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Help: What's the name of this creature?

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Life is a journey.
Time is a river.
The door is ajar.

[IDEA]How to make sPVP fun and competitive

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Posted by: TheDaiBish.9735

TheDaiBish.9735

so in a game u have to die to a warriro to know his skill and weapon set

and next minute, a nother player with completely different armor/outfit joins, u’ll have to die again to them to know their sets

or , there are 4 warrior on the enemy side, good luck remebering/trying out all their set and choose strategy in a 3 minutes competitively intense game

Nope.

You can kind of see what weapon he has in his hands.

And if you’re prepared as well, you should be able to counter. Depending on profession:

  • Stun breakers and condition removal
  • Debuffs and control (weakness reduces damage taken, Blind makes attacks miss, knockdowns knockbacks ect)
  • Watch out for the big animations and then use dodge if you’re out of control.

Remember: the same ‘disadvantage’ you have also applies to them.

If you go glass cannon, however, good luck with that.

Life is a journey.
Time is a river.
The door is ajar.

Playing with other races

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Yep, you can play straight after the tutorial:

1) Go To The Mists through the PvP interface (the two crossed swords)
2) Go to Lion’s Arch
3) Go to the portal hub, and pick the racial city of your choice

Life is a journey.
Time is a river.
The door is ajar.

(edited by TheDaiBish.9735)

Blindness Causes Fear to MISS?

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Unless that person is Zatoichi, why would someone be scared of someone that is guaranteed to miss you?

All joking aside, is the Fear attached to an attack as opposed to just a plain old skill?

“Blindness is cured on the next outgoing attack, regardless of whether that attack would’ve hit anything if not for the blindness or how long the blindness had been stacked up for. "

Life is a journey.
Time is a river.
The door is ajar.

[IDEA]How to make sPVP fun and competitive

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Posted by: TheDaiBish.9735

TheDaiBish.9735

weapon switch only make the game unpredictable,
it can be fun sometimes but it’s uncompetitive, like i said, it’s like youre fighting with random numbers of players with random skills, can be fun sometimes, but in the long run it’s uncompetitve thus boring and nonrewarding

Funny thing is, fighting people is unpredictable. You don’t know what they’re going to do next, unless you’ve really mastered fighting.

Random skills? The only skills there are are the ones in game. The skills aren’t chosen at random either. People pick skills depending on their build. For example, a Warrior with a Greatsword is almost always going to take an Immobilise to make sure their 100B hits.

It’s just a case of knowing what to look out for, which is gained through experience.

Life is a journey.
Time is a river.
The door is ajar.

[IDEA]How to make sPVP fun and competitive

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Posted by: TheDaiBish.9735

TheDaiBish.9735

No weapon switching and simpler, cleaner maps

Something tells me you have trouble adapting to change on the fly?

Profession Icons

Dodge their first attack and watch the animations.

If they’re flinging fireballs at you, chances are that they’re an Ele.

Matching

I’m pretty sure in the blog post CJ said they were implementing something like this.

Life is a journey.
Time is a river.
The door is ajar.

Passive Block on Shields &

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Blocking attacks without input is something a shield does by virtue of being strapped to your arm and simply being in the away of an attack.

Seriously, armchair warriors, go out and fight witha shield and sword for awhile against others and see how many attacks you block without actively trying…it is the whole point of having a shield.
Want to have a cost for it? Make a passive block cost 30% of an adrenaline bar. After all, a valid strategy against someone with a shield is to bash your weapon against the shield hard over and over again to drain the strength of your opponant and make them sluggish.

Passive dodging/blocking already exists in the game (3rd attack for ranger longsword, 3rd attack for ranger greatsword both being examples) so Anet is not opposed to it. Obviously the melee rangers aren’t opposed to it.
The thieves out there are also not opposed to passive dodges (dagger/dagger being the most seen thief weapon load in spvp as they use the dual skill to evade large attacks while attacking).

So why all this crying over a passive block? Afraid your big attack will miss? Don’t throw all your faith into one hit and plan better strategies with the expectation that you will be evaded, which is what everyone fighting a thief already does.

1) Actually, I’d argue that unless it’s a tower shield, the majority of a shield blocking attacks is if the person holding it lifts it into a defensive position to meet the attack. Just it there being on your arm isn’t going to block much unless someone is swinging to your shield side anyway. And if we’re going to use the ‘realism’ argument, realistically, someone wouldn’t attack the side the shield is in the way of.

2) You can do something about the passive evades by watching the attacks and then timing yours / setting up appropriately. You can’t do anything about an RNG block.

3) You talking about Adrenaline (the Warrior resource) or Endurance (the Dodge resource)?

Life is a journey.
Time is a river.
The door is ajar.

Passive Block on Shields &

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Players would spec into keeping “vigor” up often and/or being able gain endurance back on X therefore being able to block a lot more than 20-30%. On top of blocking costing less endurance than a dodge.

For example: Guardian Honor trait row, Vigorous Protection : Gain 1 second of Vigor when you critical hit.

@Runiir Definitely agree.

Well, obviously it’d have to be balanced so it isn’t constantly available i.e. while using block endurance slowly drains, while being hit takes a chunk out of your endurance.

Having a passive block chance means that someone might survive / win a fight by pure luck (i.e. block triggers on the biggest attack) rather than reacting to the skill.

Life is a journey.
Time is a river.
The door is ajar.

Passive Block on Shields &

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Posted by: TheDaiBish.9735

TheDaiBish.9735

@TheDaiBish & gimmethegepgun, Then it would be pointless to have shield blocking if you have to activate it like dodge and it would consume endurance. I almost always holding down rightclick when fighting to strafe n’ such. Not a good idea.

@piitb 15% is very low and most likely will almost never block, 20-30% would be better.

Why would it be pointless?

And it doesn’t have to be right click. Any key would do.

Life is a journey.
Time is a river.
The door is ajar.

Content..

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Well if that’s what you think, then i guess i have nothing else to say to you about this If you think that ArenaNet is satisfying a big portion of the gaming population and not a tiny one well…i guess time the population speaks it self…because adding that “to me” you are referring to me as i’m speaking for the tiny portion…which is wrong…

I added that in reference to you’re speaking for the group who doesn’t think the entire game being re-playable is pointless, and that games need content exclusive for max level characters.

At the end of the day, you aren’t going to please everyone. It’s pointless to try. Best you can do is stick to your original philosophy as much as possible.

At least in WoW you can choose between 10 raids and another 10 dungeons 10 battlegrounds and many arenas. But really the conversation is not about WoW is it?

Which were all added over time.

In this game, thanks to the philosophy, you have a choice between 9 dungeons at whatever level and the runs will still be challenging.

One of the CORE tenets of RPG’s is the idea behind your character getting more powerful. Its really a core tenet of fantasy in general. Even if fantasy books the character starts out as some punk who is so inept he can’t swing a sword fast enough to cut a cantelope, but by the end he becomes a super awesome knight, or wizard, or king, or thief, or whatever.

Hey, fancy that! When you start at level one, you’ll get mowed down by higher level monsters. However, as you level, you’ll eventually become strong enough to match them.

This whole idea of “lateral progression” is a huge load of crap and thankfully not many people have bought into, and a healthy portion of the ones that did buy into it realized that its a load of crap shortly after having partaken in said load of crap.

Ahhh, there we go. Your suggestion would have been much shorter if you’d just said “include a gear treadmill into the game”.

Life is a journey.
Time is a river.
The door is ajar.

(edited by TheDaiBish.9735)

Content..

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Posted by: TheDaiBish.9735

TheDaiBish.9735

All i am saying is that there is not enough motivation / interest for me to play the game after level 80…that’s it.

If what they only want is to satisfy a tiny portion of the gaming population, that’s cool and acceptable…

Corrected it for you.

While it may not be your thing, there are plenty of others who enjoy it.

Life is a journey.
Time is a river.
The door is ajar.

Content..

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Posted by: TheDaiBish.9735

TheDaiBish.9735

“What’s the point of a max level toon?”

  • Access to Traits – Very useful in WvW and other dungeons (mainly Fractals) to have a more complete build.
  • To finish your story – You need access to the level 80 dungeon.
  • Access to higher level areas – The higher your level, the more access you got to the world.

Whether or not these are your sort of things is debatable, but these are the advantages to having a higher level character.

Bear in mind this isn’t the traditional ‘get to cap and then play a different style of game’.

Life is a journey.
Time is a river.
The door is ajar.

Content..

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Well, what about Fractals?

They get harder and harder as you progress, and are made for max level.

As for end-game that is specifically for higher levels, ANet build the game on the premise that ‘all game is end-game’.

Life is a journey.
Time is a river.
The door is ajar.

Content..

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Define ‘proper endgame’.

I’m going to assume you mean ‘raids’ there.

I do agree however the Legendary process could be improved.

Life is a journey.
Time is a river.
The door is ajar.

Content..

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Yes the suggestion is that they should add more content, in the most aspects of the game, if not in all

Huh huh. Because that’s something they’re not planning on doing over time?

Out of curiosity, what have you done in the game altogether?

Life is a journey.
Time is a river.
The door is ajar.

Content..

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Posted by: TheDaiBish.9735

TheDaiBish.9735

I’m not getting the suggestion. Is it ‘more content’?

There’s a massive difference between ‘lack of content’ and ‘lack of content that you enjoy

Also, the poll doesn’t ask "Would you buy a GW2 expansion if it comes out this year?”, like you said. Just saying.

Life is a journey.
Time is a river.
The door is ajar.

Precursors abandoned?

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Posted by: TheDaiBish.9735

TheDaiBish.9735

We already have:

Hey guys,

Just a quick update on where the whole scavenger hunt system stands since I know that’s a topic many of you have brought up recently. We’re not currently actively working on building any sort of legendary precursor scavenger hunt, this is something we want to do in the future and we’re in the midst of designing how this would function, but no one is actively building this feature and you should not expect in the Jan/Feb/March releases at this point.

We are however working on expanding reward systems to make them more re-rewarding across all parts of the game, making the open world more rewarding, and adding new ways you can earn precursors as rewards via new reward systems taking advantage of our open persistent world.

Some of these additions will come as early as the January release, and will get covered in more detail in the next week or two as well release all the details about this release once testing has signed off it’s all ready to go in January. (we’ll also provide a high level summary of our goals with reward systems, etc. in our 2013 blog post, which should be out next week)

Source

Life is a journey.
Time is a river.
The door is ajar.

Passive Block on Shields &

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

I’d be up for when you got a Shield equipped, then you can use endurance to block, as opposed to dodging (blocking is activated by clicking the Right mouse button).

I’d want to stay away from the passive RNG for combat though.

Life is a journey.
Time is a river.
The door is ajar.

GW2 needs new ideas !

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Posted by: TheDaiBish.9735

TheDaiBish.9735

I’m not sure “Dress Up Barbie” and meaningless “achievements” is a solid, long term content model.

Not on it’s own, no.

But they’ve brought vertical progression into the game. They’ve just made it so that dungeons and instances aren’t the only way of getting that gear.

As for meaningless achievements, the meaning of them is up to the player. For example, you may believe that getting Master Crafter is meaningless, but to someone else who enjoys crafting it could be meaningful.

Life is a journey.
Time is a river.
The door is ajar.

"Profession" Gear boxes: more RNG?

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Eh, I’m personally hoping it’ll just be gear that’s cosmetically themed around the different professions, and you’ll get a random piece.

Life is a journey.
Time is a river.
The door is ajar.

GW2 needs new ideas !

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Posted by: TheDaiBish.9735

TheDaiBish.9735

So what I got from this was:

  • Player generated skins – i’d be up for this.
  • Having dungeon gear better than anything that you can get out in the open world – I’m against this. People shouldn’t be forced to run content to max their character out. Anet also feel this way, given how they’re introducing Ascended gear into the open world.
  • Larger group content – Strengthen the open world. There’s your group content. That being said, I haven’t got anything against it in particular.
Life is a journey.
Time is a river.
The door is ajar.

Colin Johanson Video: GW2 2013 Preview

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Where’s the preview pic from? I read the article and watched the video and never saw that.

You talking about the reward screenshot?

That’s in the blog post near the systems and achievements outline.

Life is a journey.
Time is a river.
The door is ajar.

Colin Johanson Video: GW2 2013 Preview

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Additional question:

Are we going to get posts going into more detail of these different things? Like:

  • The new reward system
  • Guild missions and rewards
Life is a journey.
Time is a river.
The door is ajar.

Forge your legend(ary)

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Legendary is just an estetic.At the moment its just as strong as an exotic.In the future it will be just as strong as the next tier.And even if they were to be slighly stronger the difference will be too small to be relevant.So you don’t have to worry that people who grind more than you are stronger.
And that should be the end of the legendary topic.

OK, let’s put it another way.

Why can’t the process be improved?

Why do we have to settle for what amounts to ‘gather all of this and chuck it in the Forge?’ when the process could be so much more?

Life is a journey.
Time is a river.
The door is ajar.

Colin Johanson Video: GW2 2013 Preview

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Posted by: TheDaiBish.9735

TheDaiBish.9735

I feel like an idiot. I just tried to scroll the screenshot down to see what else we can get -.-

Also, I’m slightly intrigued by how they’ve done gear by Profession, as opposed to light / medium / heavy. Does that mean we’re going to get gear that’s Aesthetically tailored to each one?

Life is a journey.
Time is a river.
The door is ajar.

Forge your legend(ary)

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Online games are build around grind.If you don’t like grind don’t play online games.
In the end no one promised you nothing.

A grind isn’t the issue. I’ve completed the Sphere Grid from FFX. I really don’t mind a grind.

It’s the grind is so one-sided that the main focus is gaining Gold, Karma and Skillpoints. That doesn’t make for exciting game-play, in my eyes.

I’d much prefer it if the Legendary weapons needed you to do everything in game:

  • Get every Dungeon Gift
  • Complete every Event
  • Complete every Jumping Puzzle
  • Complete every Mini-Dungeon
  • Complete your Storyline
  • Get a bunch of Achievements (Survivor, Emergency Response Hero, Dungeon Master ect)
  • Max out every Crafting Profession
  • Add a book / achievement track that records when you complete a unique event, and have a requirement that you need to complete every event in the game.

Add more Achievement requirements, reduce the Resource Grind a bit to compensate, and then add story parts to it to explain the lore behind it along the journey.

Sure, it’s not mandatory, but mediocrity is a terrible fate. The process of creating a Legendary could be so much more.

Life is a journey.
Time is a river.
The door is ajar.

(edited by TheDaiBish.9735)

My guildy just got 2 dusks in 4 days

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Posted by: TheDaiBish.9735

TheDaiBish.9735

HAX!

I CALL HAX!

Life is a journey.
Time is a river.
The door is ajar.

Forge your legend(ary)

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Posted by: TheDaiBish.9735

TheDaiBish.9735

“…allowing you to really show off your accomplishments.”

And that’s exactly what it is.No one said they would be impressive.Or what ever you think its impressive.

What does it show you’ve accomplished, exactly?

That you’re awesome at working the TP?
The you can do the WvW jumping puzzle over and over?
That you can do the same thing over and over until you’ve got enough resource?

Personal opinions and your personal idea of a legendary is quite redundant.Thats what it is .If you’re disappointed , no one’s forcing you to make them.Its entirely up to you and completely optional.

You’re the one that asked ‘what the kitten I want’. I obliged with an answer.

As it is, ANet are the ones that called them Legendary weapons. They’re the ones that set up the expectation. If they’d been called something else, then I, like a few others, wouldn’t have had the expectation that they’d have some sort of lore surrounding them.

The process could have also involved a lot more of the game: completing your story, doing the mini-dungeons, doing the dungeons, searching the far reaches for rare materials.

Instead it devolved into a resource grind.

As for personal opinions being redundant, why do we have a Suggestions forum? I mean, that’s where people convey their personal opinions aimed at improving the game.

Life is a journey.
Time is a river.
The door is ajar.

Level Scaling should be optional...

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Posted by: TheDaiBish.9735

TheDaiBish.9735

As if the solution isn’t obvious… If you’re not scaled down you get no experience or loot from enemies outside your level range. It turns it into a more traditional approach to leveling, but in my honest opinion, that’s what they should’ve done. It’s less fun overall the way they have it now.

I would much rather not have my character stats constantly distorted than participate in low level content. I understand, this wouldn’t be a preference for everyone; but what is the harm in making it optional?

Because you will get the people who will abuse it to grief events.

As it stands, scaling isn’t harsh enough, and going to a lower level area really doesn’t dent the amount of damage you can put out.

Life is a journey.
Time is a river.
The door is ajar.

Ideas for improving the game going forward

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Posted by: TheDaiBish.9735

TheDaiBish.9735

I’m not going to comment on Issues 1 and 2 yet. I’m going to wait to see what the blog post later this week says.

However:

Issue 3 – Skipping

Tone Trash Down to make clearing easier and faster – I’m not a big fan of nerfing content, to be honest. If anything, Bosses need to be made more ‘boss-like’ so they differentiate from trash. Toning them down would just mean that it’ll be an AoE fest.

Improve Loot – Depending on how it’s balanced with open-world loot. If it’s better, then you’re still stuck with issue 1.

Remove Trash Mobs – Eh, that would make the dungeons seem too empty. Ascalon Catacombs? Isn’t that where the Foefire happened? So where’s all of these vengeful spirits?

Additional Suggestions:

  • Vanquishing – Vanquishing a dungeon means killing every single mob in there, and would grant loot at the end (such as additional Tokens, gold, Karma ect), possibly an additional dungeon title track "Vanquisher of (insert dungeon here).
  • Mechanic: Call for Help – Skipping the trash in the surrounding area would result in the boss calling for help. All the trash you’ve missed would then swarm, making the fight a lot harder for an unorganised group.
Life is a journey.
Time is a river.
The door is ajar.

Gem Store

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Posted by: TheDaiBish.9735

TheDaiBish.9735

They’ve given you a choice: Spend cash or use gold.

They need some things cash-shop exclusive to generate revenue. If you put everything in-game, the cash-shop wouldn’t generate as much revenue.

However, I agree that costumes, armour skins and such should be one-time unlockables, as opposed to just unlocking them on every character.

10 dollars is worthless in Gw2, takes 20 dollars, or more to pick up a few runes. I am not giving ANet money just so I don’t have to play the game, I want to play the game, but it’s either you pay, or go with out.

As someone who hasn’t converted a single gem into gold, I wholeheartedly disagree.

All of my gear was crafted, all of my runes bought with saved up gold. And that’s not playing a massive amount either.

The only people who feel the need to do that are the ones who have no patience.

Life is a journey.
Time is a river.
The door is ajar.

(edited by TheDaiBish.9735)

Forge your legend(ary)

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Its just a skin , purely aesthetic.Who specified that they were supposed to be a symbol for ‘’doing remarkable and challenging things’’?

“…allowing you to really show off your accomplishments.”

From the video.

What I don’t understand is , what the kitten is it that you want?

I, personally, would just like some context as to why these weapons are Legendary.

Who did they belong to? Who made them? Why are they considered Legendary, and not just another sword?

This, to me, makes the difference between something being Legendary and something being Exotic.

Hell, I’d consider the named armours as Legendary (Rurik’s, Koss’), simply because they have history.

Life is a journey.
Time is a river.
The door is ajar.

A simply way for infinite end-game

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Posted by: TheDaiBish.9735

TheDaiBish.9735

I think player-generated content is a great idea for end-game.

I think it’d require a tonne of work for various reasons, mainly exploiting mechanics for reward gain.

Life is a journey.
Time is a river.
The door is ajar.

I now hate centaur

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Posted by: TheDaiBish.9735

TheDaiBish.9735

I guess you couldn’t outrun a centaur…

Life is a journey.
Time is a river.
The door is ajar.

FIX Fractals

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Posted by: TheDaiBish.9735

TheDaiBish.9735

I agree.

It doesn’t take 5 minutes to pull out a magic wand and fix the issue.

All joking aside, here you go:

https://www.guildwars2.com/en/news/fractals-of-the-mists-dungeon-improvements/

I’d wager it’ll be coming in one of the updates.

Life is a journey.
Time is a river.
The door is ajar.

My early quips about this game. Only lvl 35

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

I feel like I am always playing by myself. Even when fighting something with a bunch of other people. I still feel by myself. As soon as what ever anyone is fighting is dead, it’s like magic everyone is gone. There is no dugeon for me to party up with people, no one want’s a low leveler in their group. The last mmo I played which was in 2007 was WoW and as soon as I hit 10 I could start running dungeons. Which I love running with partys and fighting bosses, for good drops.

My advice to this would be to find a good, friendly, social guild. Or even get a few like-minded people together and start your own! I know you don’t have the time to play, but there are plenty of people that do, and will be understanding of the limited time you can play.

When guesting is put in place, this will become a lot easier.

-Fighting just seems hetic with dodgeing, runing away, and dieing. Most of the time your just kiting harder mobs. At lvl 35 I can barely tank a lvl 8 champion in hand to hand combat, thats ridic. The only reason people can beat champion mobs is beacuse a higher level person is there trying to do their map completion. Then when you finally do beat a champion your level, the drop is crap. They need to make champs to be able to be defeated by PC’s their level.

There is no spoon.

Unlearn thinking you can ‘tank’. Unlearn watching the UI.

Keep a ranged weapon equipped in the event you need to get out of dodge because your heal is on cooldown and your endurance is refilling.

Try to keep Toughness as a Warrior (Toughness just plain scales better for us), but also don’t neglect Vitality, since Toughness doesn’t do squat against Condition Damage.

Personally, when leveling, I used Dual Sword and Dual Mace. This give me access to:

  • Stacking Bleeds (Swords)
  • Two Blocks
  • A Stun
  • A Daze
  • A Ranged Attack
  • A Knockdown
  • A Gap Closer
  • Constant Weakness (Weakness is good, all hits deal 50% damage) (Mace)

Also:

  • dump 15 trait points into Defense for Adrenal Health (passive health regen based on Adrenaline every 3 seconds), and equip the Signet Heal for Passive Health regen every second. The passive healing will at least help mitigate the damage, and reduce the damage from conditions.
  • Cull the Weak is also good if you decide to go with main hand mace (+5% to Weakened).
  • Then put the extra 10 into Power for Berserker’s Power (Increased Damage with High Adrenaline, 12% at highest), or 10 into Discipline for Heightened Focus (Increased Crit Chance for High Adrenaline, 9% at highest).
  • Try to keep your Adrenaline up at all times.

Don’t dodge everything. Instead, just move out of the way of the big attacks, and try to keep at least one bar of endurance in case kittenF.

-I’m lvl 35 and my gear is just now changing, it took me 35 levels for my gear to look diff from level 5.

-I took note from the forum and started mineing, cutting wood, collecting plants and keeping everything that can be crafted.

-I just used everything I had at lvl 35 and it showed no reward. Didn’t level me up much or make me money. And then I found out I could only learn 2 professions. For the love of god give me more thread.

If crafting, try to use the Discovery pane. Not only does it give you extra XP, but that’s how you create the various other amours.

Life is a journey.
Time is a river.
The door is ajar.

(edited by TheDaiBish.9735)

Mightier beards!

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Posted by: TheDaiBish.9735

TheDaiBish.9735

I can see a downside to this.

The beard will be so glorious that it emits a constant Stun as people stare upon the gloriousness of it.

Life is a journey.
Time is a river.
The door is ajar.

Where's the Scavenger Hunt post?

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Legendaries should not boil down to RNG or TP, that doesn’t guarantee that the very best players get them. There’s no reason that they can’t introduce a system that relies on skill….and the only proposed solution that would at least take steps to move us towards such a system is not in active development.

Legendaries are not for the best, but the most dedicated players. There should always be multiple ways to achieve them.

One could argue that the most dedicated players aren’t just the ones who will endlessly grind, but also the ones that will perservere and improve their skill when they meet a genuine challenge, such as a challenging fight, a timed jump puzzle. Maybe a labrynth that’s in the dark.

If you spend hours and hours failing, but keep trying, surely that shows dedication as well, no?

Life is a journey.
Time is a river.
The door is ajar.

Any mention of new open world content?

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

Wait for the blog post this week.

I am awaiting the following series of updates with trepidation.

Being a bit of a pessimist, the only PVE content (other than bug fixes I hope) I expect is more fractals and ascended gear. I think that these series of updates are going to give a good indication of future direction the game is going to take.

Hopefully I am wrong and there is more than what I stated above for PVE.

Hey guys,
We are however working on expanding reward systems to make them more re-rewarding across all parts of the game, making the open world more rewarding, and adding new ways you can earn precursors as rewards via new reward systems taking advantage of our open persistent world.

That to me says that they’re focusing on the open world and a reward system for DE’s. Possibly readying for including Ascended gear in the open world?

I personally do hope they focus on

Life is a journey.
Time is a river.
The door is ajar.

Diversity in crafted weapons!

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

The Rare and Exotic skins are different.

You can also buy the Godskull weapon recipes up in Fireheart Rise.

Yes, it would be down.

Touche.

Life is a journey.
Time is a river.
The door is ajar.

Diversity in crafted weapons!

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

The Rare and Exotic skins are different.

You can also buy the Godskull weapon recipes up in Fireheart Rise.

Up in the south-west corner of the map.

If it’s the South, wouldn’t it be ‘down’ there?

There’s also a Wooden Sword skin in the Norn starting area

Life is a journey.
Time is a river.
The door is ajar.

Diversity in crafted weapons!

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

The Rare and Exotic skins are different.

You can also buy the Godskull weapon recipes up in Fireheart Rise.

Life is a journey.
Time is a river.
The door is ajar.

I agree with how Legendaries work in GW2

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

I’d settle for this, yeah.

My personal preference, though, is for Legendaries to involve a mix of item acquisition and actual skill-based challenges to truly test you and your skill as a player.

I expect if you integrate these two elements well, you’d end up with only the most talented players getting Legendaries. They’d be more rare, if anything, than they are now.

I agree.

If anything:

  • There’s not enough Achievement-requirements either, given that the Legendary weapons are supposed to show off ‘what you can do’.
  • What is required is too restricted, but you need a lot of it.
  • Legendary weapons are artificially hard to get (RNG), and not hard as in it’s a challenge.

My solution would be:

  • Incorporate the current process into a massive quest chain. For example, in order to get the pre-cursor, you need to collect 3 parts for him to forge into the pre-cursor of your choice. These would spawn in random locations in the open world.
  • Reduce Resource grind and fill the gap in with Achievement grind.
  • Add different tasks which you need to do in order to ‘charge’ different items. For example, complete all of the mini-dungeons, jump puzzles, meta-events,get certain Achievements (Survivor, for example), kill 100 Champions, all dungeon bosses, all mini-dungeon bosses and all meta-event bosses with the Precursor equipped. That represents the skill component.
Life is a journey.
Time is a river.
The door is ajar.

I agree with how Legendaries work in GW2

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

dont have anything about this suggestion but some players want only story quest in order to craft legendary, i thought your suggestion is same. Sorry then

If you think about what a ‘quest’ is in an MMO, it’s a task. That means it can have whatever requirements needed to complete it.

So yes, while the entire process of crafting a Legendary might be a story quest, it doesn’t mean that it has to be easy.

From what I can gather, a lot of people want a story based quest for the lore and context, not to make things easier.

Life is a journey.
Time is a river.
The door is ajar.

(edited by TheDaiBish.9735)

New "free" expansions & game bonuses

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

They’re already putting in free content. Large expansions I feel should be paid for.

1) Not everyone wants stuff from the store, but would quite happily buy the expac.
2) Someone might not buy anything from the store, but down to other people buying it, they’d end up getting the expac free.

Life is a journey.
Time is a river.
The door is ajar.

I agree with how Legendaries work in GW2

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

I rather do farm for 10000 hours than doing some stupid story quest. I hate story quests in mmorpgs. They are the same as grind, you just do what is told you to do and finish it. I dont play mmorpgs to do quests, stories, I do that only once and never again. I play mmorpgs to develop my character, give him best armor, farm as much gold as I can, farm materials, do dungeons, raids, pvp and play with friends. Quests, stories are the last things I play mmorpgs for and they encourage solo play.

MMORPGs are about playing with each other, why should Legendary be based on some story quest which everyone do solo (as we all know)?! Current way gives you 100x more opportunities to play with friends, from doing dungeons, farm materials, do wvw, etc.

No one is forcing you to craft legendary you know? If you dont enjoy the requirements, ctop cryeing and dont go for it.

So yea. I do agree with OP. Current way of crafting Legendary weapons is where it should be, it can use some tweaks, but nothing major.

Lack of imagination, you have.

Down in the Flame Temple Tombs, the Ancient Blacksmith considers your request.

“Aye, I can craft that for ye. Ye gonna have to bring me some components to craft if. I’m gonna need you to get some Orichalcum, some Lodestones I can easily shape, a Gift from each of the places of great power, of old and 50 shards of black glass.”

i.e. Orichalcum, Molten Lodestones, 1 of each dungeon Gift and 50 Obsidian Shards.

Exactly the same process as now, just put into story form.

Can’t see why you’d complain about that: you get your grind and opportunities to play with friends, and us who like the story get that.

Life is a journey.
Time is a river.
The door is ajar.

(edited by TheDaiBish.9735)

i dont like how the gear system works

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

the gear system is ganked i think that if someone spends their time getting legendary weapons/armor the stats should be over the roof good otherwise one would feel that they wasted their time working for that piece.

1) There’s no Legendary armour

2) Why should stats be higher? It’s optional for people who want the skin, not required for people to be able to compete.

As for people ‘feeling like they wasted their time’, I’m pretty sure you don’t speak for everyone.

Life is a journey.
Time is a river.
The door is ajar.

If they remade a GW1 mission

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

Possibly

  • The Great Northern Wall
  • Iron Mines of Moladune
  • Thunderhead Keep
  • Heart of the Shiverpeaks
Life is a journey.
Time is a river.
The door is ajar.

Ideas for Warriors

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

no no and no again yes no, play another game if you want a completely different combat system :P

Not suggesting to completely change the combat system, just make it more interesting. I am sure I am not the only one who finds the “cd-only” warrior boring. I like the idea of adding a resource bar. Maybe in addition to cooldowns.

You mean something like Adrenaline. Which we already got.

Thing is, we can’t have both

I wouldn’t be opposed to the Warrior maybe having a F1 + F2 skillset that uses Adrenaline:

  • F1 – Mainhand
  • F2 – Offhand (if wielding a 2H, this would just be an additional skill)

For example, if wielding a Sword and Shield:

  • F1 – Flurry
  • F2 – Charge (Gap Closer that knocks down)

Or a Hammer

  • Earthshaker
  • Unrelenting Blow (Knock down if foe is blocking, 2x damage if foe isn’t)
Life is a journey.
Time is a river.
The door is ajar.

I agree with how Legendaries work in GW2

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

With Big Brother watching, the only thing I can say is (evidently) that I disagree with people in this thread who are only posting that they disagree with me, without posting any actual evidence or support for their standpoints.

Oh, and that Legendaries should be account-bound. Seriously.

And yet, you haven’t posted any evidence that supports your point either, merely opinions that support your statement, which aren’t objective since you don’t look at the positives of the other points, or the negatives of a resource grind:

RNG

Advantages:

  • Artificially lengthens game-play – While not necessarily an advantage from our point of view, it is for the devs, since they can work on more content.

Disadvantages:

  • Doesn’t necessarily reward game-play – Someone who has played 1000+ hours might not get anything, while someone else might get it as soon as they hit cap.

Quest

Advantages:

  • Provides context – Why is the weapon legendary? Who did it belong to? Who created it? Something that is of Legend, whether it be a person or a weapon, usually has a story behind it, down to its abilities or the person who used them. Look at Caladbolg, Naegling, Hrunting, Excalibur, Mjolnir, Claiomh Solais. If we’re looking at fiction, look at Sting, Narsil, The Elder Wand, The Sword of Shannara, Vorpal Sword. All of these weapons got some sort of back-story to them. As it stands, Pyre Fierceshot Arrowhead, a level 6 accessory, has more context than Legendary weapons.
  • Rewards Gameplay – If you complete and work on the quest, you progress. Simple.
  • If done in a certain way, its available to everyone.

Disadvantages:

  • Resources needed to create the quest-line, testing ect.

Dungeon Progression

Advantages:

  • As with RNG, it artificially lengthens game-play.

Disadvantages:

  • Forces those who don’t like dungeons / group content / prefer to solo to do that content.

Resource Grind

Advantages:

  • Lengthens game-play
  • If done in a certain way the option is available to everyone
  • Removes gold out of the economy i.e. a gold sink.
  • Rewards gameplay

Disadvantages:

  • Over time, it can become extremely tedious, if the amount of a particular resource is scarce / based on RNG.
  • On its own, it provides no context.
  • Easy to implement

Ideally, the process of creating a Legendary should:

Give context as to why the weapon is Legendary – Something of Legend has a story behind it. As you go about advancing, collecting certain items, you learn the lore of the weapon.

Lengthen Gameplay – Legendaries should be a time-sink for those who want to obtain them. Not too long so it gets tedious, but not so short that its easy to get. Can be done by:

  • Resource Grind
  • Achievement Grind – i.e. You need Max Rank of an Achievement to get a certain crafting resource. Can be used to reduce Resource Grind i.e. instead of needing 500 tokens for a dungeon gift, reduce it to 360 (that’s all 3 paths each day for two days), but have the requirement that you’ve completed every dungeon and every EM path.
  • Make the process hidden, so players have to figure it out.
  • Have randomised aspects (not the same as RNG), so players can’t follow a walkthrough. For example, each weapon has 3 parts you need to collect in order to assemble a pre-cursor. These parts could be hidden anywhere in the open-world (chests, PoI, at the end of jumping puzzles).

Reward Gameplay – Meaning minimal RNG. If someone needs to kill Champions to get, say, 100 of an item, they should get it, or at least a good chance of getting it. Can also be encouraged. The more variety of gameplay that is rewarded, the better.

Be available to everyone that works for it – While the process shouldn’t be easy, it should be open to everyone that wants to work for it. Comes under ‘rewards gameplay’.

As it stands, the current process of Legendary weapons:

  • Rewards game-play to an extent (gold, karma, skill points, map completion).
  • Lengthens game-play – Since a lot of materials are needed, the process lengthens game-play.
  • Are available to everyone.

However, personally I think they could use work on:

  • Giving context to the weapon – Even if it’s just the last part to ‘restore’ power to the weapon, it needs to have some lore behind it.
  • Lengthen game-play – Although it does this, it does it in possibly the most one-sided way possible, and that’s grinding a resource. Add some more aspects to the process (achievements, further exploration [mini-dungeons, jumping puzzles ect]).
Life is a journey.
Time is a river.
The door is ajar.