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Reached "80" Over a Year Ago - and Now?

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Posted by: TheGrimm.5624

TheGrimm.5624

There are three tiers here. Ratio, value and time spent. We have Value, aka the Champion titles, which are once done they are gone. Time spent, rank which again is once done is gone. The final is Ratio, which should be the leader boards but see the various threads about that. Therefore two of the three once completed are done, nothing more to see here. As I said people like to have Goals, ironic for a time sink and all but it is what it is else we wouldn’t have /age in game either.

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Reached "80" Over a Year Ago - and Now?

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Posted by: TheGrimm.5624

TheGrimm.5624

Most people PvP to PvP. That doesn’t mean they don’t want to feel like they are advancing. All rank does is show how much you PvP. That said the consent almost reaching 81, back to 80 is kind of funny. Said it before, a WvW system with extreme ranks would have worked here as well. Its value is only created from the value that the player perceives it to be, but a lot of people though like to see measurable advancement. Hence the levels, achievement points, WvW ranks and soon to be masteries. So why not expand the level cap and make it hugh so that people can still get that advancing feel?

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How much have you spent on Gems?

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Wow, most responses so far are significantly lower than what I hear from guildies and others in-game. I’ve got to be over $1000 by now, but I couldn’t say without going through bank statements.

Odds are good that people that spend significant amounts on it won’t be posting about it. Have known some people that would spend 200 and week on it. The Gem shop is a major source of real income for the company. On a side note on gamers and what they will pay for their entertainment, take a look at the crowd funding for Star Citizen as an example. You also need to consider there are people that were already paying 15-60 a month on sub fees from other games that came here. They were already used to spending some each month. Good gaming to you!

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Stronghold PvP Feedback

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Posted by: TheGrimm.5624

TheGrimm.5624

  • Fights – Plenty to be had, wasn’t a case of not being able to find people. If you just want to fight this map has it for you.

Actually, I disagree about the fighting. People just run away since there are no nodes to fight on and there’s no incentive to continue the fight when you’re losing.

Downside to 1 day beta, more time would allow some more stats to be player gathered. Granted half my games were spent in defense, hence saw a lot of fighting as people came for the lord. On offense was encountering a lot of fighting over supply and hero summoning points. I am hoping that ANet has heat maps, would be even better if they did and could share.

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Stronghold PvP Feedback

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Posted by: TheGrimm.5624

TheGrimm.5624

The extra obstructions added around and in the Lord’s room takes away from the game. If you are using a ranged weapon, or a class that depends heavily on targeting players and LoS (such as Mesmer), an unnecessarily large number of your skills are obstructed when fighting in and near the claustrophobic Lord’s room.

There was already enough obstructed messages popping up around that area of the map before the new additions.

As a side note, this is a thief’s dream come true. The only disadvantage to stealth in conquest is the inability to cap points. Now nothing. That’s pretty lame.

A stealth obsessed Thief appears just as useless in Stronghold as other PvP modes to my experience.

Have to disagree on a number of points here. I played on all the classes last night and the items that blocked the line of sight were balanced. I would vote for them to remain. Also I did see a stealth thief sneak through defenders and steal a win that was close to going to time so I wouldn’t say useless.

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Stronghold PvP Feedback

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Posted by: TheGrimm.5624

TheGrimm.5624

Has anyone tried defending instead of simply rushing to their Lord? I played a few matches last night that all ended due to time running out. We all had like 20+ kills. There was very little PvE when I played.

Half the games I played went on defense to see how it worked out. The matches where at least one person was on defense resulted in much longer games that went the time else went at least to the last 3 minutes. Only during the matches where no one defended did they end in the first 3 minutes. Wasn’t uncommon to see one person with the support of the elites and lord to be able to take out three attackers if they went start in for a fight. Scoring, if you were just defending made it look like you weren’t pulling your weight though even though you were blocking the other team from out right winning. Saw a number of times when players thought someone defending was just AFKing since they were in defending the lord area.

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Stronghold PvP Feedback

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Posted by: TheGrimm.5624

TheGrimm.5624

Got about 8 hours in on the beta last night. Did a mix of groups and solo queues to get a wide spectrum of the game play.

Feedback:

  • Scoring discourages teams from defending. Team and individual scoring did not reflect the play required to defend, especially when the doors were down and it was defend or lose. I understand the purpose is to attack and kill the enemy lord but if you were to just look at a team score or individual score it did not reflect the level of play that was occurring. Consider rewarding defenses on the outer and inner areas. I can concur that more points should be rewarded for attacking but the defender should be able to redeem some of those points on successful defenses.
  • Hero Power Up – I could be mis-remembering this one but I thought you could interrupt the heroes to block their power attack, was not seeing that work.
  • Skritt Bombers – seemed to be in good shape, would leave them alone.
  • Tengu archers – Mixed feelings here which means to me they are close. They could still use some increases in power or given a on third shot condition of cripple or poison. Players were typically saying not to summon but I still saw them adding to some player versus player fights and dropping some players that were already low on health.
  • Game Timer – felt good. Without recording it, walked away with the feeling that about 40% of the games ended via timer, about 50% finished around the 4 minute mark and only about 10% finished with the first 3 minutes.
  • Game Pace – Pace was still really fast which is not a bad thing. You needed to keep in motion and there was enough going on that it was easy to lose track of everything. I actually liked that because it didn’t have that feeling conquest does at time which is run from point A to point B, point C, back to A. There was a strategy on when and when not to fight.
  • Fights – Plenty to be had, wasn’t a case of not being able to find people. If you just want to fight this map has it for you.
  • Elite Guard Agrro range – mixed feelings here, feels like the ranged guards should start their aggro a bit sooner then they were or have they ranged attacks extend a bit further even if they don’t start to move. Melee guards should have been reacting a bit more when people were up on top of the ranged guards. Once the entire group was in motion the game play felt good. (Even if they were beating on you)
  • Healing the Lord versus Auto-Heals – really like this. It actually makes you want to be able to share healing and creates a large job role for players that traditionally like to play a support role.
  • Class dominance – Didn’t see any. Made sure to play some as each class and there were jobs for all of them to do and didn’t get the feeling that one dominated all the rest so that seems in line.
  • Organized teams vs Pug – Even more than conquest, an organized team will be greatly advantaged in this game mode due to all the moving pieces. I am not opposed to this but that will lead to some future shout outs about match making. On the positive side this might be a type of game play that people might be more interested in forming groups to go play in.
  • NPC Voice and ping indicators – were more than sufficient to make sure that players knew certain events were going, even to the point of being annoying, but I would keep them as is considering all the other things that were going on.
  • Treb – Seemed in line, rotation speed and power seemed reasonable. Wasn’t able to spend any free time just figuring out where all it can hit but it was useful on gate defense, supply control, hero summoning and hitting some free ranging fights. easily stopped inbound Skritt and Tengu. Hit Heroes about as much as I would expect and was reasonable on enemy players.

Side note, even after getting a full night in on this game mode I will be sad that I can not queue for it tonight. That should be an indicator on its own. Good hunting!

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stronghold: remind players to treb

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Posted by: TheGrimm.5624

TheGrimm.5624

Overall experience with the Treb was that it was about where it needs to be. It was useful to turn the tide a couple of times but it was not so over powered that it was a deciding factor, it was a tool that you to choose whether to use at the cost of forsaking some other job role. Turn speed was pretty good considering the requirements of the map size and the need for quicker turns. Wasn’t seeing it one shot NPCs but did see some players one shot by it so will assume the NPC weren’t direct hits, Put together and that left me with the feeling that the power of the shot was in line.

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Stronghold - What Roles do I Fulfill?

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Posted by: TheGrimm.5624

TheGrimm.5624

Depends on what you want to do and what setup you are running.

Offense

  • Player Defender Killer – go fourth and kill them all
  • Supply/Bomber Runner – run supply and keep NPCs in route to enemy base
  • Guard Killer – Move forward and wipe out their NPCs
  • Lord Sniping – Keep the fight going on their lord to force them to defend while you team counter attacks

Defense

  • Player Killer (Inbound attackers) – kill all inbound enemy players
  • Gate Guardian – Hold your gate from players, NPCs and heroes
  • Treb Support – Make it rain to support your team
  • Supply Runner (Bombers/Archers) – While guarding gate keep NPCs in motion
  • Lord Guardian – If they make it thru your gates hold them at the lord
  • Hero Summoner/Blocker – Control the flow of the heroes

If you want to put in conquest mode ask yourself if you were a point holder or a far point taker. If holder than go the defense role to try out, if far point capper then go on the offense at take the fight to pushing to their lord.

God hunting!

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Fix the LFG tool.

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Was acting as a taxi for a map just yesterday and was not encountering this. I think you have something additional going on. Where was this and what settings were you using? How many in the group to start and how did you determine your group was removed from LFG?

It only happens if a 5th member joins and then leaves, which cant really be fixed.

Altho you do get suppressed fairly quickly. More importantly i think it’s the inability to join taxis after joining like 3 that is really annoying and should be fixed, especially since clicking on a party and not being able to join bc it has filled up still counts as joining a party and can get u blocked from joining other ones.

Thanks for the clarification, hadn’t seen this bug on the 5th. Most people join and leave quick enough hadn’t encountered it in SW.

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Fix the LFG tool.

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Was acting as a taxi for a map just yesterday and was not encountering this. I think you have something additional going on. Where was this and what settings were you using? How many in the group to start and how did you determine your group was removed from LFG?

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Coming from ESO to GW2 WvW

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Posted by: TheGrimm.5624

TheGrimm.5624

Daoc will always be the #1 rvr game, too bad they gave up on it when they thought Warhammer was going to replace it.

Warhammer was better, let’s fight! Back me up here, Badlands!

Praag/Dark Crag representing, Badlands in the end with everyone else. My Choppa would have eaten these melee alive. Parry/Riposte FTW.

That said I wouldn’t mind seeing a map rotation like WAR, the push and pull of the map conquest keep things interesting and I could see it working in conjunction w/ PPT and PPK. It would even allow for mid-week resets as maps locked and unlocked.

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Thinking of coming back..

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Population is good, plenty of fights in PvP/WvW and things to do in PvE. Still having fun close to 2 years in. You have already paid for the game so there is no price to logging in and taking a look for yourself. Only cost to you is the download time and client update if you are using a bandwidth restricted connection. Good gaming to you!

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Owned game since launch only level 29

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Lots depending on your play style and likes.
Find a guild if possible to allow you to find people to run with. Also the looking for group tool works rather well.

PvE:

  • Do your dailies
  • Harvest everything
  • Map exploration, hearts, events that you find, ignore random mob fights
  • Bosses and ask for events in map chat
  • Crafting as you acquire materials

PvP:

  • Hotjoins and unranked matches

WvW:

  • Level 29 – EoTM or borderlands during off peak times, practice killing guards, sentry posts, kill enemy Yaks, practice soloing camps, repair structures.
  • Again: Harvest everything since its easy XP and allows additional options

Hope that helps and have fun!

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How the PvE dailies can be improved.

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Posted by: TheGrimm.5624

TheGrimm.5624

I actually like the double fractal and would like to see more dailies that compound on each other. I was in favor of more versus less choices in each category and would love to see differing levels of challenging dailies. Example a set of four easy dailies, 3-4 medium difficultly and then maybe 1-2 hard items. Note: difficulty here might be in just being in the right place and time which takes coordination and a favoring environment. Higher the difficultly the more reward.

Examples:

Fractal: Easy, do a fractal, medium do a fractal level 21-30, hard do a level 45 – 50 fractal.

PvP: Easy: Play 3 matches, medium win 3 unranked matches, hard win 3 ranked matches as class x or y.

WvW: Easy Land Claimer, Medium: Capture 4 supply camps and a 2 towers, Hard: Capture 4 keeps and StoneMist or Kill 20 enemy rangers.

PvE: Gather 50 plants. Medium: Complete 8 Events in Kryta, Hard: Defeat Tequatl Twice in a Day.

Dungeons: Easy: Complete Story Mode in Ascalonian Catacombs, Medium: Finish 2 paths in Citidel of Flame, Hard: Finish 3 Paths in Honor of the Waves.

Crafting: Easy: Refine 50 materials, Medium: Craft 15 Exotics, Hard: Craft 6 Ascended Materials

I understand that some people feel compelled to do all the dailies, but that’s pure choice especially after the removed the extra AP. These would just give people more choices and allow them to take on bigger challenges if they wanted to. Course I side on the more choices the better even if you can’t do some of them. Good gaming!

Edit: forum replaced two number range text with kitten. Oo

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(edited by TheGrimm.5624)

Gem Store & Digital River International

in Bugs: Game, Forum, Website

Posted by: TheGrimm.5624

TheGrimm.5624

Ever since the reference to Digital River Intl appeared on the gem store the site will no longer process CC transactions and always returns with “Unfortuantely an error has occurred, please try again later!”. Have tried it once a month since I think December and always receive the same message. Checked with issuing bank and they do not show any requests being made. When DRI took over was there some sort of change that might be causing a web request to be blocked? Checked firewall and malware blocks and that doesn’t seem to be the issue. Is there any known issues w/ Chrome and DRI? You never really want to discourage people from trying to give you some money. Any info is appreciated, now just kind of curious since other guild members have encountered the same issue.

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Superior Siege A Crafting Recipe

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Posted by: TheGrimm.5624

TheGrimm.5624

+1, this does need to be moved into the crafting lines and away from the MF, else give us a way to do multiple at the same time.

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Paying For Upgrades - For or Against

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Posted by: TheGrimm.5624

TheGrimm.5624

Hmm, I admit I tie the upgrades into a price as well. Concur though that the auto-upgrades are a concern and to me buying the upgrades is the trigger versus it being automatic. At least give us a time frame on how long this might launch in this fashion until it is re-evaluated.

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Auto Upgrades Encourage Home World Domination

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Posted by: TheGrimm.5624

TheGrimm.5624

Hi everybody,

The Upcoming Automatic WvW Upgrades has many of us worried.

I hope the Guild Wars 2 Developer Teams will see this post and consider some points that I’d like to point out.


Home World – Automatic Upgrades & No Cost
EB World – Manual Upgrades & Cost Based (Gold / Karma / WvW Points)
Enemy Worlds – Manual Upgrades & Cost Based (Gold / Karma / WvW Points)

Cheers!
Diku

I like this and it could work in conjunction with the new system, only difference being the trigger event. The other reason I like the manual trigger of the upgrades is that it requires someone to return to the structures to kick off the next set of upgrades. That way you don’t have one side just night capping right after prime time and getting free fully T3 items in the morning. Only thing I might add is a way to use badges as well, aka allow multiple types of currency to be accepted for the upgrades.

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Paying For Upgrades - For or Against

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Posted by: TheGrimm.5624

TheGrimm.5624

I see the intent that ANet had in removing having to pay for upgrades but it seemed like there were two types of people out there. People that always paid for upgrades and people that never did. The point of doing somethings outside of WvW was to have coin to pay for upgrades. This created value in the in game coin and their activities and created ownership in the structures. Nothing better than having an enemy return to find that you have fully upgraded a structure in their homeland and you were waiting for them or to block an enemy zerg from quickly resupplying since you just capped and upgraded the camp their were about to resupply from.

If the new system moves forward as is and there are coin/badge contributions that individuals may make to trigger the upgrade then I hope that ANet is brainstorming on how they can still create a sense of ownership in those structures. Maybe something even as simple as allowing people to convert coins/badges into extra yaks from supply camps. Don’t rule out the enjoyment people had in helping upgrade objectives outside of just placing defensive siege.

On a side note to the vocal few forum goers, did you like paying for upgrades before or do I just know too many gluttons for punishment? Have to agree with another post on these changes stating that difference between a night ktrain and someone looking to control the map was if they were willing to pay for the upgrades. Good hunting!

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WvW Passive Upgrade System….[DISCUSS]

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Posted by: TheGrimm.5624

TheGrimm.5624

Considering the current system requires that supply be present for the upgrades and the new system works off a timer why not take the concept from the old and apply it to the new while still dealing with the supply troll factor. If none of the supply camps that provide supply to the objective are held then the objective will not start a new upgrade timer until a camp is retaken. Furthermore if none are controlled while an upgrade is in process then during that period the timer to build is increased by 100%. That way the upgrade can continue albeit at much reduced rate and starving a structure is still a valid strategy.

I am for the concept that defense needs to have more value, but I am not sure that auto-upgrades encourage me to defend. Its going to upgrade either way.

Increase the value of upgraded structures as well and create additional incentive to encourage players to retain them. Possibly increased point value for each tier, extra player buffs in objective area, world bonus that applies outside of WvW, things to do while in the structures to make sentry duty more interesting.

With this change I actually see camps as having very little reason to defend at all and today camps are the cornerstones. As I said I like that the Yaks have more value, but lets not remove the need for the camps.

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WvW ability system new ability's needed

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Posted by: TheGrimm.5624

TheGrimm.5624

Combat Medic – Increases speed players revive the fallen and protects the player while doing so.

Adapt
Increased revive amount +1%
Increased revive amount +2%
Increased revive amount +3%
Increased revive amount +4%
Increased revive amount +5%

Master
Player has increased toughness while reviving +1%
Player has increased toughness while reviving +2%
Player has increased toughness while reviving +3%
Player has increased toughness while reviving +4%
Player has increased toughness while reviving +5%

Grandmaster
Player takes less damage form siege while reviving -1%
Player takes less damage form siege while reviving -2%
Player takes less damage form siege while reviving -3%
Player takes less damage form siege while reviving -4%
Player takes less damage form siege while reviving -5%

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WvW ability system new ability's needed

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Posted by: TheGrimm.5624

TheGrimm.5624

As mentioned before, in WvW you want people to feel like they have goals and give them the ability and desire to want to continue to the march for rank 10K.

In an ideal world, we would have enough WvW traits that you don’t have enough points to take them all requiring people to pick and choose again. You want this, then you won’t be able to have this. Give people a way to respec at a vendor for a cost so that people can try different things out.

Create differing levels for a set of abilities. Adapt levels cost x (these are what we have now), master levels cost x*2, grandmaster cost x*3. With this concept you can expand on some of the existing lines but add more abilities and lines to them. You can apply a diminishing returns to the gain in levels as well and they would still add some value and give people increases they can use points for.

Not all trait lines need to power based as well. Traits that increase karma gain, magic find, gathering, coin for kills, siege crafting on top of combat based abilities. We have 10K levels, give them purpose and make people want to gain them. Use the same concept of horizontal progression to allow people to set up their different toons to support different actions. This is my sieger, defender, builder, collector, my raider.

Hoping we will hear later today that there are plans to expand WvW traits outside of the changes to the existing one, but keep up the ideas.

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What do you think upgrade order should be?

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Posted by: TheGrimm.5624

TheGrimm.5624

I think they are simplifying it. All of the T1 infrastructure builds at the same time, same with T2 and T3. So you get the wall, door, personnel and merchants at the same build. Might be wrong but that’s the only way I could see them removing the issue of what order to build things in.

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WvW Passive Upgrade System….[DISCUSS]

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Posted by: TheGrimm.5624

TheGrimm.5624

Concur, will have to catch the ready up but I hope they really do not mean you do not have to have supply coming in to upgrade a structure. Today that is a valid strategy to block an enemy from doing upgrades, take out the yaks and camps and starve them out. I like that Yaks will be more important to speed up the upgrade but they also need to retain their value in delivering the supply needed for the upgrade in the first place.

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WvW ability system new ability's needed

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Posted by: TheGrimm.5624

TheGrimm.5624

New ability:

Yak Herder (Applies passive speed buff in range of yak, non-stacking, highest buff applies)

Speed Increase Cost
+1% – 5 Pts
+2% – 10 Pts
+3% – 15 Pts
+4% – 20 Pts
+5% – 25 Pts
+6% – 40 Pts
+7% – 60 Pts
+8% – 85 Pts
+9% – 115 Pts
+10% – 150 Pts

3 Seconds of Super Speed – 120 Sec Cooldown – 300 Pts

Expensive, yes, something to aim for, yes.

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Applied Fortitude and Strength to be removed

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Posted by: TheGrimm.5624

TheGrimm.5624

I admit I went against the grain and didn’t get these until after rank 600 choosing to run up other traits first that fit my playstyle at the time. That said I was fine with others having the extra stat points over me if I did. That was the point. I choose to do it that way. There should be a point to WvW trait that costs significantly more than others. This isn’t PvP, everyone isn’t on a level playing field, that’s the point of progression in WvW. Fight, grow stronger. The more you remove the sooner people feel that they did all they can do in that game mode and move on to the next game/challenge. Please bear this in mind as additional changes are planned.

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Applied Fortitude and Strength to be removed

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Posted by: TheGrimm.5624

TheGrimm.5624

so as ele i’m gonna lose 125 vit from trait loss, (running 4 in water atm) and losing 225 power. losing another 100 power from removal of applied strength and 250 vit from applied fortitude. gonna need to compensate the loss of vitality by adding extra vitality on my armor so gonna lose another 375 offensive stats, so in the end: -325 power-475 offensive stats.

Yes lets make evry1 hit like a wed noodle, WVW is way to hard!. luckily we don’t have to bother anymore with sieging up/supplies anymore either, it’s so hard to apply tactics in wvw you know!

It looks like Anet is trying evrything to get rid of gw2 and start playing black desert when they do the western release…..

Anet has already said that stat points lost from traits will be made up for increased base stats and increased stats on armor.

Eventually they’ll move to the same stupid amulet system used in PvP so min maxing will be completely dead… yay!

Yeah, that would be a game killer, no just no. The point of WvW and allowing a mix/match, equipment, food buffs and and what will sooner no longer be WvW traits is the ability for randomness in builds that make each encounter unknown. I PvP as well and its fine there, but would never want to see that style applied to WvW.

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Objectives Upgrade Automatically

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Posted by: TheGrimm.5624

TheGrimm.5624

On the fence here. Does it remove people with conflicting ideas on what to upgrade, yes. Does it then put that upgrade path into a pattern everyone uses, no. Is the same upgrade path always a good idea? Being predictable is not a good strategy. It also starts to remove the feeling of ownership. We need to see more ways that a single player can impact the environment, in this case structure and WvW objectives like sentries, camp, towers, keeps. I am working towards this is a brief and therefore limited share of information and that there is more to the bigger picture.

Edit:spelling

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(edited by TheGrimm.5624)

WvW ability system new ability's needed

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Posted by: TheGrimm.5624

TheGrimm.5624

Have to agree, especially with the reductions in costs, we need more items to spend points into versus less points to spend. Part of the progress in WvW is leveling yet there is nothing to do with 86% of the potential points. We do need to see abilities expanded. Would have recommended adding new lines and expanding existing ones.

Example:

Supply Capacity +6 Costs 150
+7 Costs 200
+8 Costs 300
+9 Costs 450
+10 Costs 600

There are numerous threads out there about potentially new abilities, please don’t leave this out of HoT. If you want WvW to stay fresh and keep people in game they need to have fun and have obtainable, measurable goals and that time spent needs to have meaning.

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Racial skills overhaul

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

The point of WvW is to be able to do all the mixing and matching we do now. Not interested in using the PvP model in this game mode.

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Personal Bank and Character Inventory

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Adding all the chef items that can be created to the collections would also go some distance for anyone that does food crafting. I think that alone is a bank tab. Salt & Pepper, Beef Stock, baker dry ingredients, lion tiger and bears oh my. But would also acquire more bank tabs if given that option too!

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reading forums posts...

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Game is actually quite populated. Forums can be deceiving to go by. I haven’t said this about other games in the past but this one does really start once you hit the max level. The reason I say that is that you can play all the content at max level with the system’s ability to downscale the player to the zone. I admit I am a somewhat avid gamer and since I am not a fan of sleeping spend about 40+ (on top of 50 for work) hours a week in game and still end running out of time and having more things to do. Now mind you I play all the game modes and some made up ones including, WvW, PvP, PvE, Crafting, Fraggle Rock (Fractals), Dungeons and the Trading Post (yes I consider that a game of its own). Now won’t deny really looking forward to the expansion but there is still a lot to do if you are in a mind to do it. Though there are downsides to the megeserver tech in some regards it was a great move to allow the game to keep zones filled with people and quite often multiples of the same zone. Have seen world boss’s where a five man have been split across 5 different instances of the same map (due to people showing up late mind you) when the boss timer triggered.

Considering its a one time buy with optional transactions after that its worth the try in my book. In any case, good gaming to you, and if we see you in game, Good Hunting!

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Bags...Space....more of it!

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Admit, each time this comes up will vote for it. Course moving more items to the wallet would also go a long long way.

An example for the people questioning space requirements, take a WvWer. They could have 24 slots taken just for WvW siege and supplies. If it doesn’t impact others, and since it’s coins out of each player/toon pockets, why not expand it? +1 here.

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Rich Nodes in Home/Guild Instance

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

A nice feature to add would be to allow players to deploy more than one of the new harvesting nodes into their home instance, up to 4. The fourth one would remove the other three and replace it with a rich version of that node. This would allow players to further expand their home instances, allow collectors to collect multiples, TP flippers to acquire marketable items, and ANet to sell more gems to chest hunters.

In addition I am hoping that ANet is considering the same or additional nodes for the new guild halls. Guild are already unofficially using a single player’s instance as a guild instance to allow accumulation of these nodes to allow guildies to share among themselves but it would be an awesome feature to allow guildmates to help out their guild with nodes in the new guild halls.

Food for thought! Good hunting!

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(edited by TheGrimm.5624)

99% of the whipsers I get are negative

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Posted by: TheGrimm.5624

TheGrimm.5624

When you have a disagreement or if you insult someone in real life do you get a mega phone or PA system and broadcast it or do you say it to just them? ( I will admit I’m guilty of doing both, don’t suggest the PA thing though it can land you in hot water)

I will take your advice on the PA thing. Known people in defamation cases, no fun there and a major time sync.

I have whispered compliments in the past to people so know where you are coming from. And in this case I am advocating it in the situation where it is the other team. Best case scenario of people on opposing teams whispering in WvW is setting up duels, which they can do outside of game or in game outside of WvW. PvP, pretty much the same, not sure why people would need to whisper the other team while in a match.

But I will try and stop derailing the OP’s thread. Good hunting to you!

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99% of the whipsers I get are negative

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

I get whipser rage after beating people in PvP

I get whipser rage after beating people in WvW

I get whisper gold selling ads

SOLUTION: Only my friends can whisper me: the option.

At least stop people from whispering me after they’ve already blocked me.

wow, that’s strange, i never get whispers in pvp after beating anybody, even not after beating them with necro-troll downed state.

Then consider yourself lucky and keep doing whatever you are doing. Good hunting!

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99% of the whipsers I get are negative

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

This is an issue in game. The problem is that whispers in two of the game modes make no sense and the third it does.

In PvE whispers can be reasonable and make sense. People talking back and fourth and potentially sharing information.

100% agree whispers in pve are very useful, and usually trollish-ness is not as prevalent.

In PvP whispers from the other team make no sense, they are either using it as a distraction tool, in bad form, or are too much of a coward to voice it in map chat.

I don’t really see how a whisper in PVP is more distracting or in bad form then /map. Just because someone choose to use /whisper doesn’t mean they are a coward. They are taking their conversation or comments directly to the person, that’s not really showing cowardice. The whole coward thing can be turned around about map chat… Exe: They use /map chat so they can try to hide behind the masses and insight a call out war; rather then just keeping a PRIVATE discrepancy private. If you have a complaint about something someone is doing take it up with them, why do you feel the need to /map and try to get others to join in when the discussion isn’t going your way?

— Trash talk/distracting/etc are poor sportsman ship no matter what delivery method, If someone is offensive the best thing to do is just block them, if they are extremely rude, report as well.

I use coward here since the said trolls who are in bad form are not whispering to be polite to the rest of the match but don’t feel strongly enough to own up to their actions when made public and therefore whisper instead of using /map. Now I agree that has a positive side to not air it to the rest of the match but don’t mistake cowardice from courtesy please. I am also not denying that some people might use it in legit ways to disagree with one another, but I feel this is in the minority and still rarely end productively.

As I said it would seem a simple toggle change in options could go a long way and save ANet game admin time when reviewing people being reported. Then if people choose to leave the toggle off they are in the same situation as now. Sadly you have to expect trolls, but you don’t have to arm them with tools.

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Are portals still dropping?

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Admit not as concerned with getting the drop, but I know a lot of people that were asking what the dates of the events were? Striving for better communication is never a bad idea. If its announced in one forum of social media it should appear on the main website first.

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99% of the whipsers I get are negative

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

I think it would be useful if members had some control over who can Whisper them. Players on my friend list, Guild members sure Whisper away, someone on the same map, maybe if I’m feeling very social, but that should be my decision. Right now we have 2 options turn off Whisper altogether or leave it open for anyone, a little bit of control sounds like a good idea to me.

I think you are on mark. Maybe a toggle on who can whisper you, friends/guilds/party members. Being forced to just turn off whispers in general is not a very good fix for the issue.

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99% of the whipsers I get are negative

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

sorry to say but if you get 99% negativity in your whisperbox, maybe this saysmore about you then about others.

Or maybe they PvP or WvW. Lots of trolls out there.

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99% of the whipsers I get are negative

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

This is an issue in game. The problem is that whispers in two of the game modes make no sense and the third it does.

In PvE whispers can be reasonable and make sense. People talking back and fourth and potentially sharing information.

In PvP whispers from the other team make no sense, they are either using it as a distraction tool, in bad form, or are too much of a coward to voice it in map chat.

In WvW whispers from the otherside makes zero sense since it has less than a 1 in 10 chance to be a positive encounter. Likewise the fact that an enemy side should even have a choice to joining your group is not a good idea. These options should be removed.

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Please reset our WvW points

in WvW

Posted by: TheGrimm.5624

TheGrimm.5624

Once they made WvW traits account bound versus soul bound there was no good reason not to allow players to reset them on demand. Once you’ve maxed out WvW levels at 1390 you are right you do not need to think about them. Since we do have 10,000 rank levels we can hope that they will be giving us more/new WvW abilities so that we can spend some of the other 8610 of them. People should be able to tweak these like we can do traits.

Side note OP, I would expect a WvW refund in the near future since that is the trend before events and tournaments. And yes I will be clicking to refilling 10 toons too and its pretty fast to do when all you are doing is clicking on the last bar. It took a lot longer when you had to consider where to allocate the points to.

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Clear glicko score - allow free transfers

in WvW

Posted by: TheGrimm.5624

TheGrimm.5624

Not sure when it changed but at some point the cost to transfer was based on if you were moving from a more to less populated server. I know some people that did this but it did not create a mass movement at the time. I have to agree with the above. I don’t think you would see the impact you are expecting.

Now that said, if said discount is not in place, it should be. It used to be that moving down was discounted to the point of free and going the other way was more expensive. In the end there will people that will stack servers, and there will be people that like the empty, and everyone else will be in between. Not sure there is any fix to this outside of removing relationships to servers and that kind of defeats other concepts in place today. Good hunting!

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Necro specialization this week

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

The Blackguard.

Wait if we get Blackguards for the Nerco does that mean we get Choppas for the Warrior? I am good with this.

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Close the equipment gap

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

You can beat the current game without armor, so no need to buff exotics or nerf ascended.

So, you have had great success taking Stone Mist against 30 enemies while naked and alone. Impressive.

Probably just about the same chance of success in full ascended…. at least being naked would be more amusing.

Oh naked runs are a blast, don’t get me wrong have done that. But until you do there is more yet to do in game yet and wouldn’t claim to have beat it.

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Close the equipment gap

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Sorry OP, but will have to support the opposite.

I admit I use 90% Exotic gear / 10% Ascended and run 7 characters on a regular basis with 3 others occasionally. That said I would prefer that they widen the gap between exotic and ascended. The extra work should warrant increased stats gains and would probably create more interest to make more ascended gear. Extra effort should be rewarded.

Spending a bunch of gold and running between a work bench and a trader might be work but it’s not challenging and it hardly reflects the game play that you’d wear that gear for. It’s great that the best gear in a game can be crafted, but that shouldn’t be the only reliable way to get it or even the main way. People keep claiming that they only make that gear for something to do and that the stats are irrelevant, but this thread is full of shell shocked hysterical fits of terror at the idea of any stat change.

Didn’t say that ascended is challenging, effort in this case is time required and acquiring the materials in whatever fashion the player sees fit. I flip things on the AH, run harvesting runs, PvP reward track, WvW player drops and do some dungeons. Those actions require effort in accordance with time. If you want to roll challenging in that then that’s where speed runs in harvesting/dungeons come in, winning in PvP and WvW to reduce delay in player loot all come into play. The point is there should be a difference in the gear considering the difference in required cost to make it. Now I am not saying go crazy but the current or even double of the current difference do not seem out of line, and remember I say this while NOT using it for the most part either. Good hunting!

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Close the equipment gap

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

You can beat the current game without armor, so no need to buff exotics or nerf ascended.

So, you have had great success taking Stone Mist against 30 enemies while naked and alone. Impressive.

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Close the equipment gap

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Sorry OP, but will have to support the opposite.

I admit I use 90% Exotic gear / 10% Ascended and run 7 characters on a regular basis with 3 others occasionally. That said I would prefer that they widen the gap between exotic and ascended. The extra work should warrant increased stats gains and would probably create more interest to make more ascended gear. Extra effort should be rewarded.

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Do older people play this game?

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Yes, in a guild that is mostly over 40.

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