This topic has already said everything that I wish to say concerning the matter. Too much fluff content with absurd time constraints forces players to make decisions as to whether they want to play how they want, or participate in limited time content. Its stressful and unfriendly to those who other obligations. 2 week time constraint “content” is not as bad as One Day Only content, but not by much.
I know I personally completely missed the Aetherblade part of the Dragon Festival because I was burnt on the updates and just wanted to relax with an alt… Likely the same with SAB..
Actually, an addendum to my previous post. While I do like a lot of how dungeons have been tweaked in the recent patches, the removal of karma from completion does bother me, something of which I hadn’t noticed earlier. Perhaps add some degree of karma to the 1/day/path bonus chest.
I for one think that this was still the right way to go. Changes that have been made since the game’s launch have made Karma easier and easier to obtain, leading it to becoming the functionally useless number that it was(with some exceptions). Last year, Karma was only available from Dynamic Events and was character bound. Since then, they’ve added karma to dailies and monthlies, dungeon trips, bosses, and the occasional consumable. The ability to gain karma had long outgrown people’s ability to spend it, and a pull back was long overdue. Now that they’ve added ascended crafting they’ve toned down people’s ability to get karma.
Go out, do events, play the game with people. Its all they want. Its all they’ve ever wanted. You’ll still earn more than enough karma.
you know, that’s actually a really interesting idea, letting the AI take control of characters that are on your account when you go into instances.
I’d actually go a little further and add it for any instanced content, such as personal story as well, which is already supposed to scale based upon the number of players involved.
On this note, why are you allowed to purchase soulbound yet unequipable items? Use dungeon tokens to buy light armor while using your warrior? Sure, they’ll let you do it but you’ll never equip it. I’ve accidentally done this twice.. ~.~
Really, at the moment they have Account Bound items, Soulbound items, and Account Bound Soulbound on Equip items. Simple fix is to take everything that’s normally soulbound and move it into the latter category.
It can be especially difficult to revive downed players in certain circumstances. Caught in large AoE DoT zones, the boss focusing singlemindedly on the target, or the downed player getting hit by further AoE while other players attempt to come in for a revive. Because of the length of time reviving takes and breaking off from a revive attempt, reviving may often lead to the reviver also ending up downed and the already downed player no better off.
At present, there are certain dungeon paths which can be especially punishing, and teams have little to no viable opportunities to revive an ally while they’re in the precious downed state.
Since the most recent update has stopped “waypoint zerging” we will in many cases find that parties will most surely wipe and the boss reset simply because of being unable to revive dead allies. As a solution to this I would propose a change to the various reviving skills. If they could be made to revive dead players, it would avoid this particular issue, bring about an interesting party dynamic, and would see renewed interest and use in some of these skills which have long been overlooked. I don’t believe any other balance issues would be created by these skills as the fastest refresh time for such skills that I’m aware of is 2.5 minutes.
Honestly, as as solution to some of these problems I would like to see the skills that revived downed players also revive the dead ones. Would add a new sense of teamwork and not completely handicap a team that is unable to reach a downed player before some boss takes him out.
It was so much that I was starting off with a poem as paraphrasing a song from Rush’s much recent album. I played the game and I sang it praises. I tried to get my friends that were not already playing the game to pick it up. Bit by bit though the frustrations crept up, though I wanted to believe that they’d be dealt with in upcoming patches. My friends that I’d started with had already gone, but I was hanging on. Ascended and fractals hit, and like many other forum goers I felt frustrated by it, though it broke my community. Still, I wanted to believe that things would get better..
I can’t hold on to that hope any longer, coming back to these forums every couple of days to see if things have changed. This topic was meant more as my goodbye to the game and these forums. Once I close this window I’m not coming back. This was as much for me as anything else, as I’m sure everyone has already heard my personal gripes before.
I was brought up to believe, belief has failed me now
The bright glow of optimism abandoned me somehow
Oh belief has failed me now, life goes from bad to worse
No philosophy consoles me in a GuildWars universe…
I haven’t really played since Mid November. I’d played GW1 effectively since its launch back in 2005 and I wanted to love this game. My friends who started GW2 with me had abandoned the game back in September and October, and I just kept going. I was working on my second lv 80 character, and was trying to work towards Dungeon Master. Despite my friends having left the game, I had found a guild I was happy with and was still enjoying content. Then fractals came out.
A few of my guildmates went about requesting refunds or just straight up leaving the game. The guild fragmented. My core group was gone. I thought to myself. Well, I was having fun before, I can still have fun with the game despite my frustrations with Ascended tier gear. Except what happened to the game afterwards..
Some of the dungeons were difficult to find groups for as it was, now it was almost impossible. Bugged paths are still bugged, and the last few dungeons stay contested at almost all times because nobody is doing the dynamic events to reclaim them.
I haven’t logged in for about 3 weeks now, but I keep coming back to these boards because I’m hoping against hope that something will have changed, or that there would be at least news about things to come. Nothing. Such a shame. If nothing else I’ll have more time now for my reading..
Goodnight Guildwars. Goodnight.
Togashi Jack – GWAMM – May 2005 to December 2012.
In regards to Legendaries, they’ve also said that they will always be Best In Slot equivalent. If they add a new tier Legendaries also get bumped up to equivalency.
Today while running AC occasionally people noted getting items like a Ghostly Backbrace or Foefire Amulet instead of the bag of wondrous goods.
Today I did AC Story mode with two sub 40s and a sub 60 on my team.. Then again, I’m a nice guy who happened to have been there for explorable mode and decided to just go and have fun with it. It wasn’t overly fun when one of them dropped almost immediately.. so the four of us continued.. Oh goodness fighting the lovers was a pain..
so.. like any other dungeon then – gotcha
Biggest thing I take away from this event? Don’t have a life outside of GW2. Don’t ever miss any of these “Special Events” or “1-Time Only Weekends” or anything of the like. An end chest with loot ranging from 10g on the low end and having the chance of Precursors drop? Wow, its good to know casuals need not apply.
Reduce Ascended Gear stats to Exotic Equivalent and give Exotic equipment Infusion slots as well. Change method of acquiring precursors. Honestly I’m surprised that they cited players hitting a legendary wall and quitting and didn’t address that wall at all.
I think that I’m going to have to take some time off to reflect – if I come back to the game or not.. only time will tell.. Will probably be gone a week to a month – if I come back at all..
Zero. Many of my friends that had the game have stopped playing. I’ve been trying to get some of my coworkers interested, but Halo 4 has recently come out, and in combination with my disappointment in design shift.. well..
It has been cited that part of the reason for the ascended items showing up in this most recent patch is that players needed a meaningful sense of progression once hitting 80. A sense of progression that they were not achieving in the search for Legendaries, and were hitting the legendary wall as Lindsay had put it.
To understand the crux of the problem here and figure out how players could have still gotten a sense of meaningful progression in the pursuit of legendaries, we’re going to have to take a look at their means of acquisition..
A Gift of Mastery, A Gift of Fortune, A gift specific to the legendary you’re searching for, and of course the Precursor Weapon. Most of which isn’t so much of an issue, the gifts have specific cost associated with them, and players can easily gauge their progress towards that. They know how many of a given item they’re going to need and feel like they’re making progress when they get one of those drops. This gives a sense of meaningful progression – a set goal with a sense of progress being made towards that goal.
The Gift of Fortune is where things get a little bit more iffy. Sure, like the other gifts, the Gift of Fortune has a very specific cost, which players can progress towards though the Lucky Clovers are somewhat of a crap shoot. There are a couple of recipes listed on the wiki, but they’re not guaranteed to result in clovers. Your mileage may vary, but you’re going to get there.
Finally, we get to the Precursor. Oh god, oh god the precursor. Unlike the other materials involved, there isn’t exactly a measuring bar that you can use to gauge your progress. Maybe the Mystic Forge is feeling generous today? Maybe you’ve got your lucky penny tucked into your left shoe or something? I don’t know. You can get a precursor on your first try, or your hundredth try, or never get one. Its random. Its the randomness here that causes that wall people hit and give up upon. There’s no way to measure progress and thus feel you’re inching ever closer. You effectively need to play the slot machine to get your precursor, or spend a fortune on the Trade Company.
Therein is the problem of the Legendary Wall and the lack of meaningful progress. It isn’t by accident, but by design. Unfortunately, for many players, hitting that wall didn’t dissuade them from pursuing a Legendary Weapon, but turned them off of the game as a whole. They got burnt by the system and aren’t coming back. Adding a new tier of equipment with new stats and infusions will not stop players from hunting the legendary, still hit that same wall(which has been made a little lower if I understand correctly) and still quit when they become disillusioned.
The Legendary Wall hasn’t gone away. Its still there, it still doesn’t offer meaningful progression, and its still pushing players out of the game.
He’s not complaining about new content, more that its a specific timing issue? Why is it only 3 days? Why is there a 1-time only chain during the last day? A large portion of the player base will not be able to participate because of other obligations and setting up event schedules like this effectively says “Play the game or miss out.”
For the record, I’m pulling a double shift tomorrow, likely out and about on saturday, and have obligations every sunday. I will miss this sunday’s 1-time only event chain, and any future 1-time only event chains that they decide to have on sunday. I’m going to miss out on this event completely. I’m one example of what the OP is trying to get at.
My biggest issue was not that there was no progression, it was that loot was inherently meaningless. In all the time I’ve played, I have not seen a single exotic drop. Not one. While its great that there’s a gear ceiling, GW1 had the same thing, and yet it would actually happen that from chests, or even regular monster drops you could see a weapon or item that was on par with what you already have. This never happens in GW2 and as such all loot at 80 falls into the category of Vendor Trash, Crafting Mat, or Items you salvage.
Don’t give us new tiers of stuff that will make loot even more useless, make loot better.
I’d like to think that it has more to do with the fact that you’re now having played all 8 classes and having put so much time into the game. It isn’t that the Warrior is OP, but that your skill has at the game has increased. I played a warrior as my first character and some story paths were just absolutely punishing.
He has an incredibly weak insecure personality. In Forging the Pact he all but tells you to go and talk to the orders for him because he’s not sure that they’ll like him. And he’s the leader.. Also suffers from being on the heels of Kormir who was the leader of the sunspears despite being an absolute moron and ends up stealing godhood at the end of the game just because..
I’m jumping on the rage train here. This is a move that I find very troubling.
This GWAMM might have to find a different game to play.
New category of items.. Okay
New category of items inherently better than existing items.. Not okay
New category of items inherently better than existing items only available through the mystic lottery.. Not okay at all.
New category of items inherently better than existing items only available through the mystic lottery and is required to do new content… RAGE
I don’t understand the people that are honestly against this suggestion. The T3 Cultural Armors are already a ridiculously high expense, and the fact that the player then needs to go through an extra step with extra expense to make them wearable is absurd. Either make them exotics, or give them the same skin properties as HoM items that can simply be dropped onto another item of like properties. At least that skips the step of the player needing to buy transmute stones in addition to the already exhorbitant cost..
Personally if push comes to shove I go to Wayfarer Hills to get my daily done. Takes about 15 minutes.
If I’m pressed for time I’ll do my daily in Wayfarer Hills just outside of Hoelbrak. Takes me 15 minutes. Otherwise I’ll just do my daily wherever I’m actually playing..
the biggest outcry concerning the clocktower was that it was a timed jumping puzzle that forces you to continually rotate the camera. Can’t go fast enough? Fail. Can’t keep proper control of the camera? Fail. No other jumping puzzles that I’ve seen to date in this game require you to be on a timer. Griffonrook is the only exception to this if you take the bomb, but if you ignore that you can still get the achievement if you get to the end.
When they added new jumping puzzles recently they actually added a new area into Dredgehaunt cliffs, which did not increase the number of explorable areas in the Shiverpeaks.
…..
I love the Carlton..
Stop hating on my dance….
Personally, I’m fine with Warriors continuing to use the greatsword in PVP and WvW – Just makes them that much easier to kill.
GW1 had a few interesting options that should be looked into when considering a dungeon finder – and frankly, what I would suggest is something along the lines of a catalog.
With the use of a hotkey(lets say X, its not the default for anything presently in game) you can bring up a Dungeon Gallery. This could show you your status with each of the available dungeons at present, which paths you have done, and the like – similar to your hero’s personal story from the H panel – and by flipping through the list of available dungeons you could also see the listings for people wanting to do this particular given dungeon/path of dungeon. You should be able to see such information as Number of members in party, level, and class. Add your name to the list by a simple button press. Very simple.
the only new jumping puzzle I’ve done is the one immediately behind the scaffold climb puzzle in Dredgehaunt Cliffs, and that was relatively fun, albeit simple
I don’t know why this wasn’t already a thing. You already have a clearly drawn out list of story missions you’ve already done. Story missions are instanced anyway. Why couldn’t they simply make a click button to start instance option for replaying story mode?
Alternate suggestion – explorable mode remains locked until all party members have done story as at present many people will just skip story after ensuring that 1 person on the team has done that..
OR
Make it so that the story mode is no longer 1 and done, and needs to be refreshed periodically for continued access to the explorable content, maybe once a week or once a month or some such, though that still does not get past the issue of people ensuring 1 party member can do explorable and just skip story..
This has come up in discussion many times, and ultimately to do so they would either need to greatly decrease the likelihood of dye drops, or make them bind on pickup. Dyes that are account bound and still available in the Black Lion Trade Company will very quickly tank the value of any dye, not that they’re terribly high to begin with, with few exceptions.
While I would like them to do this as well, it will likely never happen.
Merchants could offer kind of a transit pass. An item that would sit in your inventory with a number of charges. As long as you have charges remaining, Waypoint travel is free(as you’ve effectively paid ahead of time). Suggestion of 1g for 50 charges.
Alternatively you could make such an item allow free waypoint travel for a certain length of time, countdown starting from first use or from moment of purchase.
Every time anything in this game isn’t an exotic people complain about it.
Are you really completing the story quest without getting an exotic weapon first? I mean that’s the first thing you should buy at level 80 and lets not pretend crafted exotic weapons are expensive. Even if you have 0 copper when you hit 80 if you bother you can buy one within a few hours just doing events on orr or something.
I’d be fine with them being exotic…I just don’t see why it matters to people. Reminds me of when people were complaining about the stat layout on legendary weapons, as though they wouldn’t have long since gotten their existing weapon with exactly the stat layout they want long before.
I’m guessing the only reason they’re rare is so it doesn’t have some weird effect on crafted weapon value due to people insisting on using green gear for the maximum amount of time possible at 80.
People complain rightly so about them not being exotics because of the effort/expenditure involved rewarding a player with something inherently inferior to what (s)he already has, requiring yet another step and expenditure to bring it to par.
I’d honestly be less upset if the Cultural Armor or Pact Weapons were treated like the HoM items. Just a straight up skin that needs to be applied to an item of equivalent type.
seconded with additional characters to meet minimum post length.
I’m not asking to always get bigger/better stats, I’m asking for even the chance of maybe getting something of equivalency – which do not drop or have an impossibly low chance of dropping. Fritz – there’s still a large portion of the community that enjoys the concept of random drops, part of the reason why there was a large backlash against dungeons. By not even having the opportunity to get drops of parity to your own, you’re removing any impact and fun from loot. and I felt the need to respond(and respond again) because you obviously just do not get the point that I am, and others have made.
you can still get to the heart of the mists by clicking on the crossed swords icon at the top of the screen and get to LA from there as well.
fritz.. is it really so hard to understand that some people might want a gameplay experience of “Oh look, I just got a cool item” instead of “Oh look, I just got another item that I’m going to sell to the merchant”
fritz.. is it really so hard to understand that some people might want a gameplay experience of “Oh look, I just got a cool item” instead of “Oh look, I just got another item that I’m going to sell to the merchant”because at level 80, everything is either
1) Salvaged
2) Sold
or 3) Used in a crafting recipe.
fritz.. is it really so hard to understand that some people might want a gameplay experience of “Oh look, I just got a cool item” instead of “Oh look, I just got another item that I’m going to sell to the merchant”because at level 80, everything is either
1) Salvaged
2) Sold
or 3) Used in a crafting recipe.That’s not exactly fun or interesting… If you’ve got exotic equipment(and if you’re level 80, you do), you will never ever equip another drop for the entire length of time you play that character.. Ever.
I can somewhat agree with what the OP is saying.. Considering at level 80 you can relatively easilly craft or purchase Exotic Gear from the BLTC you’re able to get yourself max stats.. Running around in game seeing a rare quality item drop is rather seldom and I don’t think I’ve ever seen an exotic drop. You functionally have a zero percent chance of any item dropping being even equivalent to your present gear, which results in it either being vendor or salvage fodder.
You’re able to relatively easily get to the stat cap on items, but drops never seem to ever get there. In GW1 while you could relatively quickly hit the stat cap on items, random item drops would also at least have the chance of being max damage, which would lead to you at least occassionally getting something worth equipping in place of your equipment.
In this game, all drops are effectively Worth Less than player’s present gear, and thus are in fact worthless.
Manually quoting because that feature isn’t working properly right now.
MithranArkanere.8957
Costumes should be unlocked instead bought as units, and wearable in combat, just like in GW1.
Each Town clothes slot should have a checkbox in the lower-right corner. Activate it, and it’ll replace the corresponding armor piece when showing armor.
And once you buy them and unlock them once, an NPC should have them in their list available for you for a small fee.
As they are, it’s not worth paying for them.
Yes x Forever.
Any and all gem store items from the Style tab should be 1) tied to the account, and 2) Available for free if you lose the item – either by seeing an NPC or by revisiting the BLTC tab.
Underwater combat when it works can be fun. When it does not work it can be maddening. It does not work far far too often…
Oh, and the underwater Krait in the straits of malkor are also ridiculously absurd.. mobs that have both pull and knockback and immobilize are maddening, especially considering the density of some spawns in Orr areas as well as needing to reorient yourself based on where you’ve been moved to..
Legendary Weapons no longer an option for most players? No. Legendary weapons were never an option for most players.
The issue is that some classes are harder to manage that than others.. Also, when running with pugs there’s a pretty good chance that there’s one person that just straight up doesn’t get it and keeps spamming his burning/bleeding, whatever, making this fight a nightmare..
Single currency for all dungeons/ current system discourages fun and varied gameplay with friends
Posted by: Togashi Jack.9531
All people need to do is stop thinking of it as doing Ascalon Catacombs in order to get Ascalon Catacombs gear, and to start thinking of it as doing dungeons to get Dungeon Gear. Same basic principle as Karma. All quests reward Karma, all Karma vendors take it, regardless of where it is earned.