saying people shouldn’t be able to have fun by teaming up with their friends (Both met in-game, or met out-of-game and brought in-game) and playing with them on a regular basis while expecting any sort of equitable experience. The game model of “have players have all their effort and gear be rendered irrelevant and always outpaced” is obsolete, and needs to go die in a trashcan.
For those who play WoW… how legendary does the sword Thunderfury, Blessed Blade of the Windseeker actually feel in-game?
the drops could be much more rewarding (i.e.: you have Exotic Level 10 weapons that drop from bosses in newbie zones). Make the scale of drops for all levels much greater.
There is no way to make a level 10 exotic weapon ever feel like a reward, because level 10 gear is kitten the moment you out-level it.
Instead, the leveling process should be a long, drawn out experience that is rewarding in itself. Users should work hard to get from level to level, but each level should have great things available. With the current system, most people just can’t wait to buy the best possible blue/green gear for their current level and move on. With a different approach, we could have valuable items at all range of levels, 1-80, instead of the everything just falling into level 80 equipment.
It is flat-out impossible to have actually-valuable items at any level other than the cap unless that item has level-independent use. Under your proposed system, every level gained flushes everything you’ve worked hard for the previous level down the drain because it’s now useless.
“Hey everybody, let’s try to improve Guild Wars 2 by redesigning it in a way that completely misses the whole point of Guild Wars 2!”
Here’s the proper way to mitigate flipping:
1. Go to a site that monitors trading post prices over time.
2. If you want to buy something, place a large buy order for it at around the lower end of the stable spectrum. If the market’s unstable, you’ll probably want to aim a little bit higher to catch the next ‘dip’ in price without being perpetually overcut. By doing so, you cut into Flippers by denying them a customer, and undercutting their profits.
3. If you want to sell something, place it as a sell order at about 12% lower than the stable price, so flippers can’t profit from buying it, and it cuts into their profits if they try to match it. Why yes, it does mean you gross less money from the sale than they do – but such is the cost of fighting the good fight. And, you don’t have thinned profit margins!
Your basing this proposal on the claim that PvE is too easy.
Actually, he was basing it on the observation that until the new patch, the latest Current Event required competing with other players for credit.
I do hope, however, that the big, stupid, concrete lobster gets destroyed in any future attack.
Actually. there IS a way to get Mystic Clovers (Not coins, though) from just playing the game.
Step 1: Look at the top of your screen.
Step 2: hit the crossed swords button.
Step 3: Select the Chest icon on the left side of the panel
Step 4: Scroll down to “Verdant Brink Reward Track”
Step 5: Hit the crossed swords on the panel
Step 6: Hit “Play Unranked Arena”. It should take about 40 games per reward track. When you run out of HoT map tracks, you can go for any other track that isn’t a Dungeon track
Alternative way:
Step 1: Hit “B” (Default keybind), or select the Shield icon at the top of the screen.
Step 2: Select the chest icon.
Step 3: Select “Verdant Brink” reward track.
Step 4: Select shield icon on left panel.
Step 5: Select any map without a queue.
Step 6: Throw yourself into GLORIOUS BATTLE! Either by roaming, or joining on a commander.
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Bow is a condi/utility/support weapon. Rifle is direct power damage to single targets (though 3 and burst can handle small clusters).
If you want to use bow as a direct power damage weapon, you’re doing it wrong. And honestly – I’d hate for Warrior to go back to the days of Bow being better than rifle at absolutely everything.
Right now I think there is too much emphasis on defense and flipping T1/T2 upgraded things, to the point that guilds just won’t go on the offensive on a borderland if it has T3 upgrades in their third during a prime time.
Between the defensive siege advantage, which already makes it very difficult to take an objective, the large amount of extra time it takes to break a t3 wall or door, and the broken speedy-yak resupply times feeding keeps, it just makes WvW very stale right now.
It’s a lot more fun for all balanced servers when you can go and break into their keep and fight them for it, or when they do the same to you. Or if you are outnumbered and sneaky, you can quickly hit a keep to try to ninja it.
Suggestion:
Remove T3 wall/gate upgrades from keeps that aren’t in your third. Eg, on BGBL, BG can get T3 walls/gates on their garrison, but not hills or bay. SMC should also not get T3 walls/gates.No.
Insta capping, insta flipping and easy mode k-training are what needs to go. So you got your things backwards. Also, the problem of your specific server / guild is your specific problem.
On my server anything that becomes T3, especially with a waypoint, becomes a major target to go after. T1 and T2 objectives take 2nd priority.
T3 structures provide fights and action and so do speedy yaks. We have had major battles over supply camps because of this. If your server / guild doesn’t pay attention and misses out, then that is on you and them, not the game.
There we go…the reply of a siege hugger who wants wvw to remain stale and hide in his/her T3 structures and never fight.
…. you’re complaining about WvW being stale, yet want to reduce it to simple, unresisted k-training?
The holding, breaking, and reinforcing of territory is what keeps WvW alive. The need to plan out large assaults to take heavily-defended and reinforced locations through siege (preventing repairs and replenishment) and assault. The resource management in building and placing siege, for both defending and taking forts.
Taking the strategy out of WvW and reducing it to a simple K-train is what will make WvW stale.
… that said, I’d love to see WvW get new, asymmetrical maps that promote more dynamic territory acquisition and defense (Without being a pain to navigate the way the DBLs were.) More forts. More supply lines… possibly make WvW a multi-zone area with server-wide chat options. (Then again, I’m pretty much for anything that makes WvW’s map strategy feel more like Planetside’s full-scale PvP warfare.)
“Name this team of legendary heroes! They will go down in history as—what? Oh… you were there too, I guess. But let’s be honest, this is their spotlight, not yours. Now step aside while they take the credit for all your hard work.” :p
“Trahearne’s Legacy”
Nailed it!
“Sons of Kormir”
Reading the entirety of his post, it seems to be a satire of how he feels about the “Current Events” requiring players to race against each other to get credit/achievement points.
Canach defends Queen Jennah. Stop saying that he should be in DE 2.0. ANet knows better and They divide my mind.
… “I defend Queen Jennah” didn’t stop Logan Thackery from being in DE 1.0
im glad they have a poll for this but seriously kill of Kas majory taimi and Brahm maybe Rox to if she continues to coddle Brahms
better yet just get rid of all the Mary sue character’s
i don’t have any hate for these heroes its just that they are really lacking in what any GW1 hero had the person who writes the stories your doing good but it could be better nothing negative just some constrictive criticism
Actually, it’s entirely negative/destructive criticism. Constructive criticism identifies where the weak parts are and offers suggestions for improvement. “It’s not like the old” is the most useless form of criticism ever.
I would like to see more emotes that bring in props.
For example, in norn towns, you can often see norn npc’s standing around with a mug of ale, chatting and drinking. How cool would that be for avid RPers to stand around their guild hall’s tavern? It could be assigned to /drink or something. And there could also be a /eat where your character chows down on like a turkey leg or something.
I’d love to see more emotes added to the game, and it saddens me that they haven’t been able to spare any ounce of time these past few years. It makes me really wonder how thinly Anet’s resources are stretched.
I’m honestly still waiting for a revamp in the Daredevil’s staff stance and running animation. It still looks awkward as heck to see it wielded like a darn hammer… but that’s another subject. :/
I think that ‘props’ should be the domain of purchasable environmental tools/weapons, not emotes.
I loved the spike in gem sales today. More gold for me!
So if I understand you correctly Zoltar – the anet game devs created game spaces (map territory), populated those spaces with adversaries for the player, and purposefully intended the players to avoid interacting with those spaces and adversaries using character skills and mobility masteries. From my point of view, that seems flawed. This isn’t a new property of many Guildwars 2 spaces of course. I avoid many mobs in Arah dungeons for example. It does however seem that a much larger percentage of open world HOT is to be avoided than the amount in core Tyria – by design. That is an interesting path for the devs to take.
I remember back when GW2 was still in pre-launch design and ANet was talking it up. One thing said was that when players saw enemies, those enemies would be doing something which the game’s heroes might want to stop. Of course, they were talking about DE’s, and that’s exactly what DE mobs do.
Then you have the random mobs every X feet. These mobs must be paragons of their kind, because they’re out standing in their field (or jungle path, cliffside, etc.). This is the exact opposite of what was talked about. So why does GW2 even have these random mobs every X feet?
I believe they’re a artifact of older MMO’s. GW2 has a lot of genre conventions that are holdovers from the days of the first MMO’s. This includes stats on gear, for one, as well as mobs just standing around. In some of those older games, those mobs served a purpose. Players killed them to level once they ran out of quests.
There is no need for those mobs in GW2 for leveling purposes, except for those who populate heart areas. So, why are they just standing around where there aren’t any hearts? I can think of some possibilities.
- ANet put them in because they thought players would expect mobs standing around in an MMO
- In places like Heart of Maguma, ANet is trying to make the area seem dangerous, as befits the center of enemy territory
- Some of them are hanging out near their homes (like the hostile Itzel)
- ANet wants players to have to work to get where they’re going (Contested WP’s dovetail with that hypothesis)
- Anet didn’t even think about it, they just assumed there should be mobs because MMO’s always have them
The truth is out there.
Random mobs aren’t exclusive to RPGs of the MMO variety#
(Okay, so I just wanted to link that animation somewhere. It’s been too many years, and it’s only tangentially related to the subject.)
But really – random fights have been part of RPGs since Gary Gygax and David Arneson decided to take their Chainmail miniatures off of the wargaming battlefield into a dungeon. They serve purposes 2-3 quite adequately – Challenges to overcome on the way from point A to Point B, while providing ambiance to the game world.
I think the name makes perfect sense: and what’s wrong with retreating once in awhile, doesn’t mean you’re weak
Keep telling yourself that, Logan.
I’ve been running in successful Tequatl maps for the last few months, I know the mechanics and don’t appreciate the ’we’re not asking you to do this, we’re telling you’ attitude I got from the recent attempt today.
It doesn’t matter if they’re asking nicely or simply and bluntly telling you (Unless they start swearing outright). If you’re truly aware of the mechanics of defense, then you know that the teams are supposed to be restricted to no more than 5 at the four locations, organized before the event starts, and that any more scales the defense events up and risks overrunning the turrets.
My favourite class is Ele, and I’ve found I’m more suited to defensive teams / turrets as I’m typically never downed by anything there. And really, telling someone to rack off from defensive, or they’re not needed? Any other time people are begging for hills and boat teams.
And this time clearly wasn’t one. If the defense teams are full, you aren’t needed. And if you’re the one who couldn’t be bothered to show up and join the defense team party prior to event start, you’re the one that needs to get off the point and into the water with the rest of the zerg. Tequatl isn’t the Shadow Behemoth.
Not that anyone is going to do that anyway, but it’s equally ridiculous to judge the one person helping out in the way they want to help out. It’s their free time, their time spending time playing the game. No one has ownership over any map instance, the one random dude you either tolerate or you move yourself.
You seem to have an unusual definition of “Helping out” if you think scaling up events and making it harder for everyone else through excessive lootless champ spawns is “Helping Out”.
Yay semantics. Helping out, playing what you like or whatever you want to call it.
If we’re going to count scaling then noone is helping out anyway. Everything just scale things up beyond 5 players.
Only if they’re not scaling up the main event, which scales somewhat linearly at a rate less than the average player’s contribution to the fight. With the adds on the defenses, though, the scaling rate’s a bit more awkward.
If you want to “Play how you want”, stay away from the specialized teams on the Hardcore bosses. Those, while open-world, are explicitly designed to require players to coordinate and organize – and part of that coordination and organization is going where you’re needed, not where you want, and doing things on the event’s time, not your own. Whether this is organizing defense groups for Teq.
Sure, on a largely-succeeding Teq map, there’s a lot more room for error or slacking. But on a ‘fail’ map as the OP indicated in the title, everyone needs to step up their game to turn it around. There are three reasons Teq fails:
1. The turrets fail. Either because they’re unmanned (Solved by jumping in one), incompetently operated (rare), or overrun (Because the defense teams failed)
2. There are not enough zerglings in the water. GIven how the event scales, this means there are too many people on the defenses.
3. The defense teams fail and the turrets are overrun. Either because they are undermanned (Explicitly not the case in the OP’s situation), or because there’s someone off-position and scaling them up.
I’d like to see a /lean emote, where our character just poses like they’re leaning (Against a wall, or other character).
I wish they’d replace the Charr dance with a cool breakdance that puts that awesome upper body strength to use
Charr are an urban/industrial war culture, not tribal one.

