There are people who adapted a playstyle over 3 years of playing GW2, and that playstyle doesn’t fit into raiding. If they refuse or can’t change they will be excluded from all future end-game content , which I don’t want. All I want is a more forgiving mode that allows participation of those who currently can’t.
i could refuse to do any number of things in the game but it’s not reasonable for me to expect anet to adjust that content to cater to me. raids are no different
you have to prove that something is preventing people from adapting to the content and broadly speaking there are no drastic issues which are doing that
The way you worded that sounds like you think I want the current form to cease existing, but I don’t remember giving you reason for that. A minority is raiding, which is known, and I only aim to change that.
Something is preventing people from doing the content, I can’t give you proof what, and I only could talk in the name of the people I spoke with, and yes, most of the issues would be resolved with an alternate version. Also if there are no drastic issues preventing people from getting into raiding, be my guest and explain why they don’t
http://www.strawpoll.me/10553512/r
(Sidenote, this poll was created about 7 month after the first wing released on reddit, meaning people who wanted to raid had plenty of time to adapt, yet they didn’t)
Now lets be serious here, if your build is at least average you will clear the encounter, if your build is so bad that it cant clear the content in its current state then you are being delusional about A-Net needing to catter the end game content for these people. If people playstile are the worst combination of gear, and using only 1 skill while watching netflix there is 0 reason for then to complete the content no matter what you say.
I only have one question then, what is Anet’s reason to cater the endgame to you?
Also your argument makes zero sense, my proposal by increasing the party cap wouldn’t remove any mechanic, people would still die from sabetha’s flamethrower , they would still watch out for every mechanic there is , so care to explain to me how does “using only 1 skill while watching netflix” comes into the picture?
Also just for the fun of it, please tell me how does an average Chrono build looks, which, as you imply, isn’t meta.
So adding people does decrease the difficulty? Well then, considering VG was beaten by 4 people, adding 6 more should make the fight accessible to all.
If you want to make that argument work you should say easy mode should have 15 people instead of 10 without difficulty changes.
Honestly, it doesn’t sound that bad
Just imagine 15 people in that tiny arena, would be an awful experience. And i bet that they would still fail, people would go down, people would stop dpsing for ressing, then green show, people miss it, boom 15 dead players.
What would make 15 man an awful experience that 10 doesn’t? And of course there still would be fails , but 15 man allows wider build variety, they could bring more healers or be tankier in general. Also losing people in a 15 group is a lot more forgiving
The arena is small for 15 players. But that aside, people would still demand meta, because you know 10 is already very forgiving (as it can be done with 4), so why people dont accept your variety? Because its easy to associate someone going in tankier gear = can’t handle the encounter (which is almost always true ). Adding more 5 players wont change that. As everyone say in every topic. Want variety? Post on lfg your group and put that you accept any build, bam variety.
I’m in a guild that does runs every single day, with first come first serve base, and its accept anything, we did a 10 man vg with everyone running random builds ( i was condi thief with a mix of rampager / carrion exotics its just a char that i only use for open world ) and it was easy.The Cave Guardian takes place at a lot smaller place than the Vale Guardian, I didn’t really see a complain about that, but there are still around 40 people there. Also would they still require the meta if it was 20 man? or 40? at some point the meta becomes unnecessary.
The point where it becomes UG
Then simply by adjusting the party cap we could have a tiered difficulty system which allows for current or even harder than the current difficulty, open world difficulty and something in between like dungeons.
No, you have UG or people will fail, and if you have UG instanced its not a raid, its just something below even a dungeon.
And let me ask a question about build variety. Have you ever tried to get 10 people with your build variety? If not, you should not ask for a raid that allows it if you dont know if the current allows (because it does), and if you tried and failed, you failed because of the raid doesnt allow your builds or just because you cant do the mechanics?
But if UG instanced is something below even a dungeon , and if we have something that is harder than UG people will fail, that would mean people who can’t raid can’t even complete dungeons. I sincerely doubt that.
On build diversity , yes, I dare to say an average player has to follow the meta in order to be succesful at raiding, but it is obvious it is not a requirement to complete it. If it was, we wouldn’t see low man clears. Also I don’t understand what you mean under my build variety, I followed the meta, cleared wings and I can see why people don’t like that. Of course I could bring different gear & skills and still succeed , but most likely if everyone did that we would ultimately fail.
There are people who adapted a playstyle over 3 years of playing GW2, and that playstyle doesn’t fit into raiding. If they refuse or can’t change they will be excluded from all future end-game content , which I don’t want. All I want is a more forgiving mode that allows participation of those who currently can’t.
So adding people does decrease the difficulty? Well then, considering VG was beaten by 4 people, adding 6 more should make the fight accessible to all.
If you want to make that argument work you should say easy mode should have 15 people instead of 10 without difficulty changes.
Honestly, it doesn’t sound that bad
Just imagine 15 people in that tiny arena, would be an awful experience. And i bet that they would still fail, people would go down, people would stop dpsing for ressing, then green show, people miss it, boom 15 dead players.
What would make 15 man an awful experience that 10 doesn’t? And of course there still would be fails , but 15 man allows wider build variety, they could bring more healers or be tankier in general. Also losing people in a 15 group is a lot more forgiving
The arena is small for 15 players. But that aside, people would still demand meta, because you know 10 is already very forgiving (as it can be done with 4), so why people dont accept your variety? Because its easy to associate someone going in tankier gear = can’t handle the encounter (which is almost always true ). Adding more 5 players wont change that. As everyone say in every topic. Want variety? Post on lfg your group and put that you accept any build, bam variety.
I’m in a guild that does runs every single day, with first come first serve base, and its accept anything, we did a 10 man vg with everyone running random builds ( i was condi thief with a mix of rampager / carrion exotics its just a char that i only use for open world ) and it was easy.The Cave Guardian takes place at a lot smaller place than the Vale Guardian, I didn’t really see a complain about that, but there are still around 40 people there. Also would they still require the meta if it was 20 man? or 40? at some point the meta becomes unnecessary.
The point where it becomes UG
Then simply by adjusting the party cap we could have a tiered difficulty system which allows for current or even harder than the current difficulty, open world difficulty and something in between like dungeons.
So adding people does decrease the difficulty? Well then, considering VG was beaten by 4 people, adding 6 more should make the fight accessible to all.
If you want to make that argument work you should say easy mode should have 15 people instead of 10 without difficulty changes.
Honestly, it doesn’t sound that bad
Just imagine 15 people in that tiny arena, would be an awful experience. And i bet that they would still fail, people would go down, people would stop dpsing for ressing, then green show, people miss it, boom 15 dead players.
What would make 15 man an awful experience that 10 doesn’t? And of course there still would be fails , but 15 man allows wider build variety, they could bring more healers or be tankier in general. Also losing people in a 15 group is a lot more forgiving
The arena is small for 15 players. But that aside, people would still demand meta, because you know 10 is already very forgiving (as it can be done with 4), so why people dont accept your variety? Because its easy to associate someone going in tankier gear = can’t handle the encounter (which is almost always true ). Adding more 5 players wont change that. As everyone say in every topic. Want variety? Post on lfg your group and put that you accept any build, bam variety.
I’m in a guild that does runs every single day, with first come first serve base, and its accept anything, we did a 10 man vg with everyone running random builds ( i was condi thief with a mix of rampager / carrion exotics its just a char that i only use for open world ) and it was easy.
The Cave Guardian takes place at a lot smaller place than the Vale Guardian, I didn’t really see a complain about that, but there are still around 40 people there. Also would they still require the meta if it was 20 man? or 40? at some point the meta becomes unnecessary.
Seekers and Blue Circles still hit fairly hard from the Unbound Guardian, the green circle gives an incentive to ranged standing inside of it for a damage buff rather than preventing a wipe mechanic.
So far i have seen people at LUG fleeing from “those green AoE’s”, and trying to gather seekers together in order to better stack and cleave them about as often (if not more often) than stacking in green circles and avoiding real AoEs. And i haven’t noticed any meaningful real difference between those two in how much the guardian went down. Yeah, the second group did it 1-2 minutes faster, maybe.
Go to Bloodstone Fen and fight the Unbound Guardian. Lern that fight and then you got your first easy mode boss.
100% this. It is an intelligent reuse of assets and it is great way to learn a bit about VG mechanics without having to form a group to raid.
What mechanics? Any “mechanics” of legendary unbound guardian could as well be just visuals for how much they impact the fight (hint: none at all).
It’s as if devs decided to make a jab at people asking for easy mode raids, by using a strawman example of one (and hinting using the name of the achieve that’s the best people can count on seeing). Any ties to vale guardian are nothing more than a bad (and definitely not funny) joke .So just like the mechanics people want for easy raid ( non wiping ones ), see how this is bad? And if there are a wiping mechanic they will say thats not easy.
No. As i said it was a strawman example of “easy mode”. The one raiders claim people ask for, but not the one people asking actually want.
What i want is for the mechanics to be easier, not faceroll easy. It’s not a binary thing, there’s a ton of ground in between. Even if some people intentionally try to ignore it.
Also yes, i do care about the loot. I never claimed otherwise.
Yes there is ton of ground, that will maybe satisfy you or not , and probably not a lot of other people, because they will still fail at it ( as it will be not face roll ) so complain will still exists and now the raid group is divided in easy mode / normal mode. So in the end its way more harm/trouble then a solution for a problem that only exist if you want.
Many encounters if you remove 1 mechanic it become faceroll easy as you say. Remove Green Circle from VG = faceroll easy. Gorseval remove the enrage = slow grind his health updrafting all the time = faceroll easy. Remove warg from scort = faceroll easy. Remove cannons from sabetha = faceroll easy. Etc.
And if they dont remove this mechanic people will still fail and complain. Because they are already too easy, so its a player problem if you cant complete it in its actual state.The idea that they cannot tone the fights down in ways that don’t make them “faceroll” is a little shortsighted, in my opinion. Of course there is room.
For me, most of the people I talk to are concerned more with the limiting nature of the fights in terms of build/gear/playstyle. Removing or toning down those elements that force (to a degree) players into the meta in order to have realistic chances would be a good thing - in a lower tier level of the raid (there should also be a harder experience that rewards the work people put in).
For many players, copy/pasting a build from metabattle takes the one thing they care about most from the experience – the perceived uniqueness of their character. While they shouldn’t expect to perform at the same level as those that min/max, I don’t think it is unfair for them to expect a raid experience that doesn’t overtly punish thme for getting creative with their characters.
The bolded part, what people fail to see that the VG on BF is exactly this, but people think its just a strawman or way toned down, and its not, the actual VG is actually that weak/easy, so if you tone down the wipe mechanic you will get BF VG that you dont want.
That comparison doesn’t really work. The Unbound Guardian is weak/easy because there are 60-100 people beating on it. While it shares a model and some mechanics, it was altered to be an open world encounter, not a replacement or easy mode version in a raid.
So adding people does decrease the difficulty? Well then, considering VG was beaten by 4 people, adding 6 more should make the fight accessible to all.
If you want to make that argument work you should say easy mode should have 15 people instead of 10 without difficulty changes.
Honestly, it doesn’t sound that bad
My statement works regardless of what you suggest I say.
And I just used your statement under realistic circumstances since we know the vast majority of raid boss clears are 10 mans
So adding people does decrease the difficulty? Well then, considering VG was beaten by 4 people, adding 6 more should make the fight accessible to all.
If you want to make that argument work you should say easy mode should have 15 people instead of 10 without difficulty changes.
Honestly, it doesn’t sound that bad
Just imagine 15 people in that tiny arena, would be an awful experience. And i bet that they would still fail, people would go down, people would stop dpsing for ressing, then green show, people miss it, boom 15 dead players.
What would make 15 man an awful experience that 10 doesn’t? And of course there still would be fails , but 15 man allows wider build variety, they could bring more healers or be tankier in general. Also losing people in a 15 group is a lot more forgiving
Seekers and Blue Circles still hit fairly hard from the Unbound Guardian, the green circle gives an incentive to ranged standing inside of it for a damage buff rather than preventing a wipe mechanic.
So far i have seen people at LUG fleeing from “those green AoE’s”, and trying to gather seekers together in order to better stack and cleave them about as often (if not more often) than stacking in green circles and avoiding real AoEs. And i haven’t noticed any meaningful real difference between those two in how much the guardian went down. Yeah, the second group did it 1-2 minutes faster, maybe.
Go to Bloodstone Fen and fight the Unbound Guardian. Lern that fight and then you got your first easy mode boss.
100% this. It is an intelligent reuse of assets and it is great way to learn a bit about VG mechanics without having to form a group to raid.
What mechanics? Any “mechanics” of legendary unbound guardian could as well be just visuals for how much they impact the fight (hint: none at all).
It’s as if devs decided to make a jab at people asking for easy mode raids, by using a strawman example of one (and hinting using the name of the achieve that’s the best people can count on seeing). Any ties to vale guardian are nothing more than a bad (and definitely not funny) joke .So just like the mechanics people want for easy raid ( non wiping ones ), see how this is bad? And if there are a wiping mechanic they will say thats not easy.
No. As i said it was a strawman example of “easy mode”. The one raiders claim people ask for, but not the one people asking actually want.
What i want is for the mechanics to be easier, not faceroll easy. It’s not a binary thing, there’s a ton of ground in between. Even if some people intentionally try to ignore it.
Also yes, i do care about the loot. I never claimed otherwise.
Yes there is ton of ground, that will maybe satisfy you or not , and probably not a lot of other people, because they will still fail at it ( as it will be not face roll ) so complain will still exists and now the raid group is divided in easy mode / normal mode. So in the end its way more harm/trouble then a solution for a problem that only exist if you want.
Many encounters if you remove 1 mechanic it become faceroll easy as you say. Remove Green Circle from VG = faceroll easy. Gorseval remove the enrage = slow grind his health updrafting all the time = faceroll easy. Remove warg from scort = faceroll easy. Remove cannons from sabetha = faceroll easy. Etc.
And if they dont remove this mechanic people will still fail and complain. Because they are already too easy, so its a player problem if you cant complete it in its actual state.The idea that they cannot tone the fights down in ways that don’t make them “faceroll” is a little shortsighted, in my opinion. Of course there is room.
For me, most of the people I talk to are concerned more with the limiting nature of the fights in terms of build/gear/playstyle. Removing or toning down those elements that force (to a degree) players into the meta in order to have realistic chances would be a good thing - in a lower tier level of the raid (there should also be a harder experience that rewards the work people put in).
For many players, copy/pasting a build from metabattle takes the one thing they care about most from the experience – the perceived uniqueness of their character. While they shouldn’t expect to perform at the same level as those that min/max, I don’t think it is unfair for them to expect a raid experience that doesn’t overtly punish thme for getting creative with their characters.
The bolded part, what people fail to see that the VG on BF is exactly this, but people think its just a strawman or way toned down, and its not, the actual VG is actually that weak/easy, so if you tone down the wipe mechanic you will get BF VG that you dont want.
That comparison doesn’t really work. The Unbound Guardian is weak/easy because there are 60-100 people beating on it. While it shares a model and some mechanics, it was altered to be an open world encounter, not a replacement or easy mode version in a raid.
So adding people does decrease the difficulty? Well then, considering VG was beaten by 4 people, adding 6 more should make the fight accessible to all.
If you want to make that argument work you should say easy mode should have 15 people instead of 10 without difficulty changes.
Honestly, it doesn’t sound that bad
Why would they like to make easy mode when:
- More players than they have ever expected plays raids. They didn’t expect that PuGs can organize, talk about team compositions, traits and specific tactics, because you can kill the boss using multiple tactics.
- Players manage to kill bosses wearing Exotic/Rare gear.
- Players manage to kill bosses in the 4,5,6,7,8,9-man groups.
- Challenge motes are not so hard after all.
- Players organize teaching runs, create guides and give tips on forums and reddit.
Raid Team talking on raids before HoT release: https://www.youtube.com/watch?v=1FUkGRxuxV0&index=31&list=PLDCvogxNKN3nyxCvzZLKShAQEzlSTOfmO
Raid community after only 8 months works better than any PvP or WvW community. I don’t see any teaching runs for PvP or WvW. If you go there you have to learn everything yourself. Even in fractals. While raid community offers planty of opportunities to learn how to raid and how to better utilize your profession.
I expect anet to make an easy mode for the same reason the core game went F2P. They were statisfied with the sales of the core game, yet they opened the gates to everyone to make it more accessible.
I wouldn’t expect an easy mode if this was any other game, raids are meant to be the end game content, however, right now in GW2 that is the only type of challenging end game content, meaning there is no middle ground for those who desire it. If you think about any game that has raiding, vast majority of them also have dungeons.
You might say fractals can substitute the dungeon experience, but I don’t see that happening for several reasons ( I’ll write them down if you ask me to). To cut it short , those who purchased the expansion have no access to new group content if they are not into raiding. This solely I think should be enough for anet to make alternate version(s) of the current raid
(edited by Scipio.3204)
Why do people act so entitled for rewards in content they don’t want to play? Content specific rewards are neccessary to populate content.
No. They aren’t. They are needed only to populate content that would be underpopulated otherwise – so, one that is generally disliked.
Like open world metaevents and world bosses?
It’s like people are completely blind to all the mistakes WoW made by creating different raid difficulties…
Wasn’t WotLK the most successfull Expansion?
Depends on what you view as succes. HoT isn’t considered as a great expansion by many, and when the next expansion releases that is going to affect the number of people who will buy it. The next expansion might be better and bigger than the previous in all way, but it’s possible less people will buy it since they got disappointed by the previous.
What I’m saying is financial success is not the same as customer statisfaction.
Also as WP nicely put it, the Guild Wars franchise has always had challenging content and unique rewards gated behind it. Why start now breaking a winning formula?
I wouldn’t say gating rewards behind content is a franchise thing, more like a GW2 thing. You could get tormented weapons without stepping foot inside DoA etc
Not going to go through all the rewards in GW1 that were gated (cough obi armor cough) or required you to pay others to get you through content since there were enough. Paying others for loot/skins/rewards is also possible in GW2 last I checked.
True enough, you had to complete 4 (?) quest to reach the armorer which easily could be solo’d, but nothing else was locked behind any hardcore content. Materials? Could be bought from merchants. Weapon skins? Sold by players. Hero armor? Same. And as far as I remember this was true for all of the dungeons, DoA, Urgoz/Deep etc.
Also I see quite a bit of difference between paying for someone to complete the content for you or buying items
Also as WP nicely put it, the Guild Wars franchise has always had challenging content and unique rewards gated behind it. Why start now breaking a winning formula?
I wouldn’t say gating rewards behind content is a franchise thing, more like a GW2 thing. You could get tormented weapons without stepping foot inside DoA etc
From what I heard of a dozen of applications to my raiding guild – 80% of which has never killed Gorseval and beyond- the two most identified problems that bar them from raids are time commitment and networking issues. In short, many cannot play for more than 1-2 hour a day and they don’t have enough friends to practice with. Our internal survey reveals that during our training run, new trainees worry about their personal performance, concentration and after-class review more than the boss mechanics. It at least tells me that raid difficulty isn’t that high enough to bring down to another tier. What’s hard is actively involved in the raiding community and get acknowledged. In short, I don’t think easy mode would benefit the current raid scene.
I have to agree with this, raid mechanics are not really that hard in themselfes, I think most people’s issue is having 9 like minded players to do them with. Instead of creating an easy mode , anet could think about a lower man version (5) that is just as hard as 10. It would require more work on some of the bosses, but it might pay out more.
How big of the community are you speaking for? Your guild? Your WvW alliance? You 1-man bank guild? Apologize for being skeptical when someone tries to speak as if they represent for a community so vague that they could have been speaking for themselves only.
He could be talking about the recent reddit poll which shows twice as many people want to raid compared to those who raid, but (imo) in reality this number is higher since a raider is more likely use the forums & reddit than a non-raider.
People really need some form of raids to learn on, or this will never end well. Ancient raid model died out everywhere, but for some reason anet decided to resurrect it in one of most unsuitable games for it.
That raid model had geargrind though. Everything you can get in the GW2 raids is either cosmetic or convenience item. This makes it superior compared to other games in my eye. Someone who is doing his first time raiding can be as effective as someone who does it for half a year now.
To come with an example , I’ve led several VG pugs now, sometimes requesting 5-10 LI, sometimes not. One time when I did not, and asked about people’s experience one DH openly said it’s his first time , yet he nailed every mechanic and we had a smooth run with about only 3-4 wipes. And of course I think most pugger had bad experiences with a full group of people who should be experienced.
I just don’t see how can this raid be even compared to other games like wow, where you have to gear yourself up in raid 1 to even have a shot at raid 2 etc
My idea on the rewards/ easy mode would be like this: no achievement progress ( Collection & normal ), reduced weekly magnetite cap (50), one LI / wing instead of /boss and regarding boss rewards : chance at ascended accessory/armor, one guranteed rare and some gold. Defeating the boss also unlocks the accessories at the merchant , but nothing more. Mastery also should be unlocked on first boss kill/Wing clear.
This way every title/mini/skin even AP remains exclusive to current raids while non raiders have reason to complete the easier version weekly, but have incentive to switch to the current mode as soon as they mastered the mechanics in easy mode.
When you give magnitite shards as a reward for easy mode, nothing of the raids would be exclusive anymore, since you can buy everything (skin, mini) with these.
Except you have to kill the boss to unlock it’s reward at the merchant. In (my) easy mode version you unlock only the accessories. Shard isn’t really that hard to come by, you can repeatedly kill Mcleod a week to farm them, they wouldn’t worth less if you could get some in easy mode
Lastly spending resources on rebalancing and overhauling preexisting content to cater for a not-so-large portion of the playerbase, especially when said content will have no replayability, is something I don’t see anet doing anytime soon.
There are a lot more non-raider than raider though. If the raiders were a majority you wouldn’t see so many comments on the content drought. Also ,like you said, creating a version of the raids that has no replayability whatsoever would be pointless.
My idea on the rewards/ easy mode would be like this: no achievement progress ( Collection & normal ), reduced weekly magnetite cap (50), one LI / wing instead of /boss and regarding boss rewards : chance at ascended accessory/armor, one guranteed rare and some gold. Defeating the boss also unlocks the accessories at the merchant , but nothing more. Mastery also should be unlocked on first boss kill/Wing clear.
This way every title/mini/skin even AP remains exclusive to current raids while non raiders have reason to complete the easier version weekly, but have incentive to switch to the current mode as soon as they mastered the mechanics in easy mode.
But that’s only half of the equation. The other half is EVERYONE ELSE. There are other players who might not want to raid, but might want that specific armor. They couldn’t care less about other people knowing they completed the raid, because they understand that nobody else cares that they did the raid. They would have no interest in the “I beat the raids guys!” title, because that does not interest them. But they do like the look of that armor, and they don’t care whether it comes as a raid reward, or whether it was a daily log-in reward, that is the armor they want to wear.
But what if I don’t want to raid, but I want that sweet kitten title that’s exclusive to raiding? I couldn’t care less about the armor, but I’ve always wanted “I beat the raids guys!” title to show off .
Ohoni,
on your last sentiment what you believe is not necessarily the truth, I have only ever seen you and about 3 other people complain on the forums about this issue, if that is any indication of how you are trying the skew this vs the bigger number of people against such a change. Its really easy to talk about unnamed players that don’t speak up to validate your point, it’s like me saying I have so many people in all 5 of my guild slots that love the challenge it has been to work towards the Envoy Armor, and that if others haven’t put forth effort to the already released prerequisites to acquire then they don’t deserve to acquire it.
Again just because you want something to be so doesn’t mean it is, most people I know are fine with the current system the only piece that some of them don’t agree upon is the number of Provisooner tokens and number of LI needed. Just wait for your preferred game mode to get a legendary armor variant, more players have waited longer for rewards for their preferred gamemode or waited years for their gamemode to exist.
Even though I disagree with most of Ohoni’s points, raids do have accessibility issues and I think it’s safe to say what we see here on both sides of the argument are just the vocal minority.
I’m saying this based on this poll: http://www.strawpoll.me/10553512/r
Now, I don’t know what is stopping the majority of people to get into raids, but in it’s current form it looks like it’s inaccessible for most people for whatever reason. (which is a shame because raids are an awesome piece of content)
On a level, I have to agree with them. Getting into raiding after months it was out was pain in the kitten, I can only imagine how hard it is now. If there was an easy mode that allows people to master each boss’s mechanic from the first phase to the last a lot more people could get into raiding than now (imo)
- not whining on the forums.
Oh the irony
Well, this explains why my friend didn’t get the mastery unlocked when I took him for a bandit trio.
I’m not against this, I never considered Mcloud or trio a true boss, but yes, it should be more clear they aren’t fully considered as raid bosses.
Secondly, Forsaken Thicket is the place for Legendary Armor. It wouldn’t make sense for LI s to drop anywhere else and I don’t see why people think it would be logical to add it to every raid. I remember being mentioned future raids might reward us with Legendary trinkets , so probably instead if LI we get something that’s needed to craft those
The logical thing to do would keep all of the Legendary armour recipes nearly identical except for the precursor (obtained through a thematic collection for each raid), as is the case with most of the gifts required for the Legendary weapons (except for HoT legendaries, where one of the gifts is tied to the final collection).
If you want to tie a legendary armour set to a particular raid, there is no better way to do that than the precursor collection and keep everything else identical.
Forsaken Thicket is a place for a SET of legendary armor, with a pair of collections to go with it (the first tied to the raid itself, and the second to open world activities). That format will most likely be repeated for future raids.
As for not expecting a future raid any time soon – Living Story Season 3 has been said to come with it’s own raid, and the timing of Season 3’s release (assume end of August) will be about 2.5 months after Wing 3 (additional 2-4 weeks to let the Season 3 story settle in before the new raid wing).
Who said LS3 will come with a raid? I don’t remember anything about that.
Also if the next legendary armor is going to be locked behind raids too , well, you can guess what will happen.
4 month time gate is very long, there is no reasonable justification why the average player shouldn’t be able to complete it in the minimum amount of time or moderately close to it.
4 months is the initial time-gate. The more raids they release, the faster it will be. The raid team has pretty good momentum as it is, so I don’t see them slowing down any time soon. Legendary insights will be easier to get as time goes on. With one more raid wing, we’ll be down to 3 months. With 2 more wings, it’ll be down to 10 weeks. With two full raids (if they maintain 3 wings per raid), that’ll be 2 months.
First of all, I wouldn’t expect a new raid anytime soon. It’s true the raid team hasn’t been disbanded, but on contrary to a popular opinion, they worked for more than three months on each wing. They’ve been working on these well before HoT’s realease , they just decided to release them /wing.
Secondly, Forsaken Thicket is the place for Legendary Armor. It wouldn’t make sense for LI s to drop anywhere else and I don’t see why people think it would be logical to add it to every raid. I remember being mentioned future raids might reward us with Legendary trinkets , so probably instead if LI we get something that’s needed to craft those
Luckers? I believe most of us have worked for many many hours to achieve “90% chance to win a raid boss in 3 attempts”, no luck involved.
You can have up to 5 guilds, why would joining a “raid only” guild (is this a new thing? because as far as I know most top raid guilds also do some other stuff than raids) punish you for joining a PvP guild?
You throw base-less assumptions all over, who’s elitist now?
As I see it, your comment TL:DRs to: “I’m too lazy to do raids but I still want the rewards, veteran raiders are mean for not carrying me!”
I wouldn’t say “no luck invovled”. Getting into a group that can consistently sit together to play few times a week for several hours do require a certain level of luck, not to mention you need to keep this group “alive” for four(?) months to get the legendary. If you had this luck then without a question, raiding is/was a lot easier for you than for those who for any reason aren’t part of this kind of group.
As for the amount of LIs required, this seems absolutely fine. Yes, it does take some time, but you don’t need 150 LI or you can’t craft it; you’re free to craft the pieces one by one or even skip some. Also, as we’re getting more raids in the future, I’m pretty sure acquisition will get easier and easier in the long run.
We don’t know if we can craft the pieces individually. I might remember wrongly, but I think I saw a dev comment on reddit you will craft the armor as a whole. Also if they add a new raid I wouldn’t expect LI s to drop there, the new raid will probably have something new like Legendary trinkets
Hey guys,
first of all, my sources: https://www.reddit.com/r/Guildwars2/comments/4o9ol4/what_we_know_about_the_legendary_armor_so_far/
It’s unclear wether will we be able to craft each individual piece or we have to craft the whole, (my guess is the latter), but here are the informations the redditors collected about the price of Legendary Armor so far.
You are not able to finish it yet, because the second collection is halfway locked, but we know the most things that will be needed. I think the most intresting part is 25 LI /each
So if we side by kiel we get more content & lore? Sounds good to me, down with the charr
You’re not supposed to make a deal with the devil to get what you want. Kiel is bad news, I’m telling you!
Tell that to evon cashblade’s new box policy
Down with Evon Gnashblade who opresses us with his 15% sales tax. It is time to expropriate Evon and give everything to Kiel.
Now now. Evon’s 15% TP tax helps to keep the economy stable. Without it, there’d be massive currency problems Tyria-wide. And without him, you wouldn’t have anyone to facilitate the conversion of Gold to Gems.
Mind you, if Kiel were to impose a similar tax, a portion would probably go towards building a new Mursaat temple for her overlords.
So if we side by kiel we get more content & lore? Sounds good to me, down with the charr
I’ve only watched some stream, but the first boss looks compareable in difficulty to bandit trio. The second boss looked intresting, mostly mechanic gated, no high dps is required like gorse. I’d say it’s about as hard as sabetha. Can’t comment on xena yet
At least raids are played for challenge and fun, unfortunately the rewards aren’t that good.
The several thousand posts on this topic have made it very clear that no one plays raids for the challenge or the fun, it’s all about that loot.
Bullcrap. I almost always have every raid boss killed by Monday, but I still like doing raids with my guildies on the weekend, even though I don’t get any reward for it. I have 3 other friends that do the same with their own guilds, just because for us, it’s a really enjoyable experience all around.
Just because you don’t like something doesn’t mean no one else does. :/
So, you would be fine if say, players could get the same loot and rewards though fractals, or if world bosses dropped mag shards, or if players could open/complete the Legendary Armor Collections by doing Jump puzzles?
I’m gonna bet you’re gonna say No, because, in the end, it’s all about that sweet, sweet, unique raid loot.
It’s about getting more with your time… which right now barely works. If it didn’t have unique rewards it should give something like 10 gold (mats or pure it doesn’t matter) per boss AT LEAST.
/small edit
Thank you for proving my point, it’s all about that loot.
You’ve got a point, but that point can be applied to any part of the game. If you remove the rewards from raids, a lot less player would run them, but this is true for PvP leagues, fractals or the HoT meta events, or in other words , for most part of the game or any (MMO) game.
My question is, isn’t enrage is what you are asking for? I mean it’s not an insta kill mechanic, I think it just increases the boss’s damage by 300%. I’ve killed gorse with about 20 sec into enrage with a “normal” raid composition, I don’t see why wouldn’t it be possible to stay alive with 10 skilled nomad against VG forever.
That’s a good point. And I wouldn’t at all mind an enrage timer that worked for each of them how it does for the Vale Guardian. Gorseval though, you’ll just die when all of the updrafts are depleted.
It’s true , gorseval isn’t a boss you can prolong forever, and neither is sabetha, but the other 4 bosses /in theory/ are. However in case of gorseval you can make the fight a lot longer by not interrupting his rampage attack, I mean , at all, you can just tank your way through it. This could win enough time for a more tanky composition to take him down.
As for sabetha , if you handle the platform damaging sources really well, that fight can take a lot longer than the enrage timer too. I think what you are asking for is already there, but doing raids mostly tanky could be a lot harder than doing it normally,
My question is, isn’t enrage is what you are asking for? I mean it’s not an insta kill mechanic, I think it just increases the boss’s damage by 300%. I’ve killed gorse with about 20 sec into enrage with a “normal” raid composition, I don’t see why wouldn’t it be possible to stay alive with 10 skilled nomad against VG forever.
The other thing you are asking for , which is to make more tanky builds a requirement for succeding , I just don’t see why. They could make unavoidable damage sources from the boss, meaning you need more than base health to just survive, but that would put other people in your shoes. People who don’t want to play tanky. There are spots for builds with higher survivability like healer druids & tanks, and as others pointed out, you can 6 man most of the bosses, so it’s not like being full zerker is a requirement.
My point is that it’s not a gate in the first place. As Meillyn said, people have beaten the raid bosses in greens. If you wanted Ascended, and got Ascended, then good for you, but ANet does not owe you anything if they introduce a different mode that does not require it.
But you’ve said a several pages back, they’re the exceptions, not the rule. We can think of raids as something that’s balanced around ascended meaning those who completed it has equipped ascended OR we can use your example, since people completed it in masterwork gear and think of completing raids in ascended as easy mode. I’ll leave the choice up to you.
Everyone tells me that I should give numbers because they know that I can’t, they can’t NOBODY can, and they’d like me to shut up. Numbers are impossible to provide because we have no means of determining numbers. But we can make reasoned estimates, Fermi calculations based on known factors.
I can agree with that, just not with your estimates. You claim to represent the majority of players on the sole reason more people don’t play raid than do, but that doesn’t consider how many people don’t actually care about any kind of instanced content. To give you my estimate, the part of the GW2 playerbase you’re representing are those in between who play raids and those who play dungeons but don’t play raids, which is about as big as the raid community itself.
I think most people who ever intended to raid already had a full set of Ascended. At most, they may have had to swap the stats around a bit. But either way, they get to keep that set of Ascended, ANet does not owe them anything if they decide to change the requirements for completing an easier version of the raid, or for earning Envoy armor. Even if they do become upset by this, the number of players upset would be massively overwhelmed by the number of players pleased that they no longer have to meet that threshold.
Your point is just because some raiders completed a gate long time ago it doesn’t count? Also I wouldn’t bring up opinions and assumptions as counterpoints.
Every time i brought up ascended requirement in any discussion, i got told by raiders that “ascended aren’t needed, you can perfectly do the content in exotics”.
My opinion? If raids aren’t gear gatet, the problem you brought up doesn’t exist. If they are gear gated, then ascended are in fact required, and so must be made more easily acquirable.
Just answer me this then. What do you think an average (succesful) Raider will say when we ask him/her “How much did you spend in preparation for raids?” It’s true, the game doesn’t have gear gate, however most raiders have at least one ascended set for the only reason of raiding, just to not bring their team down.
Honestly, I already find it too much to just skip the skill gate behind any reward, but to skip time & money gate at the same time ? I’m sorry I just don’t see this possible.
Also since I haven’t said my side yet: I think it was a mistake to put any kind of legendary behind raids, however exclusive skins are mandatory for every game mode. I wouldn’t mind at all if the functionality of the armor is available through any other mean.
Now at the moment the armor & exclusive skins “require” this kind of financial commitment, but if we make an easy mode that doesn’t have any kind of requirement to get everything available in raids now , that means the easy raiders could just skip a 800-1000 g (or a lot more in case of more professions) investment to get the legendary armor. I think this would be kind of a big issue
Yes, it would be great for all involved. Hooray!
I’m sorry , but after responses like this I don’t have anything constructive to add. Mods, sign me up for the closure of this thread
According to the very same raiders, no such requirement actually exists, so that would make it a non-issue for them, wouldn’kitten
I am a raider with multiple professions with full ascended, each and every one crafted for the sole reason of raiding , so yeah , I’d find an issue with it. It’s not just skill gate you want to pass if you want rewards with easy mode raiding, but also you would bypass a lot of financial gate, which is, let’s face it, most of a legendary.
I don’t see this being compensated by having to easy raid more than in “hard” for the rewards.
I’d like to bring up something that I haven’t seen being discussed yet here, but I think it’s a major point against exclusive rewards being available through an easy mode.
even before we could try out raids, anet said raids will be balanced around Ascended armors, meaning the vast majority of raiders made an investment to craft at least one set just to be as efficient as possible. They’ve bought expensive runes, Time gated stat combinations etc, etc. As a chrono I’d also like to point out the sigil which was 200 g for a long period of time.
Now at the moment the armor & exclusive skins “require” this kind of financial commitment, but if we make an easy mode that doesn’t have any kind of requirement to get everything available in raids now , that means the easy raiders could just skip a 800-1000 g (or a lot more in case of more professions) investment to get the legendary armor. I think this would be kind of a big issue
I’ve been following this thread for a while, but I think the only thing need to be discussed is rewards. As far as I can tell the raiders don’t mind if others have acces to an easier version, but they don’t want them to be able to get everything that’s available in normal mode. – And honestly, this sounds reasonable. Every game mode has it’s unique skins , wether we talk about fractals, WvW, PvP or anything, really.
@ Ohoni, you seem to be the most active on this thread. I’d like to bring you two points. First would be this:
http://wiki.guildwars2.com/wiki/Glorious_Hero's_armor
If I go through your post history, will I find any complain about this armor? If I don’t, the only reason I think you are posting in favor for easy raids is jealousy in case the envoy armor is the prettiest thing ever; and everything else is secondary. That’s fine, I’m jealous about the high end pvp ers who has these armors, but I also understand there has to be skins for the 1%.
Point two; you’ve already pointed out there are ways to buy a raid path, meaning if you do that basically everything you want from easy raids comes true:
-People who don’t like raids has acces for their rewards
-You’ve get to experience the encounters and the story
-People who put in less effort progress slower than those who aren’t
-and finally people who put in more effort earn more rewards
An Expansion as a whole isn’t pay to win. – Correct.
An Expansion that comes with a big power creep is, in fact, pay to win, because of this very aspect. Because if you don’t buy, you lose pretty often (in competetive modes that is).
It isn’t that hard to get. Especially if you look at the content additions to sPvP and WvW in total.
Edit: I’m totally fine with paying for Expasions. IF i’m okay with its content-prize value.
You do like to generalize, don`t you?Read up on what pay-to-win is. Better yet, go play some actual pay-to-win MMOs on the market. Then come back and appologise for the nonsense you were writing.
Thank you. But i know the definition of p2w. And Because it’s worse somewhere else is no excuse at all.
That’s like saying Hey, sorry you have lost yourt leg. But just imagine you would have lost both. Now just look up the definition of being handicaped and you will apologize for calling yourself handicaped now!
So. I’m standing to my opinion. Calling your statement nonsense. Aaaand we have pretty much a standoff situation. Funny isn’t lt?
Considering pay-to-win refers to required real cash purchases to stay competative on a recurring basis with no ingame way of circumventing them, I doubt you actually understand what pay-to-win is.
GW2 as most commonly agreed upon is pay-to-skip content or pay-for-convegnience.
So sure, we are at a standoff just like 2 people are at a standoff about what 2+2 is. My answer would be 4, yours is 5.
That’s not even getting into the entire concept of expansions. Now if we got started on that and compared every other MMO on the market and their approach to expansions compared to HoT…
Real money – check
to stay competetive – check
Just because you can’t buy single elite specs for real money but in a bundle with an expac doesn’t make it any better.
Argument closed. This becomes ridiculous.
Pay to win has a definition and that definition has NEVER included expansions. This is what happens when people try to take something literally that had a definition.
The original definition of pay to win was always buy power through microtransactions.
Sorry but that’s just a conceptual discussion at this point. You can circle around changing your definition infinitely if you like, it wont make anyone believe your definition is right and someone else’s isn’t.
P2W clear and simple is you pay for something with real money, which grants you more chance to win in a competitive PvP game (P2W does not really mean anything in PvE unless we’re talking speedclears). It does not matter one bit whether what you buy is an expansion, a microtransaction or anything else.
Are elite specs P2W? Yep.
So tell me what MMOs aren’t pay to win. That’s what I keep asking but no one seems to be able to answer this.
If all MMOs are pay to win then that’s the discussion even about? Why do we need the term at all?
MMOs where they separate expansion owners from non expansion owners. Take WoW for example. It’s been a while since I played it so I’ll take Lich king as an example: Wrath of the Lich King raised the level cap from 70 to 80, but you can’t get matched against level 80 folk if you didn’t get the expansion, not even level 71.
An expansion owner couldn’t get higher stats on a level 70 character to beat up those who don’t have expansion. He couldn’t get more skill ( If I remember correctly) . The competitive scene on level 70 stayed the same even with the addition of the expansion
Really? WoW?
Just to refresh your memory (or give a glimps on something your rose colored glasses omitted). Expansions in WoW are the epitome of power creep and making old content obsolete by:
1.) introducing new specialisations/classes/complete skill/class revamps all of which focused only on max level leaving things vastly unbalanced before that
2.) anything sub max level is dead content, even the regular pvp which at best gets populated by max geare twinks. That is not even mentioning arena availability which is only viable at max level
3.) constant currency revamp and increased leveling speed for low levels to keep the “time to max level” aproximately similar even with a new expansion. That is completely ignoring Blizzards instant max level or level xyz services available
4.) many more things like new trade hubs which are more convegnient than the old ones, extreme gold inflation due to higher enemies droping more and more reward, 2-3 month introduction of new max level gear to keep people mindlessly farming, etc.
All of this was already in place with Lich King (even with BC). You are just willfully forgetting or ignoring things. WoW Expansion are and always have been THE definition of “buy it or leave the game”.tl;dr: Comparing the GW2 HoT expansion to WoW expansions under the aspect of pay-to-win is like comparing a minor cough to fullblown cancer, with aids, malaria and a severe stroke riding along side it. Take a guess as to which is which.
My point is if you want to avoid the powercreep generated by the expac you have the option to do that at least in PvP. Where is that option here?
An Expansion as a whole isn’t pay to win. – Correct.
An Expansion that comes with a big power creep is, in fact, pay to win, because of this very aspect. Because if you don’t buy, you lose pretty often (in competetive modes that is).
It isn’t that hard to get. Especially if you look at the content additions to sPvP and WvW in total.
Edit: I’m totally fine with paying for Expasions. IF i’m okay with its content-prize value.
You do like to generalize, don`t you?Read up on what pay-to-win is. Better yet, go play some actual pay-to-win MMOs on the market. Then come back and appologise for the nonsense you were writing.
Thank you. But i know the definition of p2w. And Because it’s worse somewhere else is no excuse at all.
That’s like saying Hey, sorry you have lost yourt leg. But just imagine you would have lost both. Now just look up the definition of being handicaped and you will apologize for calling yourself handicaped now!
So. I’m standing to my opinion. Calling your statement nonsense. Aaaand we have pretty much a standoff situation. Funny isn’t lt?
Considering pay-to-win refers to required real cash purchases to stay competative on a recurring basis with no ingame way of circumventing them, I doubt you actually understand what pay-to-win is.
GW2 as most commonly agreed upon is pay-to-skip content or pay-for-convegnience.
So sure, we are at a standoff just like 2 people are at a standoff about what 2+2 is. My answer would be 4, yours is 5.
That’s not even getting into the entire concept of expansions. Now if we got started on that and compared every other MMO on the market and their approach to expansions compared to HoT…
Real money – check
to stay competetive – check
Just because you can’t buy single elite specs for real money but in a bundle with an expac doesn’t make it any better.
Argument closed. This becomes ridiculous.
Pay to win has a definition and that definition has NEVER included expansions. This is what happens when people try to take something literally that had a definition.
The original definition of pay to win was always buy power through microtransactions.
Sorry but that’s just a conceptual discussion at this point. You can circle around changing your definition infinitely if you like, it wont make anyone believe your definition is right and someone else’s isn’t.
P2W clear and simple is you pay for something with real money, which grants you more chance to win in a competitive PvP game (P2W does not really mean anything in PvE unless we’re talking speedclears). It does not matter one bit whether what you buy is an expansion, a microtransaction or anything else.
Are elite specs P2W? Yep.
So tell me what MMOs aren’t pay to win. That’s what I keep asking but no one seems to be able to answer this.
If all MMOs are pay to win then that’s the discussion even about? Why do we need the term at all?
MMOs where they separate expansion owners from non expansion owners. Take WoW for example. It’s been a while since I played it so I’ll take Lich king as an example: Wrath of the Lich King raised the level cap from 70 to 80, but you can’t get matched against level 80 folk if you didn’t get the expansion, not even level 71.
An expansion owner couldn’t get higher stats on a level 70 character to beat up those who don’t have expansion. He couldn’t get more skill ( If I remember correctly) . The competitive scene on level 70 stayed the same even with the addition of the expansion
Anet probably ditched the new legendaries to finish SAB.
Errr, no. Cancel a team that was working on the type of the content that would be permanently placed in game, to work on a festive event…
That would be even more stupid than not taking casualities from the next expac dev team.I was sarcastic. If they are willing to sacrifice core long-term endgame goals like legendaries then they are probably just waiting for “the right moment” to tell us they’ve changed their mind on SAB and finally it wont ever come back.
If they can break their promise for something we paid for they won’t hesitate to break it for optional content no matter how high its gameplay and nostalgic value is.
I doubt there is ever a “right time” , they would have to refund the coins…. but now thinking about it probably less and less people care/play who has the infinite coin, so the more they wait to tell us the less they need to give back. Genius
That would to an amazing april fools gift to have super adventure box world 3 to come out. It would be like an anniversary of world 1. I’M SO EXCITED
.
Please don’t be. With anet it’s always better to be surprised than to be excited. I know it’s hard, it took me way too much time to learn this lesson
Honestly I don’t want to go to elona just yet. That expansion would be sand sand sand instead of plant plant plant.
I want variety exploration wise. Cantha could give us just that with the maze-like Kaineng City, the restored Echovald forest , the melted jade sea (or not, if they dont want to rework UW combat) and the peaceful Shing Jea Islands.
So my vote is for Steve & Cantha.
Also this concept art is quite recent, so who knows. I find elona more likely too , but I can still hope
new emotes will add to the experience of every GW2 player
Technically, in the sense that everyone will be able to use them but is it a worthwhile addition? How often do most players even use emotes beyond dance when they’re bored and waiting for something to happen? I would like to have more emotes but it’s very very very low on the priority list.
Emotes could be a wothwhile addition not just because some players wants them. They could be integrated into gameplay like they are in a few places already, like in the mad king says ( Kinda bland with the amount of emotes available) , the langmar’s estate guild misssion or the place that only opens when you write /threaten, but my favorite example is from GW1, when a mission bonus objective was to copy a mime’s actions using emotes.
Shortly my point emotes like most thing can be worthwhile to do depending on how you use them. NPC uses, interactions with the world, puzzles or simply roleplaying.
Hey guys,
recently I was searching for a sword for my fiery themed character when I stumbled upon this one
http://wiki.guildwars2.com/wiki/Primordus_Sword
and this would be perfect, but the fact that it’s held upside down is bothering me too much. I knew about this even 3 years ago and hoped it would be fixed or at least mentioned by someone, but I couldn’t find anything on this topic
Arenanet, if you’re reading this, would it be possible to rotate this sword back like it looked like in the game’s prequel? And if you’re not from arenanet, could you please contribute to this thread so it will reach the dev’s attention? Thank you in advance.
Also I’ll attach a picture with the two swords compared, GW2 on top, GW1 on bottom.
Since the League division achievements dont need the meta completion to progress, I’ve unlocked the one in the second meta, which is standing at 0/2. (I’m in emerald.)
To make sure , I’ve asked someone in sapphire and he said his achievement is at 1/2 which means (unless it’s bugged atm) you need to cross 10 division to complete the achievement for the legendary. That means you need to earn legendary division in 2 season.
The daily achies aren’t that big of a problem. It will need two season to achieve, sure.
I think the League Division achi is worse. You need to get through 10 division (4+3+2+1), which means you gotta earn Legendary division in two season.
Jan 26, eight weeks total, but you can check it on the Queue for Ranked Arena Button
Hey guys,
there has been a lot of feedback on the story of HoT, but to avoid any spoilers lets just say my opinion is similar to WP’s. There are improvements, but like always, there’s place for more, so I’m gonna share my idea I’ve been thinking on for a while how to make story have more impact, feel your actions matter and improve the general storytelling through a simple new feature, which uses already existing ones.
[Minor spoilers and fanfic here]
I’d like to start my explanation with an example that takes place right after LS2: You arrive to the jungle only to find the pact destroyed. While you rescue your comrades from the mordrem, you you also rescue a Sylvari named Malyck, who you might already know. He tells you he’s from a different pale tree, but he was attacked on the way back and captured. You decide to visit this pale tree to seek potential allies, but you instead you discover that that pale tree has fallen to Mordremorth. Malyck agrees to help, but he becomes devastated because he had to destroy everyone he once knew. He sworn revenge on Mordremorth, and joins your party through the rest of the story.
Quick timejump to the end, where you face Mordi. As you would expect, Mordremorth calls out for Malyck to join his side, and, because Malyck has already lost so much and feels like he doesn’t have anything to live for, joins him. You have to defeat him, then mordremorth…. the end.
However you have the chance to save Malyck: throughout the story, you can complete optional objectives that will strengthen Malyck’s faith (like the current optional achievements) , and if you complete all of them, you get an alternate ending in which Malyck is able to resist Mordremorth’s call and will survive.
Now comes the new feature in the picture: “Friends”. Malyck, since his home was destroyed has nowhere to go, and you offer him your place live in (Home Instance). He accepts, and will now be in your home instance as a vendor or just an NPC you could talk to. I think the best part is Malyck’s story could end wether he lives or dies, so no need for dozens of new lines to voice act, but his dialoge could change based on the current events.
This “Friend” system could be expanded on the zhaitan arc too, where you could chat up with some people in your story, like your sister in one of the human story arcs, who says to you that she plans to join to the vigil, etc. I know this was the original purpose of the home instance, but that’s not how it works ATM.
TL;DR Let players have alternative ending based on their actions throughout the story, without the need for a lot of additional voice acting/work in the future or on the story itself.
I’ve recently started doing PvP with my revenant and I’ve noticed a few thing:
1. The achievement’s name is Champion Revered & Revered, but the title we get is “Champion Ritualist”
2. These achievements have the same description as the Genius & Champion Genius and most importantly
3. These achievements worth half (!) the achievement points together opposed to other Champ & Win achievements.
Now, I’m sure 1 & 2 is something that will get fixed over time, but why do we get less achievenent points? Is this intended or should we expect the AP reward to be increased to be in line with the other achievements?