The wizard at the gates of Arah does not appear in the defense event so he could have similar problems.
I’m very happy to go do Grenth again, and very happy to do the Karka queen again, but not to do all these tasks on every character in a methodical fashion to unlock every trait. When I see Grenth pop up I just want to go and do it, not log all my characters on and off just to see who needs that trait.
What purpose would new dungeons serve? Existing dungeons can provide the barter tokens for exotic armor and there’s no need for more. Existing dungeons tell the Destiny’s Edge story and there’s no need for more of that. New dungeons are telling the living story but the OP seems to be ignoring those.
Any new explorable dungeons will be designed to take more time than the existing dungeons and probably be harder. The evidence shows that a perfectly good dungeon like TA Aetherblade will be ignored because it is long. There are already 25 dungeon paths and about 10 of those are run regularly. Those 10 will not change if new dungeons are added so the new dungeons might as well be in the living story or do something new.
If you cannot right click on it and add it to your collection then raise it as a bug report. The new wardrobe system should be able to take everything.
My reply to the OP -
GW2 hasn’t enough end game content. You are correct. No MMOs actually have enough end game content. A lot of them just raise the bar and give us the same content again at a higher level with a new gear grind. There is no utopia. If you’re not enjoying the end game then you are right to leave. It is only your own expectation of endless play from than MMO that leaves you disappointed. You’ve been playing MMOs since Everquest so why haven’t you learned that?
You have got your value for money from this game. Putting more hours into the game looking for something, anything else, is not going to make it any better. There is no reason to write a complaint to the makers of the game. There is no reason for you to resent a gem store that you never used. If you resent the time you spent in the game through your own decisions then just man up and look at yourself in the mirror. It is your personal problem.
It can be worth staying with it. Since you find it hard, there is plenty to enjoy while learning your playstyle. If you find it boring with no challenge then you shouldn’t come back.
To get some money, don’t try to craft with your first character. You don’t get enough materials to support it by just adventuring and you can’t afford to buy the rest. Sell junk for more money and use that to buy your bigger bags and everything else. Buy cheap gear from the trading post. Keep an eye on what you can sell on the trading post for coins. You should have enough money then.
" I literally just started playing a week ago and the Queensdale zerg is the most fun I’ve ever had in an MMO"
Keep doing it then! If this isn’t about the loot bags then keep enjoying yourself with others in Queensdale killing easy mobs. Nothing to stop you.
The champion loot trains consisted of large raids fighting non-scaling group content (open world champions) very rapidly for maximum loot. It really was the equivalent of a group of players killing lone newbie mobs just to get fast coin. It was never going to continue and I hope everyone enjoyed it while it lasted.
“What problem did this fix? Why would you punish somebody (more) for being the fifth in a run to help their guildie fill out a dungeon run that they’ve already done once that reset cycle?”
Path sellers or people who exploit their way to the end boss? If you want to help your guildies then help your guildies, they are more important than your wallet.
The basics are actually straightforward although it might not look like it. At the moment you can’t sort out what you need to dodge and what you need to heal/cleanse, but with experience that decision is easier.
Basic #1 – If you can blind trash mobs then blind them. There are lots of ways to blind mobs. Do it. You then need to dodge the big/repeated hits that are not covered by blind.
Basic #2 – Missile defense is really good. It blocks a variety of stuff like grenades and tow lines too. Use it wisely in dungeons.
Basic #3 – Pick the dodges. This means learning the boss animations, knowing what to watch for, knowing how fast to dodge (as you can time most of them).
Basic #4 – Thieves have mobility so don’t only stand in the right place, think ahead to where you want your mobility skill to take you once things get dangerous.
Basic #5 – Use mobility to avoid the multiple conditions and then slot condition cures to cleanse the most dangerous. There aren’t so many skills that cleanse so using Shadow Arts to cleanse on stealth brings a lot more options. It’s ok to use survival traits while you’re learning the game.
Don’t try to max your dps all the time. The forums talk about it a lot and it is the best way to go for experiences players (since all the mobs are dead before your defenses drop). However if you can’t stay alive then you need to get yourself into safer positions, watch more carefully for the dodges, and stay on your feet.
“I don’t mean to claim TDH trinity would totally work for GW2, but people in these forums seem to underrate it based on their bad experience with it’s implementation in 1 or 2 games and their miserable rip-offs.”
Those 1 or 2 games and all their miserable rip offs will amount to an astronomical amount of gameplay hours across the entirety of the MMO industry, nearly all of which used a trinity for the last 15 years. Most new MMOs are now trying to lessen the trinity by offering choice of roles, so a character can be dps or a healer depending upon what a group needs maybe. That’s a step forward, and it shows that the modern design teams know the problems of the trinity, but it isn’t as good as removing the trinity altogether.
Remember that dungeons are nowadays run with repeatedly tested tactics that are getting close to an optimum level. The tactics will see you through most fights even with mediocre dodges and cleansing. The dungeons were not designed to be hard even with optimum tactics shared through the web. They were designed to be hard for groups with some tactics and some improvisation during the dungeon. The dungeons meet that purpose. Dungeons are near impossible for beginners and straightforward for experienced players, as they should be. More builds are viable if your purpose is to get through a dungeon for the first time rather than just do a daily speed clearance.
Discussing the optimum speed running builds with optimum tactics is not going to get noticed by the designers. As soon as you min/max the game to that extent there will inevitably be only one or two popular builds, no matter how hard the designers try to balance the game. If a player picks up tactics straight from the web and then becomes disappointed that they work too well … is it really a surprise?
“I want to see you playing a healer in ANY trinity game with your screen turned off.”
In Everquest I, raid healers only needed to count the time needed until they cast their big heal on the raid tank. Each one would cast their heal at timed intervals and this was the most effective way of keeping the tank alive. They would typically do this from behind a wall to avoid graphics lag and avoid damage. The best healing class (clerics) were needed to do this in large numbers in every raid and this caused the highest burnout of players I’ve seen in any MMO. That is the trinity in a nutshell. People being forced to take roles that they don’t enjoy for the good of the group , or nobody willing to take the role so nothing gets started.
Old Everquest I was a pioneering graphical MMO and it was copied by many later MMOs, even the bad bits. The bad bits included the massive raids, trinity, and gear treadmills.
Unless your server is really bad, you should be able to start some Orrian temple pre-events and have people join you as you go along. Today I started Lyssa pretty much on my own then a few people helped to get the last point cleared. A typical crowd of people then turned up and hung around for Dwayna. Your server is probably a lot quieter than mine but by the end of Dwayna the event was probably close to overflowing, all starting from my Lyssa pre-event.
If you know you have no real use for them, why are you still wasting money on them? Keep some reserves and throw away the rest.
Yeah it’s fine. Using the same mechanics, you can blind the bandit saboteurs who put gunpowder barrels at your feet. Remember not to actually kill the blinded saboteur or else her gunpowder will then hit.
For open world exploring – Wear whatever you like
For world events bosses – Don’t use conditions
For dungeons – Why bother? Groups don’t want condition dps as it doesn’t stack past 25 if there is another condition user and it fails on items anyway. To deal the condition damage you’re probably using weapon skills that don’t provide the support the group wants (typically blinds). The extra support you can give with a condition spec isn’t valuable.
Grandmaster traits you would need to boost venoms can be better used for other things. You can fit some vitality/toughness into condition builds but why bother? Time the dodges.
Neither sword/pistol nor pistol/pistol uses the off hand pistol for stealth.
My personal experience from yesterday, COE path 3. Group consisted of my thief (9k AP), a warrior (10k AP), two other heavies and a caster (all 2k-3k AP). I went down twice all run and never died. The experienced warrior didn’t go down at all. The others all died on every alpha fight and died every time we jumped down to the destroyer boss in the lava. The run wasn’t actually that long as we never wiped.
That sort of thing doesn’t happen in every run but it does happen often enough for experienced players to be wary. I’m certainly a better player now than I was when I had 3k AP. Returning players can be unaware of modern skips and tactics but that isn’t going to cause repeated wipes. These players often know how to improvise and can fight a boss even without the current PUG tactic.
(edited by Stooperdale.3560)
“I dont get it! Why all the hate? Is it jealousy, ignorance or just something to complain about?
Why do you care what other ppl do? Just do your thing with ppl like you!"
Some people want zerker only runs. They care what other people do in their group. They care if people just do their own thing as it wastes precious play time. They hate people who join their groups enough to kick them out (if they don’t have zerker gear). They don’t feel they are like other players, whereas the other players feel they are like everyone else.
There’s your answer. The ‘zerker only’ community separates itself by choice from the players who will run groups with anyone. It is no surprise that people who are excluded (and kicked out) have an opinion about a separation that is forced upon them.
Most medium armor looks like a coat already. I don’t need a cape over my coat thank you.
OK, here goes for why melee is better in GW2 than ranged as demonstrated by comparing thief pistol/pistol with dagger/pistol. The point of the ranged weapon is presumably to not get hit, but a smoke field from an off hand melee pistol can blind nearby opponents and prevent damage. Overall, a well used smoke field is safer than running about like a chicken. On top of that a dagger can use a leap finisher in the smoke field for stealth, has more utility, more damage, more mobility, and is a better fit for most traits, utilities, and stealing.
It typically happens when I’m pulling a bunch of mobs in a dungeon with shortbow 3. They don’t wait around for me to get unstuck.
I saw a run recently where the PUG players put up missile defense to stop Horrick’s rockets landing. Now that made it a hard fight!
(1) The Shadow Arts thief trait “Cloaked in Stealth” is described as “gaining stealth blinds nearby foes”. However instead it pulses a blind every few seconds when in stealth seemingly. The thief has no control over this while the trait is on. This might not be a problem except ….
(2) Blinding any creature, even neutral and ambient creatures, will put a character into stealth. If the character is in stealth then the creature will not itself start attacking though and it can actually be impossible to tell which creature has put a character into combat without randomly killing everything. Ambient creatures never show they are in combat. This leaves strange situations where characters are standing around with in-combat run speed, unable to change traits, unable to change items, unable to change skills, unable to use waypoints, and reviving at half speed, all because some unknown creature was accidentally blinded by stealth. The blinded creature seems to get no defensive benefit from putting the stealthy player character into combat. It is a pure coincidental disadvantage for the character created through game mechanics.
Put (1) and (2) together and you get thieves running past creatures using stealth and being put into combat by accidentally blinding creatures through unpredictable mechanics. Out-of-combat run speed is lost when it is most needed. (1) seems like a unintended feature but it wouldn’t be a problem if it wasn’t for (2). Fixing (2) would remove the major problem of (1).
VERIFIED
Ok if you use a shadow refuge then go stand next to a rabbit, the blind on stealth trait will trigger every few seconds and blind the rabbit, leaving you in combat. I’ll raise it as a bug for what it is worth. Thanks for hints. I’ll recommend changing the trait whenever you’re skipping.
Blind on stealth pulses similar to how might stacks while you’re in stealth. They changed the mechanics a few months ago to make it so that non-damaging attacks put you in combat (such as blinds). Most likely you are pulsing blinds as you run past the mobs.
That’s an interesting an idea that I’d like follow up on. I am just using shadow refuge then setting off to run past mobs. Will blind on stealth really be pulsing two seconds after the shadow refuge has ended? It’s surely a straight bug if it is?
(Just to clarify this is without shortbow, no falling, no drop in health, no other skills used, no dodge roll caltrops, enemies are inactive with nobody else nearby, no fancy sigils/runes.)
I’ve noticed quite often that I’ve put down a shadow refuge, gone into stealth until the refuge expires, then started running towards some PVE creatures while out of combat. Seems fine. As soon as I run past some mobs I go into combat for no reason I can see. Nothing is chasing me, I’ve used no skills, no traits seem to have triggered, I just seem to be in combat. What’s going on here?
I had always assumed this was the case. I also assumed that sigils and runes triggered less often against higher level enemies and more often against lower level enemies.
I’m not sure how many answers you’ve got above but I’ll try to give you a proper answer.
Even though GW2 has a 3D combat system it is essentially 2D with some vertical components. Ground targeting circles are 2D. When you move to fully 3D underwater combat this all falls apart, essentially, and there is no ground targeting of area effects. This destroys whole utility skill lines such as traps and makes the weapon sets dull. Many problems with the camera, depth perception, etc also get exposed. Human failings are also exposed in tracking targets in 3D.
There are other problems too with the downed states, the incapable state you’re in when you are on the water surface, rebreathers as replacement equipment for helmets, inability to change land utilities when underwater (and visa versa), sharing of cooldown timers between land and underwater skills, sharing traits between land and underwater, and so on. Technically there is a big shortfall between land combat and underwater combat and nobody should think that there’s only a quick fix needed to get it right.
In the LOTRO they had burglars, supposedly like Bilbo Baggins, and even though the class had some nice tricks it was still essentially about stabbing people in the back.
It takes a thief to catch a thief. If you want to investigate murders or other crimes then perhaps a necromancer or mesmer would fit.
“Part of the development process is prioritization, so I’d like to know what you feel are the highest impact items you think would improve our storytelling delivery. What are your top three requests?”
I’m sorry if I don’t sound sympathetic but really you should be looking for a top 10 rather than just top 3. The writers should have been doing these things already and it should not be a culture shock to do them in the future. If your current team can’t deliver a better story then get people who can.
I can see the technical improvements within the living story content as the game matures. Early design mistakes can be forgiven as content evolves. There are no excuses for mistakes in the writing though. The storytelling should have been strong from the start.
Wow. I thought Mai Trin was one of the fights people have been asking for. Needs some skill and class knowledge. One tactic doesn’t fit all classes. Can’t be destroyed with pure dps. Needs some teamwork. Good design must really irritate bad players.
“Players farm bosses in train in an area (frostgorge…cough!). Anet nerf drops = fail cause players feel like they been punished?”
“I mean is interact with players and stop force us to do things with candy!”
You seem to have got this back to front. Champion purses were created because players complained that champions were not rewarding enough and there was no incentive for players exploring the open world to fight them. So champion purses were added and some players immediately decided to make it a candy fest by using massive raid groups to tackle group content. They exploited the lack of scaling to milk the most candy in the least time.
The scaling down of the champion rewards is just a correction of a design mistake. It is not punishing anyone. If anyone was punishing themselves by playing boring content for candy it was their own fault. I’m guessing many players will not ‘enjoy’ it now the candy has gone, the champ trains will go elsewhere, and the game will return back to a proper state (hopefully).
Extra permanent dungeons in the existing format won’t add much. There are already 24 dungeon paths so players just pick the best few and don’t bother with the rest. New paths will not be made as fast/rewarding as the current ones so new paths will not be run much more than TA Aether, which was a decent dungeon that just took too long.
The current dungeons tell the Destiny’s Edge story, give lore about the local conflicts, and give a route to exotic gear with a cosmetic style. None of that needs extending. The living story will probably continue with occasional dungeons. The living story will release new cosmetics.
Do we know if the Living Story will be at the same stage as the existing servers or will the Asian servers be starting from scratch with the karka?
I can understand your point of view as a friend of mine has tried an MMO with a cheaper box price as he knew he could get a cheap month’s fun from it. He likes it and he’s renewed for a month. If he renews for another month it’s more expensive than GW2 and then each month afterwards it gets considerably more expensive than GW2.
So take your pick really in terms of pricing. Not every pricing plan is going to suit everyone.
To be honest, I think this was always quite a dull dungeon even before the skipping, stacking, and furniture exploits. The ship looks great but the encounters, for whatever reason, are not much fun. Perhaps the bad camera movements are too annoying. The storylines are dull. The encounters are dull. The underwater sections are bad because underwater combat is just bad generally.
So yes this is a good candidate for a revamp. Remember though there are 25 dungeon paths there so some perfectly playable dungeon paths will always been seen as slower or less rewarding than others. Trying to get lots of players to frequently repeat all the paths is never going to work. HOTW is playable even if it is dull.
They just need a conversion from one to another. A rate of 3:1 seems reasonable.
It’s nothing new for players to get top end loot that is actually worthless since the players already have that loot or something better. The usual solution is just to delete the excess items and that would appear to be good advice for bloodstone dust etc as well.
Scarlet is unforgivable. Really, in relation to what she did to so many people across Tyria, absolutely unforgivable. If you make a list of her deeds it looks pretty horrific once you apply real world values.
(edited by Stooperdale.3560)
If the designers can keep creating interesting content it doesn’t really matter where they put it. It doesn’t matter if there’s something new to do in Brisban Wildlands or something new to do in Divinity’s Reach. The Queen’s Pavilion made for some decent content and I’m sure we will see other events turn up in other cities from time to time.
Player’s don’t want any requirement to go back to different cities all the time though. They want one vibrant hub where they can meet people and chat with friends. Having six or seven hubs that are not so vibrant and people don’t meet each other … just what’s the point?
The coding fix is straightforward. When you equip a two handed weapon it exchanges slots with the main hand weapon and the off hand weapon goes into the same bag. Anyone can then use invisible bags, weapon bags, or any other bag to hold their stuff properly.
“All of this being said, Anet themselves are treating Dynamic Events like a thing of the past, hence why they’re never updated or fixed anymore outside of LS. "
All new content has been Living Story so that statement is meaningless. New zones like the tower of nightmares are still event based. New raids use open world event chains. There is no evidence that the game is abandoning events.
The original premise, that something has to be original to have quality, is flawed. GW2 is probably one of the more original MMOs to be launched recently and if it doesn’t look particularly different then it is simply because the market has matured since GW1 and there is less scope for innovation.
The evidence for originality is flawed as well.
- The oldest MMOs had many more wandering creatures and the modern trend has been to reduce those wanderers. GW1 wasn’t original here and neither was GW2.
- GW2 does have the open world event system and it was innovative at launch. Events supersede wanderers since they give purpose and story to movements, to the point that the wanderers interfere with the event scaling and events are better without wanderers.
- GW2 mobs still use class skills. If you can’t see that then the designers have only done a better job of masking it.
- There is gear grind but all players can still be competitive with exotic gear which is very attainable. In fact competitive is the wrong word since if you want to compete you can play SPvP with no gear grind.
Swap to shortbow for mobility.
I’d use a mainhand dagger for the leap during the cannon phase. With dagger/dagger you can use death blossom as an evasive attack that you can use without following her close and soaking all the bleeds.
Braham said they were going to form a guild so it is likely to happen. My guess is that they will have one of each profession rather than one of each race, although some characters might leave and join so they all won’t be there at the same time.
The ogres seem to have numbers right now but it could get bad for them very quickly. They are stuck in a smallish area between the branded and the charr and, unlike the quaggans, they will try to defend their homes instead of migrate.
The OP seems to be asking for mini raids that require a lot of team work and co-ordination and are rewarding because they are difficult. The problem is that the game philosophy is currently about open access events that anyone can join. It isn’t about complex dungeons that need voice chat and organization by small cliques. I also don’t see that you can do much more with 10 man dungeons than 5 man dungeons. Having six people run past a trap to flick switches isn’t much better than three people flicking switches. Having 10 people dodging at the right time while auto-attacking isn’t much better than 5 people doing it. People forget that the existing dungeons are actually difficult but are made easy by perfected tactics and the same would happen to 10 man dungeons too.
There is probably more need in the game for 2 player content for casuals such as couples and kids. They often don’t want to join with strangers for speedrunning dungeons, WvW, or complex world events but they still want some fun repeatable content.