Showing Posts For Strifey.7215:

In my view Legendaries should be account bound not sellable + SB

in Crafting

Posted by: Strifey.7215

Strifey.7215

I like the idea of being able to sell the Legendary weapons. It is one of the main badges when you log on to your account and if I don’t want to farm one I can choose to buy one. Problem?
If you want to earn it? Do it
If you want to buy it? Do it

Neither is forced.

Even if they can be sold they should still be account bound for the massive amount of work they take and the fact that a majority of ingredients (gifts, shards, honor badges, dungeon tokens) are account bound. Not to mention how big alts are in the longevity of MMOs, especially after playing the hundreds of hours it takes to get just one legendary and the fact that they may add more legendaries in future expansions. I personally just think it’s a waste if you can only use it on one of your characters and would be much more inclined to actually grind for one if I knew I could use it on ~half of the classes down the road, even if I get tired of my current main..

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Camera and FOV (field of view) - Civil Discussion

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Posted by: Strifey.7215

Strifey.7215

All of his comments are really a bunch of bs that anyone who has been playing games for a reasonable amount of time can see through.

1. Performance does not suffer greater then any other visual option or increased resolution setting. You lose about 5fps or so at 90 FOV. Most other games allow it, it’s just a load of bs. I guess we should just limit resolutions and extra graphical settings as well.

2. You see more art, you have less tunnel vision, everything actually improves (up to a level). I agree about the fisheye at extreme levels, but most people want anywhere from 90-100 FOV in a slider, nothing extreme.

3. lol. To me this is the worst one. First off, limiting field of view does not increase need for situational awareness, that’s a load of bs. It really sounds like Jon has never played a competitive FPS before. Situational awareness is not getting tunnel vision and knowing what to do in a given situation based on your surroundings. Having to move the terrible camera around more because the FoV has nothing to do with situational awareness.

This is further proven by pretty much every competitive FPS at e-sport levels since the beginning of time. Each of them allow you to edit FoV and are way more competitive then sPvP in this game. I played TF2 in ESEA for 1.5 years, no one uses default 75 FoV. Situational awareness is huge in those games, it has nothing to do with limiting your vision to unreasonable levels.

Also, the fact that you can increase FoV in a variety of ways, both allowed and 3rd party, further proves that this point is a bunch of bs.

Really, the whole post is them just treating us like idiots.

Guard/War/Mesmer and Dungeon Guides:
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AC Explorable Path 1 and 3 too difficult ?

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

They are easy as long as you have certain classes that have AoE + direct damage.

I actually run path 2 and 3 for token bonuses and last night we did path 3 with 4 people, including the burrow event.

The thing is, we had 2 guardians, 1 warrior, and 1 ranger, which makes it really easy to burst down burrows.

But in the case of say a necro, they are absolutely useless with killing burrows and any objects.

Also being a downscaled level 80 actually gives you quite a bit more damage then say a downscaled 50.

So I wouldn’t say path 1 and 3 are insanely hard, but they are hard under certain circumstances and with certain classes since the devs didn’t think through inanimate objects and condition damage.

Path 1 and 3 are basically a perfect example of the difference between a pug <80 group (especially with AC EM being only level 35) and a organized guild group in exotics.

I can do it with 4 people in a guild group with hardly any trouble, but a 5 random pug can make it insanely annoying and hard which is what happened the very first time I ran it. This is similar in other dungeons, such as CoF path 3 (although not the 4 part since you need 5 people for the torches).

After going through most of the dungeon paths in this game, it’s quite obvious that certain things are just not noob/pug friendly at all, especially some of the events that take timed coordination with no voice chat like I have when running with guildies.

Long story short, it’s hard for pugs or certain classes, but overall it’s not really hard if that makes sense…

Guard/War/Mesmer and Dungeon Guides:
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(edited by Strifey.7215)

Has Guild Wars 2 been worth your $60.00?

in Guild Wars 2 Discussion

Posted by: Strifey.7215

Strifey.7215

Yes.

I am not saying I am completely happy with this game or there aren’t alot of issues that need to be addressed, but for a $60 no sub game I can agree that it has been worth the money.

But this is similar for many online games, there is a certain level that many people expect compared to single player counterparts, which is why online games have such a vocal community. Because many people fully intend on playing online games for a huge amount of hours. I probably have over 1000 hours in each Diablo 2, Counterstrike, and Team Fortress 2, all 3 of which were very cheap relative to the enjoyment I received. I still think the product should continue to evolve and improve in quality even if time played shows it was technically already “worth it”.

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Speaking about melee

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

I melee all the time on my guardian. Sure there are times when I need to dodge out and switch to ranged for a bit or for specific attacks, but I use Greatsword and Hammer on my guardian more then any other weapon.

It’s amazing what a few well placed dodges and boons will allow you to do.

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Let's Start the Karma DR Dialogue

in Guild Wars 2 Discussion

Posted by: Strifey.7215

Strifey.7215

I completely agree with DR doing nothing but hurting real players when it affects karma and dungeon tokens.

When the game first came out, I was a big defender of mob drop DRs. It mainly affected bots that stood in one place, but there was a large variety of ways to farm for players that actually moved around. With the global trading post even if you needed ‘x’ ingredient, it was easy to farm ‘y’ ingredient that was valued the same and sell it for more ‘x’ ingredient once you hit DR.

Overall it was an acceptable way to curb botting while not affecting real players too much, since it was only bound by mob type/area.

Then they introduced dungeon DR which was completely broken for 1 week and only screwed over real players. First off, tokens should never be subject to DR. Tokens buy soul bound items that cannot be traded. It does not affect the economy, cannot be botted, and is primarily cosmetic. I can understand wanting to maybe DR experience/silver when the CoF and CM story “exploits” were going on, but that was really just poor balancing. Specific dungeons should have been fixed (like they were) but introducing DR at the same time of the fix is just pointless and as shown, ended up hurting more normal players then actually doing anything worthwhile. Real players actually running through challenging dungeons should not be penalized for having optimal groups, being able to do dungeons faster after doing it 10 times, etc. That is part of being a better player, or having a more organized group. It is insane that there is a DR system for something like that.

The new karma DR is in the same boat. Bots are not farming karma, they are farming gold (karma is a byproduct since DE events are easy to bot because they never require a bot to move). Bots cannot sell karma or karma items, they are also usually temporary accounts. Botters fully intend to be banned eventually, but as long as they can make more $ then it costs to buy an account they are happy. 99% of botters aren’t going to bot on a main account, and the 1% who do are just people who happened to find/purchase a bot and don’t really know anything about them. Putting a DR on karma when it takes ~2million karma for 1 legendary or 248k karma for an exotic armor set, which only affects real played accounts, is just insane.

This is where the real disconnect between the devs and the players comes in:
Anet wants high end cosmetic items to be a grind, but removes the ability for players to grind them. This makes the game become a waiting game instead of a grind, punishing players for actually playing the game or allowing casuals to get in large chunks of gametime say on the weekend when they have no time to play during the week. It creates a model similar to all those browser based games where you get ‘5’ energy every 30 minutes, and can only do a certain amount of actions per day. I’m sure many people have experienced those games, mafiawars, hobowars, farmville, etc.

That is essentially what is happening as Anet continues to add more and more DRs that affect account bound currencies and take effect in as little as 1-2 hours.

Guard/War/Mesmer and Dungeon Guides:
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(edited by Strifey.7215)

No one will do Story Mode!

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

With the reduced story mode rewards, no one wants to do story mode anymore. Except for people who need it in order to do explorable modes, no one is interested.

I spent an hour and a half today trying to find a group for HoTW story mode, bouncing between Frostgorge and Lion’s Arch a few times just in case anyone else was there. I gave up and did a few CoF runs, since I was lucky enough to complete the story mode before the patch.

I totally agree with Anet’s philosophies regarding dungeons. Exp modes should be difficult, and should require more skill and coordination than story modes. They deserve better rewards as well. But making the rewards completely worthless is not the answer. It makes it incredibly difficult for individuals who have not already done story mode to get anywhere with the dungeon experience.

I LOVE the dungeons! I just want to be able to run them.

Perhaps instead of the 60 tokens you receive on your normal run of an exp mode, you only get 20 for story? That would get people running story modes in order to help out people without feeling like they are wasting their time and money. What do you guys think?

Thanks.

I think part of the problem lies in HotW itself. The story mode is probably harder than all three explore modes put together. That last boss…. yikes…..

I think story mode should provide enough tokens that with 1-2 runs you could pick up a rare item from the token vendor instead of the exotics.

It’s not just Hotw. It’s similar for AC, CoF, and TA as well. It could be an issue with other dungeons as well, those are just the 4 I run usually.

Each of those dungeons has at least one path that is just as easy or way faster then story mode.

All 4 of those dungeons have one path I run daily that I can finish in under 25 minutes.

And until they balance (increase) rewards, I hope they stay easy because doing the hardest path in most dungeons is just not worth the time and headache with the current rewards.

Guard/War/Mesmer and Dungeon Guides:
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No one will do Story Mode!

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Posted by: Strifey.7215

Strifey.7215

This is an easy fix… make it so nobody can do exp mode unless they do story mode. That would screw people like me over but make me do story mode.

That does nothing but delay the problem by a couple of weeks.

Okay so people start running story mode for the next 2 weeks. Then when this new population of players has finished, no one runs story mode again. Doesn’t change the fact that it’s hard for new players or alts to find groups once the major population has completed story mode, whether that is today or 1 month from now.

The only way you will get people to run story mode long-term is to reward them for their time and/or greatly reduce the annoyance/time it takes to complete story mode (i.e. lots of things aren’t hard, but have mobs that have insane health and have you sitting there for 5 min just attacking with no challenge).

The upped difficulty and reduced rewards for CM story is a good example. No one wants to waste an hour, have the possibility of high repair bills as a risk to running with a bad pug group, and deal with tedious content after they have done it once already. Now that there is no reward to deal with the above changes, no one runs it. And you have to waste time searching for a potential long period of time to hopefully find 4 other people in the same boat as you because there is no unified /lfg tool outside of the one that is only specific to the zone you’re in.

I do think the 30 token first day bonus + 0 for any subsequent runs per day is a good solution.

It cannot be exploited, you get 30 tokens a day, that’s it. For anyone whining, it takes 1500 tokens for a full armor setup and 390 tokens for a 2-handed weapon. Running story mode for 13 days in a row for a casual to get a weapon or 50 days for an armor setup doesn’t seem like an issue. And as someone who runs a few specific em paths a day, there are a bunch of paths that are easier/faster then the story mode for the 60 token bonus. So if you’re complaining about casuals getting rewarded by doing easier content, you obviously don’t dungeon run daily.

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Change Soulbound into "soulbound to *character*"

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Posted by: Strifey.7215

Strifey.7215

I agree, would be nice

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Camera-Related Issues: Compilation and Lengthy Anaylsis

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Posted by: Strifey.7215

Strifey.7215

good post, camera issues are annoying and really should be focused on

Guard/War/Mesmer and Dungeon Guides:
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FOV slider

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Posted by: Strifey.7215

Strifey.7215

It should be fine as long as it’s disabled for PvP, because it gives a small advantage.

And that makes no sense, pretty much every PC FPS has fov options or console commands to adjust them and games like CS, Quake, TF are the epitome of PvP games.

FOV is a visual option, no different then resolutions or even sound setups. Should we just disable all resolutions except one of them and make it so people can only play in mono sound with no way to change?

Not to mention, as people have said, there are already tons of ways to change FOV that isn’t accessible to all players (eyefinity – 3 monitors) or is annoying (windowed mode with smaller vertical area) or is using a 3rd party program that edits known GW2 addresses (what I posted above).

FOV changes depending on your monitor ratio and viewing distance, correctly displaying the visual area isn’t an “advantage”, it’s called a “graphic option”.

Guard/War/Mesmer and Dungeon Guides:
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(edited by Strifey.7215)

FOV slider

in Suggestions

Posted by: Strifey.7215

Strifey.7215

Since all the suggestion threads and high trending threads on reddit don’t seem to be getting Anet’s dattention on a simple issue, there is a tool to change the FOV in GW2 using a KNOWN GW2 address that already exists in the game.

I’m not going to post the link, but if you go search r/GuildWars2 for ‘FOV’ it should be pretty easy to find the link in a thread that has almost 500 comments.

Hopefully if tons of people start using it they do something about it since it is something that
1. Affects some player’s health and most player’s enjoyment
2. Is typical for PC games to have a way to adjust FOV or at least make it 90 default
3. Offers no advantage or automation which has basically been their stance on other mods even though they can’t “ok” things.
4. Is a relatively easy thing to add into the game for all players

I mean it’s a simple camera change, I can’t imagine no dev has seen all the posts on FOV to even give a comment.

Guard/War/Mesmer and Dungeon Guides:
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Dungeon DR is now account bound (never got it before today)?

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

Um you sure about the 60? Because I did two hotw runs path 1 and it went 60/30.

Your two runs of the same path on 2 characters = 60 is different then other people’s experience post-patch.

Guard/War/Mesmer and Dungeon Guides:
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Ascalonian Catacombs - Explore 2nd Option Bugged

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Posted by: Strifey.7215

Strifey.7215

Happened to my group TWICE tonight. Note that I have done path 2 over 10 times before this and have never had it bug.

We got to last room, didn’t activate.

Did the dungeon again, again didn’t activate. What a waste of like 40 min.

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Dungeon Patch Discussion 10/1

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Posted by: Strifey.7215

Strifey.7215

Tuning and token rewards still need to be looked at because they still don’t feel like they are in the right place.

We agree and are constantly working on improvements to the system. Next week’s patch will have some more updates to our reward system that we just couldn’t get reliably tested this time around. The DR system improvements should help a lot, but we’ll have some more good stuff happening next week.

That’s great to hear.

I look forward to it, just hoping it helps with a player’s ability to grind tokens after the daily bonus since obviously 20 tokens isn’t really worth it, since the actual gold and items you get from dungeons isn’t any different then doing mindless DE farming while being significantly harder. The main reason for running dungeons is for tokens for cosmetics, so 20 tokens after the first run does seem pretty… unrewarding.

Thanks for all your work and posts on these forums though.

Guard/War/Mesmer and Dungeon Guides:
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Dungeon Patch Discussion 10/1

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Posted by: Strifey.7215

Strifey.7215

I am disappointed that you made the daily bonus per path account bound now since I have 2x level 80s. Hopefully you put some tokens back into chests soon because the daily bonus just feels like an artificial time cap to limit people’s ability to get dungeon gear. It already takes ~1500 tokens for a full armor set + 390 more for a 2-handed weapon.

Even at 60 tokens a run, it takes roughly 31 dungeon runs to get a gear set. It’s not a crazy amount of runs like before, but still pretty long. But obviously when you get back to the post-bonus of 20 tokens you get back into the pointlessly annoying grind of 90+ runs which I think everyone agreed was insane. So basically we are either forced to endlessly grind again or wait at minimum 11 days doing all 3 paths everyday to get cosmetic stuff. Problem is, many dungeons have 1-2 paths that are significantly harder or more annoying where it’s not even worth the time after you’ve run it once.

This isn’t including any of the other stuff like runes or legendary mats that you may need to run dungeons for.

I feel like overall this daily bonus which is really the only run ever worth doing because 20 tokens is laughable just hurts players. If I don’t have time to play certain days but maybe have 5 hours to play on a lazy sunday, I can’t reliably progress towards dungeon gear after 1 path run and end up just having to wait. Overall this also reduces the amount of people running dungeons and the ease it takes to get a dungeon group. From my experience, it’s easiest to find a group within the first few hours of daily resets, then it gets significantly harder once people have got their 1 run bonus in.

Tuning and token rewards still need to be looked at because they still don’t feel like they are in the right place.

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

(edited by Strifey.7215)

BRING BACK point-click for movement [like in Guild Wars 1]...

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Posted by: Strifey.7215

Strifey.7215

Point and click would be terrible for this type of game. Yes it’s been used in games like Diablo 1-3 and hack n slash games…. which is nothing like GW2.

How many 3rd person action games use point and click, because this is an action game.

Guard/War/Mesmer and Dungeon Guides:
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FOV slider

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Posted by: Strifey.7215

Strifey.7215

Not sure why this hasn’t even been commented on by devs considering the option already exists in one of the gw2 addresses since the FOV “hack” people are currently using just goes in and finds an existing address and changes it.

On top of that, it is possible to get a larger FOV through ATI video cards and eyefinity or by changing your game to windowed mode and dragging the window so there is less vertical space but the same horizontal space (thus being forced to play with a “smaller screen”).

It’s obvious this is an easy fix that could make it into any patch which affects both the enjoyment and health of a large amount of players. PC games having a FOV slider or at the very least console command or .ini file is a norm these days, I can’t remember the last time I actually played a game with horrible 65 FOV.

Conclusion: Please add a slider from 65 – 100 FOV at least.

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

Mystic Forge recipe broke (fixed) - Became Gem Pendants

in Crafting

Posted by: Strifey.7215

Strifey.7215

Woot they fixed it in the latest patch, sadly all it makes is different types of amulets that have new combos of stats

The emerald recipe made an Emerald Pendant
90 power
64 toughness
64 vitality

Awesome!

You just saved me over 500 WvW badges. Now if we could only get rings and accessories somewhere else then WvW also.

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

In my view Legendaries should be account bound not sellable + SB

in Crafting

Posted by: Strifey.7215

Strifey.7215

Now that legendaries are being posted after yesterday’s patch fixing shard stacking bug and unbugging Balthazar Temple, it’s been confirmed Legendaries are sellable and soulbound on use.

It just seems odd considering most of the components to actually craft the item are account bound, including ~2mil karma.

With all the work people put into it wouldn’t it make more sense to make them account bound on craft, so people who actually have one show that they “mastered” the game which is what the devs said legendaries show? Not to mention all of the work going into them and the large amount of account bound items would also let people use them on other characters, especially in an MMO that plans on sticking around long term and the eventual rolling of alts or even possible new classes in future x-pacs.

Just doesn’t really make sense to me to have something like a legendary acts like any other piece of crafted/forged equipment in terms of sellable + SB.

Guard/War/Mesmer and Dungeon Guides:
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Advice on server transfer for WvW map completion?

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Posted by: Strifey.7215

Strifey.7215

I play around 7pm – 12pm pst. I can also log on for about 30 min before work in the morning.

Interested to here if anyone on the FG v DR v Kae server knows the current WvW climate there.

Guard/War/Mesmer and Dungeon Guides:
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Advice on server transfer for WvW map completion?

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Posted by: Strifey.7215

Strifey.7215

I’m on a server that hasn’t moved position in WvW forever (always bottom left in EB), meaning it’s very hard to get some of the POI/Vistas in Eternal Battlegrounds.

Since I’m at 99% map completion I was wondering if there was a server that was basically dominating it’s bracket right now that would make it easy to clear POIs in WvW.

At the very least, I am looking for a server that is in the top position of EB.

Thanks.

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

Dungeon DR is now account bound (never got it before today)?

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

Cyn, you will still get 60 tokens for each path one after the other.

Jon’s reply was in reference to my question regarding different characters running the SAME path.

Now you will only get 60 tokens per path per account, where before tonight it was per character.

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Dungeon DR - Going overboard to hurt players

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Posted by: Strifey.7215

Strifey.7215

From the other thread I made, it looks like it’s not the DR, but that the 60 token bonus is now account bound.

i.e. Running hotw path 1 on character A will net 60 tokens, then running it on character B will net 30 tokens.

Before you would get 60 tokens for each character.

I don’t really see the point as explained in my first post, but that is the way it is working now.

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Dungeon DR is now account bound (never got it before today)?

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

To answer the original point they are account bound. This was part of what was creating the strange bugs from last week so making them account bound has fixed a lot of the problems. It also addresses a concern of people exploiting and then circumventing using different characters.

Jon

Thanks for the confirmation then.

I’m disappointed that actually having 2 80s and wanting to run a dungeon twice a day for 120 tokens total is an “exploit” when a full armor set already costs ~1500 tokens and people took time to level alts to 80.

Just seems like an artificial time cap to prevent people from getting dungeon sets too fast even if they take time to level and gear an alt for the hardest PvE content in the game. It’s not like tokens are ruining the economy or being botted, so I don’t really see the point.

Guard/War/Mesmer and Dungeon Guides:
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Dungeon DR is now account bound (never got it before today)?

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

Long story short, I run a few different dungeon paths everyday that take anywhere from 20-30 minutes.

I have 2x 80s and 1x 52 right now, so run a couple 80 dungeons twice and AC path two 3 times a day.

Before tonight’s patch, I would always get 60 tokens per path per character and never experienced DR.

After tonight’s patch, I just ran 5 dungeon runs across my 3 chars. 2 on two different characters, and one on my 3rd character.

First 3 runs I got the normal 60 tokens, but last 2 runs I just did I only got 30 tokens. Is this intentional now?

Sounds like you are not even hitting the exploit code and in fact are just receiving half because you are running the same dungeon for a second time in a row without switching. This has in fact always been part of the system since day 1.

Jon

Thanks for the reply Jon, but something definitely changed. I have a routine I run everyday, that has never netted me less then 60 tokens since tokens became account bound last week. I did get the 30 tokens for running the same path, but on a different character. So it sounds like I may not be hitting DR, but a change went in that only gives you 60 tokens per path per account, instead of character like before?

I 100% switched characters, where before tonight’s patch I would also switch characters and get 60.

I only have 2 characters at 80, and ran hotw twice, immediately after each other. I am 100% sure I switched from my necro to my guardian just like every other day.

As you can see from the screenshot, I have 800 hotw tokens + another 100 on my necro and the 330 token chest already. I’ve run it enough to know what happened before and after today’s patch. This happened to other people in my guild group also whom it has never happened to before tonight’s patch.

So it was either an unintentional change or on purpose, because something definitely changed with the 60 token bonus.

I am just trying to find out if it’s intentional, and if it is, why?

Attachments:

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(edited by Strifey.7215)

When will I be able to merge the dungeon tokens together ?

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

Did this go in? It looks like all the vendors take specific coin and nothing has changed. I see nothing in the patch notes, either.

Yes it went in. People aren’t talking about merging every type of token into one type, they are talking about stacks of tokens before they made them account bound not merging with tokens after the account bound change per each specific dungeon.

Guard/War/Mesmer and Dungeon Guides:
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Dungeon DR - Going overboard to hurt players

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

So with this patch, it looks like Dungeon DR is hitting accounts now, even when running legit dungeons that take 25-30 min.

So I ask, really what’s the point? Bots aren’t doing dungeons, 26s reward for a 30 minute run isn’t game breaking (you can make more doing Orr DEs), and all of the token gear is account bound.

It just seems like one of those things that was put into place because of the CoF speed runs, and now that CoF is fixed, it’s just hurting tons of normal players. Between last week making dungeons useless for a large majority of players because of the dr bug, and this week fixing that bug but making dr account bound which hits after 3 runs in succession, it just seems really dumb.

I get DR for overworld farming to cut down bots, but since no bots do dungeons and dungeons are actually challenging, I don’t see the point other then to annoy normal players and get them to stop playing.

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Dungeon DR is now account bound (never got it before today)?

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Posted by: Strifey.7215

Strifey.7215

nope never hit 45, straight to 30.

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Dungeon DR is now account bound (never got it before today)?

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

Long story short, I run a few different dungeon paths everyday that take anywhere from 20-30 minutes.

I have 2x 80s and 1x 52 right now, so run a couple 80 dungeons twice and AC path two 3 times a day.

Before tonight’s patch, I would always get 60 tokens per path per character and never experienced DR.

After tonight’s patch, I just ran 5 dungeon runs across my 3 chars. 2 on two different characters, and one on my 3rd character.

First 3 runs I got the normal 60 tokens, but last 2 runs I just did I only got 30 tokens. Is this intentional now?

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

Constructive Feedback on Dungeons and PvE Longevity

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

cont.

These are just my opinions, but as someone who has played through all areas of the game for countless hours, it obvious that dungeons are easily the weakest part of the game and if it wasn’t for sPvP and WvW, many hardcore players probably wouldn’t be playing still, which is worry some for people who are only concerned with PvE.

That being said, this is one of the best launch MMOs I’ve ever played and has a ton of potential, which is why I want it to improve, thanks for reading.

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

Constructive Feedback on Dungeons and PvE Longevity

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

It’s apparent that dungeons currently have issues in a variety of ways, and besides quick bandaid fixes for exploits, there has been little communication on the future of dungeons. I think (hope) that both the devs and players realize dungeons in their current state won’t retain players.

This leads to the feedback on the current state of dungeons, note I have 2 level 80s in full exotics, have experienced a variety of dungeons, come from top raid guilds in other games, and am in a WvW guild in TA on HoD; so isn’t coming from someone with no clue or experience in GW2 or MMOs in general.

1. For dungeons to be successful, it needs to cater to both casuals and hardcores, and introduce new players to harder mechanics in stages, rather then all at once.

When I was leveling my first character, it was obvious that dungeons were vastly untuned in story mode. AC30 involved lots of deaths, but was pretty impossible to lose due to close WPs and zerging. All of a sudden, stuff was actually hitting hard. Then CM40 was incredibly easy besides the golem fight and ended up being a walk in the park and a farm spot. Then TA50 brought back alot of good challenge and strategies on bosses, and it was obvious the most thought went into this dungeon out of the 3, but it was something most players never experienced. I also remember that a group of two silver mobs in the first encounter in TA story was one of the hardest encounters in the entire dungeon. Those 3 starter dungeons basically show that early progression and learning is all over the place. Damage and insane health for trash mobs really needs to be looked at, especially for story mode (and especially lower level ones) which is supposed to introduce players to dungeons.

2. Explore paths should be balanced for different difficulties, and rewards should be appropriate for said difficulty.

I think this is the main thing that should be done to attract your entire PvE player base. Of the 3 explore modes, they should be tuned so that the first is easy, the second is medium, and the third is hard. In Arah’s case the 4th path should be very hard to give something for hardcore players to be challenged with. This lets all players experience content that you worked hard on developing, and extends the life of the game. To get the achievement you would still need to do every path, and achievements are usually something that shows you mastered the content, but casuals could still grind for cosmetics at a slower pace. The rewards also need to be retuned, maybe 3 tokens per boss in easy mode, 8 tokens for medium, and 15 per hard and then take a look at chest drop rates for the 3 difficulties. For Arah very hard you could give a unique helm for the reward with a special skin. Something like this goes a long way for longevity.

3. Account bound tokens for variety and longevity

I still don’t get why tokens have remained soulbound. As someone who has two 80s, it’s nice being able to pick and choose which class I want to use. Instead of have 2 stacks of fragmented tokens that are seemingly useless since they can’t be used on alts for lower level dungeon gear and I can’t do anything with them on a main unless I want to run the same thing 10+ times. There is seemingly no reason to make them soulbound, and goes against grinding for alts from both GW1, and other methods in GW2 (gold and honor badges).

4. Difficulty vs Tedium

This is something that plagues both Story quests and dungeons, the seemingly insane amounts of hp of trash mobs that require almost no strategy. The amount of health on enemies really needs to be looked at. It creates tedium with no challenge which eventually makes people stop playing. Random silver mobs shouldn’t take as long to kill as some bosses, it’s just boring.

5. Balancing Rewards

Rewards for hard challenging content should be balanced accordingly. After the most recent CM and CoF nerfs, it is both faster and wayyyy easier to just do DEs and trash farming for rewards. This is obvious by the amount of bots in known DE and farm locations. The only people running hard dungeons are real players who are working together, they should be rewarded accordingly. If you are afraid of inflation, then make the rewards higher in terms of better loot drops and more tokens instead of straight silver. It’s obvious that one of the most unbalanced areas is the amount of runs it requires for skins. I get you want people to grind insane amounts for legendaries, but there are a ton of cool exotic skins in the game from a variety of areas, with probably more to come. Maybe tune it down a bit so it doesn’t take 100 hours of doing very hard content to get a skin set? Nothing from the cash shop benefits dungeons really, keeping us there and making us frustrated and bored isn’t going to get you more gem sales, it’ll just make people quit.

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

What failed in the dungeon patch

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

I will start off saying, I agree that CoF path 2 and CM Story needed to be fixed, but I don’t agree with the way they were fixed or the analysis that went into the fix. You removed both the reward, and overtuned the difficulty, by hitting both you made those dungeons not even worth running. I think the main quote from dev Robert shows this disconnect in the analysis, “they’ll do about 3-4k damage to a DPS focused player, but you should have anywhere between 15-25k health..” You cannot be DPS focused, have that much health, and still be able to mitigate damage against a group of enemies with tons of health. You can make it a dps contest, you can make it a mititgation contest, or you can make it burst contest to see if you or the enemy can kill each other first, but putting all 3 together for just one dungeon event is insane.

If you want us to dps down mobs with skill timers that are balanced for PvP (40-60 seconds, 180 elites) you can’t make a fight drag for 200 seconds and give mobs insane damage. If you want use to try and avoid 3-4k fireballs and tons of constant damage from 4+ mobs, you can’t make us wear and use dps skills. The lowest base hp pool classes aren’t hitting 15k, and the highest pool classes aren’t hitting 25k health if you are talking about dps focused builds, it just doesn’t happen. So focus on the what you want us to do in the event, don’t just all of a sudden throw everything in there making it near impossible to do legit. If you didn’t intent people to kite mobs for 100 seconds in the first place, a simple fix would be to not have Magg open the door until the mobs were dead, not completely overtune it and make it take twice the time.

If people were exp grinding CM Story then reduce the rewards or make it a bit harder, but by doing both to a level 40 story dungeon that is supposed to introduce new players to dungeons, you destroyed any reason for casual players to take the time to get groups and learn to work together in harder content by basically throwing them off a cliff. You need to go back and look at your philosophy that has been stated as the story mode being easier for more casual people to get them to try out dungeons and then go look at CM Story again.

On top of this, you put in a diminished rewards timer. It just seems like you tried to throw everything to stop players from farming a couple of under-tuned paths in a knee-jerk reaction which completely ruined things. But you still didn’t look at overtuned paths.

By making paths harder you stop people farming them OR by putting in diminishing rewards you stop people farming them (hopefully as a short term fix) but it makes no sense to do both, and on top of it reduce the base rewards.

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

Please Make Tokens Account Bound at least

in Suggestions

Posted by: Strifey.7215

Strifey.7215

Now more then ever you need this change, doing a search it seems like there are other threads and posts about this also.

Come on Anet, this is simple feedback with easy implementation and no downside, why aren’t tokens account bound?

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

Dungeon Updates

in Fractals, Dungeons & Raids

Posted by: Strifey.7215

Strifey.7215

Don’t forget to change the tokens to account bound too!

If you truly want us to not “grind the same dungeon over and over” then give us the option to do so.

Just follow the logic here.

Why does a player grind?

Because the player wants a reward.

Ok, but why do the same dungeon, with the same toon over and over again? that can’t be fun… can it?

We do it because that is the only option we have. If there was 1 universal token and tokens were account bound instead of soulbound, then guilds/pugs would simply rotate dungeons and paths and toons.

I agree (and yes this is a matter of taste, so other may feel different) that doing the same dungeon over an over again with the same toon and strategy over and over again is not fun.

This is an economic issue, plain and simple, If you want players to do the rest of the content then give the players the tools to do so (universal account bound tokens)

You have made the frist stop by putting a roadblock to farming the same dungeon path, now give the players the option to have fun in other dungeons!

Yes please make tokens account bound, no downside and lets people use various classes and change things up, or use those low amount of tokens for alt gear if they don’t plan on saving up 200+ tokens.

I have 2 80s now and I’m highly annoyed I have stacks for 40-60 tokens I ran on my necro that I can’t use or combine with dungeons run on my guardian.

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

Please Make Tokens Account Bound at least

in Suggestions

Posted by: Strifey.7215

Strifey.7215

I whole-heartedly agree that dungeon tokens should be account bound.

However, certain measures should be taken to stop people farming dungeon equipment on one character and giving it to their alts that have never seen the inside of a dungeon.

For this purpose, at the end of an explorable you should be given a single soulbound item that you can trade in for (account-bound) tokens that you would receive currently, or use one of these as part of some new price requirements that would be (new item + dungeon tokens).

With this, you would need to run the dungeon at least once for every piece of equipment you want from the dungeon on the receiving character, and could gather the rest of the tokens on other characters.

I don’t see the point, and all is does it adds more stuff to clog up your inventory.

Like I said, you can farm gold for exotics and cultural armor, honor badges for armor/legendary mats, you can even use the gifts of exploration to make legendaries for alts, dungeons are pretty much the only area where you can not benefit your alts, it is also the area with the most wasted items (tokens that go to no use if you don’t plan on grinding for 80 gear).

Dungeon exotics do not have better stats, all it is is a skin. And as I said, for dungeons where you don’t even like the skins, at least you can use those 100 tokens to get some low level gear for an alt. It’s not like someone else is farming for you, you are still sitting there and doing all the work, it shouldn’t matter what character you do it on.

There is literally no downside to account bound tokens under the current format. It is also a simple change that can be done in a few minutes without programming for what you described. It makes dungeons more fun for players with variety, it gives a reason to use tokens on the lower level gear, and ultimately it will increase the activity in dungeon zones, because people won’t have as high a chance to get turned off on running a dungeon 50+ times because they are forced to do it all on one character or on a character that is not optimal for a specific dungeon/path.

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

(edited by Strifey.7215)

Please Make Tokens Account Bound at least

in Suggestions

Posted by: Strifey.7215

Strifey.7215

I really hate that tokens are soulbound right now, in some instances it makes them absolutely useless and for the dungeons that we do want to grind for armor, it makes it tedious always using the same class instead of giving options depending on party makeup or just the fact that you need to grind like 50+ runs.

1. Things like Honor Badges are account bound, so why aren’t dungeon tokens?

2. For dungeons that you just want to try out or do for the achievements, the tokens are useless on your main. I have multiple stacks of 40-90 tokens on my 80 necro for dungeons that I never plan on running more then 4 times, and they are just being useless in my inventory. I’m leveling a Guardian alt right now and at least I could use it to fill in various pieces of gear while leveling. Not to mention it would free up some bank space by letting me use them for low lvl gear.

3. Let’s be honest, running a dungeon 50 times is tedious. It would break the tedium if you could at least use multiple characters if you had them leveled to get some variety in there.

4. It would allow you to save up exotics for future characters if you didn’t want to spend your tokens now. People can farm gold now to buy exotics for alts later, farm honor badges now to buy exotics for alts later, but they can’t do it for dungeon tokens which take much longer then farming gold and honor badges? Makes no sense to me.

I really see no reason why dungeon tokens are soulbound, this is a super easy fix just like all the other items you have switching from sell to soulbound, soulbound to account bound, etc. since release.

Please Anet

Guard/War/Mesmer and Dungeon Guides:
https://www.youtube.com/user/strife025

(edited by Strifey.7215)