Showing Posts For SkylightMoon.1980:

Farming in Orr

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

LOLOLOL. Because the devs intended people to fail events when they designed the DE system right? Ye. There used to be an Orr farm like this 9-10 months ago where people purposely failed an event south of meddlers waypoint. The devs fixed that event specifically for the reason that players were failing it to get huge amounts of loot. I remember those days, I remember trolling that event so hard to purposely make it succeed since thats the way its actually supposed to be done.

Acknowleges that he trolls for the sole purpose of kittening people off. GG.

Plus DR kicks in after two hours so where’s the issue ? Are you mad that people actually make money in this game and not you ? Stop that.

And for Vayne, this isn’t a bannable offense to fail the event. The only thing that’s wrong is ANet in not having a longer queue for the event restart, thus making it farmable.

Its exploitative, thats all that needs to be said. This happened before in the game once, and was patched. It will again. Just admit what you are doing it wrong. Tell me with a straight face that events were meant to be failed on purpose repeatedly?

Season 2, is this a single player game?

in Living World

Posted by: SkylightMoon.1980

SkylightMoon.1980

The mid season break has occured and I think im in a good position to throw out some criticism about the Living Story so far. The biggest being that its almost entirely single player focused. This contrasts highly with how the first season was, where everything was pretty much Open World content. They need to be able to do both.

The instances were getting are cool but outside of that they add very little to the open world. The biggest update was the first where we were introduced to dry top and all its glory. After that, the amount of zone unlocked afterwards, bit by bit, was small. Especially in Dragons Reach part II, we only got a small crumb of the map that had very little to do in it.

Perhaps its too much for Anet to keep up with doing both doing quality living story instances but also quality open world content. Im not saying the quality of the open world content was low, but the quantity compared to the living story instances sorta were.

New dry top bosses: Where are they?

in Living World

Posted by: SkylightMoon.1980

SkylightMoon.1980

Apparently new ones were added in the patch that the monkey king tonic can drop from but ive only found the experimental inquest suit so far. Ive seen pics of other ones online like some sandwurm but i can’t find them and dont know where/when they spawn. How many new bosses did they add?

Farming in Orr

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

failing an event is not an exploit

LOLOLOL. Because the devs intended people to fail events when they designed the DE system right? Ye. There used to be an Orr farm like this 9-10 months ago where people purposely failed an event south of meddlers waypoint. The devs fixed that event specifically for the reason that players were failing it to get huge amounts of loot. I remember those days, I remember trolling that event so hard to purposely make it succeed since thats the way its actually supposed to be done.

Seriously massive marketing fail

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

Are you surprised?
Anything marketing has been pretty terrible barring a video that most seem to find false.

Kind of embarrassed linking those.

Ye those are really two confusing marketing examples. I remember seeing those. The taxi one especially. They are catering the wrong audience completely, its ridiculous.

Seriously massive marketing fail

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

Don’t see what you’re on about substance. Its an amazing game that has a growing population. I think people have become skeptical of the exact nature of season 2 recently since Anet needs a break after a little over a month. The problem is how poorly they did on twitch. They don’t seem to be very good at marketing the game/dont want to. I don’t know. Its going to be hard to redeem that presentation.

I’m not making a critique of the game. I simply stated why people I know and talked to (3 videogame/animation design schools worth of folks so no small pool of “gamers”) either stopped playing or weren’t interested in the first place and that the continued existence of such features in the game are probably going to hurt their hopes of attracting people who don’t like said features.

Basically, bungling a PR campaign isn’t really going to hurt them that bad when the majority of the MMO customer base has probably already made up their mind one way or another.

Thats really irrelevant to thsi post. The trinity. A game can be successful without it, gw2 is an example of this.

Seriously massive marketing fail

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

Don’t see what you’re on about substance. Its an amazing game that has a growing population. I think people have become skeptical of the exact nature of season 2 recently since Anet needs a break after a little over a month. The problem is how poorly they did on twitch. They don’t seem to be very good at marketing the game/dont want to. I don’t know. Its going to be hard to redeem that presentation.

Seriously massive marketing fail

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

Today, gw2 was featured on the gamescon twitch and thousands were watching. This was an excellent chance for the devs to present exactly what guild wars 2 is and what they are doing with it, and how its different/better than other MMO’s. This should have been the plan. They absolutely slaughtered it for god knows why. The presentation was probably the worst ive ever seen. It was worth of r/cringe. It bascially looked like Anet made up a gameplan for what theyd do 30 seconds before they went out.

What followed was not a successful demonstration of gw2 but 75% loading times, extremely poor commentary, and a disorganized presentation of the game.

http://www.twitch.tv/twitch/b/557643505 5:28:15

That will seriously kill the games potential playerbase, because 7000 people watched that, thought wait what?!?! and now their impression of the game will affect all of their friends so thats 10’s of thousands.

I feel very bad for whoever it was who had to go out there unprepared for whatever reason and try to present the game.

(edited by SkylightMoon.1980)

Finally harder content

in Living World

Posted by: SkylightMoon.1980

SkylightMoon.1980

Challenging? Yes. But is the achievement for not getting hit rewarding? No

No chain events in dry top whatsoever?

in Living World

Posted by: SkylightMoon.1980

SkylightMoon.1980

Has anyone noticed and been bothered by the fact that we have no chained events in dry top? What was the design decision for this? Because I feel as if its a big mistake. Events, especially chain events, are a very core part of guild wars 2 pve.

Endgame zones like orr have temples and other chains like the eye of zhaitan chain event which is also cool, yet dry top has none of this. This is an 80 zone yet it has a very casual feeling compared to Orr. Does anyone else notice this?

Another small patch, is this the norm?

in Living World

Posted by: SkylightMoon.1980

SkylightMoon.1980

I think players are slowly realizing how small the patches actually are. Its because of the fact that they have no replayability. They would if the rewards from the achievements were good but they are absolutely awful, again a fail from the rewards editor.

They could be unique reward, especially this patch in the last instance that is pretty difficult if you are going for the achievement to not get hit. That is probably the first actual difficult achievement ive seen, and its rewards are terrible.

Anet’s idea for the living story season 2 has failed in my opinion, beacuse a replayable living story instance doesn’t have the same longevity as open world content does. They will realize this before the end.

Another small patch, is this the norm?

in Living World

Posted by: SkylightMoon.1980

SkylightMoon.1980

Once again we only got the instance for the living story and a small extension for the dry top map. Don’t get me wrong I really like the instance but it doesn’t have a ton of replayability to it and outside of that there is really not much to do in that new area besides what like 4 events? Could be more interesting. Dragons Reach part 1 and 2 should be been put together imo.

Anet, you need to have the capability to do living story instances and other content. A new dungeon within dry top would be interesting definitely.

Whats wrong with this games loading times?

in Account & Technical Support

Posted by: SkylightMoon.1980

SkylightMoon.1980

This is the only time I and many other people i know(in my guild) have had such horrible problems with loading times. Whenever I startup the game for the first time the loading times are sitting at around 2 minutes and consistently 1 minute at most after that.

Anas Tarcis' Perspective of Warrior Changes.

in PvP

Posted by: SkylightMoon.1980

SkylightMoon.1980

@Distate

Thats why you separate balance throughout the different game modes(pve/pvp/wvw). I could make the exact same argument against you. If balance was made around wvw, largescalefights, gvg, then it would completely destroy the balance of PvP. Condi damage is not viable in large scale fights and if you tried to balance the game so it was, by buffing condi damage and removing the entire condi cap for every mode in the game, then it would change wvw/pve but completely break spvp. GS is good for roaming/dps warrior in WvW simply because of its mobility.

In tPvP its different. Its easier to land GS skills in large scale combat because you can’t expect one person to notice they are about to get whirlwinded/rushed in the middle a hundred animations going off by different players.

You are acting like tarcis is narrow minded when you’re literally doing the exact same thing as him

Plus, for someone who plays wvw so much why would you actually think the devs would spend more or equal amounts of time balancing wvw compared to spvp? They don’t, and it won’t ever be that way.

(edited by SkylightMoon.1980)

Discussion: Is Celestial OP in PvP?

in PvP

Posted by: SkylightMoon.1980

SkylightMoon.1980

Thieves are a broken class tbh. At least d/p is. The only reason its such a threat is because it can insanely burst anyone from stealth and constant restealth/reset the fight. S/D is hard to fight but more respectable. d/p is full cheese. It has the same damage as eviscerate with air/fire proc yet eviscerate is a telegraphed animation that can be dodged consistently by a good player while the same is not true about backstab on thieves.

Backstab is easily dodged by good players as well…

lol no its not, it can’t be consistently dodged, its pure luck or good timing because you know when your opponent will backstab be he predictably does it. even then, you can backstab anytime while you are within the window of stealth which could be over 10 seconds. how is that even remotely similar to the telegraphed animation of eviscerate? its not.

Discussion: Is Celestial OP in PvP?

in PvP

Posted by: SkylightMoon.1980

SkylightMoon.1980

As long as thiefs are around, amulet is not a choice.

Go celestial or go downed.

(Ele)

Hrm i play FULL zerker DD (lightning flash, arcane wave, arcane projectile, arcane brilliance) and thiefs are my smallest problem (really rarely meet one i cant beat).

Problem are rather Terrormancers, Warriors (due to their insane invul-uptime + revenge if you down em) and to some extent power guardians. (in that order)
First is rarely played on good maps(i.e. not Skyhammer) , second is a problem hence its a very common encounter, third not that common as an encounter can be extremely annoying though.

Although your claims are suspect it doesn’t really matter if you can win ALL 1v1s versus thiefs; they will still down you in a split second and make you a liability in team fights.

Although you can do the same to them, you lack all their mobility and stealth and will thus rarely get the initiative

Thieves are a broken class tbh. At least d/p is. The only reason its such a threat is because it can insanely burst anyone from stealth and constant restealth/reset the fight. S/D is hard to fight but more respectable. d/p is full cheese. It has the same damage as eviscerate with air/fire proc yet eviscerate is a telegraphed animation that can be dodged consistently by a good player while the same is not true about backstab on thieves.

Is sPvP ever going to be more than Conquest?

in PvP

Posted by: SkylightMoon.1980

SkylightMoon.1980

Confusion dmg is already at that split state, it deals 50% less dmg in WvW than in PvE. (i dont know about pvp, i dont play conquest)
Why is that? It’s not making anyone quit the game, but it eliminates mesmers’ wvw buid variety. Power mesmer, or use-wp-after-dropping-veil mesmer…

Ye, also retal is less in pve/wvw than in pvp. I don’t exactly understand the mesmer glamour spec nerf. It was more than just confusion. It was the entire glamour spec. Sure, 4-5 mesmers running it could put 25 stacks of confusion on a melee train and nearly kill them, but 4-5 full zerk eles running 30-30-0-10-0 would do the same amount or even more damage if they all sharknadoed.

Is sPvP ever going to be more than Conquest?

in PvP

Posted by: SkylightMoon.1980

SkylightMoon.1980

One a separate note, how dismissive are you? Saying that people would have to learn a 2nd set of numbers if you split skills. How stupid do you think people honestly are?
Your basically saying people are so stupid, so lazy that they can’t read a skills description, and can’t comprehend that they work differently in different game modes.

I’m not saying this is intentional on your part, but it’s sounds so ugly and dismissive of your player base. Personally it just sounds like a cop out, and excuse to put as little effort and resources into balancing your game as possible. And forget about new anything to professions, what a joke.

I don’t think that was Mr. Jonathan’s intention at all Yoh. I believe he was merely saying that skill changes between game type(WvW, PvE, and PvP) can be hard to understand and cause confusion to some players.

As a mock example, Lets say you play PvE with your awesome build that gives you 5 seconds of fury when you use a skill and your build relies on it being 5 seconds. However, we split that specific skill only in PvP and you go play and realize only after playing a few engagements that it only gives 3 seconds of fury. Then you go to WvW and realize that the skill is back to 5 seconds of Fury.

  • How does that player feel?
  • What questions is that player going to ask?
    * Is this a bug?
    * Why is it only different in PvP?
  • Who is going to answer those questions?
  • Are they going to try and seek out someone to answer these questions?
  • Is the person they (if they do ask) going to know the actual reason for this change?
  • Is that player going to stop playing PvP or GW2 all together?

The simplest change can have a huge effect on a player in any game, and when you start splitting skills and causing inconsistencies on top of balancing multiple game modes it can get a bit crazy for players to keep up. I hope this helps everyone understand what questions and thought process we go through as a team when deciding on splitting skills.

Those changes arn’t huge though, like the changes to the duration in fury you mentioned. Changes to something like say the initiative cost for a thieves skill or the telegraph on another is a very big change. Changing the way adrenaline works would be also a significant change. Or changing the fact that a mesmers dodge when he/she has 3 clones up doesn’t produce another clone. I think when balancing pvp/pve/wvw separately, we wouldn’t see such severe difference like the ones I stated above.

Its just going to make balancing extremely difficult for you, and maybe unnecessarily so, if you choose to go the path of balancing 1 game mode instead of 3 separately.

Is sPvP ever going to be more than Conquest?

in PvP

Posted by: SkylightMoon.1980

SkylightMoon.1980

@:“Is sPvP ever going to be more than Conquest?”

Yes.

@: Balance: it’s something we’re definitely keeping in mind as we experiment with different game types. Some things carry over just fine from Conquest, others become weaker, and others become stronger. It’s inherent/to be expected in having different goals in different game modes.

I can’t give out too much info, but I can let you know that we are working on a new game mode.

Also, apparently in an interview at chinajoy, john corpening said there are no plans for new pvp modes in the near future. Is he mistaken or is there some miscommunication? Near future is an ambiguous term but id certainly expect new modes within the following month or so. We learned about new modes you were experimenting with I think back in 2013.

Is sPvP ever going to be more than Conquest?

in PvP

Posted by: SkylightMoon.1980

SkylightMoon.1980

@:“Is sPvP ever going to be more than Conquest?”

Yes.

@: Balance: it’s something we’re definitely keeping in mind as we experiment with different game types. Some things carry over just fine from Conquest, others become weaker, and others become stronger. It’s inherent/to be expected in having different goals in different game modes.

I can’t give out too much info, but I can let you know that we are working on a new game mode.

Im glad we’ve had a response, its just that I really want something new. Conquest has been good but I feel like especially at the 2 year mark were going overboard a bit. I just don’t like seeing people get burnout in pvp because there is only 1 mode available.

3/5 of the new GM traits need revision

in Warrior

Posted by: SkylightMoon.1980

SkylightMoon.1980

The traits are….

Dual Wield Agility.
Wayyyyy underpowered. Needs to seriously be buffed before serious dueling/spvp warriors think about using this. One thing that could be done to easily buff this is by increasing the attack speed even more.

Rousing Resilience.
For small scale(spvp/dueling) I don’t know anyone who has taken this over defy pain/merciless hammer for their grandmaster. I can’t really tell if its bad as much as its way too situational/odd. Perhaps there just hasn’t been a player out there yet creative enough to make it useful.

Brawler’s Recovery.
This I know is way too situational to be used in anything but a few duels. I’ve used it against d/p thieves who blind when they pop their field, then leap into stealth. They usually expect ill miss when I come out of stealth but when I swap weapons after the projectile blind, I can instantly eviscerate them after the backstab.

One thing we see about these traits, at least the last two, is that they are way too situational to be used on regular basis in certain bulds if ever. All three of them buffing, 1 needs it because its absolutely useless while the other two need it because they are too narrow, WAY too narrow for grandmaster traits. Cleansing ire, dogged march, fast hands, are all hugely better and more viable for most situations than any of these new GM traits.

Is sPvP ever going to be more than Conquest?

in PvP

Posted by: SkylightMoon.1980

SkylightMoon.1980

I don’t think 5v5’s should really be done by 2v2’s and 3v3’s. There is also a lot more that can be viable thatn ele/engi, its just that this seems to be the current meta in 2v2’s. It will change, it always does. Someone will try something new and find a strategy to hard counter the two. Builds that work in dueling do not necessary work in modes like conquest where you need a diverse and sustainable build to keep on going.

In dueling, if you truly are allowed to do whatever you want, you can run the most insane 1 shot mechanic types of builds to kill the person. Builds that have incredibly high risk but also incredibly high reward.

My idea would be let people que in with their 2-3 folk, and when they enter to fight the same numbers in an arena, you have 3-5 rounds. This is so people can evaluate what they need to do/change each round. You gives players like a 30 second period between each fight to change their build. It would be unfair it was like the WoW system where you just go in and only have 1 round. If that was done then too many cheesy 1-shot mechanic builds would dominate because people don’t know what to expect of the other opponent when they go in.

Here’s one example. Say its a power necro vs a power guard. They que in, fight, and the necro instantly pops lich and melts the guard. If it was just round the necro would win and it would be cheesy builds dominating. If its 3 rounds, a smart guard will put on wall of reflection and then try to kite the necro around the wall until he lich is done(which ive seen done and its an effective strategy). The guard wins that fight. On the third fight the necro will have to do something differently to adapt to the guard.

Why no GvG ANet?

in PvP

Posted by: SkylightMoon.1980

SkylightMoon.1980

Hey sken, ive been in the gvg for a year now and ill give you my input on this. Exactly what GvG players would want in this game has really changed since the beginning of GvG I think. At this point, all people really want is a more convenient want to fight the other guild without having to result to the OS taking up space in WvW.

You have to be realistic about what we are asking for because its Anet, so even if the mode was added, the depth of the mode probably wouldn’t be too deep but that would be okay with me. I don’t really think most people would want there to even be class balancing as far as gvg goes, that would just be too complicated. Just give us the ability to invite guilds to our guild halls whenever those are released, and that would solve an enormous amount of problems.

Triple trouble massive fail

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

If this event only required 20-40 people. The amount of organized runs you’d see doing this would multiple tenfold.

First of all, if this event would only need 20-40 players to complete, it would be the same as anything else in this game, which I am happy it is not. It’s supposed to be difficult and that has been achieved, even though the event WAS made easier multiple times already.

Ive seen random non guild instances complete it… x.x

I would very much dispute that you have. 99.99% probability that you randomly got into an organized run, that did not promote their respective method of communication (TS, Mumble, …). Succeeding runs do not have to be organized by one guild only, as there are communities that set these up for everybody to join.

Tri-Wurm, on otherhand requires over hour to organize. Having better control on choosing map copy, would make it easier to do.

Wrong and right. Wurm does not require over an hour of organization. 30 minutes is a good rule of thumb, though I have myself done it within the 5 minutes between start of the timer and the NPC’s running for the escort (plus ~3min of getting into the map). Though I agree that choosing a map was easier, it is still not overly complicated now and a map can be found within 2 minutes at most, 3 on Midday while Thaida is going on.

1) expand the squad size for commanders to 100 or 120 or whatever magical number.

Not neccessary in my opinion. The map cap is 150 and you need three commanders for Wurm anyways. Therefore a squadsize of 50 is perfectly appropriate. 1-2 Diboof, 3-5 Condi per head, 35 DPS on Crimson and Cobalt, 40 for Amber are the minimum numbers you are looking for, which never exceeds 50 on any squad as you can see.

On the event itself, as mentioned before, it’s not supposed to be easy and it DOES require organization. That’s why there are groups that do so for other players to join in and enjoy/complete the event together. It is a way bigger sense of accomplishment if you are able to share it with 149 players that went through it with you, then killing a veteran somewhere in open world with 2 bypassers and never see them again. I personally command and kill the wurm multiple times a day, so I know what I’m talking about =)

It wouldn’t be the same as any other event. Because it would still be super difficult. Its 6-7 people at each of the wurm heads. Everything about the event would be scaled down for 6-7 people along with additional mechanics added since itw ouldn’t naturally be as hard since most of the difficulty with the wurm came from everyone doing what they needed to and theres a good chance thats not happening when 120 people are there.

Triple trouble massive fail

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

There are other guilds besides TTS that do them. eG and Att are the first ones to come to mind. (Apologies for missing the other organized guilds that still do this)

So 2 other guilds? Thats 3 guilds, and if Anet wants to create a hardcore pve scene starting with the wurm and teq, thats not enough. It also doesn’t eliminate the problem of people not being able to get into the map. Having more guilds helps, but it should be completely eliminated.

A player should never have to be denied content because he can’t even access it in the first place.

Triple trouble massive fail

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

Triple trouble has been a massive fail for GW2 standards. The biggest boss in game is not the three-headed wurm but the endurance test of spamming join in bloodtide coast for 10 minutes hoping that you click at the right time and not the 20 other people clicking who have clicking macros.

It should be noted that the majority of people in game, actually, pretty much every person who has tried to join an organized wurm attempt, has had this problem. Is this what anet wants? Im tired of people telling me “sorry you couldn’t get in, maybe next time.” Its not there fault but anets fault. Triple trouble can only be completed by an organized group, and I get that. Currently if you wanna do it on NA you gotta jump in with TTS and hope you get in.

Hundreds upon hundreds of people want to do this event, an event that requires about 130-150. Thats your first problem, it requires way too many people. If this event only required 20-40 people. The amount of organized runs you’d see doing this would multiple tenfold. Because then many many guilds could attempt this with their guildies. A guild that can summon +100 people, two to three times a day, is a megaguild. Thats why TTS can do it. Even then, if im in TTS, Id still have the same problem getting in.

Thats the second problem, its open world. Sorry Anet but you gave open world megabosses a shot at the start with Teqand even from announcement everyone knew what the exact problems would be, and triple trouble made all of them even more apparent. I know that you tend to be against instanced contennt, but other MMO’s do it for a reason. I know that you want to be an innovative company and you are, but Open World bosses like this are not a new idea, theyve been tried in the past by other MMO’s who chose to stop doing them for similar reasons that I stated above.

Those MMO’s never found a solution, so they switched to instance. There are two things you have to fix this massive problem. Two simple things that I will simply and courteously state to you.

1. Make the events require far less people.

2. Allow organized groups not only the ability to start the event(that part you did good job claps), but also give them the ability to open up their own map copy.

Its that simple. Reddit and the forums have complained about this for ages now and I think we all expect you to be working on a solution for it and are eager to hear/see about it.

Remove the crates at the Inquest golem now!!!

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

Then whats the point of Anet revamping the boss so it has an enormous range where it drops deadly aoes if you can completely avoid them by doing nothing lol.

Remove the crates at the Inquest golem now!!!

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

This time around the revamps on the world bosses were quite nice. Anet pushed the difficulty up more than last time. The community of gw2 however sought out the easiest way possible. Sometimes there are so called “clever tricks” but this goes far below that, to a the point where all you have to do is press 1 and shoot your rifle. Its sad, this boss actually has some really cool mechanics and forces you to move around a lot.

The community will always search for the easy way out, thats natural of any video game. You, the devs, just have to keep on your toes and fight back against this to make sure these little holes are patched. I know people will oppose this suggestion but I guarantee you that the devs did not go to all the work of revamping the inquest golem just to have people sit on a crate, press one 10-20 times, and then afk until the boss is done. Its pathetic.

Also, you should probably buff the rewards since the boss will be significantly more difficult to do now and you want to give people an incentive to do it instead of just a blue and a green.

Announcing Fall 2014 Dungeon Speed Clear Open

in Fractals, Dungeons & Raids

Posted by: SkylightMoon.1980

SkylightMoon.1980

“Stacking in corners since 2013

Nothing to do besides the Episode

in Living World

Posted by: SkylightMoon.1980

SkylightMoon.1980

Its quite amazing how quickly these posts go into tangents. I liked dry top when it came out. Episode 1 was really good.

The only problem I had with dry top is that its focus was too narrow. The only function of the map focused around the tier merchants. There needs to be a 2nd or 3rd meta event when the map gets bigger. Other maps have multiple meta events. I hope to see this map really progress. If it only has 1 purpose to it, and that is the tier merchants, that won’t be good in my eyes.

Nothing to do besides the Episode

in Living World

Posted by: SkylightMoon.1980

SkylightMoon.1980

You could say the backpiece as well, and it is cool, but honestly I think it was added to give people something to do since it does require a lot of materials and crafting professions.

That sounds like it’s bad to have something to do… ^^"

Be honest though. They put the backpiece in so people had something to do. Thats why it requires so much work. Its filler. The backpiece isn’t even good looking. They have done this in the past. When they don’t make enough content they put something grindy in here like this lol.

I want content to keep me busy. Not a reward that I grind materials that are already in game for.

Nothing to do besides the Episode

in Living World

Posted by: SkylightMoon.1980

SkylightMoon.1980

Well for one they decided back in like December of last year that they were going to be splitting off anything not associated with the current story patch into it’s own large patch after the season is over.
Secondly the instance focus is due to the fact that they are trying to design all the content to be playable infinitely further down the road. Meaning everything has to be do able solo. And we all know how much people complain about having to find 4 people, in an MMO mind you, for one story dungeon at the end of the PS.
And thirdly given the size of anet not every single patch can be a new map and story, The tower of nightmares happened over months, just for one temporary instance that would later blow up and change the map in a minor way and added a few more events. They even ditched the nice chest that you could get in the region for dragonite and other rares. They have to spend Larger amounts of time on these new patches because unlike before they cant just sweep the unmentionables under the rug, seeing as they want to charge money for these ones.

“Well for one they decided back in like December of last year that they were going to be splitting off anything not associated with the current story patch into it’s own large patch after the season is over.” What they said is theyd do LS then feature patch, LS then feature patch, and with the midseason break coming we could be getting a feature patch or some type of festival.

Also, thats completely irrelevant to there being nothing else to do besides the instance. Like I said, the first episode did this very well. We had open world content to do in dry top with all the achievements you could do and the dynamic events you could do, and you also had that lovely instance. This is not true by any means in episode 3 and thats what I am criticizing.

I think my terminology was throwing people off. I was using the word episode in two meanings. One way was to describe the release and one was to describe the new instance we get each release. Im talking about that there is nothing to do besides the instance we got this release, no open world, etc. Sorry about the confusion.

Nothing to do besides the Episode

in Living World

Posted by: SkylightMoon.1980

SkylightMoon.1980

This current episode, episode 3, gave me a really worried feeling about the living story. In this release all we practically got was an episode instance with achievements tied, and thats it. You could say the backpiece as well, and it is cool, but honestly I think it was added to give people something to do since it does require a lot of materials and crafting professions.

Im starting to not like the idea of living story episodes, simply because its like all the content we get is focused on story instances, when there needs to be content to please other people. There was pretty much no open world content added to this besides the parts tied to the episode which were part of the story you were doing.

What Anet needed to do was add more to the open world. Why? Because these episodes are isolating from the rest of the community. I love the idea of open world and actually miss it. Season 1 did a ton of open world stuff. But was lackluster in its living story instances. Why can’t they do both?

The tower of nightmares was a good example. It actually had a decent living story instance, instead of a short one that takes 30 seconds. It also revamped an ENTIRE map and added a cool open world type dungeon mechanic.

This patch should have kept this episode and revamped the Iron marches further. So that okay, were done with the episode, lets explore some of the new activities to do in Iron marches. That at least gives more options. The first episode of the living story season 2 was perfect because we got an awesome living story instance, and a zone of new open world stuff to do.

How hard would extra maps be?

in WvW

Posted by: SkylightMoon.1980

SkylightMoon.1980

I understand what devon said about spreading out the playerbase, I agree. Only t1 would have enough population to spread over 5 maps. But what you should do is make a rotation. Create a new map and have it rotate with eternal bl.

Remove FGS 4(PVE): Gamebreaking

in Profession Balance

Posted by: SkylightMoon.1980

SkylightMoon.1980

Disclaimer: I cite videos in this thread and certain communities of the game and I am not attempting to insult you, trash talk you, etc. in any way. I am making this of the purposes of balancing the game.

PVE is typically not discussed here but I figured it was relevant since this was about profession balance. As it currently stands, the FGS 4th skill untargeted is a gamebreaking skill for dungeons now and any future, more difficult dungeons they plan on adding. A group that has 4 fgs with 25 might, etc, has the ability to kill most bosses almost instantly if they can find a spot to stack them.

The last boss was killed in about 8.6 seconds. This happened right in the beginning of the fight. Basically what is happening is the boss is being killed before any mechanics can go off. That boss in ta aether does have a lot of mechanics added to it and I was really happy to see this fight initally added to the game. I liked this dungeon a lot, it had mechanics, it was a success in my opinion.

Here’s my problem though. Why should any significant rewards be given to this dungeon(gold/unique skins/tokens) if people are getting away with it so easy? You may say yes it takes coordination I agree, but at the end of the day you are killing a boss in under 10 seconds before it can do anything and thats gamebreaking.

In the future, Anet will add more explore paths, and perhaps they are much much more difficult, and have appropriate rewards tied to the difficulty(tokens that allow you to buy really awesome skins, ascended). The bosses in the dungeon require a very high amount of individual skill and coordination. They have detailed mechanics. Why should any of this be done when its very likely that a spot will be found to stack the boss and kill him before he can do anything?

There is no point. Because players would rewarded improperly. They didn’t have to deal with any of the actual mechanics of the boss, because he died before it could happen. Anyway I think I need to say no more as the point is already made apparent.

What about everyone else?(LS2)

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

I like it, but it doesn’t keep me in the game for very long because it’s brief and doesn’t leave me with much to do.
The dry top area with the event chain stuff is a decent example, it’s different to other open world stuff and it’s something I can do over and over to get something I need – dragonite. I would love for LS in the future to leave behind some new, permanent dungeons that are repeatable and have unique skin rewards however I’m not sure if it’ll happen because there is currently no dungeon team.

The second, most recent patch added even less for me. Again, I do like what they’ve done with the story instances, but in this patch for everything else they just extended dry top a bit and added a few more events and thats not really significant in my opinion. They technically did that in the first patch but thats because it was new. This is just expanding no what dry top currently is, not adding any new systems to the map, etc.

What about everyone else?(LS2)

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

I know its early in the season but so far we see very story-centric content which I like but I also like a lot of other parts of the game and I don’t really see how those can possibly be affected by the living story. Dungeons, WvW, sPvP, hardcore pve’ers. What about those communities? I know some of the devs have said they can do this and do that through the LS but I don’t really see that happening if the content is orthogonal to the story. Since this is true, when do we actually get content for those other areas? A feature patch? Some other expansion? I may end up eating my own words. I just feel like after the most recent update that the living story is even more narrow in the community it caters too.

Cleansing Ire is OP, change it.

in Warrior

Posted by: SkylightMoon.1980

SkylightMoon.1980

Ye that is true. Hambow lol why you ruin everything. They could move it to another line but then it wouldn’t make sense since it naturally seems to fit in the defensive line. The only reason we’d do so would be to nerf builds that use it.

Cleansing Ire is OP, change it.

in Warrior

Posted by: SkylightMoon.1980

SkylightMoon.1980

The trait is in pretty much every balanced sPvP, roaming, and WvW build that you can think of. It significantly improves adrenaline generation and helps to counter condi’s so well, especially if you use a sword/longbow/hammer. The problem is that this trait is a master trait and its already better than most of the grandmaster traits that warrior’s have.

My suggestion is to make it a Grandmaster trait in Defense. Defense has never had any good grandmaster traits and perhaps you could make defy pain a master trait.

Guilds in WvW whonever put on a commander tag

in WvW

Posted by: SkylightMoon.1980

SkylightMoon.1980

Guilds that run with a tag usually do so in the borderlands because they are fighting at south sentry and tag up so they can individually target people in their own parties while still seeing where their driver is. Nothing more complicated than that.

GvG on WvW maps

in WvW

Posted by: SkylightMoon.1980

SkylightMoon.1980

Ye guilds do this a lot in WvW. But then again, we can, and will continue to do so, only because its a true fair test of skill. Matchups these days, especially on NA, are rarely close. Thats because of the broken ppt system that has been broken fromthe start so people seek fights. Except the OS is sometimes full so we fightin the borderlands in our own little not disturbing anyone.

A solution for megabosses(semi-instances)

in Guild Wars 2 Discussion

Posted by: SkylightMoon.1980

SkylightMoon.1980

We haven’t seen any new megabosses in a while and I do suspect we may see some soon but not without some dramatic changes. Teq and the Wurm are great but they make it apparently that open world megabosses have inherent problems.

1. It requires 150 people. This has lead to people pretty much relying on 1 or 2 groups(mega-guilds) to complete these events. The problem is that an entire guild or 2 cannot be the only access that people have to completing one boss. There needs to be guild competition.
Solution: Make them require at minimum 20-30 people and allow them to scale to 50.

2. This relates to the first problem but again, these bosses require a map-capped group to do, so basically +120. This makes is so difficult to get a pre-determined group into a map without losing about +60 people. The megaservers have made this more difficult.
What basically has to happen is that a group has to attempt to enter the same map, pop and overflow, then ferry as many people they can into there which even then it doesn’t completely work because when they pop an overflow its jsut another map of the megaserver that has merged a bunch of people togehter so you can still end up missing 30 or so people.
Solution: Same as number 1

3. Okay, now we have agreed that these events should require drastically fewer people for the sake of guild competition, and ease of coordination for the players. The hardest parts of these two events is just getting the people you want into one place and it shouldn’t be that way. But now we realize that if we make these events 20-30 people minimum, the same thing could happen and 150 people could come, scale the event, and then the extra +50 people who are there wouldn’t actually be doing anything but hurting the predetermined group because they would have to participate and be in teamspeak and be organized to help as well.
Solution: Semi-instances. Make areas of a map where when the boss is activated by a guild, the area is not accessible. Obviously these areas cannot be very big and only special to the bosses so players wouldn’t feel like the event was holding them back from completing something within the vicinity. Basically it would work the exact same way the 1v1’s did in the queens gauntlet. People can’t enter but they can watch. This would solve the problems plaguing megabosses and would avoid the dreaded instanced raid bosses that people seem to hate.

Arena Net, where's the new CDI?

in WvW

Posted by: SkylightMoon.1980

SkylightMoon.1980

Seriously, I completely forgot about that. I think it could be two things. The first being their complete lack of interest for anything WvW related. I think Anet truly doesn’t want anything to do with WvW but knows its a part of their game and that they’d look evil and alienate the playerbase if they simply said we don’t care. So instead they occasionally(very seldom) say something about WvW but procrastinate for the rest of the time.

The second thing could be that they decided not to because of the backlash players had to another season. Season 2 felt extremely tiring, and players met burnout after about a month. Also Seasons are an excuse not to add content, its just them doing the bare minimum for WvW. They could have at least said something like we changed our minds we have no current plans for a CDI until the future.

Solutions to GvG arena and scene

in WvW

Posted by: SkylightMoon.1980

SkylightMoon.1980

The gvg tonight had 1200+ viewers. Along with perhaps 200 people in the OS, was queued for almost every server. Should tell you there is great interest in the community.

Solutions to GvG arena and scene

in WvW

Posted by: SkylightMoon.1980

SkylightMoon.1980

The last is assist, this is the branch that has evolved the most in the last 6 months of GvGs, as grouped have aimed at a new strategy of taking out the other groups ranged classes so they lose damage/support. Without eles its pretty much gg. Assist all sit in the same party as well. They focus individual targets and often clash with the other assist team and now you have a whole different. The classes chose for assist are mesmers, d/d eles, dps warriors sometimes, and thieves.

The GvG starts off with opponents teams readying up on each side, waiting for the perfect moment to empower then veil to clash drop big damage on their enemy and get a good first engage. Getting a clean first engage is super crucial to a GvG. A lot of GvG’s can be determined by the first engage. The enemy team may try to juke you when you empower and veil, therefore wasting your boons by the time you get to them and your veil so you have no sneaky engage. The enemy will also usually try to CC you when you drop the veil so you either miss the veil or waste your stability/stunbreakers to get through it.

There are a lot of melee battles that go on, a lot of assist battles, melee helping assist, assist helping ranged, ranged working together to focus their own individual targets(perhaps the other groups ranged or helping out the assist win the 3v3/4v4). It takes an immense amount of coordination. GvG’s are often criticized because its really hard to tell whats going on to the untrained eye, it looks really messy. Don’t be fooled though, at top tier everyone knows there roll and have a type of bond to react instantly to whatever happens next. It really tests your reaction time and decision making.

Solutions to GvG arena and scene

in WvW

Posted by: SkylightMoon.1980

SkylightMoon.1980

Just curious- if GvG is your thing, why not make a guild team for team pvp?

lol just proved you don’t know what gvg in gw2 is.

You are quite correct. My original small guild goes to the PvP lobby and plays team arena. In GW1, we GvG’d a LOT. We weren’t high ranked (or ranked at all for that matter), but we had fun. Our best memory is when we got matched up against a Spanish guild ranked #20 on the ladder and took them to overtime with the Guild Lords in the center of our Guild Hall. We lost, but barely, as their Lord was at about 5% health at the end of the match. They PM’d us and gave us a lot of compliments, which I thought was cool. A little while later, we even got some join requests from people that watched in observation mode. I saved my build as “Spanish Overtime”.

Anyway… Care to enlighten me on how it’s done? Number of people on each team, etc. It’d be greatly appreciated.

I’ll try to make this a detailed post. GvG is guild wars 2 is large-scale, its been centrally focused on fights, opposed to perhaps flag and guild lord gw1 stuff. We have a team and we can kill your team with the same numbers thats the idea. How do official GvG’s work? Usually in the OS or the windmill for people who are nostalgic towards the old GvG location. The normal sizes for teams are 15-20, 20 being more popular on EU while 15 is more popular on NA. Smaller scale GvG’s that are 10v10 and 5v5 certainly occur but work much differently in set up.

Setups have evolved over the course of GW2, in the beginning being mainly a melee train with a few ranged, very zergy. Now things are much more organized, especially in higher tier. There are distinct sections of the setup. Melee, ranged, assist. Party setups are also crucial for targeting, boons. I’ll give you a set up for 15’s that is good.
8 melee(4 guard, 4 war), 4 ranged(2 ele/2necro), and 3 assist (2mesmer/thief). The guards would be running a supportive type of build 0/0/30/20/20 shouts for boons, purging flames for condi removal, staff/hammerorgs. Staff for support especially with empower. Wars would be running either shoutheal builds for condi cleanse from their shouts and their warhorns with hammer for CC and damage, sword/horn for movement, immobilize, blasting, and condi cleanse. There is also another war build that has become popular in the last few months which is dps war, these guys have massive dps and usually run GS/axeshield(mace).

Focusing damaging is very important in a gvg, so for melee, that means staying tight together since you have to be to hit the same target. This is also to keep up boons and heals for the group.

The ranged classes necro/ele have their own roles. They both have enormous spike potential but on a high cooldown which means you need to synchronize them at the right time with other cooldowns and make sure they don’t go to waste as they can easily be juked by the enemy. Necros run well builds typically 0/20/0/20/30 while eles run something more with 30 in the last two lines. Eles are the single most important class in the GvG, because they have access to waterfields which help the group recover with massive aoe heals. They also have good damage/CC. Finding a good ele is very hard because it requires a lot of skill. Eles also use staff. Necros usually part up with one of the melee parties for boons/support while eles sit in their own.

WVW Zerg/Blob Solution?

in WvW

Posted by: SkylightMoon.1980

SkylightMoon.1980

need a fix for blobs/zergs/mapzones? call yur friendly zergbusting guild to help!

Solutions to GvG arena and scene

in WvW

Posted by: SkylightMoon.1980

SkylightMoon.1980

Just curious- if GvG is your thing, why not make a guild team for team pvp?

lol just proved you don’t know what gvg in gw2 is.

Solutions to GvG arena and scene

in WvW

Posted by: SkylightMoon.1980

SkylightMoon.1980

Thx for makin the post and showin support for the mode, a lot of people have been asking it for a while and I don’t think we should stop, its an ever changing gametype the players have created and I hope to see more support added!

Shameful PvP in gw2

in PvP

Posted by: SkylightMoon.1980

SkylightMoon.1980

lol not everyone wants new broken game modes, some of us just want incentive to play conquest, like seasons for example.
and the thing is that killing people takes no skill in this game, i can kill people by spamming one button but that wont make me succeed in conquest

where did you get broken game modes from? The whole point im making is that its terribly embarassing to see a mode called sPvP not incentive people to fight other people. At least not the first priority.

Because if you ever take time to look at very basic class/mechanic design you will understand that deathmatch or capture the flag would be broken.
try killing whole enemy team at start of match and then farm them on respawn, i guarantee you that will give you nice advantage in this “just sit on points” mode.

Thats not what I said. Team deathmatch isn’t what I asked for. And also thats not necessarily true, the devs have just spent so much time balancing the game around conquest lel. What we need is an arena style mode and tourney system where you que your team up, enter, and its one life only.

Conquest is full of a lot of bunkers and basically avoiding the enemy and capping points to win. The top sPvPers arn’t necessarily the most talented duelers, oh wait there isn’t dueling in this game, HA.