People using a condition in game does not make it an exploit.
The only mechanic they really need to remove or rework is bosses with non-removeable boons.
If it’s a boon, it should be able to be stripped, stolen, converted.
Additionally, removing the 50% reduction of duration from weakness and vuln would go a long way.
If you play on EU servers its mostly related to Level 3 in Frankfurt.
Level 3 in General not just EU.
Ok .. i can only talk from Frankfurt from my own experience. Using my VPN
and selecting a server in Netherlands everything works without problems
because Level 3 is not involved
Yes and from what i can tell being in the US the latency issues are occuring with Level 3 and (sometimes Telia) between the hours for Noon Central and Midnight. After that everything normalizes.
If you play on EU servers its mostly related to Level 3 in Frankfurt.
Level 3 in General not just EU.
Soloed it at release….Not entirely sure where this complaint is coming from.
If you’re incapable of solo’ing it, get a party. Try asking your guild or people on your friendslist.
I posted the same issue but I investigated and I found why we have the highest ping now: https://forum-en.gw2archive.eu/forum/support/support/Anet-trasfert-EU-servers-to-NA
Not even close to the same issue.
I’m on NA playing from NA, the EU servers have no bearing on my situation.
I’m not sure if or when these changes went “Live” but as of 2 days ago i have been suffering with latency issues which i believe is a Level 3 issue. However, i’m not entirely sure due to this.
Confirmation on when the change went live would help narrow it down.
However, keep in mind that apparently the “ping” calculated in GW2 is not just the ping but also the time it takes for game to process something or another, so it should be higher than your actual ping.
That has little bearing on the problem.
I’ve already spoken with My ISP on the issue and pinpointed the problem which is due to Level 3. It’s not something Anet or my ISP can magic wand as much as i would love to see happen.
Whatever, it’s just a frigging name.
For clarity sake no 2 combat skills should ever share the same name.
There are people out there in PvP who actually use the combat log and it’s kinda important to keep ambiguity to a minimum.
That’s why skills have distinct icons. It’s much better to distinguish skills visually.
That’s nice and all but what do ICONS have to do with the COMBAT LOG which is TEXT only.
If you know I’m an ele, and I hit you with a Thunderclap, that’s self-explanatory.
Right and i suppose PvP is a never ending 1v1, and only Ele’s are played.
Not everything is a self contained vacuum. I can see that you probably don’t PvP much, nor do you understand that teamfights can and will occur.
I cannot believe that even had to be brought up, sad really. Is it so hard to notice a mistake and ask for design clarity ?
Whatever, it’s just a frigging name.
For clarity sake no 2 combat skills should ever share the same name.
There are people out there in PvP who actually use the combat log and it’s kinda important to keep ambiguity to a minimum.
That’s why skills have distinct icons. It’s much better to distinguish skills visually.
That’s nice and all but what do ICONS have to do with the COMBAT LOG which is TEXT only.
Whatever, it’s just a frigging name.
For clarity sake no 2 combat skills should ever share the same name.
There are people out there in PvP who actually use the combat log and it’s kinda important to keep ambiguity to a minimum.
No, they just need to tone burning down. Right now its just a tad bit overboard.
They need to tone down conditions across the board. The entire game needs a damage output nerfing. WAY too much power creep this year, way too much.
While i agree with you about power creep, i respectfully disagree about toning down all conditions. Some like bleeding and poison are actually in a decent spot. Then there’s the obvious burning which needs to be toned down. Some conditions need a per gameplay mode fix, like Torment and Confusion.
Dallas, TX or Austin, TX area.
It’s Dallas.
No, they just need to tone burning down. Right now its just a tad bit overboard.
I guess if we are purely talking based on skill floor…..
Ranger, Guardian, Warrior, Necro, Engineer
Thief, Ele, Mesmer
If we are talking about skill ceiling
Ranger, Guardian
Warrior, Necro
Thief, Mesmer, Ele
Engie
But…. that’s all my opinion naturally.
Hello,
I’m hoping this will help trackdown whatever the cause may be for the drastic increase in Ping.
Normally, i average 30-45 ping in GW2. As of today however im noticing Ping as high as 700.
Tested on multiple maps with ping ranging from 170-700.
The traceroute looks like so for two maps (Metrica Province, and Caledon Forest)
Tracing route to 64.25.33-86.ncsoft.com [64.25.33.86]
over a maximum of 30 hops:
1 <1 ms 1 ms <1 ms 192.168.1.1
2 3 ms 6 ms 3 ms 192.168.0.1
3 * * * Request timed out.
4 13 ms 19 ms 20 ms ae2-159.aggr09.snantx.grandecom.net [24.155.0.25
4]
5 37 ms 41 ms 39 ms ae2-0.core02.gf01.dllstx.grandecom.net [24.155.1
21.86]
6 38 ms 37 ms 41 ms ae-23.r07.dllstx09.us.bb.gin.ntt.net [128.241.21
9.133]
7 40 ms 38 ms 40 ms dls-bb1-link.telia.net [213.248.81.249]
8 139 ms 149 ms 139 ms ncsoft-ic-307708-dls-b21.c.telia.net.10.115.62.i
n-addr.arpa [62.115.10.106]
9 148 ms 149 ms 133 ms 64.25.32-9.ncsoft.com [64.25.32.9]
10 144 ms 148 ms 148 ms 64.25.32-26.ncsoft.com [64.25.32.26]
11 156 ms 159 ms 169 ms 64.25.32-82.ncsoft.com [64.25.32.82]
12 484 ms 529 ms 489 ms 64.25.33-86.ncsoft.com [64.25.33.86]
Trace complete.
Tracing route to 64.25.33-67.ncsoft.com [64.25.33.67]
over a maximum of 30 hops:
1 1 ms 1 ms <1 ms 192.168.1.1
2 3 ms 9 ms 9 ms 192.168.0.1
3 * * * Request timed out.
4 13 ms 19 ms 19 ms ae2-159.aggr09.snantx.grandecom.net [24.155.0.25
4]
5 37 ms 40 ms 39 ms ae2-0.core02.gf01.dllstx.grandecom.net [24.155.1
21.86]
6 38 ms 50 ms 39 ms ae-23.r07.dllstx09.us.bb.gin.ntt.net [128.241.21
9.133]
7 38 ms 49 ms 38 ms dls-bb1-link.telia.net [213.248.81.249]
8 168 ms 154 ms 142 ms ncsoft-ic-307708-dls-b21.c.telia.net.10.115.62.i
n-addr.arpa [62.115.10.106]
9 152 ms 170 ms 177 ms 64.25.32-9.ncsoft.com [64.25.32.9]
10 179 ms 178 ms 192 ms 64.25.32-26.ncsoft.com [64.25.32.26]
11 147 ms 139 ms 139 ms 64.25.32-82.ncsoft.com [64.25.32.82]
12 299 ms 288 ms 289 ms 64.25.33-67.ncsoft.com [64.25.33.67]
Trace complete.
(edited by TexZero.7910)
Please make Raids so stacking isnt possible
in Guild Wars 2: Heart of Thorns
Posted by: TexZero.7910
Go watch the raid trailer…..
also fun and challenging dungeon ?
It is not, if you’re just sitting in one position and push the same 2 buttons mentioned in a dungeonguide.
Sorry but none of the dungeons present any form of a challenge. Even without a guide, not that i’ve used them. A+ for effort though.
Please make Raids so stacking isnt possible
in Guild Wars 2: Heart of Thorns
Posted by: TexZero.7910
Go watch the raid trailer…..
also fun and challenging dungeon ?
Well, one, I think warrior stability is somewhat lacking.
To be fair, they by far make up for it with their ability to simply brush off cc like immobilize instead.
To be fair Immob is broken beyond belief.
There’s no reason a condition should be stronger than a hard CC.
There is a story for every fractal.
There’s a fractal origin story as well.
They aren’t sequential or anything, if that’s the main question. Each one tells an abridged or alternate story of events throughout Tyria, both in space and time.
Honestly glad keyfarming is gone.
Now if they want to improve the system, bring back gw1 methods.
Lockpicks in game drop from mobs, similar functionality to black lion keys with the following restrictions.
- Everything that is currently on the black lion chest drop table has the same weights (chance to drop)
- Chance on using lockpick to fail, Failure results in both the chest and lockpick being destroyed
Change functionality of Black Lion Keys.
- Black Lion Keys used on chest give players a selectable pool of items (Tickets, Booster, Convenience(TP to friend, Keys Etc…), Skins (discontinued), Dyes) Players can chose from 3/5 items and are always guaranteed a shot (higher chance than using lockpicks) at the rarer Nodes/Permanent Contracts
Pleases both crowds.
Maybe my luck will increase then….
Since i only seem to get keys and not precursors. Had around 4 keys drop from the Aether Retreat fractal alone.
Anet saved the best for last.
Good job, now we can exit the hype train after this week.
So Druid is the best?
Nah, No one cares for or plays ranger.
Ergo, last stop on the hype train is this week.
Solid logic. Assuming you don’t take class population into account and ignore class forums
You mean like the last 3 years of the game
Let us know how that CDI on pets turns out :P
Not exactly sure what that is supposed to mean actually. I meant your point that “No one cares for or plays ranger” cannot possibly be true, especially since there are more Rangers playing than Engineers.
Nah, that’s just an illusion. Mesmer magic at work.
That or future pokemon trainers practicing for Pokemon Go. Not sure which yet.
Anet saved the best for last.
Good job, now we can exit the hype train after this week.
So Druid is the best?
Nah, No one cares for or plays ranger.
Ergo, last stop on the hype train is this week.
Solid logic. Assuming you don’t take class population into account and ignore class forums
You mean like the last 3 years of the game
Let us know how that CDI on pets turns out :P
Anet saved the best for last.
Good job, now we can exit the hype train after this week.
So Druid is the best?
Nah, No one cares for or plays ranger.
Ergo, last stop on the hype train is this week.
i can get a guild hall as a one man guild in GW1, why Anet is so stubborn to do the same in GW2…….makes it look more and more a downgrade rather then an upgrade…..
Because when you look at the word “GUILD” its not traditionally associated as a Solo act…..
Just sayin’
Anet: We have a class called rangers in this game?? Since when.
To be fair: engineer always were the last getting any reveals. It is nice to see it isn’t happening again. And it makes sense to let druid be the last, it is the elite spec which fits the theme of the exp heart of thorns the most.
I don’t know what you’re on about. They clearly saved the best class reveal for last. Forge.
This is the last week for the hype train. It’s on the way back to the station
Anet saved the best for last.
Good job, now we can exit the hype train after this week.
RNG is bad when its the only means to an end.
That alone is the sole problem with RNG. People like to set and work toward attainable goals. Some randomness is acceptable, all randomness isn’t. The trick is knowing when and where to implement it.
easier for me to list whats not fun….
Perma-blind
Perma-booned mobs (not removable) Think the boss of ascalon fractal.
Any mob with an pre FGS firey rush nerf attack
Here’s another angle to see this issue from: If a ranger or another class that has a dangerous channel skill starts attacking for you just before you stealth, you can’t dodge any of it, or you’ll give up your stealth and likely take even more damage. Maybe you dropped an emergency Shadow Refuge to escape from a zerg, the Shadow Refuge may finish, but you can’t dodge out of the way or dodge in the Shadow Refuge because you’ll get revealed and die. I’m sorry. I can’t see any defense for a reveal on evade. Condition thieves can be scary, but this skill is a total hindrance to them.
It’s only a hindrance if you have to use stealth as a crutch.
@ the other dude. I’m not out to insult your use of Stealth, however the common misconception with a bunch of people is stealth is required to be good at thief and that is flat out wrong and leads to people trying to use it in every situation….see the above quote as to the wrong time to use it.
Condi Daredevil isn’t a build that absolutely relies on stealth like previous thief builds do. See the current PvP / WvW state of D/P SA/Trick/CS or DA.
I wouldn’t say that I need stealth to function. I usually play Necro with no special teleports, stealth, or evades. The problem isn’t that it hurts people who depend on stealth, but that it punishes the player for needing to evade in stealth, which can be necessary sometimes. There’s little reason to run it right now because it is more punishing than it is rewarding.
I’m pretty sure when push comes to shove what punished the player wasn’t the trait it was their inability to read. If you want a get out of jail free card evade, don’t take the 2 damaging dodges. You have a choice here, you chose damage over safety.
Instead of building around the fact that everything you do by its very nature is evasion based with Daredevil, you’re still relying heavily on stealth to carry you. Daredevil is old acro buffed.
Here’s another angle to see this issue from: If a ranger or another class that has a dangerous channel skill starts attacking for you just before you stealth, you can’t dodge any of it, or you’ll give up your stealth and likely take even more damage. Maybe you dropped an emergency Shadow Refuge to escape from a zerg, the Shadow Refuge may finish, but you can’t dodge out of the way or dodge in the Shadow Refuge because you’ll get revealed and die. I’m sorry. I can’t see any defense for a reveal on evade. Condition thieves can be scary, but this skill is a total hindrance to them.
It’s only a hindrance if you have to use stealth as a crutch.
@ the other dude. I’m not out to insult your use of Stealth, however the common misconception with a bunch of people is stealth is required to be good at thief and that is flat out wrong and leads to people trying to use it in every situation….see the above quote as to the wrong time to use it.
Condi Daredevil isn’t a build that absolutely relies on stealth like previous thief builds do. See the current PvP / WvW state of D/P SA/Trick/CS or DA.
Impaling Lotus should not proc while in stealth. A lot of what makes a thief slippery is evading in stealth. Proccing without being revealed is too much.
I was looking forward to including Impaling Lotus into my condi build, but getting revealed for dodging while stealthed makes it impractical. (not even going to mention how clunky it currently is, even if that’s fixed, Impaling Lotus is a hinderance).
If you look at it from a real life scenario, if you’re entering stealth, you wouldn’t use an ability that would give you away until you were ready.
If you look at any video game from a real life scenario you’re brain is going to hurt.
So instead lets look at why it reveals from stealth, and why that’s working as intended.
A) It only procs in combat
B) It deals damage
The result being, if you are stealthed, in-combat. be prepared to be revealed.
Working as designed.
The problem here is the mindless abuse of stealth as a game mechanic in pvp situations. Instead of players adapting to an evasive playstyle they are still mindlessly using stealth.
Daredevil isn’t about overuse of stealth. the fact that people feel its required is the problem. You can easily run a build not reliant on stealth and still do just fine.
Unless you’re talking about PvE… no, just no. People feel stealth is “required” because Thief has the lowest durability in PvP by a mile. Without at least a little stealth to reposition, you—the squishy Thief—will be the first target in any larger teamfight. That’s unless you’re SB #5’ing around the map and decapping, in which case… you’re not really surviving in COMBAT without stealth, are you?
Whether the new stuff can change that up remains to be seen. A lot of it was too unpolished or buggy to test properly right now (clunky dodges that count as skills and can apply confusion, utility skills that cost initiative, etc.) So not sure where you’re getting evidence of this bold new playstyle we’re all somehow missing. Does it involve the Staff? Please say it involves the Staff, I haven’t had a good laugh in a while
I didn’t once say new playstyle, i said different.
Think back a few months to when sword / dagger was dominate.
You are actually fairly durable and able to self sustain via dodging appropriately.
Just because it says toughness gear, doesn’t mean its tanking.
It can mean anything from a largely based ad riddled encounter that has quick, small hitting attacks. This makes toughness mean more…..
Again this game already has a trinity though most people just ignore it entirely. Damage / Control / Support.
Not complex.
The thief is about stealth, the daredevil us about evasion. If you want to troll people while stealthed you play thief, the daredevil is not about staying in stealth, hence the damage part of lotus training. This is working as intended as far as I am concerned.
It just promotes facetanking in stealth d/d condi is not a real thing lulz. If you’re wasting your dodging while stealth your lost thinking synergy it makes no sense to me.
Or you can read what they said.
Daredevil isn’t about overuse of stealth. the fact that people feel its required is the problem. You can easily run a build not reliant on stealth and still do just fine.
The problem here is people just want the easy stick instead of learning a new playstyle.
take the dodge that doesn’t do damage……
or just you know play thief without stealthing.
Lulz.
Uncatchable doesn’t.
Doesn’t mean it shouldn’t.
Both it and the trick Caltrops should have the choking gas treatment.
take the dodge that doesn’t do damage……
or just you know play thief without stealthing.
Earthen proxy works only on tempest.
Did i state otherwise ?
No clue but the most you can pump out is
tempest prot (earthen proxy) (40%) + frost aura + rite of the stone dwarf + Specific potion for encounter.
So you can get pretty high up on defenses.
Because that was the lazy solution.
Instead of limiting them to
-Not able to pick up supply
-Not able to place siege
-Not able to man siege
-Not able to enter battlegrounds/borderlands
-Access to EoTM only
Meta in the context of the game is the optimal state of play. It is optimal because of the meta-gaming done outside of the game.
It has little to do with anything else. Granted that term shifts meaning depending on which community you use it in and the context its used in, much like any word.
The splitting of the rewards was so that you would feel like you had a reason to go do the raid everyday. You may not like how they decided to handle the rewards but the suggestion I made was to appease players like you.
There’s a difference between not getting what you’re saying and not agreeing with what you’re saying. I’m the latter.
Splitting the reward doesn’t even come into question.
This content is meant to be hard and rewarding. If people can farm it, it’s a design flaw of the raid not being hard enough.
If they can farm it let them and fix the dang encounters, so that people want to run it more than once a week and not feel guilt tripped into bringing their guild in because their schedules don’t add up.
How freaking complex is that ?
Seriously. You got hung up on rewards and entirely missed the dang point.
OR to paraphrase CJ himself…..
Well I think at a broad level, the decisions we’ve made make raiding a lot more approachable in Guild Wars 2 than other games. From our combat to a lack of attunements, to the more fluid role-based system, and I think we’ll see a large percentage of people at least try them. What they’ll see when they get in there is that it works really well in our game. We don’t try to exclude anybody.
Except for this one specific decision which should be change.
Again, the weekly rewards was a design choice decided by Anet. You don’t have to like it. Splitting the rewards across the days of the weekly so you had a reason to do the content was a suggestion that I had to appease you. If you dont like it then “you’re gonna have a bad time”.
Splitting the rewards doesn’t appease me or was that not made evident ?
You’re playing the fallacy card to its finest and looking pretty bad while doing it.
What i’ve been saying is, make the content both hard and rewarding…..simple no ?
Exactly when did nerf rewards come into the equation ?
It only came in because you tossed it in to make the fallacy occur. You can have both hard and rewarding and not have it limited.
Now then any other logical fallacies you wish to portray outside of the baseless ad-hominem or ignoratio elenchi ?
It will be difficult/challenging. It will be rewarding. Your issue is that you want to do it on a daily basis and be rewarded despite Anet’s design plan to limit the rewards on a weekly basis. The splitting of rewards across the days was so that you would get your daily reward but maintain the same limitations that Anet has currently planned.
There’s no fallacy here. The only issue is you not reading my posts as I’ve stated this multiple times now. The fact of the matter is that rewards will be given on a weekly basis like they currently are for guild missions. You can accept that or not.
Or I can advocate a much better system that appeases both sides and doesn’t actually take away from either side.
Which is what i’ve been doing, and why you’ve been hellbent on missing the point.
Carry on, ignoring it. You’re batting 1000 so far.
Except you’re not doing that.
You think it’s a design flaw if it can be farmed. Anet wants everyone to be able to beat it so tailoring the difficulty to the top players so that they would not be able to farm it, which would be bad design according to you if they could, would be bad and not with their intentions. It makes it near impossible for them to complete it which is something you pointed out that you don’t mind when you said you did not agree with them not wanting to exclude anyone.
Edit: Refer I the following post of yours
https://forum-en.gw2archive.eu/forum/game/gw2/Just-glorious/first#post5448109
You state “This content is meant to be hard and rewarding. If people can farm it, it’s a design flaw of the raid not being hard enough”. You also quote Colin where at the end he stated “We don’t try to exclude anybody” which was bolded by you. Your response was that “Except for this one specific decision which should be changed.”. You were referring to what was bolded.
My god….
If it’s being farmed, is it hard enough ? Probably not.
If it’s being farmed, should it still be rewarding ? Yes.Is it right to exclude players to a once a week schedule ? No
Does having it limited to a weekly reward increase the chance of exclusion? YesIm done explaining this to you, i really am. At this point you are seriously seriously missing the point.
Players should be properly rewarded for all actions and not excluded due to an artificial barrier.
There’s better ways to accomplish both and we have the ability to do so.
We already have a daily check system, and a system that rewards for event completion. Combine the two and you have a perfect way to reward players every time they complete and do said content without limiting them to an artificial schedule which limits player involvement. Something ANet said they don’t want to do.
How are players excluded? Every single player, who has HoT access, has the same opportunity to do the raids. You’re not locked out from the content once you’ve completed it for the week. It’s just that you won’t receive rewards after you successfully complete the raid for that week. This doesn’t exclude you from doing the raid. It’s like guild missions if I do them Sunday with one guild. I’m not excluded from helping another guild the next day.
It sounds to me you’re talking about rewards here. However your previous post where you stated “Seriously. You got hung up on rewards and entirely missed the dang point” suggest that you’re not referring to rewards. You keep saying I’m missing the point but it’s difficult when you keep bouncing back and forth.
You don’t get it because you keep focusing on the rewards aspect not the big picture.
Hence missing the point.
If you are only rewarded once per week, what incentives you as a player to go back again ?
That being the case, if you miss your guilds raid night how on gods green earth do you expect to go and do hard group content, considering it’s likely not going to be pugable nor will most players go out of their way to run something that does not reward them.
We’ve already seen this happen pre-megaserver update. If you didn’t do Teq/Jor/etc at reset with the rush crew you were pretty much doomed to not do said content.
We’re taking a huge step back by adopting the not rewarding players for doing it, which is caused by a once a week lockout on them. Instead of rewarding them for just completing it which is far better a solution that doesn’t dilute the player base.
See missing the point, which was explained already in the first post i made, but you kept harping it to be about rewards when its a two-fold problem to begin with ?
No, probably not. You’ll champion or pine to some phrase in here about how its all about rewards when it’s about both the timegate and reward being locked.
The game is designed around rewarding players for completing content, if its supposed to be hard content and some of the hardest this game has ever seen, it should be rewarding the entire time, not once a week. If it’s farmable that means the content probably isn’t tuned to where it should be or that players have learned an optimal strategy either one is ultimately irrelevant as that is something that can be addressed in a balance pass or subsequent release of a harder path.
Other products have done this, and to honestly say it’s Anets way or bust is horribly ignorant. There is a reason why we have forums and why anet wants peoples opinions during beta weekends and that is to create a product that is enjoyable and in a good state.
Healthy rewards and not isolating the community is part of that. The part they swung at and missed hard with that post. The part im pointing out needs to be fixed.
(edited by TexZero.7910)
The splitting of the rewards was so that you would feel like you had a reason to go do the raid everyday. You may not like how they decided to handle the rewards but the suggestion I made was to appease players like you.
There’s a difference between not getting what you’re saying and not agreeing with what you’re saying. I’m the latter.
Splitting the reward doesn’t even come into question.
This content is meant to be hard and rewarding. If people can farm it, it’s a design flaw of the raid not being hard enough.
If they can farm it let them and fix the dang encounters, so that people want to run it more than once a week and not feel guilt tripped into bringing their guild in because their schedules don’t add up.
How freaking complex is that ?
Seriously. You got hung up on rewards and entirely missed the dang point.
OR to paraphrase CJ himself…..
Well I think at a broad level, the decisions we’ve made make raiding a lot more approachable in Guild Wars 2 than other games. From our combat to a lack of attunements, to the more fluid role-based system, and I think we’ll see a large percentage of people at least try them. What they’ll see when they get in there is that it works really well in our game. We don’t try to exclude anybody.
Except for this one specific decision which should be change.
Again, the weekly rewards was a design choice decided by Anet. You don’t have to like it. Splitting the rewards across the days of the weekly so you had a reason to do the content was a suggestion that I had to appease you. If you dont like it then “you’re gonna have a bad time”.
Splitting the rewards doesn’t appease me or was that not made evident ?
You’re playing the fallacy card to its finest and looking pretty bad while doing it.
What i’ve been saying is, make the content both hard and rewarding…..simple no ?
Exactly when did nerf rewards come into the equation ?
It only came in because you tossed it in to make the fallacy occur. You can have both hard and rewarding and not have it limited.
Now then any other logical fallacies you wish to portray outside of the baseless ad-hominem or ignoratio elenchi ?
It will be difficult/challenging. It will be rewarding. Your issue is that you want to do it on a daily basis and be rewarded despite Anet’s design plan to limit the rewards on a weekly basis. The splitting of rewards across the days was so that you would get your daily reward but maintain the same limitations that Anet has currently planned.
There’s no fallacy here. The only issue is you not reading my posts as I’ve stated this multiple times now. The fact of the matter is that rewards will be given on a weekly basis like they currently are for guild missions. You can accept that or not.
Or I can advocate a much better system that appeases both sides and doesn’t actually take away from either side.
Which is what i’ve been doing, and why you’ve been hellbent on missing the point.
Carry on, ignoring it. You’re batting 1000 so far.
Except you’re not doing that.
You think it’s a design flaw if it can be farmed. Anet wants everyone to be able to beat it so tailoring the difficulty to the top players so that they would not be able to farm it, which would be bad design according to you if they could, would be bad and not with their intentions. It makes it near impossible for them to complete it which is something you pointed out that you don’t mind when you said you did not agree with them not wanting to exclude anyone.
Edit: Refer I the following post of yours
https://forum-en.gw2archive.eu/forum/game/gw2/Just-glorious/first#post5448109
You state “This content is meant to be hard and rewarding. If people can farm it, it’s a design flaw of the raid not being hard enough”. You also quote Colin where at the end he stated “We don’t try to exclude anybody” which was bolded by you. Your response was that “Except for this one specific decision which should be changed.”. You were referring to what was bolded.
My god….
If it’s being farmed, is it hard enough ? Probably not.
If it’s being farmed, should it still be rewarding ? Yes.
Is it right to exclude players to a once a week schedule ? No
Does having it limited to a weekly reward increase the chance of exclusion? Yes
Im done explaining this to you, i really am. At this point you are seriously seriously missing the point.
Players should be properly rewarded for all actions and not excluded due to an artificial barrier.
There’s better ways to accomplish both and we have the ability to do so.
We already have a daily check system, and a system that rewards for event completion. Combine the two and you have a perfect way to reward players every time they complete and do said content without limiting them to an artificial schedule which limits player involvement. Something ANet said they don’t want to do.
The splitting of the rewards was so that you would feel like you had a reason to go do the raid everyday. You may not like how they decided to handle the rewards but the suggestion I made was to appease players like you.
There’s a difference between not getting what you’re saying and not agreeing with what you’re saying. I’m the latter.
Splitting the reward doesn’t even come into question.
This content is meant to be hard and rewarding. If people can farm it, it’s a design flaw of the raid not being hard enough.
If they can farm it let them and fix the dang encounters, so that people want to run it more than once a week and not feel guilt tripped into bringing their guild in because their schedules don’t add up.
How freaking complex is that ?
Seriously. You got hung up on rewards and entirely missed the dang point.
OR to paraphrase CJ himself…..
Well I think at a broad level, the decisions we’ve made make raiding a lot more approachable in Guild Wars 2 than other games. From our combat to a lack of attunements, to the more fluid role-based system, and I think we’ll see a large percentage of people at least try them. What they’ll see when they get in there is that it works really well in our game. We don’t try to exclude anybody.
Except for this one specific decision which should be change.
Again, the weekly rewards was a design choice decided by Anet. You don’t have to like it. Splitting the rewards across the days of the weekly so you had a reason to do the content was a suggestion that I had to appease you. If you dont like it then “you’re gonna have a bad time”.
Splitting the rewards doesn’t appease me or was that not made evident ?
You’re playing the fallacy card to its finest and looking pretty bad while doing it.
What i’ve been saying is, make the content both hard and rewarding…..simple no ?
Exactly when did nerf rewards come into the equation ?
It only came in because you tossed it in to make the fallacy occur. You can have both hard and rewarding and not have it limited.
Now then any other logical fallacies you wish to portray outside of the baseless ad-hominem or ignoratio elenchi ?
It will be difficult/challenging. It will be rewarding. Your issue is that you want to do it on a daily basis and be rewarded despite Anet’s design plan to limit the rewards on a weekly basis. The splitting of rewards across the days was so that you would get your daily reward but maintain the same limitations that Anet has currently planned.
There’s no fallacy here. The only issue is you not reading my posts as I’ve stated this multiple times now. The fact of the matter is that rewards will be given on a weekly basis like they currently are for guild missions. You can accept that or not.
Or I can advocate a much better system that appeases both sides and doesn’t actually take away from either side.
Which is what i’ve been doing, and why you’ve been hellbent on missing the point.
Carry on, ignoring it. You’re batting 1000 so far.
The splitting of the rewards was so that you would feel like you had a reason to go do the raid everyday. You may not like how they decided to handle the rewards but the suggestion I made was to appease players like you.
There’s a difference between not getting what you’re saying and not agreeing with what you’re saying. I’m the latter.
Splitting the reward doesn’t even come into question.
This content is meant to be hard and rewarding. If people can farm it, it’s a design flaw of the raid not being hard enough.
If they can farm it let them and fix the dang encounters, so that people want to run it more than once a week and not feel guilt tripped into bringing their guild in because their schedules don’t add up.
How freaking complex is that ?
Seriously. You got hung up on rewards and entirely missed the dang point.
OR to paraphrase CJ himself…..
Well I think at a broad level, the decisions we’ve made make raiding a lot more approachable in Guild Wars 2 than other games. From our combat to a lack of attunements, to the more fluid role-based system, and I think we’ll see a large percentage of people at least try them. What they’ll see when they get in there is that it works really well in our game. We don’t try to exclude anybody.
Except for this one specific decision which should be change.
Again, the weekly rewards was a design choice decided by Anet. You don’t have to like it. Splitting the rewards across the days of the weekly so you had a reason to do the content was a suggestion that I had to appease you. If you dont like it then “you’re gonna have a bad time”.
Splitting the rewards doesn’t appease me or was that not made evident ?
You’re playing the fallacy card to its finest and looking pretty bad while doing it.
What i’ve been saying is, make the content both hard and rewarding…..simple no ?
Exactly when did nerf rewards come into the equation ?
It only came in because you tossed it in to make the fallacy occur. You can have both hard and rewarding and not have it limited.
Now then any other logical fallacies you wish to portray outside of the baseless ad-hominem or ignoratio elenchi ?
The splitting of the rewards was so that you would feel like you had a reason to go do the raid everyday. You may not like how they decided to handle the rewards but the suggestion I made was to appease players like you.
There’s a difference between not getting what you’re saying and not agreeing with what you’re saying. I’m the latter.
Splitting the reward doesn’t even come into question.
This content is meant to be hard and rewarding. If people can farm it, it’s a design flaw of the raid not being hard enough.
If they can farm it let them and fix the dang encounters, so that people want to run it more than once a week and not feel guilt tripped into bringing their guild in because their schedules don’t add up.
How freaking complex is that ?
Seriously. You got hung up on rewards and entirely missed the dang point.
OR to paraphrase CJ himself…..
Well I think at a broad level, the decisions we’ve made make raiding a lot more approachable in Guild Wars 2 than other games. From our combat to a lack of attunements, to the more fluid role-based system, and I think we’ll see a large percentage of people at least try them. What they’ll see when they get in there is that it works really well in our game. We don’t try to exclude anybody.
Except for this one specific decision which should be changed.
(edited by TexZero.7910)
Well if you want the weekly rewards split across the 7 days of the week then go ahead and ask them to implement a system that only does that for you. Just don’t later make complaints that people who are on the weekly cycle get the same rewards as you but with a fraction of the effort.
Oh for the love of all that’s holy….
No one is saying split the rewards. It’s supposed to be hard content. If content is truly hard it should be rewarding no matter if its done once a week or not.
You’re seriously missing the point here and i don’t know if it’s by choice or not, frankly at this point i don’t care either.
Here’s a proposed solution to an outdated mechanic….
A) You raid
B) You get reward (limited to once a day)
C) For every 7th completed raid you get a Bonus Chest
What does this system do that the previous one doesn’t
Allows for the content to thrive, people to play it, and what you were aiming for to never be left behind….Because there’s actually people doing said content.
Done explaining this now, either you get it or you don’t. Enjoy the rest of your day.
First, you can earn unique rewards once per week from raids
So we’re taking a big step back i see.
I thought this was supposed to be challenging and rewarding. Not a giant slap in the face.
If a group is capable of farming your challenging content they should be able to do so. If you’re going to impose a limit it should be daily to be more inclusive, not exclusive like you’ve said your goal is.
As is why would i ever do another raid the same week after my weekly loot box ?
So they make it daily instead of weekly. This will just make them spread out the rewards you would have gotten weekly across those 7 days. However, this means you have to do 7 times the work for the rewards.
Is this really a bad thing ?
You mean a game gives players multiple chances to play and doesn’t alienate players to a one off schedule ?
I mean this from the perspective of a player in a guild who is going to be setting up raids for a ton of people.
I will do it, but there’s virtually 0 reason to bring others back outside of a guilt trip, and that’s not cool.
So what happens when you miss a day or you feel pressured to log on every day or get left behind?
Left behind how ?
There’s no treadmill…..
The raids are meant to be there to be rewarding and challenging. If you cannot actually reward people for completing the content why is it there ?
Additionally there’s a very simple way to reward people and not have them left behind.
Imagine a world where in a game we have the technology to check to see if you’ve completed the objective (see daily log-in)……
Now imagine said system with a weekly tie in, you raid, you complete check box met. 7 successful raids later you get a bonus chest.
Shock horror. You can reward hardcore and get daily / weekly rewards.
(edited by TexZero.7910)
