Showing Posts For Silmar Alech.4305:

Fire Elemental at Thaumanova Reactor

in Dynamic Events

Posted by: Silmar Alech.4305

Silmar Alech.4305

This event is just stupid. My tactics as elementalist, who is usually instantly killed by anything that fights in there – even with better and higher level armor:

- defeat the adds at the bridge, dodging half of the time instead of making damage
- run to the boss and hit him at least once with visible damage numbers to tag him and be eligible for the event reward
- be killed when the new adds spawn and run back from a way point
loop:
- defeat the adds at the bridge, dodging half of the time instead of making damage
- instead of fighting the adds, revive yourself from downed state if you got one hit, and were lucky and were only downed instead of defeated immediately
- if the adds are gone, run to the boss, hit him twice, don’t look if you actually hit and did any damage or not
- run back to the bridge
- new adds should have been spawned by now, and you are alive if you are lucky
repeat loop for 30 minutes

No fun.

I tried to fight the boss longer, but this always ends in death and a lengthy walk back to the scene. I am certainly more useful with continuously fighting the adds and occasionally resurrect players that died on the bridge. No need to play this for a second time.

Do NOT nerf please.

in Fractals, Dungeons & Raids

Posted by: Silmar Alech.4305

Silmar Alech.4305

The comparison with GW1 DoA is invalid, Colin. DoA became playable by a larger audience only after the release of EOTN with its consumables, DP removers, PvE skills, as well as removing the environment effects in normal mode. In addition to the vast buffs of some elite skills. Before all that, for 1-2 years only specialized teams with predefined team builds, running along a predefined narrow path, could bet it. A very small part of all of the players.

If you compare GW1 DoA with GW2 dungeons, I assume the dungeons become playable for me and my guild in about 1-2 years. If we still play GW2 in 1-2 years. If more powerful skills arise in expansions, if you nerf the dungeons. Otherwise, I assume they are still closed for us.

Game Improvement - Suggestions

in Suggestions

Posted by: Silmar Alech.4305

Silmar Alech.4305

I would like to suggest a small change to the waypoint teleport system. The travel costs are prohibitively high in higher levels, so they make me not join friends when they ask for help. I have to pay twice for a short task they ask for, so I pay more than I gain doing the task. So I simply duck and lie to them: “Sorry, no time to help”. I also spend more time thinking about how to avoid the higher costs to this and that waypoint than actually running through areas.

I suggest the following change: “Every 10 minutes, travelling to a waypoint in a different explorable area costs nothing”.

The second change I would like to see: “Direct travelling between cities costs nothing”, since this is already possible, but only via cumbersome travelling via Lion’s Arch and multiple loading screens, clicking away the overflow messages, etc.

I think the tagging system ruins Dynamic Events

in Dynamic Events

Posted by: Silmar Alech.4305

Silmar Alech.4305

It’s a problem for me, too. As far as I observed, it’s only necessary to make at least 1 point of damage to tag an enemy. It promotes an odd and wrong gameplay style: I don’t want to kill enemies, I just want to tag as many enemies as possible to get as much loot as possible. The killing is done by somewhere else in the crowd.

It also punishes supportive actions like healing, resurrecting, or condition removal, which would be very useful fighting strong enemies with crowds. But I don’t do it very often, since I forfeit a ‘gold’ reward more often when I use healing skills or resurrect. Exclusively spamming “1” is the most reliable way to always get gold reward. This is wrong!

And sometimes, I run to an event area over a long distance, because some NPC waved at me and told me about the event. I instantly ran to the area, and as I arrived, I saw the last enemies of the event falling by the huge mob one second before I was able to hit (tag) them. Frustrating. I should not have been directed to such an event in the first place.