i’d say the energy gain from attacking should be increased.
to deal dmg you are kind of forced to use the energy draining skills like imposible odds/hammers. so if u use those and your heal and only auto atack with sword, you can rly close make it to the next legendary swap cooldown.
this makes the class gameplay feel very very restricted. You should at least be able to mix in the other two utility once while inside one legend (so every 10 second) and use more than auto attack. even if it seems to me the best for dps by now.
And/or a class should not be balaced around to be able to do 25 vulnerability and having “100%” quickness uptime, due to this can be archieved from teamplay for all classes too. (form a dungoneer’s point of view)
i’d say the problem is more, that you “need” to use the energy consuming skills like impossible odds or hammers to keep up you dps, or with ventary support, which dont let you use others, so you got like one utility on each legend while regular fight, which you not can use both, due to using one drains energy you’d need to use the other…
this makes this class feel rly crippled to play
just got a match with score ~200 to ~400 when the timer hits zero.
Then started a “overtime”, calling negative to 3:37 untill finally ending the game.
rly, wtf! Thats mose senceless feature ever dont do any sence!! mb if both loards are half way downn but even then, why there is a timer???
for PvE: like mentioned already it was gread and gave a lot of additional support if needed (think about nooby dungeon parties, which u could carry alot)
so i’d love to get “bugged” version back, due to it usually usefull to carry pugs not to die all day long.
for PvP: in my opinion this game still has no pvp, but if you want it and its “op”, why not seperate skills for pvp?!?!
same for the dmg boost on use
I realy enjoyed this event!
Yes there were some nasty PvD parts in it, but even those I liked, due to there was a lot of time to find out good portal spots, so it never get boring at all.
I havent been at WvW some time, because you always saw kitten op pro guilds running on their own and sitting anywhere on map useless, only move to fight some other guild and say they do “GvG”, which I think should neither be done on regular WvW maps nor on primetime, when maps got queues.
So this event brought back some of the old WvW feeling, where you try to defend/attack a castle for serval hours trying to finally get in. (Ok, just the feeling, due to sadly only few ppl tried to defend and got the skill to do so, but when, it was awsome!)
I hope one day WvW get back to be played around teamplay and objectives, not killing and flaming others.
Please more of those events!!! (maybe a tournament,2 weeks event, repeat?!?)
this would make it harder for new ppl, who wanna learn dungeons, the ones, who wanna get challenges dont care all, due to they usually dont die.
Hey OP, did you try Mace/Axe with a Rabid/Sinister set?
Until Shiro and his swords show up, that’s about the closest Revenant can get in terms of dps/speedrun potential.
ye, even tried hammer, but their all at a low dps-level, +- 500 doesnt matter
also for those who say, there will be a dps form and weapons:
I think, thats the definately wrong wrong wrongest way to go with a SUPPORT class!!!
A support class should focus on support, so ALL of its weappons /form should do a good base dmg (mainly form AA-chains!!!). After this other weapon skills and utility aka forms at rev, should offer a specific way to support your party. I’d even say there should not be a dmg-form because you will be forced to take it todeal good dps whenever you support isnt needed, which is 50% of you build to be fix.
I also watched last poi recently where they say “there will be content in hot where player need this kind off supportive heal from ventari”. but i dont get how a heal, that might double your individual class heal could help you aport from a aoe effect which deals this dmg over time and you cant avoid, which would be annoying only. Currently you can never ever reach a point of healing, where you can counter heal a boss attack if someone fails to dodge/block even when ignoring personal dps and go full heal.
Yeah I think in old content revenant is not looking good so far. It seemed like hammer was highest dps option. Surprising because its range is 1200 compared to mace/axe which is a melee set. The next specialization needs to be direct damage focused I think. It seems like rev has a lot of conditions built right into its attacks. Maybe something like sinister/Rampagers would be optimal? If Rytlock is the first rev, Id imagine sword is gonna be its dps weapon.
Side note, I really want to try 5 revs all on ventari just stacking/healing each other like crazy.
Maybe future content will be more appropriate for rev?
the problem with heal is, that in this context to heal someone hit by a boss (usual trash mobs you just ignore if they hit), he get sth for 5k to 15k dmg. to compensate this, you need a 1s cd skill which full heals your target (lets say 16k hp). even if u split this on 5 player , you need a heal skill which heals bout 3.2k (per second)…
i’d realy like if they bring out a “heal” class, but this should be able to do 2 things:
1) dmg – noone would take a full healer, which keep you alive and you dont need to care anything anymore,but deals 0 dmg, so its dmg sould be on a average level compared with others.
2) protection over heal – a lot of enemy can oneshot, or at least almost oneshot. So in case of healing you need to spam a full-heal skill, which is boring. Whats interesting is if you get a kind of “protect selected player for 2sec from any kind of dmg”. This would mean, you need to watch your environment, see who’s gonna take the next hit and if you did right you can save him. of cause, for fast-hitting enemies there should be sth like for 2sec your targed only get 50%dmg and chills attacker. for projectiles sth like target blocks for 2sec enemy projectiles. and finally there should be a low recast condition remove.
So a “healers” bar should look like
1) dmg skill aa, dont care about
2) burst protection
3) pressure protection
4) projectile protection
5) condi cleanse
to take this interesting even for exp speed-clears there should be a trait which rewards good skills: on sucessful avoid dmg all player get a boon/10%dmg boost/ reduced skill cd / what ever
I’d realy like to play such a class/specialisation, but due to missing interface to select allies, like in gw1 I dont see this coming.
atm what deals i’d say close to max dps is using the trait, that summans a hammer, the dwarf hammers(9) and the crit chance trait with berzerker gear.
for weapons:
staff 5 is kind of op dps compared to others (so mb like a thief auto attack^^), but i think mace/axe could do equal dps and you can stack might when not going with a regular party.
and if you need speed: dwarf 7 build a road and blast with your blast finisher (hammer/mace, no on staff)
i got about 1.3k hits full buffed(might, fury, vul) dungeon party (arah) lvl 80 zerk+scholar+food with each hammer (3) + i’d say average hits for the same amount with weapons.
thats what they gave us and this is what its worth.
(ye crit is rly high,but dont help)
We tried some Dungeon Runs with 2Renevant, thief, ele and war to see what it may bring.(exp Guild party)
First Run was CoF p1:
The ventari shield is realy nice for the start, but after this its a realy noticable dps loss.
Second run was Arah p2:
We got eonough blasts for the stealth parts and ventari shield again was very nice against projectiles, but due to it’s no reflect and overall dps of renevant is just worst ever seen, it took a lot more time. Anyway it was kind of fun to do lupi this way. Felt a bit like old gw healing ball^^
For the last stealth part we just for fun build a “road” instead stealth, which somehow realy worked^^.
Last try was Fotm 20 (ye, no ar on it^^just changed for end boss):
Asura fractal was realy fun with ventari shield and moveing it around, but again missing tons of damage.
Molten and thraumanova kind of the same…
Summary:
Renevant will neither be usefull in Dungeons nor Fotm.
It brings great stability acces and projectile protection. But untill the damage will be rised by at least 400% there is no reason to take it.
The heal it provides ist a nice gimmic, but can never heal a “noob”-party or is usefull at a “exp”-party. Also i think guard and mesmer are good classes for “support” and ther should no 3rd class fight with them about the one spot for this role in groups.
By now before i’d take a renevant i’d keep 4 bearbows with me.
Anet, pls dont forget the “speedrun”-community who loves to do dungeons and fotm every day, but want to get things done quite fast.
asking what they did in this two weeks…
if you sent your guys on holiday, which they shure served, DONT BRING OUT FANCY STUFF EVERYONE KNOWS IT WILL NEED SOME WORK ON AFTER!!!
there were so many hopes on this patch and not even a quarter of bugs are fixed, not even talking bout balance…
i’m a primary dungeon runner, so my opinion is a bit focused on dungeon content:
the idea is great but there are too many issues with it atm.
for example if u cast you elite afer mimic you set mimic on cd without getting anything. same with mantras/heal.
also it often happens, that you cast the skill you want to mimic twice with one klick, so you waste your second cast without being able to avoid (the 1sec cd seems bugged)
finally to realy get use of it i’d say it has way to high cooldown. 90 sec usually means you can use one utility twice every 4th time.
i’d love to get it on the same cd like the skill you used , so if u use nullfield mimic set on those 32sec cd.
like it is, its only usefull in very few situations, like larger skips or when you want to travel a bit faster using blink.
all mentioned contents are “brain-afk” doable if and only if you are up to invest 5min reading a guide and follow it or investing some more time exploring things on your own, but wanting to expore things.
so when you want to do stuff a different way others want them to do (dungeons exp meta…) DO NOT JOINT THESE GROUPS!!!
make your own group (all welcome, viewing all vids, take 5 min break at mid,what ever).
Same works for world bosses.
but if you dont play the game (use turrets on tequatl) you cant continue.
what you describe you can find at your local cinema.
from dungeon perspective mes lost its only elite. if you already got a guard you yust use your signet to boost his quickness up to 10 seconds, which for most boss fights is enough to kill (did some runs today, so it works).
using TW yourself turned out to sometimes killling ppl who lost their dodge timings, or even keep bosses longer into situations you cannot attack them (lupi phase shift), so there it’s even a bigger tradeoff using it than thief got by loosing all his endurance some time ago.
So to keep competetive to guards, which are the alternative for mes at dungeons mes at least should be able to use tw every boss (so 60sec cd or sth like that).
A “fair” adaption of cause would be to set both on 30s cd…
I dont really see quickness as a problem. Access isnt too over the top compared to how it was before. Its just this one team comp that abuses it.
Slow clearly is going to be an issue though. They might just have to go down the easy route and make bosses immune to it.
And make mes’ tw useless compared to guard’s? great idea there <.<
that’s the only problem i got with this. Mes rly lost its elite’s. Moa get to engi aoe-moa and TW gone to guard, which dungeon-wise is the direct part it’s “compared” with.
It’s hard for a mes, to loose his last advantage over guardian, which alredy brings slightly better dps compared with way more defence. Just portals left and those usually not used due to you need to skip some loot most of the time…
On the other hand, i’d love to see a “noob-save” way for casuals to do dungeons. So they don’t try to sneak in exp parties just wanna do some quick runs. Of cause those should be slightly slower than doing it with a “balanced” composition, which seems to be.
on flat land you move exact the same distance using same amout of initiative.
but shortbow often fails to invalit path for no reason, so i’d prefer hs for mindless movement
on the other hand hs may get you infight more often
ye mobility nerv just without any sense- why not let ppl move around fast? why not let ppl move around faster if they able to press a few more keys?
conditions and dungeons will never reach the dmg-level direct damage does.
First, a unually fight lasts 10 to 60 seconds, so most bosses will be down before you build up your conditions.
Second, to do so, the dps form condition need to be higher, than direct damage, which means by now one condition play need to set up around 100 stacks bleed (burn = 5xbleed, poison = 2xbleed). Even for engineers with bufffood this seems unreachable and they sayd, the dmg per condition will be reduched.
guard bring you missing reflects and bit of protection if needed while ele is more versatile, can bring you dps or support when you need. So both are ok, maybe decide when you select dungeon what could help you more.
First you can do all dungeons you can solo as thief anyway (CM1-3, arah). Same for other classes, so you can add AC to your list (ice-bows for burrows…).
For Builds i’d suggest jsut try out. Start with full dps and go down when ever you fell you need it. Same for gear. When i started soloing cm i got dps, cele and a contidion gear, which helped alot on first tries.
Most important think is to have alot of time. Just plan in 2h for your first try. By time you might get faster, but nothing sucks more than fighting 1h to endboss and then you got to resign due to reallife.
gl hf
i’d start from the other side: what is esports?
esports in a simplified manner is 2 team playing a game against each other, while others watching this.
so what do we have?
we got 2 teams playing a game. to be able to watch them you need a kind of direct observer mode, which exists for custom arenas. next we need ppl who whatch this. Why ppl watch sth? because its interesting, you wanna know how it ends. you wanna see decisions made, you want be able to discuss this decisions with others, you want to see balanced matches, where from start on every team got a equal chance to win in the end. you want to see player training for it and how they do, what they tink about this, how they analyse their game, you want see some buildvariations (not always same op builds against each other and lag wins this), you want crazy caster showing you the right points of action…
A great example for this is sc2. There are 3 balanced (which does not mit its perfect, but they all got a chance to win if played on good level) races which all are played and got their fans. There are decisions,which can be analysed for training and casting. You can never with more than maybe 50% say how they play, what build they use and how it ends. There are great casters. … And there are tournaments been watched by more than 100k spectators.
So back to GW2.
Teams-check.
Balance- too much rps. Some classes dont even have a chance to play against others (thief vs turrent engi).
Decisions- 90% of decisions are made before the game starts. Classes and builds are picked and determine a lot how the team can react (5nec team can’t roam/5thief team cant hold point). Also the
Depth of strategies is realy low. 3 Points 5 Player. There might be a decision tree with depth 3 to decide what to do. Also only strategical decisions can be observed. You are unable to SEE why someone dies. There are only very few enimations that can be observed and evaded on the other side. You can not know if someone didnt dodge due to pindown or no endurance or just failed. you can not see if someone got all cd’s off. You can’t even see ppl targeting someone for a spike or sth like that. Usually you just see 4 ppl run into 4ppl and after 10 seconds 4 ppl are dead. Thats to fast. Noone can observe this. There are no turnarounds like one down, ppl get him up and other one down or fall back to wait for him to come back. It’s just to fast due to a missing protection class who can counter dps classes teamwise. The killtimes are about the same as gw1 times, but at gw1 there were healer keeping fights alive. GW2 fights just dies like flies. No matter how tanky your gear and build is.
And there is no penalty for dieing. you’re jsut down 5sec and then come back, so why try to avoid.
The combat system pvpwise is only balanced for 1v1 situations. on (X+1)v(Y+1) there is no way to survive fights for a single player longer that few seconds.
So all in all the following points are not yet ready for e-sports:
- Game Mode (tactical depth)
- Combat System
– length of fights/ damage migration
– balance (rsp, not one level with smal dis-/advantages)
– death penalty
– observability of single players
I’d say a ladder system can be set behind those points, due to only very few ppl take this “PvP” serious at the moment so climbing a ladder aint sth you’re pround to tell someone.
Where is promised challenging HOT content?
in Guild Wars 2: Heart of Thorns
Posted by: SuinegTsol.1729
I hate anet announcements. They tell you alot without saying anything. Would pay a monthly tax, if you get someone, who is able to tell us everything going on without leaving one word about it.
After 2 Years, this is just frustrating for players, due to hearing those phrases so often without something happening yet. Just remember PvP/dungeon-rework/new fractals/… Like you see after this post everyone gets hope and thinks about, what would be the greathest featuer you’re working on by now and starts to want to play it. Then, maybe two monts later you announce your great concept and half of the playerbase just thought about that as the 3rd best version for him…
Maybe sth like: “We’re secondary working on ai improovements to avaid aoe and fight in a manner you need dodge more, while preparing a kind of 5man dungen with special focus on teamwork and class synergy.” Just give us an impression on what your working on, thats all we want (and maybe your latest deadline for it)!
i’d say this should be “farmable” (not jump in kill one easy boss, repeat, but doing a whole pattern,like at fotm), because noone would do stuff more then once if its not worth it, but of cause exact rewards need a close look. I’d say, they should be slightsy above PvE farm, due you need a party and some kind of skill and experience, do do this compared to sw chest farm, which is about 14g/h , so you should be able to end up mb 15g/h on average, up to 20g/h with a realy high level team.
Due to the lag of new content for dungeons and fotm, it might be a “cheap” but interesting solution to combine the “interesting” aspects of the already existing game together into a new, fresh design.
Especially by doing dungeons the 189235th time, they reduce to simple jump&run parts (let it be running trough enemy, or activating consoles) and boss fights. Usually the fights are, what forces you to stay focused and not totally fall asleep (ok not all maybe^^).
So how about getting a big arena just for those (more or less) epic boss fights?
Concept:
Main idea:
Like at fractals you do a row of bosses one after the other. So you might start with a spider queen, after winning you get to to the mossman, and so on.
Arena design:
Here can either the current part, where the boss lives be kept, or, to prevent bugging a,it can be replaced by a general arena, like for lupi, which only changes at wall-design.
Rewards:
doing a boss usually takes less than 5min and RNG in general aint fun/worth, so there should be a chest + fixed reward for each boss. The chest could drop a unique skin, or just some crap. The fixed reward should be around one gold, but can be dependent on the boss.
Possible adaptions:
This is where the fun starts:
– “endurance mode”: after each boss the team decides to go on or stop. Rewards are only gained after stop/killing all bosses.
- “coop mode”: bosses group together, to create more callenging content (ever dreamed about a kohler-lupi team? here you can face you nightmares)
- “speedrun mode”: choose a pre defined pattern of 3 bosses. Will you make it to the top of the ladder?
- “expert mode”: bosses are boring? choose some handicaps (mistlock instability, no endurance regen,a rageing rabbit roames around,…) for increased rewards
- " bonus level": (wherever they appear) the champs of the crown pavillion challenge your team! spread out to kill as many as possible within 5 minutes!
- “jump&run”: bored of killing bosses? here the running (skipping) parts of 4 dungeons/fractals are matched together. Can your team make it to the top of the ladder? But caution, selfish behavior will be punished!
-“beta mode”: try out new bosses noone did before
-…
I guess this could be a interesting, adaptive and relativ easy to implement way to bring in some fresh air to the neglected dungeon/fotm community.
ok, first of all:
you don’t know me, you never played with me and you dare to do those insinuations on me? I never left a game aport from dc, which can happen. So I’m waiting for you apologise!
back to topic:
.. I always play my games till the end, I’ve won many 4v5s because of that but if you have 4 out of 5 people that are willing to resign because of bad composition or whatever the issue… I don’t see why not ?
Worked very well in GW1.
thats the point.
Currently when you got to a point, you notice you cant win this match, like at a 100-400 score, there is no reason keeping in this game, its just a few more minutes con can’t try to win a game. And if this happens more then a few times, ppl realy get kittened off. Just read the team-chat at not premade ranked matches. With a resign possibility they can get back to start and try again to whats the point in playing: Try to win!
“RedResign”…honestly, whats going on at custom arenas aint any different^^.
But you have to look a bit deeper in it:
RedResign started to let ppl fast get some quests done to earn some money. This was honestly kind of bad resign of a specific game type which only a very,very,very,veryvery small playerbase took serious. And those did not realy complain about, due to there was a easy and working ladder system with appropriate matchmatking and on top tournaments, which let them proove their skills.
And honestly, if the playerbase WANT’S a kind of “RedResign”, they could jsut do it.
(select one arena, like unranked, take only fast to finish maps, blue team capps all and does secondaries (orb/swanir/lord/…) and red team goes dieing at mid, to speed things up)
due to running daylies combined with scaring matchmaking (5engi vs 5 thief^^) there are a lot of moments, where ppl just get screwed up raging around just waiting the round to end and hoping for a better match.
So anet please give us the possibility to not waste 15 min playtime waiting for a already lost match to end. Just bring back the resign command so we can start back a new game and having some fun instead of frustrating hopping around gettin angry about the system!
They’re adding “counter-play”, so it’s working as intended. They just forgot to update the tooltip (next patch!).
+1 every joke got a true core
btw. the ingame bugreport machanic seems broken, due to there are crazy codes instead of area for report names…
but now to the matchmaking.
i subscriped myself into the ranked area queue, waited some time, got a match, got a map, started playing and was on a good place for winning this, when suddenly another “match found” dialog appered, voted map and sent me into another game.
WTF???
you suggestions sounds like a collection of all op-range-skills around^^(ranger rapid-fire, engi knockback,war snipe,…)
i’d enjoy something differently, more thief-like..how about using it to make those contition/poison stuff work, so a lot of cc with low casttime interrupts and instead of crippling enemy porting away or evadeing a short time and leaving a trap behind
if you want just op range damage you can do ranger^^
it comes down to your playtimes and style. at the “active” wvw server there’s always a queue on match reset and eu prime time (evening).
sfr got at leas one commander up usually, so you can find someone to play all time.
in case you prefere small scaled fighting you should go to one server often playing against sfr…
for more detail about activity take a look at gw2score.com, which offers a lot of stats about current matchups and server statistics
it’s the rune of the THIEF, so how about:
1. +25 Precision
2. +35 Power
3. stolen skills deal +5% more damage, steal recharges 5% faster
4. + 75 Precision
5. strikeing a foe from stealth will drain one boon from him to you
6. move 25% faster ,When striking a foe from behind or the side, gain +5% damage
this would at least fit the generall thief playstyle: mobility, stealing and focused on single targets….
as a player who never had any problem with completing ps it now realy feals like a big rock in the way. before it felt more comon. the whole game was following a story line and you could do a lot of side quests. now you need to do side quests to be able to continue with the story -WTF???? also doing story helped leveling a lot, so for me its somethink i cant understand logical wise (if its to stop ppl farming keys, they’d just get the key as lvl 20 reward…)
EOTM is just a way to get those PvE farm ppls closer to WvW experience. Due to smal Matchperiods and good reward for each player due to mainly running cyrcles there is no need to defend if you dont wanna be annoying others. I’d say due to this playstyle rewards aree in a god spot. They’re not as good as dungeons, but for braindead walking around its ok and you can get some lucky punches.
The real problem is WvW. In case you’re trying to play point-effective you can barely break even but more times you need another money source. (eg guild cata ~1.5 gold golem 0.4 – 2.5g, upgrading…) You may could get some out of badges, but if you only WvW you cant get enough – EOTM got way better balance here (one tower will give each player at least 2rams form badges).
Of course in the eary days WvW was perfect for farming due to all ppl just run EBG cyrcles, but with bit competetive play and defending its all gone.
you’ve tried the new evasion runes with it? think they would fit perfectly
Its a projective so it can be blocked by projectile blocking skills. However there is essentially no animation to it so you can’t see it coming and a thief or m,esmer can stealth up to the siege before using it. So its hard to counter. Based on tonight experience its going to make attacking much more tedious.
there are so many projectile blocking skills, easy way get a group of 5 ele takeing focus offhand and useing whirling winds one after the other = you get 100% uptime protection to your siege weapons.. of course this can be countered by killing ele’s but thats another story…
only problem is that not primetime player who are running with few ppl can offer this…
but in the end its limited to supply, so maybe ppl finally start thinking a bit more about ressources and ways to disturb…
tbh if u take it just a litle serious you have to be lvl 80 with ascended equip.
but then you wont run around those public balls, so there’s no problem with others being upscaled.
I’d even miss the moments a low lvl thief/war/whatever (i prefere bearbows ranger at this point^^) who jump at you when u just pass ignoreing them and 1 sec later they lie dead on ground…
Finally, if some day WvW get to the Point where its real competetive Challenge between Server (or what ever) and there is a general strategy going on- yes, then i’d agree to make it lvl 80 only.
but i’ve given up this hope long time ago…(please suprise me anet!!!!)
kodash same on red map (vizunah)
In your opinion, what should the strengths (s) and weaknesses(w) of each profession be? What’s your profession’s kryptonite(k)?
General:
EVERY class at high level(!!!) sould be able to choose between at least two viable builds which offers flexibility and more adaptability to different situations
War:
s: high aoe-melee-range dmg, offensive buffs(might, fury) while decent defence
w: low(!!!) single target dmg, low condition removeal, slow
k: mobile enemy/conditions
Guard:
s: medium aoe-melee and range dmg , defensive buffs(protection, realitation, stability) while decent defence
w: low single target dmg, good condition removeal but with high cooldown, slow
k: high single-target-dmg / conditions
Thief:
s: high single-target-dmg, high rate of enchantment remove, or lower rate steal, enchantments, party stealth, mobility
w: only few stunbreaker, conditional condition remove (only in stealth), very fragile
k: stuns, conditions
Ranger:
s: high range-single-target or medium-melee-aoe-dps, party heal + condition remove + vigor, lots of melee evades
w: slow at range, dmg shared with pet(requires control to keep up)
k: high-dmg enemy, few stun removes
Engi:
s: conditions,stun,kb, high vulnerability stacking
w: defensive enemy, stability
k: high-single-target enemy
Mesmer:
s: high aoe-enchantment-remove, enlarge party buffs, medium aoe-dmg, illusion, confusion, party stability + conditionremove, reflects
w: defensive enemy, immobilize
k: aoe-dmg
Ele:
s: highest aoe-dmg, medium party support due to ability to give all enchantments but on low lvl, party heal, few party condition remove
w: fragility, immobilize
k: defensive enemy
Nec:
s: high live pool, fear, aoe-condition, live-steel
w: slow, enemy with condition remove,
k: defensive enemy
with a little experienced grp and right composition to keep it fast u can do (almost) every path at every dungeon within 15 minutes so u got 8 dungeons * 15*3=45 min at average = 360 min which are 6h “fresh content” to clear daily.
just in guaranteed gold this is bit more than 50g + luckdrops, so even in case u play 8h a day (including lfg/lil break/…) u dont run out of possible ways to get gold.
and after this u still can join e.g. arah parties that accept selling your spot easily for 3-8g without additional waiting time…
when u wanna stick to only one path take a look at se 1, its about 5 champ chests,usual 3 big chests + dr-reward in same time u do cof1 and not rly harder to get trough fast…
but when u wanna up ur bank stay at different dungeons, you can at least spent 2h doing ~16g/h
maybe it would help when venoms get kind of mantra mechanics from mesmer like a bit larger preparation time but after that u can choose 3/4/5 times without cast time WHEN u want to use them.
this way at least the enemy cant remove your whole venom within one condition remove, or with the new heal u can heal when its usefull not once an hour…
Hi all,
i’m one of the player who like doing Dungeons and WvW, but i kind of hate those world events. Dont get me wrong, most are great designed and have a interesting idea behint how you should be able to do it (often player find another way around, but thas another topic), but in term of trying to get dragonit for my ascended stuff, i realy started hating them!
Ok, you can play on 3 Servers same time use a few of those event timers whitch sometimes aren’t bugged and den u start tabbing around to find a event starting or better being close to end and then make ur way to the next waypoint and hop u get the reward easy way.
Tbh when i arrive i usually dont care about whats going on just go to a savespot if possible and auto-attack looking for the next event to go to.
Thats NO FUN!
It’s become a must to do to get fast trough those by now hated contend to get to the ascended stuff.
On the other side i heared a lot of ppl saying the same with dungeons, they dont like dungeons and after getting this done maybe never come back to them…
and all for T7 mats you need.
All in all i need bout 3k each mat to get my thief equiped with one set (i gove up doing it for condition set as well…).
Thats 150 Dungeons and about 150 World Events…
By now i got 1k and cant see them anymore…
its ok to make ppl doing different kinds of content to get to final stats, but in terms of ppl need more than one weapon per char and wanna play different chars there should be a better way to get to the needed stuff for it
So to my suggestion:
get a new kind of asceded mat " X"
this like with dungeontokens you can get by exchange for existing t7 mats (or craft?)(bloodstone/dragonite/empyreal)
for the vision crystall to make shure ppl do at least one time different contend but keeping it away for a need to farm you should need sth like:
-10 “X”
-50 bloodstone dust
-50 empyreal fragments
-50 dragonite ore
so for an ascended weapon you need those ~7 days to get the Ingots and Planks when you dont wanna buy and 2-3 dungeons/events + some more content you usually do
for those who dont know here some screenshots how epic fights are right now (low graph + max culling + names disabled)
Hi all,
i dont have that super fast computer, so i play on low graphics and “max culling”
the problem with this is, that in pve a lot of ppl are running around at invasions, so the culling dont let them be shown on the scren BUT it displays all the names of the crowd around you so its realy hard to be able to see sth more important on screen ( like enemy^^)
please don’t show playernames due to culling when player disabled them otherwise, noone cares who is around him when he’s dead from sth he can’t see!
the 2 wins sometimes are hard but usually u get it within 5 games..
the problem i think as a tournament only player, are the kills and capture parts
you cant play a proper pug tournament without beeing forced to stand with more than one person on a capture point, or running to a point being captured without one enemy near.
same with kills, depending on what class ur running u find yourselfe often in a position ur tactical thinking says: “wtf noob!”.
If you get a group out of 5 ppl wanna do daily btw its almost impossible to win the game due to this wasting of efficency.
So if u want to do dailys you need to hope to get 2 easy enemy for ur wins first to “wast” the last 2 games for doing the other stuff or play more games maybee needing time you dont have…
I like the split for “tournament player” and “hot-joiners” but then please on all aspects
(mb sth like hot-join like it’s now and if u do tournaments u need 2 wins and 4 games (on each u get one rewardpoint))