Showing Posts For UnitedChaos.8364:

Commander Tag Options

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

Players should have the option of “filtering” tags, if you will:

Suggestion
1. Viewing all tags (current system).
2. Viewing (insert name) tag only. (Can apply this as many times as the player wishes).
3. Viewing only guild tags.
4. Viewing only party tags.

Rational
1. Influx of new tags.
2. Guilds shouldn’t have to run tag-less, and instead run with parties targeting the leader.

How
1. Current game options tag.
2. Under current party/commander creation hud icon.
3. And of course, /releasetag to remove the filters; or ‘Remove filter(s)’ icon in previously mentioned location.

+1 For this simple, realistic option.
Thanks.

Edit:
added 3. to How
Spelling mistake

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(edited by UnitedChaos.8364)

Rebalancing the Scale-down Feature

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

+1 OP

I made a post a long time ago that went something like…

Issue:
Currently if you enter a level 15-25 area, for example, you are downscaled to a level 23 which is nearly the highest “recommended” level for that area. With a level 80 character with level 80 gear you still dominate the area, and it is not near challenging due to how much experience you have playing the game. My perspective: I have a friend who just started playing, and I would like to play with them. I consider myself pretty skilled, but when I’m downscaled I’m still to powerful to help. I often find myself standing and not attacking, so they can learn the game. I want him to learn, him to play, AND me.
Suggestion:
I suggest if you enter a level 15-25 area, for example, you should be downscaled to a level 15, the lowest “recommended” level for the area. This makes the entire area much more challenging. Which, frankly, it should be. If you’ve played the entire game and have appropriate armor, understand combat, dodging, etc. you should have a good deal of experience. Also, with appropriate armor and weapons it should better balance itself.”

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Please No Profession Loot

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Has no one thought of alternatives? Really?

I think that profession loot is a great idea! I love the idea that I would be more likely to come across longbows and greatswords for my ranger than scepters and hammers, for the sole purpose of ‘starting that next set’ or skins. I’m sure there is a way to balance out, within reason and still make sence. I’m sure new players and some, not all, players would rather obtain items that they could possibly use. I know some players have millions of gold and starting that ‘new set’ isn’t on their priority list, but, still, I can see their perspective.

My Ideas

Has no one thought that getting profession loot is a good idea, and it’s the crafting recipes that need adjusting? If certain recipes that have a profound affect on what materials are in demand were adjusted to say (75% current cloth, 25% leather or 25%cloth, 75% metal, etc.) could that not make a better solution? Note: I’m talking about recipes that have a profound affect on the supply and demand and not the everyday recipe.

Or, how about a toggle setting to swap between the two systems optionally. I, as a ranger and someone who doesn’t really care about gold hording etc, would rather play with the option enabled to recieve more, if noticable at all, loot related to ranger.

Thoughts?

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Show your rangers here!!

in Ranger

Posted by: UnitedChaos.8364

UnitedChaos.8364

United Chi. Add me to your friends!

Attachments:

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Ossuary of Unquiet Dead bugged

in Bugs: Game, Forum, Website

Posted by: UnitedChaos.8364

UnitedChaos.8364

I’m sorry people can’t complete this, but I’m curious as to the why.

I don’t know if I missed something, but there is no obvious alteration to this quest; so I’m curious as to why it suddenly stopped working. Was there an un-noted alteration to the quest? Did the latest update somehow affect this quest somehow? Or did someone make a simple mistake on their end?

Curious. After all, better to find the reason and prevent future personal story problems than to just slap a band-aid on it.

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Stunlock Ranger

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Conditions can’t be increased past 100%. Moment of clarity already caps Daze and Stun effects. Mesmer runes, sigil of paralysis, etc. will not increase the duration further.

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Feedback/Questions: MegaServer

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Please fix issue with not granting Guild Mission rewards because you didn’t guest to the guild’s server. You shouldn’t need to guest to their server! You’re playing with them right there!

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Guild Missions ~ Guesting to server.

in Bugs: Game, Forum, Website

Posted by: UnitedChaos.8364

UnitedChaos.8364

Sorry I posted this in the wrong section. I’m reposting here.

I did a Guild Puzzle today and was invited to the guild doing said puzzle to receive rewards. I did the entire puzzle start to finish. Unfortunately, I made one critical oversight. I didn’t guest to the server they were playing on…

My home server is Fort Aspenwood whilst the guild I was guesting to was representing Dragonbrand. Now, I understand before the launch of mega-server that it makes sense to have to guest to the server (otherwise you wouldn’t see them, or be able to play with them). Now with mega-server I don’t see the reasoning for having to guest to a server to receive credit for your guild puzzle. It was slightly confusing after completing it trying to figure out why I didn’t receive commendations until I read the tiny side note on the bottom of the wiki that reads ‘Notes: You can receive rewards from guild missions that are started on a world that you are guesting to’.

I hope ANET addresses this issue so that all guild members are rewarded commendations regardless of server status. Please fix and send me some commendations my way for my pain <3.

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Guild Missions ~ Guesting to server.

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

I did a Guild Puzzle today and was invited to the guild doing said puzzle to receive rewards. I did the entire puzzle start to finish. Unfortunately, I made one critical oversight. I didn’t guest to the server they were playing on…

My home server is Fort Aspenwood whilst the guild I was guesting to was representing Dragonbrand. Now, I understand before the launch of mega-server that it makes sense to have to guest to the server (otherwise you wouldn’t see them, or be able to play with them). Now with mega-server I don’t see the reasoning for having to guest to a server to receive credit for your guild puzzle. It was slightly confusing after completing it trying to figure out why I didn’t recieve commendations until I read the tiny side note on the bottom of the wiki that reads ‘Notes
You can receive rewards from guild missions that are started on a world that you are guesting to’.

I hope ANET addresses this issue so that all guild members are rewarded commendations regardless of server status. Please fix and send me some commendations my way for my pain <3.

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Too many shinies - Thoughts to fix?

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Posted by: UnitedChaos.8364

UnitedChaos.8364

So instead of agreeing on an option to in some way turn down the affect duration or something like that, You just want everybody to have to deal with shine-less legendary weapons when it seems you are the minority in this instance.

Very “PLAY MY WAY” of you

Very trolly of you.

Read my previous post. A very “ah ha” moment. ‘A spectacular effect slider would be a fantastic solution.’

Take your trolling else where. Thanks.

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Too many shinies - Thoughts to fix?

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I don’t want to “turn down my graphics” off max due to too many sprites/shines weapons/armor.

I don’t have an issue with skills or effects; I think they’re perfect.

I have an issue with max height Norns spamming Hundred Blades with Twilight.

A “spectacular effects” slider would be a fantastic solution.

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119% - But what does this do?

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

Your just over analyzing it.
Anything over 100% crit chance is ignored.
I doubt they’re going to add a patch so that it doesn’t display anything over 100% or just “max”.

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Too many shinies - Thoughts to fix?

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

Please reduce shiny, glimmering, weapons/armor with sprites everywhere

I understand that a weapon glowing and leaving a trail while attacking is ‘cool’, but it has it’s limits. When people first started getting legendaries, yes, it was awesome because there were so few. Now there are so many some things are becoming quite overwhelming.

I was doing a dungeon the other day with a group of 3 warriors and a guardian (Go figure. Zerk zerk zerk after all..), and each of them had either Twilight or Sunrise. Well, if you haven’t seen 3 warriors with legendaries doing what warriors do, it’s just one big cluster kitten. It was incredibly hard to see and figure out what was going on. My screen was basically just one giant disco ball, and, eventually, the joy fades and your left with just a mess.

Everyone understands that shinies are understood as better than just matte weapons and ‘cooler’. I understand that nobody wants them removed completely, but they’ve lost their luster and could use a tone down.

Thoughts?

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Fort Marriner Waypoint - Contested

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Just use Postern Ward Waypoint (far east side of LA). It has everything you need.

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Spirit of Nature / Spirits

in Bugs: Game, Forum, Website

Posted by: UnitedChaos.8364

UnitedChaos.8364

Spirit of Nature
-Will not cast Nature’s Renewal if the player is moving. It will go immediately to cooldown.
-Can be interrupted.
-Range is incorrect.
-If used in a ‘zerg’, as well as other spirits, they sometimes affect 5 other players but not the ranger/party members.

Spirits
-Cooldown is faster to swap utilities then swap back.
-Will not cast skills if player is moving.

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Thieves - Stealth

in Profession Balance

Posted by: UnitedChaos.8364

UnitedChaos.8364

Thieves can infi-stealth. Period. This should be removed immediately. #rage

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Revert Melee Cleave Nerf

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I think you were just mistaken.

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This "Season 2"...

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Posted by: UnitedChaos.8364

UnitedChaos.8364

They arent gona get any where with these tiny updates.

I thought this week was gona have more content and as i was doing the new story i finished it in a sad little 20 mins… 20 mins of content really anet.

You did it wrong.

Experience the game. Stop just using Light Dash and racing story point to story point.

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Revert Melee Cleave Nerf

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Posted by: UnitedChaos.8364

UnitedChaos.8364

You’re just dead wrong. Cleave has always been three targets per hit. Your over dramatic post seems unnecessary. Aoe, bouncing attacks, and piercing attacks are all that have ever targeted more than 3.

Aoes target 5, it says so in the skill discripts. Autos have always hit more than 3. I may be wrong about the unlimited but they at least have hit 5. Many of my guildes have been noticing DPS losses in trashing killing because of this nerf.

“Cleave is an area of effect property that most melee attacks have allowing them to hit up to three nearby enemies in front of the attacker.”

No, cleave has always been three.

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What is your /age?

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Posted by: UnitedChaos.8364

UnitedChaos.8364

-1,533 hours 43 minutes over 690 days.
-1,304 hours 4 minutes of that is my Ranger main.

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Revert Melee Cleave Nerf

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

Play a ranged class. Melee cleave is not underpowered.

It has always had a cap, just not a stated one.

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This "Season 2"...

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

@OP. I don’t understand your gripe.

They are giving you both: small amounts of content every 2 weeks and (if you want to look at it this way) a 6 month expansion.

-Free content every two weeks for those who play regularly.
-Paid content every 6 months (or however long you want to not do the living story). You can pay for the content when it’s gone; or just log in, get the content free, don’t do it, do it all at once when you’re ready.

At the rate they’re going the world, and story, is expanding at an incredible rate. The content takes much longer if you actually, you know, enjoy it: watch the cut-scenes, do the achievements, enjoy the lore, etc.

#permanentfacepalm

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Pet Selection Window Organization

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Just give to us a way to see Pet boons/condi stuff easier that clicking on the pet!
Organizer Pet stuff is good too, but I think is not a priority for Rangers Pet dinamics.

This is great too. Boon/Conditions could be shown above their health bar.

Pets need all attributes to be shown outside of combat too. Half of pet stats are 0 until they initiate combat and they are changed to the correct amount.

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Combat only traits

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Another “combat only” anomaly is that only 1/2 of your pets traits are view-able outside of combat. The other traits are listed at 0 until you enter combat then they change to their respective amounts.

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Spirits Show Damage/Effects

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Please allow rangers to see the damage dealt from spirits either in a different color, grayed out, or above the spirits affected party member. Boons can be displayed as a “combo field” effect above the player.

-The 10% from Frost Spirit
-Burning from Sun Spirit
-Protection from Stone Spirit
-Swiftness from Storm Spirit

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Pet Selection Window Organization

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Please change the way pets are able to be selected from the pet management panel. Use a format like (below) with [xxxx] being a picture:

Bird: [Eagle], [Hawk], [Owl], [Raven], [White Raven]
Canine: [Alpine Wolf], [Fern Hound], [Krytan Drakehound], [Wolf], [Hyena]
Feline: [Lynx], [Jaguar], [Jungle Stalker], [Snow Lepord]
etc.

When selecting aquatic pet’s just remove/gray out the ineligible pet choices.
It would look nicer and be easier to navigate.

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Small list of ranger bugs

in Bugs: Game, Forum, Website

Posted by: UnitedChaos.8364

UnitedChaos.8364

These are just a few of the bugs I have encountered. I will update the list as I remember/discover more.

Bugs?

Spirits
-Nomenclature anomalies.
-Effect recharges.
-Overwhelmingly under-powered without Vigorous Spirits. (Compared to warrior’s indestructible banners.)
-Not destroyed when exiting water. (Can cast spirits in water and go on land and fight with other skills).
-Destroyed when swapping traits

Healing Spring / Traps
-With traited Trapper’s Expertise both Healing Spring and X trap read 240 radius. Healing Spring is about 25% larger.

Skills
Entangle
-Blockable. (Compared to Binding Roots and superior Grove rune.)
-If not blocked, casting a block skill, such as Counterattack, allows you to walk out on the next tick.
-If vines not destroyed, but target “escapes” (blink, block, lightning reflexes) the vines still inflict damage/bleed if stepped on.
Lightning Reflexes
-While crippled/chilled distance traveled is about 25% what is should be even though it should remove the condition.
Search and Rescue
-If casted on an ally who is down and nearly defeated, the pet will continue to res even if the player dies.
Quickening Zephyr
-Grants 5 seconds of quickness instead of 6.
Hunter’s Call
-Bird’s size is correlated to target’s head size.
Rapid Fire
-Can be used on stealthed enemies.
Swoop
-The “wings” that appear are still visible after they disappear if you walk through dust, sandstorm, etc.
Spear Skill – Swirling Strike
-Missing tooltip for duration of reflection. (Animation continues after skill cast is complete.)
Spear Skill – Dart
-Continues onto land

Traits
Zephyr’s Speed
-Grants 2 seconds of quickness instead of 3.
Spotter
-Missing text tooltip (combat only).
Hide in Plain Sight
-Tooltip lists Stealth as “Camoflage”.

Pets
-F2 command is not interrupted by issuing F1 (Normal attack)
-F2 (such as Sonic Shriek) commands cannot be interrupted once cast has begun.
-Pet’s names revert to Juvenile X when the pet is changed to a different pet.
-Lightning Breath can be used on stealthed enemies.
-Birds are basically un-targetable.
-River Drake picture icon is not the Marsh Drake summoned.
-Traits: Ferocity, Healing, CD, Agony are not displayed until in combat.
——————————————————————
New Bugs found below this line and date:

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(edited by UnitedChaos.8364)

Combat only traits

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

Why are there such things as “combat only” traits such as Spotter, EA, SiN. There are a few pet related “combat only” traits too.

The only skill affected by them not being constantly active is really Strength in Numbers because your toughness is not increased for that first engaging hit. But why?

I find it just makes your characters stats harder to read and understand. Anet went through a lot of trouble making ferocity and critical damage more understandable but left these traits hidden. Do you open your hero’s panel during combat to see what you’re at?

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Jumping Feedback Thread

in Living World

Posted by: UnitedChaos.8364

UnitedChaos.8364

I think the new content is fantastic. I’m sorry you can’t play, but I’m having a fantastic time. There are plenty of unique events and such in the new content and the story which require little to no jumping skill.

The Zepherites were known for the sun dash, assisted leap, lighting jump in the cliffs. Did you really expect all their aspects to not be included in their destruction of their ships? After the crash all the aspects were thrown all over the map, so it makes sense they are there.

GW2 did a great job of making a unique zone and incorporating those aspects into it.

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My concerns about GW2

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

If they added the following the game would be better (and more profitable):
-Guild Halls (Guild Wars 2, still no halls).
-GvG.
-Capes.
-Black Lion interface organization and restructuring.
-Personal homes in home instances.
-Combat changes including nerfs to: stacking, zerging, etc.
-Content that includes new zones, armor, and weapons; not just story.
-And misc. such as clipping issues, etc.

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Favorable Winds [Wind] -- Ranger Guild

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Posted by: UnitedChaos.8364

UnitedChaos.8364

United Chi
FA
PvP, WvW, PvE

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Greater penalties for Death

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Add back repair costs. I agree death should be avoided. Or add a system like GW1, of course only for PvE which goes away after some time.

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Suggestion: Removal of Food and Nourishment.

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

If you still aren’t convinced think about why you can’t use nourishments in PvP……

Exactly my point. If ANET thought they were balanced, they would have allowed use in pvp too.

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Suggestion: Removal of Food and Nourishment.

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

I know everyone’s going to be like “let’s take that one step further and remove armor” just stop…. I’ve heard enough of it. Yes, we could take it that step further; but just go troll elsewhere.



I’d like to thank everyone for being relatively civil so far and for the very interesting, thoughtful posts.

You mean you’d like to thank everyone that agrees with you. Because anyone that doesn’t is just a troll and shouldn’t comment on your thread. How very nice of you.

I was actually being quite sincere for those that disagreed for having thoughtful posts. Thanks.

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Suggestion: Removal of Food and Nourishment.

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

Can some of the people advertising taking out F&N explain to me again why we would want to reduce players’ ability to customize and adapt?

Leading everyone back on subject, I would like to share my point of view since I didn’t in the initial post. I know everyone’s going to be like “let’s take that one step further and remove armor” just stop…. I’ve heard enough of it. Yes, we could take it that step further; but just go troll elsewhere.

-Is it really adding to your overall experience?
Absolutely not. I find having to open the trade post, buy the one or two F&N I use all the time, run to the trade post to get them, and double clicking them not fun at all. In fact I find it rather tedious and pretty boring.

-Does it make things too easy?
Anything that increases your stats makes things easier. Too easy? Not really, but definitely easier.

-Do I always use it? Why?
Yes, if I can be better why not? Albeit tedious.

-Do I usually win 1v1 fights against those who don’t use it?
Yup, I feel more confident going into battle with say additional health regeneration with a rangers already 1.3k hp regeneration build. Although it’s probably just my skill level over the F&N really contributing to my win. It’s definitely a placebo effect.

-Do I craft my own for fun? Or just buy it off the TP?
Nope, I’ll just buy of the tp. I spent the 10s for several hours of unskillful buffs.

-Do I offer it to other people when I see them without it? Why?
Yup, a ranger running spotter (+150 precision to all allies) is great; but if I can give an addition +x to allies for 5c, why not? It’s pretty painful to see people playing high level fractals requiring “experience players only” not running F&N and dying, and then see them do fine with F&N after use.


I’d like to thank everyone for being relatively civil so far and for the very interesting, thoughtful posts.

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(edited by UnitedChaos.8364)

Suggestion: Removal of Food and Nourishment.

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

A weird part of me would like to keep the food crafting around purely as a flavor (if you’ll pardon the pun) craft set, though having its mechanical benefits severely reduced to removed. Also, maybe reduce the ingredients price.

From there, let’s add drink mixes and the ability to personalize recipes!

Also, another, semi-important, thing with cooking crafting though is the ability to create dyes.

Drink mixes would be awesome! But I find the dye recipes boring.

Maybe we need a mixologist craft – making drinks (alcoholic, buffing) and potions.

Alchemist crafting! Make environmental weapons (like acid flasks), ammo for certain intractables like catapults, and all those others things you THINK Alchmeist engies should be able to do!

Also, mix a fine drink.

This is a very interesting alternative to the current. Cool out-of-the-box idea.

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Suggestion: Removal of Food and Nourishment.

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

-Is it really adding to your overall experience? Yes
-Does it make things too easy? No
-Do I always use it? Why? Yes, because it’s available to me and there’s no reason to hinder myself by making myself hit less damage.
-Do I usually win 1v1 fights against those who don’t use it? I don’t normally WvW to begin with but the impact of food/nourishment is negligible by comparison to the skills used in my rotation/my active defenses.
-Do I craft my own for fun? Or just buy it off the TP? Buy off the tp. There’s no fun in the crafting system because it’s not actually crafting. It’s just a GUI that spits out stuff.
-Do I offer it to other people when I see them without it? Why? Yes, because it’s painful to see teammates that aren’t making use of them… so painful. I can’t stand the inefficiency.

Frankly, I was expecting to see nearly everyone respond similar to the above. Things like “…it’s painful to see teammates that aren’t making use of them…” etc. It’s interesting to see those who agree, semi-agree, and disprove the idea.

Along with all the people that oppose the original idea. I suppose what is F&N but a piece of equipment that breaks every so often and requires you to “repair/eat” again. I see how people consider it part of their equipment and just like their equipment can differ so can the F&N.

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Suggestion: Removal of Food and Nourishment.

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

I like the added customizability of F&N buffs; I find that I use different foods situationally depending on an anticipated encounter, and it’s nice using one that has a radius so I can support others in the group.

I also really like the Cooking discipline; it is the most realistic one I’ve found so far, and it is a great deal of fun to do. I find that I’m spurred to explore more just to find ingredients, so it gives great potential to enhance gameplay. But, as a luxury discipline, it takes more money and effort to do it, so it’s fair that it produces some consumables that are desirable for others to be marketable. However, the fact that F&N is not required is a fair compromise away from the “hard core requirement” to always have it.

My main problem, as with most of the crafting, is that people level up so quickly that the midrange items just aren’t really useful in themselves if you want to make money, so there is pressure to barrel through to max level if moneymaking is your goal.

But -
-Is it really adding to your overall experience?
-Does it make things too easy?
-Do I always use it? Why?
-Do I usually win 1v1 fights against those who don’t use it?
-Do I craft my own for fun? Or just buy it off the TP?
-Do I offer it to other people when I see them without it? Why?

Hey, you just asked us to keep those questions in mind, not put them in our post. I did keep them in mind, if you read my comment for comprehension. Why don’t you put up a poll if you want specific questions, and only those answered?

1. My entire comment points to it adding to my overall experience. But that question is kind of irrelevant to justify any one game feature.

2. No, it doesn’t make things too easy. I leveled to 80 without trying or ever staying at level in about two weeks just by organically following stories and events. I’m old school and enjoy the journey of leveling – WoW was much harder. I also solo most content; when there is more than one person on “group” events, they are frankly too easy. That has nothing to do with F&N. Red herring.

3. I pretty much always eat food because I’m leveling up cooking and need to free up inventory space. As I mentioned in my post, most foods aren’t very marketable for a reasonable profit unless you get to high end stuff. So I get to eat a lot of my own cooking (much like RL – I’m an amateur chef).

4. I don’t PvP. Irrelevant.

5. This question doesn’t make sense – you imply a comparison between “crafting for fun” and “buying off the TP.” Yes, I craft “for fun” (I play this game “for fun”) and I don’t buy any premade food off the TP. I do buy some rare ingredients from the TP, which stimulates the economy, and I sometimes sell components (which can’t go in collections and take up inventory), also stimulating the economy.

6. I don’t group much, so I don’t do this. If I were grouping with someone and had a stack of food, of course I would offer. But I don’t see what this question has to do with your issues with the F&N feature.

There, have I now justified the existence of F&N adequately to you in precisely the format that you want since you aren’t open to reading about people’s experiences in more than 140 characters?

I was just looking for more information from you to further see your side. Try not to take so much offense to such a simple request. As I said to the other, I’ll try not to have an opinion anymore.

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[Analysis and Proposals] Combat mechanics

in Guild Wars 2 Discussion

Posted by: UnitedChaos.8364

UnitedChaos.8364

You just tried to reinvent the whole game I think. Well thought tho, but they’re never going to reinvent the game

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Suggestion: Removal of Food and Nourishment.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I always thought the food system was clunky and just weird-I used to use it, but having to click every 30mins got annoying fast. I don’t think they should totally remove it-just a bit of redesign. The +x%dmg against certain foe and -x%dmg from certain foes ones could be consolidated into the slayer achievements (can be made to fit thematically-the more kill fight a certain monster the more efficient you get at offense and defense) for example and condition duration increase could be added to the rune system. Really it’s just the karma, gold and mf buffs that fit and wouldn’t bother me. I suppose some ppl like seeing buffs cover from their heal skill to their elite but I’m not one of them-I prefer an elegant system than a clunky one; to play in a cohesive game world rather than with bunch of spreadsheets.

I don’t think the food system will be changed though-can live your fantasies through suggestions in threads like these but that’s the best you can hope for.

Agreed. The earlier alternative of +xdamage, -xrecieved would be a nice adjustment to the current, and a nice balance between the trolls above and the initial idea.

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Suggestion: Removal of Food and Nourishment.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

In this thread OP wishes to change the game because " he feels forced" to use something he doesn’t like.
Emphasis on “he feels”. That’s your problem, not the game’s.

N&F as you call it is necessary to provide another layer of improving and making your character unique. You use it to get better at what you want to do.

Your argument that it “trivializes” and “makes the game too easy” doesn’t really hold up at all because the same could be said about almost anything in the game:

-Waypoints make things easier and trivialize content.
-Armor pieces make things easier and trivialize content – let’s remove helms then.
-Weapons make things easier and trivialize content – let’s cut their damage in half and restrict players to one weapon set. That would certainly make things tougher.
-Runes and sigils make things easier and trivialize content – let’s remove them.

Hell – let’s cut players stats while we’re at it because why not.

See where this is going? By your logic anything that helps players progress could be held to the same standard as the F&N you’re so desperate to remove.

To conclude – a strong no to your proposal.

Sorry to have offended you by having an opinion.

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Suggestion: Removal of Food and Nourishment.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

This is something I’ve been thinking about recently as well. At one point, before launch, Arena Net said they didn’t like the idea of people having to spend time preparing to have fun, when they could be having fun.

Stopping by the crafting station or TP to make sure you are stocked up, adds nothing to the game but a little bit of constant tedium. It doesn’t add any depth or difficulty. Neither does having to remember to open up your inventory periodically and click on a consumable to stay optimal.

I don’t expect t Arena Net will remove them, however, as cons are tied into the crafting system, and Arena Net keeps making stabs at trying to make crafting worthwhile.

Fantastic! I’m not alone!

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Suggestion: Removal of Food and Nourishment.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I do think that the food and potion design could be significantly improved.

If it were my call, potions would only be of the “slayer” variety and would come with a variety of “offsets” (due to those caustic chemicals, don’t ya know?).

An example would be:
1. Powerful Potion of Vapid Undead Slaying
a. +5% Damage to Undead
b. +5% Defense Against Undead
c. -10% Endurance Regeneration

or

2. Powerful Potion of Limp Undead Slaying
a. +5% Damage to Undead
b. +5% Defense Against Undead
c. -10% Combat Movement Speed

Instead of changing the % with each tier, you would uncover different offsets allowing you to customize your potion usage based on your spec.

Food should provide no direct damage buffs but should instead be based around increasing Karma, Gold, Magic Find and granting random Boons and providing resistances to specific conditions.

Potions and Food should keep their Exp boosts.

This is a great alternative!

This is why I created this topic.

But it seems I have merely offended half of the topic participants, ha.

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Suggestion: Removal of Food and Nourishment.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I disagree. Nourishment and potions are amazing for more than just endgame. Proper use improve the leveling experience as well. Getting rid of them just because you think it trivializes content (I’ve never seen this actually) at the expense of losing this incredibly useful feature of foods and potions seems to me to be a bad idea. Why have more grind?

I agree. Not sure why this would be viewed as a good idea unless the OP would also like them to remove all stats from gear entirely because that’s essentially what his logic requires when taken a step further. If you want to do that to improve the game remove all stats because stats give an artificial boost to only certain players who have them so why not, it would make the game all about skins 100% and people wouldn’t need stats on gear to progress. While we’re at it remove all sigils, boons, and runes. Who needs them right? They are just in the way and only causes problems for the players who can’t afford them, do people need to make them or buy them? Are they making them to make the game easier? Why have sigils/runes/stats on gear at all? Will it improve the game without them?

The next logical step you see in the line of reasoning.

Understandable.

I guess I just feel forced to use it, rather than want to; and this feeling doesn’t sit well with me. What may seem like a strategical use of items and timing to me feels just like “kill faster with food”.

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Suggestion: Removal of Food and Nourishment.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I disagree. Nourishment and potions are amazing for more than just endgame. Proper use improve the leveling experience as well. Getting rid of them just because you think it trivializes content (I’ve never seen this actually) at the expense of losing this incredibly useful feature of foods and potions seems to me to be a bad idea. Why have more grind?

I don’t think it trivializes content, rather makes it too easy. I know it’s great for other things than end-game, like making Queensdale even easier.

I don’t think it takes much skill to double click an item either, thus, doesn’t enhance my game. If there was, say, a button that when pressed by me electrified the floor and stunned the enemy, I find that more enticing than double-clicking a item. That is content, not food.

Please tell me how this response is at all relevant to my reasoning for wanting to keep nourishment in the game for leveling reasons. Basically all you’re saying is that trivializing content =/= making content easier. But then you contradict that later on. What.

Sorry for the poor reply.

Sure, F&N is helpful for leveling up. I offered a different solution at the end of my original post about allowing only <80 characters to use. Would you agree with that?

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Suggestion: Removal of Food and Nourishment.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

sure, why don’t we dumb the game down even more. how about removing traits also?

-Increases balance in WvW.
(Since F&N isn’t a requirement not every body uses it. For example, you come across a player who is using F&N while you aren’t. Your defeat usually is quick and painless.)

If you’re losing 1v1 to a player using food and you’re not, it’s not because of the food. That player obviously cares about maximizing his performance while you obviously don’t, which probably carries over to other aspects of your gameplay.

Skill is a major factor, I 100% agree.

Let’s delve deeper. If there was a 1v1 between two players, same class, same build, equal experience; but one uses F&N. We both agree that the F&N user would win, correct? So does double clicking an item makes that player better? I don’t feel that is very skillful.

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Suggestion: Removal of Food and Nourishment.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I disagree. Nourishment and potions are amazing for more than just endgame. Proper use improve the leveling experience as well. Getting rid of them just because you think it trivializes content (I’ve never seen this actually) at the expense of losing this incredibly useful feature of foods and potions seems to me to be a bad idea. Why have more grind?

I don’t think it trivializes content, rather makes it too easy. I know it’s great for other things than end-game, like making Queensdale even easier.

I don’t think it takes much skill to double click an item either, thus, doesn’t enhance my game. If there was, say, a button that when pressed by me electrified the floor and stunned the enemy, I find that more enticing than double-clicking a item. That is content, not food.

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Suggestion: Removal of Food and Nourishment.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

I like the added customizability of F&N buffs; I find that I use different foods situationally depending on an anticipated encounter, and it’s nice using one that has a radius so I can support others in the group.

I also really like the Cooking discipline; it is the most realistic one I’ve found so far, and it is a great deal of fun to do. I find that I’m spurred to explore more just to find ingredients, so it gives great potential to enhance gameplay. But, as a luxury discipline, it takes more money and effort to do it, so it’s fair that it produces some consumables that are desirable for others to be marketable. However, the fact that F&N is not required is a fair compromise away from the “hard core requirement” to always have it.

My main problem, as with most of the crafting, is that people level up so quickly that the midrange items just aren’t really useful in themselves if you want to make money, so there is pressure to barrel through to max level if moneymaking is your goal.

But -
-Is it really adding to your overall experience?
-Does it make things too easy?
-Do I always use it? Why?
-Do I usually win 1v1 fights against those who don’t use it?
-Do I craft my own for fun? Or just buy it off the TP?
-Do I offer it to other people when I see them without it? Why?

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Suggestion: Removal of Food and Nourishment.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Thanks @proviticus.4183. I think it would as well.

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Suggestion: Removal of Food and Nourishment.

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Posted by: UnitedChaos.8364

UnitedChaos.8364

Hello everyone,

My suggestion is to remove food and nourishment from the game entirely.

Back in the day, Guild Wars 1, I always hated the idea of consumables, as they were called. I didn’t enjoy the concept of having to use consumables to complete certain content in the game. In Guild Wars 1 the use of the three consumables was referred to as a “conset”. These consets were used to do high-level end game content, and, basically, became a requirement for that content. Consets became an important part of the Guild Wars 1 economy and there were people dedicated to crafting these consets for end-game content players. If you don’t know what I am talking about or don’t remember, use this link (Conset). To emphasize, these consets were a requirement. The reason I felt so negatively towards the concept of crafted boosts in Guild Wars 2 is partly to blame on Guild Wars 1.

In Guild Wars 2 there are no “consets”, but there are Food and Nourishment (F&N). F&N are two separate, craft-able/purchase-able, buffs which increase the stats of the user. Now, I understand that F&N aren’t a requirement to play any content in GW2, but it sure does make it incredibly easy. Let’s face it, everyone wants their build to be the “best”, and what better way to do that by increasing your stats with F&N, right? So, if you’r going to be the best, you’re going to carry a couple of each F&N you want. I know I do. To further illustrate my point, I started to work out a pro’s and con’s.

I know the trolls are going to come out of the woodwork for this topic, but please remain open-minded. Before you make your comment please keep these questions in your mind.

-Is it really adding to your overall experience?
-Does it make things too easy?
-Do I always use it? Why?
-Do I usually win 1v1 fights against those who don’t use it?
-Do I craft my own for fun? Or just buy it off the TP?
-Do I offer it to other people when I see them without it? Why?

Cons of removing F&N
-There is a crafting discipline attached to crafting F&N. Which would mean losing that discipline. It would be a major blow to the overall crafting system.
-Removes “content” from the game.
-Makes end-game content and dungeons tougher.

Pros of removing F&N
-Easier to balance game for ANET.
(“If we add this skill, and a player runs this trait which increases it’s duration, and the same player uses x food and x nourishment. Would it be overpowered?”)
-Increases difficulty of content.
-Increases balance in WvW.
(Since F&N isn’t a requirement not every body uses it. For example, you come across a player who is using F&N while you aren’t. Your defeat usually is quick and painless.)
-Removes currently unbalanced F&N.
(For example, Koi Cake increase condition duration by 40%. If you’re using a condition damage build, and, for example hit the foe once, your damage is increased by 40%. While Truffle Risotto grants about a 7% (estimate) bonus to overall damage depending on your build.
-Removes useless F&N
(Nobody uses Apprentice Maintenance Oil, when they can use Potent Master Maintenance Oil.)
-Other see introduction.

Possible other solutions
-Allow only players under level 80 to use F&N.
-Remove from WvW, dungeons, and fractals.

Thanks for your read and consideration.

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