Showing Posts For TheGrimm.5624:

Mini Avians tradeable?

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Please remove the account bound on minis. Duplicates that can no longer be stacked in a wallet type fashion as they used to be really add even more issue into it since you have to take up bank space or delete them. Drops like these should have value just as the other minis do. Or at least put a high value on them and let us vendor them, rarer minis can go for 3-200 gold.

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Mini Avians tradeable?

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Posted by: TheGrimm.5624

TheGrimm.5624

Please remove the account bound part of these. It really does devalue the items and is even worse if you get repeats. Let us trade them.

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How about a racial core specialization?

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Posted by: TheGrimm.5624

TheGrimm.5624

In regards to replay-ability racial skills do add in more depth to the game. Players may choose not to use them but you do see them being used in game play. Some currently do work better together than others in regards to race/class. For people that create alts it adds in more options. Specializations are another attempt at this. Do I want to play a Ranger today or Druid. Your abilities will change but not all of them. Racial skills are kind of the same thing. Since they launched with this idea I haven’t seen anything where they are doing away with them, but maybe I missed something. Not certain about an entire race line, but I was picturing the current abilities still being there but now categorized like elites are being rolled into existing skill types.

As far as PvP, well Scissors is still thinking it should beat Rock so they both nerf Paper.

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How about a racial core specialization?

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Where did they post that racial skills are not included? We have been given details about traits but haven’t seen any blogs/postings about changes to skills, just that skills will now be categorized. Anyone have any sources here?

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Guild Chat bugged

in Bugs: Game, Forum, Website

Posted by: TheGrimm.5624

TheGrimm.5624

Sorry for the frustrations, can be really annoying when there is a bug that is not wide spread since it will take longer to find and will seem more like its something on the user side.

My guild encountered this issue when it first appeared but the patches along the way removed the issue. I hate to propose a band-aid but its that or keep waiting. Just some thoughts:

Have you tried:

  • Invisible/visible?
  • Leave guild/rejoin?
  • Changing guild rank?
  • Remove old chat tab and create new one?
  • Do you get any messages when posting?
  • Is there any pattern to the people that can/can’t see the text?
  • Can people see each other’s text while partied up? Does guild chat work then?
  • Is anyone using a customized chat options or the default?
  • Is this issue in just one guild or all guilds that you/they are part of?
  • Are there any chat options off in the chat tab(s) with the issue?
  • Are any other chat options impacted? say/party/map/whisper….

Hope they can get it resolved for you, you are quite corrected not being able to chat in an MMO defeats the point and ruins the social experience.

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Another new outfit?

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Posted by: TheGrimm.5624

TheGrimm.5624

I fear until people stop buying outfits, they will continue to make them versus armor skins. I understand its easier for them to create skins but, I would prefer the clipping if it allowed pieces to be mixed. Good gaming to you!

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Super Adventure Box minis exchange?

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Posted by: TheGrimm.5624

TheGrimm.5624

Or remove the account bound and let us trade them.

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Where Did Bunker Down Go?

in Engineer

Posted by: TheGrimm.5624

TheGrimm.5624

or explosions. It does drop mines and it should have synergy with explosive traits. Will have to see how the med part plays out and if they continue to go with the on crit trigger. If its in the line with power shoes replacement we can go offensive runes at least. Granted didn’t want to have to decide between IP and BD. Biggest issue with new system is the all in situation. Will have to wait for more details to get a better picture of what they have in mind though.

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To use SP or not to use SP before HOT

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Posted by: TheGrimm.5624

TheGrimm.5624

Recommending to people to sit on them if they were doing so before and work on the open world skill challenges. I am theory crafting some of the same above that if they wanted they could do a mass refund, calculate the number of HP that people have based on level and map completion and apply that to the character. This works under the assumption more details would be released and that if you were sitting on SoK before then you weren’t using them anyway and why not get a little more of the map completion done in advance. Either case good hunting theory-crafting to you!

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Please let us use 2 Major or Adept traits...

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

+1 Here.

I would still like to be able to select a item from a lower tier and use in place of a higher level one. Most of the people I discussed the presentation with did not find creating builds difficult in the past and would prefer more options over flashier interface. If the interface needs to stay please consider allowing players to replace the contacted abilities so that we can run 2 master traits versus 1 master and 1 grand.

At the same time it would also be nice to allow minor traits to have options of their own or even allow us to replace the minor traits with an ability below it. More build variety might be harder to balance, but the more variety the more re-playability the game has and the more people it retains.

I appreciate the structure of the new system and how it will open the door for new growth with new elite specializations, but we will no longer be able to create builds with more than 3 lines so allowing for some player adjustments in the existing lines would be a plus.

Thanks for your time. Good hunting!

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Ready Up: 4/24 - Specializations AMA

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Questions:

  • So we can no longer select a trait from a lower tier in place of one from a higher tier?
  • Are there any plans on allowing specializations to select multiple traits from the same tier? Aka 2 Master traits versus 1 Master/1 Grandmaster.
  • Are there any plans to allow players to select varying traits for the minor traits?
  • Is there any consideration to allow players to select a trait from lower tier to replace the fixed minor traits?
  • How do you see this system being easier for players with multiple characters? Are hero points account bound?
  • Are players forced into using the same specializations if they have 2 characters of the same class?
  • Can a player achieve enough hero points to unlock all specializations even if they can have only 3 active?
  • For people that were using more than 3 trait lines, are there any options available to them?
  • Players will be limited in the number of specialization until they are level 80 at which time they can only employ 3 at a time?
  • If Hero Points are limited, does this means some options will never be available to an account or a character? Can Hero Point be re-traited?
  • Where are the secondary effects of a trait line going? Example Condition Duration , Boon Duration? Or are these moving to armors as well?
  • Is the new crafting material that is replacing skill points something that will be stored in the wallet or at least in a location that is not limited in space requirements?

Thanks!

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(edited by TheGrimm.5624)

Change Bounty Training In Bounty Tier 1

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Posted by: TheGrimm.5624

TheGrimm.5624

We have each member go to a different zone and pre-track a bounty target in hopes that its one of the ones chosen and then scramble once its started if its none of the bounties being pre-tracked. Dulfy for the map routes and constant shout outs in region for any bounty sightings. Don’t get me wrong there is some success here but over time there has been a large number of failures across various small guild assists.

I do hear where you are coming from that sometimes changes don’t work out as expected, but if no one asks it will never get on the list for review. Good hunting!

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Proposed Changes for Engineer Turrets

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Posted by: TheGrimm.5624

TheGrimm.5624

PvE, there is basically a single build that’s actually considered good, and it requires to spam grenades most of the time just to spam vulnerability. Sorry if i’m not exactly happy about such a ~fun~ build to play. But that’s OT, either way.

Because other meta PvE builds are so fun to play? Man, I’m just giggling with joy every time I play Fractal Hammer Guard or PS Warr.

The biggest difference between Guard/Warrior and Engineer though, is that Guards and warriors have about 3 or so different builds that are all considered good and usable in almost any area of the game. Engineer however has 2 good builds, the turrets and grenades. Even when traited out for condi damage and juggernaut trait, the flamethrower is weak. With this update one good burst skill from an ele will destroy an turret in the area. That just leaves grenade build left for engi and if you’re not good at constantly clicking every skill because there is no auto attack, or if you just aren’t good at ground targetting quickly, then I guess that’s it…

Not sure I agree here, Engi is a jack of all trades and there are a large number of differing builds. I will agree not all fit all roles so it depends on which role you are targetting.

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Proposed Changes for Engineer Turrets

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Posted by: TheGrimm.5624

TheGrimm.5624

they have no way to retaliate when outranged

Let me get back to you on how well sitting at 1500 range killing turrets works in Conquest. Not to mention that aside from Ranger and Staff Ele the rest of the classes can’t outrange traited turrets even if they wanted.

Playing the fence here, I think that’s part of the issue here is that there are a number of differing factors. Floating/unreachable turrets is a whole different issue. Not sure how much this addresses that. Likewise some people are talking about fully traited 100% turret builds and some people are referring to having elite supplies or a turret in their skills. Before making further changes, lets see how the one they want to make affects things. Its already something that will be hard to measure as is. Forums are the place people go to say, I died, remove rock, but scissors is just fine. Good hunting to you!

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Proposed Changes for Engineer Turrets

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Posted by: TheGrimm.5624

TheGrimm.5624

The change to conditions and the crit make sense. The ideas on the turret stop working if engi is not in range, not so much. That’s the point of a stationary device is that they can’t move. If you do this then you would need to change all marks, traps and anything else that can be left behind. Besides if you change too much at one time then you don’t know the true effect of the change. I think the bigger issue is the turrets that are suspended in mid air. Turrets should not be so nerfed into the ground that they go back to be being not viable as a build.

I call BS.. you leave.. your turrets should self destruct.. point final.
Or else make pets/summons & illusion do the same. See how you feel about that.

Not sure where BS comes into play since that’s why they are called automated, but, so what you are looking for is to make turrets into something a player mans? A hardpoint that grants extra armor and power when wielded? I play all classes except guard. How do you feel about traps, clones, minions? To me a stationary object is the easiest to defeat since it predictable and can not chase you. I do call BS on the mid-air issue and that needs to be addressed, and the other changes will make some sense and we need to see how it affects things. But if you nerf turrets too far you will need to buff them in other ways to balance them. And a side note, I don’t play a full turret engi, but I do use elite supplies and a turret in my build at times depending the setup.

http://wiki.guildwars2.com/wiki/Turret

I call BS cuz the rest is mobile & your crying your not.. So you should be rewarded special compensation. Well boohoo!!!!! . Not 1 other class that can actually go afk on a cap like Engy can. So stop bluberring & asking for more. Cuz this is not a nerf. It’s obviously normal that turrets should take damage from every thing else like the rest of us. AFK….pffff.. this class is stupid as is.

So who needs mobility when you can just stand there?

Ok, ill agree for your turrets to be like floating drones instead. In condition, they Pop like mesmers clones. You cant have mobility, tanky & & OP damage all at the same time.

Ah the rage is strong in this one. Do you just play a Mez? It seems turrets have killed you quite a bit based on your post history. I am not a dev so I could be wrong, but I thought the intent of the class in the medium line was to be the bunker style class and that was the role they intended. I also never said the engi was not mobile and I don’t play a bunker, I said turrets are stationary, which, they are. That means you can pick how/where/when you engage them. Of note I am also coming at this from a POV of PvP/WvW/PvE. I think you are addressing it more from a I can’t stand on the cap point and not get shot POV. So if an Engi just drops their turrets in the middle of nowhere you are fine? Or do you have to track down and exterminate with extreme prejudice those rascally turrets. Sorry your tone seems to have made me snarky I am usually not that person on the forums. I agree lets see how the condi’s and crit play out. But in my book too many changes at one time will not create a balanced ability.

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Proposed Changes for Engineer Turrets

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Posted by: TheGrimm.5624

TheGrimm.5624

Turret Engi is OP but Shoutbow warrior is ok.
Turret Engi is OP but Guardian is ok.
Turret Engi is OP but Burst Mesmer is ok.
Turret Engi is OP but Power Necro is ok.
Turret Engi is OP but 50s cd is ok.

Bias logic.

The difference being, turret engi is basically AI playing the game whereas the rest actually require some human element to not be useless and can be pushed off the cap point.

There’s a thought- make them affected by knockbacks and pushbacks too- no reason why they stay rooted to the spot the way they currently do.

One point to consider on the knockback front, could see that being a nightmare to code and people might knockback turrets to places that they can’t be hit at but they can still hit you. Could be problematic.

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Proposed Changes for Engineer Turrets

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Posted by: TheGrimm.5624

TheGrimm.5624

Considering that turrets already hit hard enough to solo squishies like thieves and mesmers, I don’t think that they need to have critical hits, even if that does sound nice in theory.

What? Um, if this happening, they need to get out of zerk gear. If turrets by themselves took that Mez or Thief down then they need to go play an Engi to understand how to beat a turret. I will assume you meant while something else was there. Or are we talking about people running into range of a nest of turrets and standing in firing range of all of them at one time? If Engi’s do get mobile turrets as they appear in HoT footage it will be interesting.

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Proposed Changes for Engineer Turrets

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Posted by: TheGrimm.5624

TheGrimm.5624

The change to conditions and the crit make sense. The ideas on the turret stop working if engi is not in range, not so much. That’s the point of a stationary device is that they can’t move. If you do this then you would need to change all marks, traps and anything else that can be left behind. Besides if you change too much at one time then you don’t know the true effect of the change. I think the bigger issue is the turrets that are suspended in mid air. Turrets should not be so nerfed into the ground that they go back to be being not viable as a build.

I call BS.. you leave.. your turrets should self destruct.. point final.
Or else make pets/summons & illusion do the same. See how you feel about that.

Not sure where BS comes into play since that’s why they are called automated, but, so what you are looking for is to make turrets into something a player mans? A hardpoint that grants extra armor and power when wielded? I play all classes except guard. How do you feel about traps, clones, minions? To me a stationary object is the easiest to defeat since it predictable and can not chase you. I do call BS on the mid-air issue and that needs to be addressed, and the other changes will make some sense and we need to see how it affects things. But if you nerf turrets too far you will need to buff them in other ways to balance them. And a side note, I don’t play a full turret engi, but I do use elite supplies and a turret in my build at times depending the setup.

http://wiki.guildwars2.com/wiki/Turret

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Proposed Changes for Engineer Turrets

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Posted by: TheGrimm.5624

TheGrimm.5624

How this change will effect Supply Crate,are you going to reduce cd to 90 or even 45 sec because it will not be elite as it is now!? I mean did you thought on engineers who dont play kittening turret kitten!!!

A reduced cooldown might make sense, but lets see how the change plays out a little.

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Proposed Changes for Engineer Turrets

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Posted by: TheGrimm.5624

TheGrimm.5624

The change to conditions and the crit make sense. The ideas on the turret stop working if engi is not in range, not so much. That’s the point of a stationary device is that they can’t move. If you do this then you would need to change all marks, traps and anything else that can be left behind. Besides if you change too much at one time then you don’t know the true effect of the change. I think the bigger issue is the turrets that are suspended in mid air. Turrets should not be so nerfed into the ground that they go back to be being not viable as a build.

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Change Bounty Training In Bounty Tier 1

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Posted by: TheGrimm.5624

TheGrimm.5624

Finding them will be the biggest issue, will be giving it some more attempt even while we leave this proposal out there. Considering the major push for NPE over last year and the introduction of guild halls now might be a good time to adjust the bounties. Appreciate all the feedback.

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Can't Buy Gems?

in Bugs: Game, Forum, Website

Posted by: TheGrimm.5624

TheGrimm.5624

Sites been bugged for a couple of weeks after the site had been down for maintenance. Seems like they switched up processes, else was around the time that the new check box dialog appeared.

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Proposed Changes for Engineer Turrets

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Posted by: TheGrimm.5624

TheGrimm.5624

As an Engi, I am good with seeing how this plays out. Makes sense. That said, any fixes to turrets not being affected by gravity and can be placed in air?

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Change Bounty Training In Bounty Tier 1

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Posted by: TheGrimm.5624

TheGrimm.5624

That’s kind of what I am seeing. Part of a larger guild as well and can get merits for it. Supporting the smaller guilds though and the task doesn’t scale well at all. Hence my suggestion for the change. Unless ANet wants to state it doesn’t support guilds with less than a certain number, which I don’t think is there intent. If you want a challaenge try it with just 5-8. Good hunting!

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Change Bounty Training In Bounty Tier 1

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Posted by: TheGrimm.5624

TheGrimm.5624

Question for you, when you were able to find 1, did you send 4 to go scout for a second one or take out the target you found and go from there? Curious what worked better for your group. Thanks!

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Change Bounty Training In Bounty Tier 1

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Posted by: TheGrimm.5624

TheGrimm.5624

And that’s the point, you can pre-track some, but you are playing with the RNG gods on which you will get. Since we are talking a reduced return, is there any reason anyone is opposed to this idea and if so why? Maybe I am thinking about it wrong. Thanks for the feedback.

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"Closed Raids" in WvW

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Posted by: TheGrimm.5624

TheGrimm.5624

Closed raid groups should run tagless. If they don’kittens their own fault if they pick up pugs. Now they can ask politely and you can decide from there how you want to handle it, but no they do not have any in game rights. Now granted we should be able to receive a guild tag that is only visible to guildies but until we have that feature it is what it is. Being in a guild does not grant you exclusive rights to WvW, they can go to PvP if they want to ensure closed groups. Good hunting!

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Change Bounty Training In Bounty Tier 1

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Posted by: TheGrimm.5624

TheGrimm.5624

Nope not looking for them to stack. At best would like them to act like treks where you can work yourself up through the the tiers during the week but can only receive rewards based on the highest one completed.

With 5 it is hard to find both targets in the 15 minute time period and it is a fun event, which is why I am looking for a lower level event that would allow the small guild to still grow. As I said its ironic that you can do the other events with 5, but you can’t unlock them so its counter intuitive.

Was going to ask if you were against but I see you said you weren’t. This approach still rewards more populated guild since they can get paid more for doing more, but allows the small guilds events they can do as well and seems like a small change overall.

Please +1 if you are in small guild that could benefit. Thanks!

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Change Bounty Training In Bounty Tier 1

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Posted by: TheGrimm.5624

TheGrimm.5624

You can do a tier 3 guild trek with 5 players. What was the minimum number for a T1 bounty you have done? Most guilds will try for 10 min if not 20. A lot of guilds I have seen like to run with 40 unless they have pre-identified all the potential targets. Just seems out of balance compared to the other guild events.

Another option is allow Treks and Rushs to be unlocked earlier or by allowing merits to be generated by influence conversion or some other means. Stronghold which might turn out to be one of the main way for guilds to do GvG is 5 members, so there was intent that smaller guilds should be able to do activities that larger ones can, so why not bounties?

Good hunting!

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Change Bounty Training In Bounty Tier 1

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Posted by: TheGrimm.5624

TheGrimm.5624

Please consider changing the bounty training guild event into the first tier of the bounty series and allow it to grant 5 merits to the guild. This would allow small guilds to use this event to move towards guild treks and rushes which can already be done with smaller groups. This would be small change that would go a long way into allowing smaller guilds to progress and give more people access to this activities without have to join a guild just for the events. Thank you for your time.

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Guild Bounty Training - Guild Merits

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Posted by: TheGrimm.5624

TheGrimm.5624

Meant this for the general discussion forum.

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Guild Bounty Training - Guild Merits

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Posted by: TheGrimm.5624

TheGrimm.5624

It would be extremely helpful if the the Guild Bounty Training would reward guild merits on successful completion. Guild treks and rushes can be done with only 5 people but the guild bounty structure doesn’t follow the same model. Since tier 1 is 15 merits for 2 targets, even 5 would help allow small guilds to slowly accumulate merits that are needed to unlock guild functions and get to the rushes and treks. Appreciate your time.

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BLC manipulation cont.

in Guild Wars 2 Discussion

Posted by: TheGrimm.5624

TheGrimm.5624

Is there anything stopping Anet from buying items on the BMT to artificially make the item more rare and expensive?

Not sure about BLC’s, but there are plenty of other areas where it would benefit their bank account to do such things. There is no law against it, and they’ve never told the user base they wouldn’t do it, so.. yeah.

I am pretty sure that JS stated that Anet, as a company, doesnt participate in the trading market.

I was wondering about this in the past as well and wasn’t certain if anyone saw any statements that they do not adjust markets by removing items from in game. In this case the reason ANet might consider this on BLTC chest is that its a marketable item that could require real money to further purchase.

You are a new player. Quite often on the gem store you see these keys that can be bought. In this case 25 keys for something like $26.25 in real money. You then look and see the item that they open is only 7c. That might make you question, ok is there $1.05 value in that chest, which based on price might lead you away. Now its true that people could use the Wiki to see what they might get, but I am beating a large number of people use that buying price as a quick indication of, does it have value. Therefore, yes a low price on the chests might be seen as potential finical lose that might lead to an action such as remove some of the supply in game.

Not implying ANet was involved, but I could see why they might be which is why I was wondering if there was ever any statements that they never would. Based on your feedback I am leaning towards they have and will leave it at that since I know you have had way more posts on the trading forums then I.

Side note from those of us that do gamble. Another reason a player might have bought a bunch up is that we are overdue for a key sale. Based on experience in game with others, this does open up people wallets to pick up keys at those times. If that occurs then this price jump might be even better for the individual.

Good hunting flipping to you!

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Stronghold, not awarding defense?

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Posted by: TheGrimm.5624

TheGrimm.5624

More beta test time would have been great to be able to try more things, but it is what it is. Player score/team score for the different activities might need to be adjusted. Didn’t get a good feel on the scoring in the test time but it did feel off for some activities like defending. Maybe adjustment in player kills in the lord room, create some price for a failed assault on a lord. As I said didn’t get enough of chance to understand the scoring as much with everything else going on.

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imo Stronghold would be better 10v10

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Posted by: TheGrimm.5624

TheGrimm.5624

I was kind of expecting the NPCs to be a delaying factor and they seemed to fit that role.

Can the lord be soloed, I am sure, but everyone I saw that tried died. Add in a defender and didn’t see any walk away.

So if we are seeing mixed results, that means the starting value isn’t in a bad place. I also saw players drop from archer fire when they completely ignored them, was it from solo fire, no, but the NPCs did drop them. Didn’t get a chance to check damage logs across various armor classes and builds so don’t have any details on power levels.

Man, if they really died to this lord that deals almost no damage, I don’t understand how people like that can fight other players. Honestly, if you’re 1v1 or alone at enemy lord, there’s basically nothing to stop you other than losing your 1v1. Every class can take him down, even though some classes are better suited for it.

If you’re the only target for bunch of archers, it can hurt, yeah.

Spent some of the test time on defense which is where I was able to see how people did. Didn’t get a chance to discuss with the people that were downed what builds they were running. Might be nice if there is another beta for it to be in hotjoin so that we can check peoples setups when they fight the lord.

Don’t get me wrong, if he needs boosting then I hope they do. Hoping that they used numbers to get a feel for changes in the power and toughness of the NPCs. I want the lord to need a few to take him down. But we need to remember it should be the players that make the difference vs the NPCs.

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(edited by TheGrimm.5624)

imo Stronghold would be better 10v10

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Posted by: TheGrimm.5624

TheGrimm.5624

I was kind of expecting the NPCs to be a delaying factor and they seemed to fit that role.

Can the lord be soloed, I am sure, but everyone I saw that tried died. Add in a defender and didn’t see any walk away.

So if we are seeing mixed results, that means the starting value isn’t in a bad place. I also saw players drop from archer fire when they completely ignored them, was it from solo fire, no, but the NPCs did drop them. Didn’t get a chance to check damage logs across various armor classes and builds so don’t have any details on power levels.

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Is it just me on stronghold?

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Posted by: TheGrimm.5624

TheGrimm.5624

The difference I was finding here is that the fight was very mobile, where as in conquest it isn’t. In conquest you really shouldn’t be fighting off point unless you hold more cap points and are slowing down the other team from getting to them to retake them.

In this game mode more of the map had value. Depending on the flow, some times it made sense to attack and defend, some of the time holding mid field was the key to victory, and as time in the match moved into later stages those same key grounds would change. Had a map that the enemy took down both gates right off but then team was able to hold choke points to block them. Ended up a victory as two players took out the other teams lord while 3 held off 5. That was only after 1 player held mid and sent a steady stream of NPC down the path.

I am not saying replace conquest, but I wouldn’t say this is a step backwards. If anything I can see this game mode to hold more variety. Example I could see people that like courtyard to like this game mode because you can turn it into courtyard if you choose.

I would love to see some statistics of player kills in this game mode, it felt like there was more player fighting then in a lot of conquest games. Quite often in conquest people will avoid the fight since capping leads to wins. Here only one cap matters and if you don’t kill the other team you are going to lose.

I was also looking at some builds I use in WvW would be more effective in this mode then some of the conquest PvP builds. Will have to see how that plays out but again I think that means more variations on the match and to me freshness is a key factor in extending a game’s replay-ability.

But, each to their own. Good hunting!

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StrongholdBeta

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Posted by: TheGrimm.5624

TheGrimm.5624

Ok, was able to get a good 6 hours (including queue waits) of matches in last night. General impression, liked it. Tried some pug, some groups with friends. Didn’t try any premades where people spec’d for it or brought classes that would compliment the team or were traited for the map.

Was able to run all classes except Guardian. Can see roles for just about any class so that was nice. Could see wanting to adjust some builds for this map. Saw lots of various techniques used and there didn’t seem to be a distinct, do this action which was a positive to the map. Now granted one partial day is not a lot of time to get set into ways but could see a lot of different options that could come into play which means it stays fresh longer.

Saw only one bug over the night where mist essence was displayed on the map but could not be summoned. Power level on the archers and bombers seemed to be pretty good as far as resistance and damage dealt. Treb didn’t come into play as expected as much as compared to Kylo. Pace in match seemed to be fast which was good, you really didn’t have time to waste.

Once again over all liked it and will look forward to playing more of it and seeing other maps with that style of game play.

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imo Stronghold would be better 10v10

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Posted by: TheGrimm.5624

TheGrimm.5624

Going round and round on this. The lord and guards balance seem pretty good in 5v5. If the numbers were increased then I think they would need to be as well. That said before trying a 10v10 I wouldn’t mind seeing a 6v6 or 8v8 version.

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Make finishers giftable please

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Posted by: TheGrimm.5624

TheGrimm.5624

Both your suggestions are good, but its like sending someone cash for a holiday versus a gift. It can achieve the same results, but its not the same at all. As I said I would be fine even if it was a buyer beware situation, no refunds will be offered in the case of a duplicate purchase.

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Make finishers giftable please

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Posted by: TheGrimm.5624

TheGrimm.5624

+1000000 here. This would be awesome, even if its a buyer beware item and over buys are non-refundable.

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Pvp out of the heart of the mists.

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Posted by: TheGrimm.5624

TheGrimm.5624

Would love to be able to queue outside of the mists. Between being able to craft and would actually take more time to map complete since there would be breaks in it.

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What will you play in Stronghold?

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Posted by: TheGrimm.5624

TheGrimm.5624

Test order:
Starting: Engi/Range/Ele
Depending on time: Thief/Nec/Mez/War

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This stronghold public access is a travesty.

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Posted by: TheGrimm.5624

TheGrimm.5624

lol, going to be a long day at work. Come on clock. Tick-tock already.

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[Suggestion] Ranked PvP Leaver Punishiment

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Posted by: TheGrimm.5624

TheGrimm.5624

Like DotA: they don’t care if disconnection was intentional or an internet drop off, they just punish the same way.

“Oh, but if internets drop off?” Whatever, the match was lost the same way because of a disconnection, if you don’t have a stable internet, don’t play ranked.

Sorry you just hit the wrong cord. So, lets take a small portion of the game population. So you are telling 30-40% of the US that uses broadband (forced to or not) to not play. Ok, so as soon as you write a couple of checks in the millions to the Telecomm companies or US government and get fiber connections run across the US we can re-discuss this.

Back on topic. There is a difference if people DC and get back into the game and those that never do. Have seen a large number of games still won when a player DCs and returns to the match. The DC’d player is already penalized in points, rewards and irritation. I don’t like people that drop and never come back, or worse just stop playing either, but the solution needs to account for the difference in a rage quit verses an honest drop.

There are already people that play unranked that really should be playing ranked as is, if the point of the differing type of queues is to allow people to gradually move into more competitive matches. Moving more people there just creates new issues.

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This stronghold public access is a travesty.

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Posted by: TheGrimm.5624

TheGrimm.5624

So just to be clear. Once the event actually started, an unranked queue will be Stronghold 100%?

Yes.

Umm, no.

“You’ll see Battle of Champion’s Dusk as the featured map; vote for it, hit “Accept” when your queue pops, and enjoy the battle! Conquest matches can still be played in Ranked.”

Vote for it. Could be wrong and they mean that it will be the only choice but by saying featured and vote, I am not working under that assumption. So there is a chance it won’t be selected. I am looking forward to the test but it sounds like people could vote for other maps and then with the RNG it might no be the map that is run. Find out later. Good hunting!

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Any Reason to Buy Another Account?

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Posted by: TheGrimm.5624

TheGrimm.5624

I hate to be a terrible nitpick here, but I’m fairly sure that there’s something in the ToS about it being against the rules for multiple people sharing 1 account (or sharing log-in details for accounts with other people).

Fair enough, but I have played with enough people with families that might be trying to setup an account for their child to play or a family with multiple siblings. But your point is valid. You should never share your account information. But your not if you are the parent logining multiple children into the game on different machines.

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Any Reason to Buy Another Account?

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Posted by: TheGrimm.5624

TheGrimm.5624

There are 5 main reasons I can think of.
1) the daily login rewards
That’s 55 laurels every 28 days. If used to buy t6 mats, that’s 165 T6 extra t6 mats per 28 days
2) guild security.
If you are the sole member of a guild and you accidentally leave it, it’s gone. It and everything you had in it disappears. You can make the alt account a leader also and invite your main account back in.
3) storage.
If you have a lot of mats, you cans store extra stacks in your alt accounts bank. It does mean you have to take the time to mail the items or transfer to a guild bank for your alt account to pick up but you then don’t have to buy the gem store item that increases inventory size. Also you can use the character slots to make additional mules if you want.
4) a safe place to store gold outside your account.
Some people like to keep gold separate so they don’t accidentally use it. A guild bank is not safe. If a hacker cleans it out, ANet won’t give the gold or items back to you. If they clean out the alt account, you get one free account restoration.
5) five extra chars to play on
if you don’t want to pay $10 for a character slot on your main account, you can get 5 for the $10 on an alt account.

Nailed it in one. These are all reasons I had previously picked up another. Additional reasons might be:

  • You want an account to share with a friend
  • An account to explore other servers
  • An account to just solo explore with
  • An account to test new changes that affect just new accounts

Now bear in mind, this will cost you when they release HoT since you will be paying for multiple expansions. There is a reason they are trying to sell more accounts now after all versus just feeling nice. Good gaming!

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GW2 and the Death of Small Guilds

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Posted by: TheGrimm.5624

TheGrimm.5624

Going back the original post scaling the price of upgrades to some sort of average size of the guild could work as well if we are talking about non-tradable items, such as structures in the guild. Example installing crafting stations in the guild hall. Costs x merits for a small guild, x +y for next guild size and such. The smaller ones are still taxed with needing the min number of members to do the event that requires the merit but aren’t double taxed by also having to run it as many times to pay for the upgrade. I don’t believe that the design attempt is the guild with the most automatically wins, but if it isn’t let us know.

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GW2 and the Death of Small Guilds

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Posted by: TheGrimm.5624

TheGrimm.5624

I admit that the developers are in a difficult position. How to make event scaling work for the smallest of guilds and for the mega guilds. The answer truly maybe you can not. I hope that they support efforts for the smaller guilds and allow us a means to still advance our guilds. If scaling does not work then maybe allow smaller guilds alternate events that require more iterations but can still grant the guild currencies that can be used to scale up their guild if they choose to live in a smaller guild. That or institute guild alliances so that smaller guild can work with each other to do events that are designed for larger guilds and allows people to keep their communities. Good gaming to you!

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