I would say this:
1- Elementalist (D/D)
2- Mesmer
3- Guardian
4- Necromancer
5- Thief (no BS or HS)
6- Engineer (when running 100nades)
7- Ranger (condition build)
7b- BS/ HS thief
9- Warrior
Close to that Arson, it’s the “look-how-much people-I’ve-killed-to-achieve-this-awesome-rank” thread, which is absolutely legit.
Just reached rank 30 with my engineer
close … you are rank 29 and working on rank 30 in that screen. (if you were rank 30 already you would have 30 points to spend, not 29)
wrong, you don’t get an ability point for rank 1
1364
-5
+90
-30
/17
+2
*0,1245
-5,64
=
my rank
A new person at the helm? Let’s scowl in unison at him! ):<
Hahaha
Can’t have them think they control war, can we?
Yeah, i’m aware of the size of such an update. Would require months of work and effort, but I think it’s helpful to bring up similar ideas in order to give Anet some.
After I’ve leveled my guardian to 80 I don’t even consider rolling my engineer, thief or elementalist for dungeons.
@Esplen: I see this makes up a rather big problem with the suggestion, one I hadn’t overseen as of yet. Though there might be a solution to the problem:
As it is we have 3 Borderlands and 1 Eternal Battleground map.
For the Borderlands: every server gets his own Borderland each matchup, though the places are named something else depending on the colour that is appointed to that particular server. In theory, it would be possible to not reset the borderlands, but save the previous status of the borderland.
For example: consider a case where your borderland has been practically razed to the ground: 2 keeps don’t have nearly any defenses left, 1 tower has a few walls down too.
Though you have upgraded the garrison and built it out to be your maior base, in response to the devastations. The bigger you make one of the keeps, the bigger the amount of points you get from them. If you get 25 points normally for a keep:
- The 2 keeps that have been destroyed will only be worth 15 points for the time until they get properly built again.
- The garrison will be worth 35 points, equaling stonemist.
With the new match-up you just keep the whole map as it is, with 2 destroyed keeps and 1 super-fortified garrison. The server whose BL it is will get all the fortifications.
If you are worried about tactical disadvantages: since these 2 other keeps are now worth way less, when the enemy takes them, they will gain a lot less from them, until they decide to fortify them.
Eternal Battleground:
There are 3 parts in EB, so just use the same method, but reverse.
Server 1 = green = south-west
Server 2 = blue = south-east
Server 3 = red = north
This is how it should work. Server 1 gets the south-west part of the map of their previous match-up. Server 2 gets the south-east part of the map from their previous match-up. Server 3 gets the northern part of the map from their previous match-up.
! It doesn’t matter if Server 1 was on northern part the last match-up, they just get the south-east now. The 3 map pieces will be fit together into one map.
@Stratosphere:
I agree party badges are rather optional, but I think guild badges would make it worthwhile. There are many guilds that can muster a force of 15-30 people.
Investing in objectives is very much the way I want it to be, to give players a feeling they have done something and that they can continue to change things!
Lol I think this goes too far. Keep marriages in real life.
No that is not the purpose of this thread Guardian. I don’t want to feel important in any way, I just want to see that people can do stuff, and change the world. It isn’t normal that all these keeps and fortresses and camps just stay the same all the time.
I think it would just be a great addition to allow for big changes due to players.
Consider this:
- There’s a tower with 5 people inside of it.
- A whole zerg of people attacks the keep with siege engines.
- The virtually raze the keep down, but once they kill the tower lord the tower builds up out of nothing?
- Wouldn’t it give the player a more realistic feeling if the tower actually lay in demise and they had to build it using stone and wood resources? This would indeed mean players would need to change the environment. They would cut down the trees that atm don’t even seem to care if 5 bombs explode right around them.
They would perhaps destroy rock foundations and use the resources to build new walls etc.
No, my purpose isn’t to make this a personal feature, my purpose is to make the game a living thing, where everyone has his share in accomplishing things. It isn’t about being able to shape furniture the way I want.
Very long post(s) but from what I did skim over, I like. GW2 needs some meta-game politics!
Also as a worthy form of end-game.
Yeah, I know that, was just a rudimental summary for the average player. I have fought zergs with 5 people, so it’s quite possible, but not everyone is able to do it, and towers too, but that wasn’t really the point.
The point was: World vs. World is ment as a battleground where you can fight on a bigger scale and have an impact. The problem is, it’s lacking that impact. It might seem we can do a lot already, because we can bring down gates, then raze a tower or keep, but in the end the only impact we have is that we make the towers change colour.
Ten minutes later a nice zerg passes by and bye bye the tower is another colour again. Can you call that an impact from the player?
I think wars take in a lot more aspects than this. And indeed it gets a bit stale for me, but as a matter of fact, World vs. World is the part of the game that has the most impact, because the other parts of the game have 0% – 5% impact, while in World vs. World the player has 10% impact: we can claim places, but we can’t modify them.
Hello fellow World vs. World players.
I play WvW on a daily base and despite the recent changes adding the possibility to gain ranks, allowing you ability points that give you extra resistence or force, I still feel World vs. World is lacking quite some features.
At the moment, the things we can do in World vs. World are pretty restricted:
Small groups
- Claim supply camps
- Kill sentries
- Roam the land and kill invaders
Big groups
- Claim towers
- Claim keeps
- Fight zergs
That’s it. You don’t even get an option to change the things you claimed: you can add some siege, fortify the walls, add some guards and that’s it. If we place this in a realistic warfare context, this is not the way things are supposed to go. If you have a war, things CHANGE. My suggestion: add more impact on the world features, more objectives for players to go for, more team-play options, covert operations and stuff like that.
1. Player objectives: in warfare you have people that lead and people that follow. The leaders are obviously the ones giving orders and organizing their forces. Some of them are commanders, some of them are guild leaders. It makes sense that the enemy would eliminate the people giving orders. For this to take effect I suggest making a few distinctions.
At the moment we have commanders badges visible for everyone: these are “World-leaders”, visible for every player on the map.
I would opt for adding 2 more “badges”:
- Guild badges: when you play with your guild, you don’t want players to tag along who aren’t in the guild, cause they tend to ruin your strategies. Add a guild commander tag, visible for every guild member in the map, from the moment you have 5+ guild members in the map.
- Party badges: when you go roaming with 3-4 guys, it’s useful when the one leading gets a tag that only the people in the party get to see. The party leader gets nominated by the party members.
Additionally: objectives. What about this: players from the enemy team have the option to make all commanders, guild leaders and party leaders visible. The objective that would be added to this, is that if you kill (e.g. assassinate a leader) you get a reward in Wxp, experience, karma and gold.
2. Changing the world. Does it make sense that if you catapult a place, a moment later the ground still is flat there? Shouldn’t there be some visible effect on the world?
Does it make sense that you can’t order workers to build new walls, expand a fortress?
Does it make sense you can’t create a new camp in the middle of nowhere? Does it make sense you can’t explore past the map? Why would the mists be limited?
Add more options for changing the world.
There are of course a lot more things that should be in WvW, but these are a priority to me. Thank you for reading.
The names don’t make the game blurry, unplayable, laggy or anything. It’s fine the way it is, even in World vs. World. The work anet has done on WvW is amazing.
Given that I continue to be inundated with marketing emails that seem to indicate the focus of GW2 development is almost entirely on adding small linear content chunks to the game (that cannot help but have a natural obsolescence built-in), I wanted to re-make this suggestion for an entirely new in-game community system in the hopes that something of its kind may one day make it into the game.
I know guilds have been given some sort of mini-event achievement system which is delightful, so perhaps this type of deep political system could be the next logical step in that direction.
For Socialiser-type players like myself, GuildWars2 lacks the ‘stickiness’ of a changeable, living and persistent world – there’s really nothing I can do that has a noticeable impact (in a virtual world sense) or creates a community or story-based niche lasting longer than a couple of hours. I don’t choose to play an MMO for its linear stories, for the achievement system, or for a particular battle system – all of these you can find in single-player or online coop games. I love and support this genre above all others because it offers complex, mature worlds with thousands of interconnected and interacting individuals. I want to invest my time and money into a living world and a thriving, diverse community of different characters, and I just can’t do that if there aren’t any deep systems in place to support such a community.
Anyway, thanks again for listening!
That’s exactly what this game lacks to STAY the best (if it even is the best at this moment). If they made this game a place where you feel your actions do actually mean something, albeit in the form of political powers, fighting off rebels, grasping power with a coup etc. I think everyone would decide that Guild Wars 2 is the place to be.
Woah! This sounds like a perfect utopia and I’m in favor of it. This would require big efforts of the developers, but I think this would really make the Guild stand apart as a whole a bit more, make guilds more influential, make players feel part of the game, make the game a living place and so on. This is one of the best proposals I’ve ever seen (both written very lucid and very thought through).
I wish you all the best with your suggestion and I hope Anet rolls with it. It wouldn’t be a change for a small public, but one that is in everyone’s interests.
Once again +1 tons of similar threads and I want it
Get a guild. Problem solved.
Male 3 a a a a a a a 15 chars
Both sounding pretty elvish and I like the way they sound 9/10.
I had a warrior called Vegetable Slayer; deleted it by now because Sylvari didn’t seem my match :p
In my opinion it isn’t just Trahearne. All the sylvari seem bland, except perhaps the Nightmare Sylvari, who are quite nice baddies.
Yeah it would be nice if you actually got the chance to say: “You want to prove yourself? Go ahead, now let me get out of the instance!”.
For the record, I don’t have a problem with the visuals on the cutscenes (I’ve played plenty of low-budget RPGs that went the “cardboard cutout” route), but admittedly, I think I’d rather just watch the characters stand around in the real world and chat, rather than cut to a separate screen to do it.
That all said, I’m sure that a lack of movement and facial expression has something to do with the dialogue problems, but I’m not sure exactly how much. The dialogue itself is pretty cringe-worthy, before taking visuals into account.
I agree to this point. The cutscenes lack touch with reality. The characters’ facials and gestures just don’t fit what they say most of the time and it looks like it’s fake.
I’d rather just text boxes like we had them in Guild Wars 1. There’s no need to try to make it feel realistic, if it doesn’t seem realistic in the end. Just stick with the good old chat box.
At the moment they look pretty standard, pretty rudimental too. The only weapon of them that has a nice look is the shield.
I don’t agree with the OP: 30k influence isn’t a lot. I can see why 150k influence is problematic, but seriously 30k is practically nothing.
Good fights! Great fights! Thank you BB! (Just couldn’t activate my skills.)
I have some more of that and really BB isn’t that bad, it’s AG.
(edited by Sirendor.1394)
Hey Logyk! My guild is looking for more active people to join their community. At the moment we have about 60 active users. We do dungeons, WvW, have Guild bounty and Guild trek unlocked (guild rush soon).
We’re PvX and we like to relax. If you feel like joining: whisper to Bartholomew Roberts, Vestra Grey or Vael Icarium.
Can you be more specific about what it is you want? My guild also has 60+ active members, based on Gandara. We have guild missions and guild trek unlocked, and guild rushes are next in line. If you’re interested and would like to talk through terms, please send me a PM on the forums or whisper to Bartholomew Roberts/Vestra Grey/Vael Icarium in-game. Thanks!
Nostalgia? :P KISS in gw1 were kitten.
I mean in the sense I remember the tag running about and makes me think of my days in gw1, I was never in KISS tho :P
Aah, my days in GW1 were good too.
Old Rurik & the gang.
Nostalgia? :P KISS in gw1 were kitten.
Yeah that would be very much an improvement
/signed
me wants it
Awww yeah WvW Culling fix makes it so much better to play!
Update yet? 15 chars
LOL to be honest, i’m not surprised by this anymore. It’s Anet.
Capes are pretty much a must for heavy armour and medium armour classes.
Ermmm we already have this. It’s called World vs. World.
Castle defense! Yayyyy! Me wants
Nvm Blacktide EU is uncontested!!
EU Gandara has grenth uncontested
Can anyone please post if their server (EU) has uncontested melandru. Much obliged.
Open on Sea of Sorrows, Just checked.
Thanks, needed a EU one though :/
Any server with uncontested please?
Melandru temple open somewhere?
Really?! So we will still have to deal with skill lagg that makes you unable to move for 10 seconds, doesn’t allow you to heal, doesn’t allow to fight…? How in any way are we supposed to play a game like that?
Does anet really think it is better to get completely rampaged WHILE seeing who’s doing it, rather than getting completely rampaged WHILE not seeing who’s doing it?! What kind of logic is this?
These are interesting ideas, though I don’t think they should rely on map completion to much. 100% map completion x 2 would take months. Instead I would think it a good idea if you completed your personal story and that would give you a piece of a legendary.
I think we just need more viable options to make money.
- Gathering resources (wood, ore, plants) is a terrible source of income. All the goods have become invaluable.
- Fractals don’t give us anything of worth, until you get to level 20+ which isn’t worth the effort.
- Other dungeons are too hard and give too low rewards (think of CM, TA, SE (dredge one), COE, Arah)
- Give better rewards for completing personal story.
- Make it possible to gain money from crafting
- Allow for more money gain in World vs. World (right now one hour in WvW makes like 20 silver on a level 80).
- Add money rewards in spvp
I did all 2 paths yesterday on my level 40 guardian (turned 40 after).
Path 2 was first.
- Wiped at Spider Queen & Adds
- Skipped Kholer
- 4-manned Breeder traps
- Boss glitched (was stuck)
- Managed to free the boss after 10 minutes…
- Owned boss
CONCLUSION:
- Nerf Spider Queen.
- Nerf Spider Queen adds.
- Kholer should be deleted.
- Final boss shouldn’t glitch.
Path 1 was second.
- Wiped by Spider Queen & Adds
- Hodgins & Burrows: 5 tries:
> 1 defending Hodgins, rest killing burrows; Hodgins died
> 1 defending Hodgins, rest killing burrows; Hodgins died
> 2 defending Hodgins, rest killing burrows; Hodgins died
> 2 defending Hodgins, rest killing burrows; Hodgins died (CLOSE)
> Went for my elementalist (lvl 80): Success
- Managed Scepter pieces easily
- 3 people died in the tunnel toward final boss.
- Retry: 2 people died in the tunnel
- Final try: we portalled everyone to the end of the tunnel with mesmer
- Final boss got killed easily.
CONCLUSION:
- Nerf Spider Queen
- Nerf Spider Queen adds
- Give Hodgins more health
- Make the Gravelings in tunnel weaker.
Total Review:
- Worse than before
- Path 2 easier
- Path 1 harder
- Can’t complete with low levels (had to switch to elementalist for path 1)
Extra information:
All my partymembers were level 80 with full exotics. I went on level 40 guardian for 2nd path, had to go on my own level 80 with full exotics for 1st.
^Actually true. How are we supposed to organise strategies for battle if we don’t know what our numbers are, where everyone is and if we don’t have sub-commanders who can lead smaller groups?