Last year I got an orange and about 3 blues.
So far this year, I’ve gotten two blues.
Please remove the message suppressor, or have it reset every minute or 5.
Trying to track progress in SAB, trying to have an extended conversation in /s, or scouting in /m in WvW is complete bullkitten because of this.
SAB breaks with every major content patch.
Wasted 10$+10g for 10 keys.
Got elemental sword in 2nd key.
Your RNG arguments are invalid.
No, they’re not. Just because RNG was favorable to you doesn’t mean they were favorable to everyone.
The irritating thing is that if it hadn’t been for W2, we could have had W3 and 4 simply by breaking the Rapids, Ninja Dojo, and Mountain Peak into their own worlds.
Not every boon has to be as powerful as Might or Quickness, which is something that I think a lot of people have forgotten. It adds a lot of flavor to have weaker boons that are more widely accessible.
Would you be saying the same if Might didn’t stack potency, and merely duration?
Nevermore has to be crafted – it is NOT a drop. In fact, you need to craft it over four steps. The stuff Teq people get is just a rare RNG drop, usually after days, weeks, or months worth of attempts (Some unlucky few only get it after years of attempts). Of course people are excited when they finally get that drop, and they show it off – you’ve not seen the dozens or hundreds of times they came out of the fight empty-handed.
Everyone in the game gets lots and lots of ‘trash’ drops. Earning gold requires saving up the earnings from the ‘garbage’, or learning how to play the market in some capacity.
Phalanx Strength Greatsword Warrior all the way.
The HoT specializations are stronger than the core, so you’ll struggle to get a group, but they core is still doable.
Swamp Fractal got updated to actually have mechanics, because previously it was stupid-fast and easy.
We’ll get SAB world 3 when WoW gets the Dance Studio promised in WotLK.
You might want a slightly-cheaper-to-craft longbow recipe, so you don’t have to make Berzerker every time you want to swap stats on one. Sure, it only saves a few silver out of tens of gold, but w/e.
They look to be the same color, but the ‘holographic fog’ around the Greatsword has a more pale element to it.
I’d like Menders Stats from PvP to be in the game. Power, Healing Power, Precision, Vitality.
And the problem with that is… what? Regeneration would be able to function alongside healing skills, instead of being completely worthless.
The problem with that is enemies have to pose a challenge. If you are running around with regen that is as strong a heal/sec as your actual healing skill, your sustain more than doubled just from that.
I don’t get why people want everything to pose even less of a challenge than it already does.
I personally just want to be Regeneration as a buff to be more situational and a bit of a burst instead of sustain. Like it heals over a small time for more than now and is therefor still different from direkt heal.
Maybe that’s just me, i just don’t like the idea of stacking it for over 2 minutes or whatever is possible and it doing nothing in the time it’s there.
Right, and in situations where Perma Regen would be needed (High-end organized content, or specific builds), it should have the same value that 100% uptime on Quickness, Fury, or Might has – you’re facing a LOT of enemies (Or very challenging ones), so being able to outheal one enemy’s damage output isn’t significant.
I suspect part of the Flame Legion’s sexism comes from the real-world conundrum that a population that loses more males than females rebounds much faster than one that loses equal numbers of each (Assuming a single male is capable of impregnating multiple females), regardless of the physical and intellectual ability of the sexes.
Guild Wars 2 wasn’t designed as a Free-to-Play game. It’s a buy-to-play game that ended up getting the core game Free-to-Play as a trial when the expansion was announced.
Unfortunately, RP has never been strongly supported – no RP servers ever existed, though Piken Square and Tarnished Coast were unofficial RP servers. And then Megaservers scattered what was left of the RP community. Now they all hang out in Divinity’s Reach.
Rifles aren’t any less unnatural than greatswords, and as noted, my idea for the implementation of Ranger Rifle embraces the animal spirits in their attacks.
Fractals provide better gear than dungeons (You can get ascended gear from them), but I think the real great places to get better gear is generally considered the temples in Orr, which sell them for Karma.
That said, I think Bladed Armor is accessible and has selectable stats (But you’d have to do T4 VB to get the chest plate), since as a new player you won’t have a lot of Karma saved up yet. I’ll have to check.
I find dungeons tedious and unrewarding for gearing for stats – their armor is mostly for the skins, not Exotic-level stats.
… but why are the Crimson Assassin skins different prices, with two-handed skins being twice the cost of an offhand? And if it’s because off-hands are supposed to be half the price of a two-handed weapon, why does Course Work then only provide half a weapon skin in compensation?
Why did you start counting from the start of living story and not right after the release of the expansion? where the base of these complaints are born from?
Because the expansion was a complete bungle that added a lot to PvE, that players didn’t want (But it still took time and effort to create), and then the developers had to go back to re-do all that work again over the next 6 months or so before they could start moving forward again.
Dailies get people to log in regularly, and keeps the game at the forefront of their attention. then they do other stuff.
The big reason to do the dailies, though, is the +10 AP. The currency reward is just a way to keep gold going to players who don’t feel like playing the TP.
Which really, really, really kittening sucks for us 2nd-shift workers on the east coast. 2 hours isn’t enough to get the SAB dailies done, which reset while I’m at work.
The only problem with the Druid is that its celestial avatar abilities completely eliminate the ranger’s damage. They need a damage component.
just to satisfy a bunch of loud people thinking the world should revolve around them.
Nobody is louder or more self-centered than those who made the [insert all the kittens] Screaming [insert all the kittens] Pony [insert all the kittens] Bow for its autoattack’s sound effect.
And the problem with that is… what? Regeneration would be able to function alongside healing skills, instead of being completely worthless.
The community was unhappy at things that are obtainable only by pure RNG that you have to pay money for.
We were? Huh, I don’t remember being unhappy at the introduction of the Privateer set. Quite the opposite, actually. But thanks for purporting to speak for all of us.
I’m very supportive of the new way the BL chests are being handled. For a long time there were very few worthwhile items in the Black Lion chests, or rather, the items that were obtainable from BL chests (aside from BL tickets/scraps) were nothing special. Now we’re at the point where every new update sees us with not only one new rare account bound item we can get excited about, but also some really solid guaranteed items.
Black Lion chests are at a good place, and as long as Anet continues to introduce fun and exciting stuff that you can’t get anywhere else, I will continue to purchase keys to open them in the hopes of getting the exciting stuff.
The problem with account-bound items is one person’s treasure is another’s vendor trash. Black Lion chests used to have things of value – and if it was something you didn’t like, you could sell it to someone who did want it.
Frankly, I’ve hated the new Black Lion chests. I used to be able to get all sorts of random stuff, often things that I liked having, but couldn’t justify deliberately buying (Revive Orbs, Black Lion Salvage Kits, Total Makeover or Hairstyle kits, etc), boosters that are generally trash until you decide they’re not, and minis and dyes I could either use to expand my collections or sell to recoup losses on the keys.
Now, one of the three slots in a chest is guaranteed to be worthless garbage, and the rest is far more limited, and it’s far less likely you’ll be able to sell anything valuable/rare that comes out of the chest that doesn’t really appeal to you (And hopefully it’s not a duplicate)
As for Dreamer I dont personally own one but as previously mentioned if you removed the unicorn noise it makes it would completely change the identity of the weapon
Not really. The Dreamer wasn’t always “THE GODkitten SCREAMING PONY BOW!” – it’s a bow of Rainbows, Unicorns, Dreams, and Sparkles. Simply replacing the GODkitten SCREAMING PONY autoattack (Feel free to keep the whinny on other skill activations) with something softer (Frankly, I’d prefer a light chiming sound reminiscent of stars and fantasy) would still keep the bow’s identity, while eliminating the primary cause of the griefing (The frequency of the ponybow’s sound)
I hope Quip is safe, though, because it’s supposed to be loud, obnoxious, and annoying.
Rare items from chests should not be account-bound, ever. RNG should be sellable to allow the value to be dictated by supply and demand, and to allow the gamble to actually be worthwhile. Eliminating the value of rare but not-quite-wanted items takes a lot of the thrill out of opening the chests.
And what’s this nonsense about it screwing the economy of the game over? It’s built to handle (And DOES handle) rare BLTC item drops, such as permanent contracts, weapon skins, and rare minis.
Charr has the same problem too.
The only good non-unisex outfit on Charr is the wedding dress. The Ancestral and Exemplar Outfits are outright atrocities on Charr females. (The Ancestral outfit is a double-whammy on Charr females. The Male version is tailored and sculpted to the race’s body. The female version isn’t)
… why are they making rare things from the Black Lion chests account bound? We should be able to sell almost anything we receive from them.
They give the map’s currency and keys, which are valuable for all sorts of rewards.
I personally feel that rangers don’t have a place to use rifles or pistols of any kind (with the possible exception of sylvari grown rifles and pistols like the verdent weapon set)
This is because of their connection to nature. They aren’t mere hunters, they are at one with nature as a whole, and as such would be more inclined to use more ‘natural’ weapons. While swords, axes and daggers aren’t ‘natural’, they are used in ways that reflect aspects of nature. Rifles and pistols are the very farthest form of ‘natural’ of any weapon set (apart from verdant weapons and other weapon sets like it).
Now, obviously, there are two huge counters and a third minor counter to the above argument:
The next elite spec can totally add more lore exactly as Sartharina mentioned, having a subset of rangers turn into hunters (which i’d disagree with but if they implement it, meh, not much I can do about it)
The use of any weapon can be seen as unnatural because, well, we don’t grow weapons out of our nails (ignoring sylvari). While a point, I still feel that guns should not be a part of a ranger’s set.
The minor point is the above mentioned sylvari weapon sets. Cause really, it’s kind of a shame that sylvari rifles and pistols go ‘bang’ instead of something more natural.
I won’t stop other people from enjoying rangers with rifles (hell i’d probably get a verdant rifle myself for my ranger), but it’s not something that i really agree with.
The “King of The Wild Frontier” used a rifle. You cant get any more Ranger than that.
And legendaries are a new equipment cap because they now have an increased quality of life over every other gear type. It is no longer “just a skin” it is now a must have because of both it’s higher than the casually acquireable exotic stats and the quality of life changing stats on the fly. Legendaries are objectively better because of the quality of life change.
Compared to legendaries, Ascended gear is “Casually Acquired”, and it has the same stats. And you can swap out the stats of Ascended gear nearly countless times (Or make multiple sets and buy a bank tab for regular stat-swaps) for the cost of a legendary.
It is curious that Trahearne was originally going for Kralkatorrik before the events of Mordy, I wonder what was his reasoning. I guess it was the next active dragon?
I figure it would have been “Finishing what Destiny’s Edge Started”.
Kralkatorrik seems to be treated as the biggest, baddest, and most threatening dragon by the series. I suspect he’ll ultimately be the last.
If regen outhealed incoming damage it would be completely overpowered to the point of breaking the game.
If you have 16k health, and mobs hit for 1k (as mentioned in the OP), and mobs hit every 2 seconds, and your regen ticked for the less than 400 mentioned in the OP (lets use 300) then:
It would take 32 seconds for 1k per hit (every 2 seconds) to ablate the 16k health pool. In that 32 seconds the 300 per second regen would restore 9600 health, requiring the mob to spend another 20 seconds to ablate, during which time regen would restore an additional 6k health, requiring the mob to spend an additional 12 seconds to ablate, during which time regen would restore 3600 health, requiring the mob to spend an additional 8 seconds to ablate. During which time regen would restore 2400 health, requiring the mob to spend 6 seconds to ablate, during which time regen would restore 1800 health, requiring the mob to spend 4 seconds to ablate, during which time regen would restore 1200 health, requiring the mob to spend 2 seconds to ablate, during which time regen would restore 600 health, requiring the mob to spend 1 second to ablate….
at this point, assuming that the character has not dodged or avoided any attack in any way, has not used their healing skill, has not killed their attacker, etc, the character is down….after 84 seconds of doing absolutely nothing to defend himself.
How many normal mobs survive more than 3-5 seconds? How often does a character do absolutely nothing to reduce incoming damage or defeat attackers?
1. Regen has limited duration.
2. Multiple mobs have heavy burst damage abilities, or come in packs.1. Anyone built for regen will have it up permanently
2. Have you tried dodging?GW2 combat is built around the concept that you avoid damage instead of facetanking it and healing through the pressure. If you think you can play GW2 like you do WoW, you’ve got another thing coming.
1. Unless you mess up your regen-granting rotation, or it stacks intensity instead of duration.
2. Dodging is just one damage mitigation tool. Regen should be another.
Making Regeneration stronger but shorter duration allows it to help recover from attacks by a single foe, or short exposure to multiple foes. It doesn’t have the duration to withstand a too drawn-out battle, nor the power to withstand multiple foes. Single non-veteran mobs aren’t a lethal threat to anything or anyone anyway, regeneration or not. It also can’t heal through the telegraphed burst hits.
Anyway – I hope that next time around, Rox decides to stop playing around with primitive slingshots and picks up a real weapon, introducing the Pathfinder.
Pathfinders are Rangers that use their connection to nature, guerilla tactics, and a technological edge as advance scouts for the Charr legions (Though the other races would adapt the same strategy), finding paths for the main host and clearing out light and moderate resistance along it.
Every Pathfinder carries a kit that can be accessed at almost any time, and the kit provides means for temporary stealth, a tincture distilled from Maguuma’s mushrooms (Granting swiftness and Alacrity, with the duration and cooldown enabling permanent swiftness as long as it’s maintained), a signal flare (Applies Burning on immediate contact, and Revealed in an area), and a great big bomb.
Their weapon would be the Rifle. There are many like it, but this one is theirs. The basic attack is a tight-spread shotgun blast that is devastating at close ranges, but still mildly effective out to long range. They can also channel the spirits of certain animals (Much as they can with a Greatsword) – by channeling a Tiger’s roar, they can unleash a powerful, weakening blast from the muzzle of their gun (Point-Blank Blast Finisher that deals damage and applies weakness), and by channeling the eyes of the eagle, they can fire off a long-range, powerful vulnerability-inducing shot.
… I overthink everything, and have too many ideas.
Worlds 3 and 4 are Cancelled Until Further Notice.
… the ability to change stats on the fly with Legendary weapons/backpieces/armor is simply a way to not screw players over when they do want to change stats. It’s far cheaper to craft multiple Ascended weapons and armor.
You can’t change the sigils/runes (And runes are more important than sigils, I think), so it’s not much of a benefit, anyway.
The way I see it (And I said it earlier) – being loud and obnoxious is part of Quip’s identity. It’s a party razzer, after all. Everyone getting annoyed by it is the weapon Working As Intended.
The dreamer, on the other hand… “Aural Assault” isn’t as much a part of its identity, so changing it to be less violently offensive to the ear wouldn’t be as much of a problem. (Its primary purpose is to be annoying by having rainbows, unicorns, and glitter everywhere). Changing its sound to a softer ‘glittery’ sound would probably work well.
I think the Dreamer’s Auto-Attack should be changed to a quieter, less obnoxious sound, with the whinny reserved for attacks 2-5.
I’m pretty sure the entire purpose of Quip is to be loud and obnoxious.
… why do people forget that everyone posting on these forums has purchased the game?
Actually, that would make us good ones to ask. How much have we spent? What would we tell potential purchasers are must-get items vs things like skins that they can wait on?
My question was aimed at those saying “Wait before buying the game, try the FtP version” (And it often pops up in other threads as well), when the OP clearly says he already bought HoT.
… why do people forget that everyone posting on these forums has purchased the game?
OK, thanks again, guys!
Tom, what is a Druid Ranger? I’m just a regular Ranger, I think? Also, how do you avoid having to dodge? I just don’t have the reaction time to pull it off with any consistency.
Druid is the Ranger’s Heart of Thorns elite specialization. It provides utility, support, and healing (LOTS of healing).
The game’s “Endgame” is skin-hunting, Heart of Thorns and LS3 maps, legendary crafting, and the entire gameworld.
A 1-minute offset wouldn’t have any effect on people trying to get into the map, considering how random people leaving is anyway.
It’s not like there’s any way for people out of the map to know the exact moment someone logs out, and the map temporarily being a few players short of max capacity while each one’s reservation to clear won’t make a difference on the map’s performance
If regen outhealed incoming damage it would be completely overpowered to the point of breaking the game.
If you have 16k health, and mobs hit for 1k (as mentioned in the OP), and mobs hit every 2 seconds, and your regen ticked for the less than 400 mentioned in the OP (lets use 300) then:
It would take 32 seconds for 1k per hit (every 2 seconds) to ablate the 16k health pool. In that 32 seconds the 300 per second regen would restore 9600 health, requiring the mob to spend another 20 seconds to ablate, during which time regen would restore an additional 6k health, requiring the mob to spend an additional 12 seconds to ablate, during which time regen would restore 3600 health, requiring the mob to spend an additional 8 seconds to ablate. During which time regen would restore 2400 health, requiring the mob to spend 6 seconds to ablate, during which time regen would restore 1800 health, requiring the mob to spend 4 seconds to ablate, during which time regen would restore 1200 health, requiring the mob to spend 2 seconds to ablate, during which time regen would restore 600 health, requiring the mob to spend 1 second to ablate….
at this point, assuming that the character has not dodged or avoided any attack in any way, has not used their healing skill, has not killed their attacker, etc, the character is down….after 84 seconds of doing absolutely nothing to defend himself.
How many normal mobs survive more than 3-5 seconds? How often does a character do absolutely nothing to reduce incoming damage or defeat attackers?
1. Regen has limited duration.
2. Multiple mobs have heavy burst damage abilities, or come in packs.
Why are people trying to describe the magical plant people created in imitation of human life and existence in terms of non-Tyrian-based Real World science?
Masteries are not repeatable and I don’t want them wasting resources to create a system that allows that just so the holdouts that don’t feel like maxing their masteries don’t waste their XP.
They don’t need to “create” anything, just unlock the raid mastery track without having to deal with entitled salts who want to dictate others’ play experiences.
Flip one switch, and boom, this entire argument dissipates (instead of coming up every week).Did it ever occur that they actually want players to complete at least one raid which is why the mastery line is locked behind it?
Requiring casual players to complete a raid in order to obtain non-raid related rewards for playing non-raid content is bad design. Raids, in most games, are participated in by less than 5% of the population. Nothing non-raid related should ever be locked behind content that such a small minority of players enjoy.
Casual has nothing to do with this. There are several raid encounters that can be done successfully with a random group of players with two of them being the very first encounter. The gain of a spirit shard from leveling is a game mode wide reward. It’s not just an open world reward system. It’s not just a dungeon reward system. It’s a PvE system.
Vale Guardian is not possible for a random group of players who haven’t raided before.
It requires team composition, knowledge of the mechanics, and voice communication.
Which is a kitten shame – the first raid boss should have been the easiest. I wonder if they underestimated its difficulty in creating it?
It’s like the Q episodes in Next Generation or the Once More with Feeling episode from Buffy. I certainly like SAB more than Heart of Thrones.
Even though the Storm Wizard is clearly the Mouth of Mordremoth?
I do too believe this game lost its identity. They should sit down and think about what they want with this game.
There are some core issues Ive noticed over the year this game has, comparing to others.
1. Duelling in PvE. This is the only MMO which doesn’t have duel option. There is no reason not to implement it. Its been beaten to death over many topics already and there are only excuses not to implement it.
The answer to “Why no Duelling?” is a resounding “HELL NO!” from the majority of the playerbase and developers alike. It clashes with the fully-cooperative nature and identity of Guild Wars 2’s Open World PvE.
2. WvW maps are far too gigantic. This mode is failure for high tier servers. In WoW, Ashran is really small which makes it great. You don’t need 2 hours to roam the map to find opponents. They are waiting you 10 seconds away from base.
Make maps 3-4 times smaller and something might change.
World Vs. World has an identity issue because it’s supposed to be large-scale strategy, PvPvE, and Big Battles all at once. It needs the large maps for the strategy aspects to work. If anything, I find the maps too small, or at least too limited. WvW is less like WoW’s roaming PvE, and more like Planetside With Swords.
3. Bug fixing. Just look at revenant. 1 year later and nothing has been fixed. I wanted to main it for far too long, but I cant as it feels like in early alpha.
4. Lack of stability. Makers of this game are rushing to bring out new content without previously stabilising old one. Good examples are racial skills and build trees. Revenants state confirms this boldly. Why not firstly take your time to reflect at what you want with classes? Their kit shouldn’t be changed, but rather expanded. What you guys do is expanding something that is not previously stable and polished..
5. Build templates. This could be considered under 4, but its been asked for so long that its issue itself! For unknown reason, developers keep refusing to bring us this feature, which is considered as essential in most modern MMOs.
As nice as these features would be, they have nothing to do with game identity. Except maybe Point 4, which is simply
6. Maps. I strongly believe PvE maps should be released with each expansions and not otherwise. Main focus in between expansions should be PvP maps and PvP modes.
I kinda want to see many PvP maps available, which keeps people entertained faaar longer. Skills can be polished and stabilised alongside PvP map releases, which is great organisation imo.
Your opinion is largely wrong, because the VAST majority of players have and want absolutely nothing to do with PvP. You could pump out a new PvP map per week, and the majority of the player base wouldn’t even give a kitten .
The game is afflicted with split identity – one is a desire for a PvE gameworld without the PvE nonsense other games put out (And they’re always experimenting to try and find what works) They want a world where players coordinate and work together, and I suspect they’re more frustrated than anything with the playerbases’ rabid resentment of calls to cooperate/coordinate and get better at the game’s mechanics.
They also want to be a strongly competitive E-sport.
GW2 never had an identity since they pretty much dumped the idea of guild wars and made a game that has nothing to do with guild wars, i am surprised you never noticed.
Maybe because the title wasn’t based on player guilds fighting each other? People keep claiming otherwise and yet I’m unable to find anything that supports their claim but have found sources from a year before launch that despite’s those claims. How could GW1 (and GW2) not have an identity because they lack something that never existed and never were?
GW1 has an identity, GW2 doesn’t.
that’s the problem here, no guild wars in guild wars 2.As I said before, the guild wars occurred before GW1 and had nothing to do with player guilds. GW2 occurs several hundred years later than the GW1 story. You can keep using that argument but it holds no weight unless you have evidence.
Actually, the title has everything to do with player guilds, and the original game’s identity. The core identity of GW1 was “PvE MMO that leads to a PvP GvG based Endgame”, that they drifted away from during the development of Prophesies, doubled down on in Factions, and only really started to turn away from in Nightfall. The developers wanted the game to be a PvP E-sport so badly they even named their studio after the concept.
Yes, there’s a silly event in the history called “The Guild Wars” that keeps the game’s Artifact Title somewhat relevant, but it’s only a light patch.
(edited by Sartharina.3542)