- graphical costs : these are the costs of acquiring visual and prestige updates for the guild hall. Anything that does not provide an ingame advantage goes in this category.
These costs should scale with the number of players with an increasing coefficient : large guilds that already attract lots of players should have a harder time acquiring these. It should also be an incentive for players to band together and form small guilds to get these.Have to say that sounds like you’re actively trying to punish large guilds in that part, form a smaller guild to get it?
I’m fine with functional upgrades scaling with guild size in some manner. But graphical ones should be flat unlocks, even a 500 man guild is not going to pay 300g for a basic chair.
I understand the objection. I’ll try to refine the idea:
Eg : I’d like my guild hall to have “foefire glowing tables” in it. What should I do ?
Step 1 : unlock the possibility to purchase the chair in the first place. => Complete all AC paths with a team of five members once. [Does NOT scale with size]
Step 2 : Purchase the “foefire glowing tables” at an NPC with AC tokens (could scale with size, not sure about this one), influence and merits (DOES scale with size)
I think it makes sense since larger guild earn more influence than smaller ones because of more members doing stuff in the game. Moreover, larger guilds have access to more guild activities increasing even further the amount of merits earned. Hence the higher scaling.
I’m not eager to punish large guilds, I’m just trying to level the playing field and make it fun for everyone.
what i have learned from this thread:
the people who dont want raid content dont want it because:
- they are lazy
How can you possibly consider that people in a bloody GAME are lazy ? People play games for ENJOYMENT and RELIEF. They are NOT loging in to WORK.
Who are YOU to tell other people how they should have fun ?
You do want raids because the actual group based content does not satisfy you anymore, we get it.
However, the actual group based content does not satisfy you because you have mastered it and it’s just faceroll for you and your friends of DnT. We get it
How can you possibly believe that raids will be any different for you ? You’ll just chew through it in a week or even less and then get bored again after a month. The combat system in GW2 allows optimised groups to literally obliterate anything in their way. Having a larger party will only worsen things.
THAT is the reason why I believe raids are a waste of time. NOT because I am a lazy casual. Building raids is a waste of ressources and developing time that could be better spent elsewhere : on new dry top-like maps, revamped dragons, GvG etc…
Afaik, dry top is still being farmed on a regular basis and since there are multiple teams involved in this farm, it takes much longer to get bored of it.
Proposal Overview:
The costs of acquiring commodities and customizations of the guild hall should scale based on the number of players of the guild.
The cost of acquiring a guild hall should be constant regardless of the size of the guild.
Graphical upgrades and other non-functionnal upgrades of the guild hall should scale at a higher rate than the purely functionnal upgrades.
Goal of Proposal:
Guilds hall should be a mechanism that should be used by a majority of the guild/population. Having costs too prohibitive remove the numerous small guilds from the system, while low costs allow large guilds to trivialize the building of the guild hall.
Having variable costs will help mitigating this issue.
Proposal Functionality:
As said in the overview, the costs can be divided in 3 categories :
- fixed costs : acquiring a “naked guild hall”. This should be constant. As stated by other persons before, guild halls should be acquired by giving a special item (“guild hall sigil”) to an NPC. Players should be able to acquire this sigil in all 3 game types (WvW, sPvP, PvE). The item should be tradable and its drop rate should be low.
- commodities costs : these are the costs of acquiring crafting stations or asura gates or anything that improve the quality of life of members of the guild.
These costs should scale based on the number of players in the guild with a constant rate. Guilds regardless of size should stand on the same ground regarding this.
- graphical costs : these are the costs of acquiring visual and prestige updates for the guild hall. Anything that does not provide an ingame advantage goes in this category.
These costs should scale with the number of players with an increasing coefficient : large guilds that already attract lots of players should have a harder time acquiring these. It should also be an incentive for players to band together and form small guilds to get these.
>My opinion about the scaling coefficient for commodities :
Let there be 2 guilds [A] and [B]. [A] has twice the population of [B]. The cost of acquiring a crafting station within the hall for [A] should be 80% higher than [B]. Because [A] is larger, it should have much more inactive players, hence a scaling ratio that is lower than 1.
Associated Risks:
>Larger guild will probably tighten their policy about representation, activity and guild contribution for the hall.
>Incentive for very dedicated players to get a fully upgraded hall then sell it to other players interested in constructing large guilds.
>Endless controversy on the value of the scaling coefficient(s).
(edited by VodCom.6924)
Proposal Overview:
Guild halls should be acquired by three different methods, one in the mist war, one in PvE and one in sPvP.
Customisation of the guild hall should be acquired through all the available activities in the game and the activities to come.
Proposal Functionality:
Guild hall should not be located inside the existing maps, rather located off tyria (Airship or realm in the mist). I propose that guilds buy mansions in “shards” of the mists.
- How to acquire a shard of the mists ?
Turn an item to a special npc to unlock a guild hall. This item can be acquired by three different methods so that specialized guilds are not at disadvantage.
E.G : One should be a random reward for defending stonemist castle (or doing something that is desirable for wvw but rarely done outside of tier 1).
An other method is to create a new reward track whose ending reward could be the special item.
The last way to get the item is a random drop of the evolved jungle wurm.
- What could we customize in this guild hall ?
The shard comes with a mansion that is presented as “naked” : minimal functionnality and appearance of the regular buildings in borderland.
> The first step is to choose the “general style” of the hall.
These styles should be based on the actual aesthetic of the races of tyria (high legions, flame legion, Kodan, Norn, krytan palace, ascalon fortress, asura compound etc…). Ideally you want one style for each dungeon + one style for each major race of tyria + zephyrites + elonian + canthan + mists/hall of heroes
> Second step customize the inside of the hall.
Furnitures, tapestries and crafting stations should all be selectable individually and have dyfferent available visuals. One reference in terms of degree of flexibility should be Skyhold in Dragon age: Inquisition. Aim to provide as much combination as possible.
> Step three : add in some trophies.
Trophies should come in a variety of ways. One guild could display the tequatl tail if they host the guild world event and complete it. Trophies could be obtained by completing dungeons with a group of only guildies. Jumping puzzles could be included. Trophies earned at southsun survival and other activities should be included as well. e.g Include a “Maudrey III” trophy if 20 guildies give avay their Maudrey to an NPC. Trophies are shinies and could also act as gold/material/whatever sinks.
Trophies should also include statues of the guild founder/actual leaders/high ranking officiers (same presentation as the Hall of Monument in Eotn).
All in all everything that provides a reward in the game should have a trophy (if one or 2 guildies are top players of keg brawl, create a keg brawl trophy and anyone who interacts with this trophy should see the name of the players who earned the trophy for the guild).
> Step 4 : Allow the guild master and high ranking officers to purchase dedicated alcoves where they can show off their personnal feats.
Similar to the HoM. Some titles can unlock specific trophies that can be displayed in these alcoves.
> How to acquire the shinies ?
Visual styles based off dungeons should be obtained by spending a massive amount of tokens. Others by completing guild challenges etc… Be creative in your rewards. Do not hesitate to create special guild triggered events (smaller in scale than megabosses) that unlock skins and assets for the guild hall if completed.
As a general rule : trophies are “unlocked” by challenges and then purchased at a special NPC with merits, influence and gold. The gold should be taken from the guild vault (everyone can contribute).
- Include a voting system to allow the guild to vote if a customization choice is controversial.
Associated Risks:
Rewards becoming too grindy to be purchased.
Lots of heavy lifting and coding. Basically you need a technology to be able to generate on the fly a map based on some parameters (what is inside the hall tec…). The hall should be very large to host as many members of the guild as possible.
Possibility of purchasing extensions for the hall to host additional players.
Final thought : Get creative and allow us to mix and match. The more choices we have on what to display, the better. PM me if you want other ideas on rewards and how to unlock them.
(edited by VodCom.6924)
Do you have any data about how many:
- Want hard content and don’t care about rewards?
- Want hard content coupled with exclusive rewards?
- Want hard content coupled with the same rewards but with better drop rates?
Speaking about rewards : Should they be tradeable or account bound ? This factor could shift a lot the results of the questions above.
@OP : to get silk, there is only one technique.
Kill some stuff.
Just play the game and find some events with lots of mobs that drop regular loot. You’ll see yourself starting to pile up silk scraps. Usual locations are cursed shore and frostgorge.
As other said above : use basic salvage kits (or copper fed one) on anything below rare quality.
Just remember that the speed clear meta and optimal team composition are a niche of the pve.
I pug dungeons every day and nobody cares about the gear others are wearing nor the class they are playing.
The only exception are arah and very high level fractals, where gearcheck are often enforced.
Karma was a currency introduced as an alternative to gold that could not be purchased with real money. Some armours (the temple ones) have an exclusive skin and they can only be purchased with karma.
Same goes with ascended crafting. Each ascended item you craft is bound to your account. A base material for ascended crafting is the obsidian shard that is bought with karma.
TL;DR : karma is here to prevent some high end gear to be purchased with real money.
i dont understand how both events are challenging. just look at the wurm. the wurm is based on 1 + 1 = 2 or run from A to B. its not complex at all. the only challenge there is the chat between the commanders to tell each other when they are ready.
You obviously speak without knowing anything. Do the wurm with gw2community and you’ll see how wrong you are.
The wurm is a raid in the open world. Anet is hiring a raid designer in order to have more megabosses ideas and speed up the creation process. I doubt there is anything to add.
10-men insanced raids will be broken even faster than dungeons. Look at what a party of 5 is already able to do in dungeons. Imagine the firepower of a party of 10 coordinated players. Anet is clearly not trying to build this type of content.
Some few things I learned while practicing JP :
You have two “jump techniques” :
- The short jump/high jump : spacebar then direction key.
- The long jump : run then jump.
The short jump is used to climb up “cliff stairs” and calibrate some small jumps (duh!). The long jump is more often used, however you have a risk of “over-jumping”. Don’t abuse it.
Learning JP means that you have to learn where to use each jump technique.
More tips : rapidity is almost never mandatory to complete JP especially the ones to get near a vista.
I suggest you un-equip any skill that make you alk 25% faster. Thus you will learn how far your character can TRULY jump.
Final tip : PRACTICE (i.e try again again and again until you get it). People who excel at jumping puzzles are always patient and focused. Never let yourself be discouraged.
(edited by VodCom.6924)
Kind of makes me wonder if anet didn’t intend for Cobalt to be a legendary. Think about it – Ebonblade looks almost exactly the same, but has no flames on it(possible precursor). Cobalt’s effect is similar to those of legendaries imo.
In any case, please don’t get rid off those flames. If you don’t like them, simply apply Ebonblade skin on your weapon.
It is not the flames, I love them.
It is the light, that only the person, that has the sword equipped gets.
There is no workaround. Cobalt comes packaged with flames that light up the surroundings of the blade. Honestly I don’t care, if anything it helps immersion.
Your right when you may say this post has little to no thought behind it, but the mindless applications of conditions needs to come to a end. Necros just spam #1 on a scepter and the same for almost all classes realy regardless of the weapon. Where skill fails conditions come in? seriously anet, enough is enough. stop nerfing every class and adress the real issue, conditions.
Just one thing.
Either you have posted in the wrong forum : this should belong to the pvp section
OR
You are a troll.
Which statement corresponds you the most ?
For now, it is universally accepted that conditions are sub-par in pve and only have their use for the wurm megaboss. Lesson for life : removing something that does not work well dos not solve any problem. It just hides it and generates an other problem instead.
If you have played GW1 you should know what is difficult content.Right now GW2 lacks that part.
End game content in GW1 was exclusively in the form of 8-man no rez instance (FoW, UW, dungeons). That was because the ENTIRE pve section of the game was instanced.
GW2 is a different game. GW1 end game is not the ONLY possible endgame that an MMO can have. Sometimes I believe that GWEN narrowed the conception of “difficult content” like mad.
Now lets go talk a little about challenge and difficult content.Such thing was marionete and Queen’s pavilion gold medals.The wurm.Arah and FotM are chalenging content.The problem with GW2 content is that it’s not rewarding at all.Only 1g for SE P2?Or 2g for TA:A?Or some kitten chests with worthles loot form Tequatl and Wurm.
You get exclusive skins in both tequatl and the wurm. I admit that it is not enough to convince people to farm this type of content to death though.
Average gold earning rate must always be on equal foot. At this moment that is almost non-existent in GW2.
Agreed. Though it is easier said than done and the measure of the gold/hour rate is debatable.
Define difficult and we can move on.
The most recent LS episode was challanging, difficult or outright impossible for some people, meanwhile i would say it’s mediocre at best (no elitism included).
So yeah, where should we draw the fine line where we can speak about “difficult”?
I support this statement. Let us define what “difficult” mean:
1) Something that is hard to do :
- easy (doable by standing still and spamming 1): ranging golem mark II, 80% of the story instances. All of the personnal story. AC P3. All of the world bosses. Karka Queen.
- involving (doable if you are not standing still and spamming 1) : melee-ing the golem mark II. World summit in dragon reach Pt2. Most of the dungeons. Some LW season 2 achiev.
- hard (requires coordination and/or does not forgive mistakes): Sand giant (show me a speed clear video of this guy and I’ll retract this one), TA P3, Liadri, megabosses (except karka queen), Mai Trin.
Note : JP are spread out between the three categories. Skipping stones lies in the hard category, while Urmaug is in easy.
2) An obstacle that hinders achievement of a goal :
- few hindrance : unlocking the meta for wvw season 3 (no obstacle, you just have to cap 5 ruins per week)
- some hindrance : completing the meta achiev for wvw season 2 (the main obstacle is time)
- enormous hindrance : Getting on top of the AP leaderboard (obstacle being other players and time allocation)
With this in mind maybe we can move on.
You have the possibility to talk with one npc at the end of some story instances to get the associated item back. (tested with the orb of chaos, talk to kasmeer to get this one)
The Personal Story already ends in a group content dungeon. I don’t see an issue with making group content scattered throughout future content, personally. I’d imagine Season 2 will end that way, and I think it’d be weird to see Season 1 implemented without Twisted Marionette/Prime Hologram being group content too.
Though if they bring back the Twisted Marionette, I really hope that it comes back as a Guild Boss battle (as well) – no placement on the timer, just can only spawn as guild boss battle. I’d love the same for Prime Holo, but I find that hard to impossible to implement.
I do have an idea for you and anet :
Step 1 : introduce us in advance with a pact npc from the priory (eg. Vlonkx). His goal : create a training facility for the pact with technology obtained from Motto. Let him stay around for a month or two.
Step 2 : place an object that looks like the super adventure box entrance around the marionette. Have Vlonkx work on it. At some point he should declare that his facility is complete.
Step 3 : At a given time during the day (inside the megaboss rotation schedule) have the npc say that the training facility is opened. Players can enter the the box and will be teleported to a small version of Lornar’s pass that looks like the original landing site. Make sure only level 80 people can enter the instance. Scale the mobs to be level 80.
Step 4 : give players 10 minutes to prepare for the fight, then proceed as the original encounter.
Advantage : we have the marionette back. It is now end game content for level 80 players.
Flaws : instanced content. Requires a commander to be joined to ensure that you end up in the same overflow shard as the rest of your group. Also, stresses the servers a lot.
Lore police (i.e why is doing this consistent with established lore) : The pact is busy fighting and studying dragons and their minions. Since the pact has acknowledged the connection between Scarlet and Modry, she is a valid person to study. Besides, the pact troops could use some intensive training before being sent in the meat grinder of orr.
Same trick for the prime hologram. Though I don’t know if the assault knight are necessary to implement again since they were quite un-interesting. A quick tutorial (get the right affinity to damage the right hologram) should do the trick.
(edited by VodCom.6924)
Some people wanted rewards that could not be obtained 2 days after the implementation.
Here they have: radiant and hell fire armour.
Last time Anet put some reward behind high end content it was the wurmslayer armour. It failed to encourage the players to go back doing the wurm since it is “not rewarding enough” and “gold/hour ration is not high enough”.
Truth be told, anet added some challenging content in the game (wasn’t the main focus but still). Sand giant : nobody doing it. Aetherblade path: very few groups doing it. I can continue on with the list.
raid content = pve raid content when it comes to ANET.
Noob-ish question : do you say “pve raid content” because there are games that feature pvp raid content ? (sounds weird)
As far as I know there are only pve raids.
Wait, so adding unique rewards to challenging content is not ok, but putting items behind a million AP points gets a thumbs up as a ‘long-term goal’?
Interesting.
Being dedicated enough to get 33k AP is challenging in its own right since you’ll be doing some grind (although it’s dailies and monthlies, so it’s not that much) along with a lot of AP hunting (and don’t tell me liadri, the dragon reach Pt2 achiev, the not so secret diving goggle and so on aren’t challenging).
All in all I still prefer this kind of challenge instead of locking this armor behind a dungeon that will be filled with elitist people facerolling the content using cornerstacking in no time. How is this challenging ?
As many people said, GW2 hasn’t the most challenging fighting system of the industry. Dark souls fills this niche and it’s for the better. Devs have to find other ways of challenging their hardcore audience and this is one of them.
I don’t want traditional MMO raids.
I want GW1 elite instances.
But of course knowing Arena Net, and how they’re abandoning * almost everything* that made GW1 great, I doubt we’ll see it happening.
These raids will most likely be another Wurm/Tquatl no one does due to lag, randoms, bugs and overflows.
So apparently I’m called “no one” since I did a lot of tequatl/wurm before I stopped playing (because of IRL constraints).
Quick reminder here : Just because you don’t like a certain type of content doesn’t mean it’s terrible. It just means you don’t like it
Back on topic : I doubt we’ll see any instanced raid anytime soon. My guess is on more open world megabosses. Which is a great thing.
Hi
Can someone give me a breakdown of this armor from Kazuki Nightshade please.
much appreciated
Hi Cloudy,
as far as I can see, Kazuki used a grenth hood combined with phalanx pauldron, gloves and boots (gemstore armour). The chestpiece is the inquest one (CoE dungeon) and the leggings are orrian leggings (arah dungeon).
A nice mix with a sound choice of dye IMHO.
There are a myrid of ways to farm gold and just buy the T6 mats off the TP….farming them directly is much more time consuming (and frustrating).
If you farm gold to buy T6, all you do is just driving
inflationprices up. Because the materials you are ultimately buying are farmed by other players.In the end (as Brother Grimm said) you want to do both the frostgorge champ/event train and the cursed shore event/champ train. You will get champ bags and heavy bags that drop T6.
Make sure you alternate between the two zones to avoid the DR (that kicks in after you’ve killed around 300 mobs in a give zone).
Fixed for you.
Thanks for this one. I should not post when I’m getting sleepy.
There are a myrid of ways to farm gold and just buy the T6 mats off the TP….farming them directly is much more time consuming (and frustrating).
If you farm gold to buy T6, all you do is just driving inflation up. Because the materials you are ultimately buying are farmed by other players.
In the end (as Brother Grimm said) you want to do both the frostgorge champ/event train and the cursed shore event/champ train. You will get champ bags and heavy bags that drop T6.
Make sure you alternate between the two zones to avoid the DR (that kicks in after you’ve killed around 300 mobs in a give zone).
what all those encounter need is some reflex test
even teq is most of the time standing one spot
The last person who told me “you can do tequatl by standing at one spot” got killed after two minutes, didn’t do the defences and ultimately missed all the rewards.
Personally I think it’s the job of the living story instances to test you reflexes, and not a 150 person megaboss that makes you computer lag.
Tendril Spawns
- The combined burst damage of the large vines throw attack, and the small vines emerge attack, instantly down just about anyone, and if you aggro too many little vines, happens to often to dodge frequently enough.
Disagree. One person can solo these events quite easily. Move and dodge and you should be fine, I’ve done these events solo many times.
Condition builds work wonders here (don’t bother posting the typical “zerker-meta-is-the-only-way-to-go” comment thx).
Try this if you have time.
Just dropping an idea here, I’d like to hear your thoughts about this.
So far the living story season 2 has been refreshing and interesting. After discussing with few guildies, we agreed that it felt a bit lack the old cooperative missions in GW1, bar one detail :
You cannot fail.
Or to be more precise : the only way to fail is “to die so many times you get naked”.
That’s it, even if you mess up badly in the krytan politics party investigation, you just contiue where you stopped. No restart from scratch or whatever. I don’t think it encourages people to do these instances seriously unless you are going for the achievements (but that’s an other topic).
Having failure conditions in these missions (they do not have to be far fetched or make the instances too difficult) could be an additionnal hook to get people concentrated.
Example : In the mission where you help taimi building the recalibrator, if the party wipes -> game over and try again.
Example 2 : In world summit, failure to protect the leaders => try again.
Do you think the game could benefit from such addition ?
Quoting sten from DA:O
“NO”
Long answer : simply never get your hopes up. Expect this armour never to come back in the game. If it comes back eventually, you’ll be pleasantly surprised then.
Maybe someone can help me out here, because I just don’t understand this “feature” patch.
Since the game launched 2 years ago, it was touted as having a great leveling system, where you could go anywhere, didn’t have to do quests and could level doing pretty much anything.
The game has always had one major complaint, the lack of endgame content. There were no raids, no new areas, no endgame progression, and no new ingame skins being released.
These two things have been pretty much the two constants of the game since launch… leveling good… endgame bad…
Yet we now have spent the last 2 “feature” patches revamping the leveling system from the ground up and not introducing a single bit of endgame. I literally just spent the last 20 minutes looking for a SINGLE thread that said they should revamp leveling and I couldn’t find one person complaining about it. The biggest complaint related to leveling I could find was to undo the changes to leveling the last “feature” patch brought.
So what exactly is the point of revamping the only part of the game people almost unanimously loved and completely ignoring the areas of the game people think need the most work? It just seems like a terrible business strategy to me.
I don’t think any update to a game is “pointless” especially a better guide for new players. Don’t be so selfish!
I remember way back reading many reviews of gw2 and many posts all over the internet how gw2 doesn’t introduce and teach their new players how to play, or guide them through the game.
[snip]
Ultimately, i really don’t see why you had to complain about it.
At last, somebody to bring logic and facts in this house of madness.
Anet always had trouble setting up decent tutorials in their games. About time they took this matter seriously.
I STILL see people that played for A YEAR in this game and hve NO CLUE about performing a combo. Something has to be done to “enlighten” these people.
Ideas for shatterer revamp:
1) Remove mortars. Make sure the large charr turrets can only be manned and repaired by NPCs.2) The charr turrets should spawn one minute before the start of the shatterer (THEY are the so called “vigil siege weapons”). These turrets remove invulnerability buff (same as tequatl except that players aren’t manning turrets).
3) Have bigger waves of mobs attacking the charr turrets and the NPC that repair them => this forces us to have defence teams.
4) During the current “crital phase”, have cristals heal the shatterer quickly, forcing the players to rapidly destroy them (timer related challenge). Each destroyed cristal gives the remaining ones a 25% damage reduction buff (i.e, you have to kill the cristals at the same time).
You have to be careful with making coordination changes in world boss fights. Zerging a boss is common and a LOT of players are used to doing it. The Crown Pavilion changes tore up the community because they couldn’t just zerg around and win, and all they really did was eliminate the farming of trash mobs and make sure all the bosses had to be downed at the same time.
Imagine what would happen if some of the changes suggested in this thread were implemented?
A simple fix could be to display the health of all the cristals simultaneously in the UI. (Which was something lacking in the pavillion).
Then have some npc shout all day that you have to kill all cristals together.
I get your point though, as soon as we ask players to split up, the world boss turns into a megaboss (because ppl mindlessly zerg at regular world bosses).
@duke
Just saying : nobody forces you to talk when you join a ts.
Just get a taxi and then leave. You’ll see nobody will notice you were ever here.
I don’t like Siege weapons the way Teq does it, where there are six weapons that have a massive impact on the battle. It’s too much responsibility in too few hands on a 150 player event. I suggested this way back when Teq was first overhauled, but I would prefer to have NPCs on the turrets.
Same opinion here.
Ideas for shatterer revamp:
1) Remove mortars. Make sure the large charr turrets can only be manned and repaired by NPCs.
2) The charr turrets should spawn one minute before the start of the shatterer (THEY are the so called “vigil siege weapons”). These turrets remove invulnerability buff (same as tequatl except that players aren’t manning turrets).
3) Have bigger waves of mobs attacking the charr turrets and the NPC that repair them => this forces us to have defence teams.
4) During the current “crital phase”, have cristals heal the shatterer quickly, forcing the players to rapidly destroy them (timer related challenge). Each destroyed cristal gives the remaining ones a 25% damage reduction buff (i.e, you have to kill the cristals at the same time).
5) Add a breath attack to the dragon to eliminate the safe spots.
And that’s it. These 5 changes are enough to make this dragon more interesting. You teach players to :
- coordinate kills (cristals)
- split up (defending turrets)
- protect and revive key NPCs (defence teams)
I think the middle ground is in requiring players to use their individual skill, but not mass organization. I remember back when the game was new, the first times I fought the Shatterer it actually felt like a threat…and as I recall it’s actually been buffed since then.
It’s interesting but dangerous.
The last megaboss who required active use of individual skill was the giant marionette. IMO that megaboss was awesome, requiring little organization and lots of individual skill.
It featured a HUGE drawback however : the boss could miserably fail because 5 weak players can get grouped on the same platform and make an entire lane fail their platform phase. And trust me failing an entire megaboss/your lane because of 5-10 weak players and bad luck is an infuriating experience.
This is why I am in favor of bosses that require organization rather than skill : if you fail the boss, it’s also your fault for you could have done more to set up the teams.
Seeing hordes of players afking at tequatl on the bumper is stressing and infuriating because your are basically forcing others to do the lower work of getting teams ready.
Just tossing a random idea here :
Vanquishing is possible as long as the area you are trying to vanquish is instanced (i.e no respawn, no other player interference).
The only places in GW2 that satisfy this criteria are… dungeons!
The idea:
Make sure that at the end of the dungeon, in addition to the reward chest and the daily bonus chest you get a third chest.
This third chest could include badges, xp and maybe coins. The amount of these scales with the percentage of total monsters killed during the run (i.e full reward if you kill 100% of the monsters).
Some dungeons have areas that are designed to be skipped for mobs spawn continuously here. Simply remove them from the total of monsters to kill.
Add on top of this a vanquisher title (vanquish every single path at 100%) and people will start finding something new to do in dungeons rather than skipping 75% of the content.
Limitations:
Requires a rebalance of the reward system (again) to prevent over-inflation.
Requires time to implement.
Probably not the best idea to bring up EULAs to support or contest a position.
I know, the mass effect 3 ending controversy is still fresh in my mind after all this time. Brought lots of debate about what “entitled” means.
However I tend to hear the argument that “since farmers are the majority of players in the map they have the right to decide how everyone play” way too much.
A basic counter argument is the EULA and the post by Anet that event are made to be completed. It’s just an additionnal nail in the coffin.
I could bring the “moral arguments” but others already did it in previous posts.
Thus the 1% is “right” and the 99% are “wrong”.
Good job at math and morals…… #smh
I’m sorry you feel this way. However, by logging in the game you agreed on something that is called an “end user license agreement” that nobody reads and states that this game is not a democracy and you are entitled to what the devs decide to give you.
And the devs have decided that event are made to be completed, not failed.
Democracy has nothing to do here unless Anet wants to.
I hate the atmosphere these “trains” usually bring with them.
You mean a group of people working together for a goal?
Even if 99% of the player in a given map want the event to fail and the last 1% want it to succeed, you have no legitimate reason to oppose them. Remember : the game prefers events to succeed rather than to fail.
Thus the 1% is “right” and the 99% are “wrong”.
If 100% of the map want to farm, have fun.
Nerfing FGS means we’ll go back to 100 blades meta.
Fiery rush is situational. It has uses in very specific content (arah, cata) and is meh in other content (shadow of the dragon fight at the end of the summit for example).
I don’t like time gated crafting in this game. I stay away from it.
Time gated crafting is the best way to transfer money from the impatient rich players to the patient ones.
Right now, you can earn 3 gold per day just by crafting meaty plant food and sell it at the trading post.
The same happened with damas.
Why u need Karma? Thats kinda useless.
obby shards…..
And crafting ascended stuff requires a fair amount of these.
My two cents on the tunnel farm :
- it is not an exploit, the linen farm relies on the same principle and has been up for a while. Nobody has been banned for farming fireheart rise.
- people play how they want : if they don’t want to complete an event, that is their right to do so.
- THIS WORKS BOTH WAYS! If somebody wants an event to succeed it is his right to complete the event, even if that means kittening off an entire map. Nobody has an entitlement on the outcome of an event.
Conclusion : every single idiot who flames and insult somebody who completed the event at the end of the tunnel should be reported and banned for their own good.
Farming is not forbidden, being toxic is.
Note to dev : make sure champions in both event stop dropping champion bags. Problem solved.
To OP.
I can understand that people are asking pug uninterested by megabosses to pick an other map, to allow their friends to get in.
On the other hand, calling names and insulting people cannot be tolerated.
Now if you see such message again, ask yourself : how about I join them and we have fun killing dragon ?
Because sparkfly fen with its hearts and jumping puzzle will still be here in 2 hours, which won’t be the case of tequatl and all the people who are trying hard to organize a good run with their friends. Jump on opportunities to make good money with avery cinematic fight.
Ask Rox to give you one stone she found at the end of the statue fight. This should work IIRC.
Hi corin,
you have lots of interesting questions so my answer is gonna be a bit long.
What should I do with my currencies ?
One of the first thing you can consider is to get yourself to level 80 exotic gear and build yourself a “graphical identity” (in other words look cool). Some people prefer to go for exotic first by the cheapest way and then grind for good looking pieces. Some others prefer to do this all at once.
What kind of activities can I do ?
You expressed your interest in clearing content. I suggest to start by reaching 100% exploration first. Thus you’ll get some money and material that are needed to craft/buy your exotic gear. This will also put you in contact with wvw which is an awesome place in GW2.
I get kicked from ascalonian catacomb ?!
I recommand you start your own group in the lfg tool and put the mention “I need help” in the description. Your group will not fill up as fast as others however you will end up with people that are patient enough to teach you. Alternatively, ask one of the mentors to guide you.
I’m sure you won’t have any problem learning the dungeon, it’s easy as pie compared to spvp.
Also, members of the [rT] guild have written excellent dungeon guides for various professions .
Of all the builds proposed, I recommend the D/F 0/6/0/4/4 to begin with. It’s also a great build for pug.
Do keep in mind that these builds are not optimal when doing megabosses in PvE or zerging in WvW. There are other build (and guides) for this type of content.
gold -> X is the fastest way (and arguably only) way to obtain T6 or practically anything in this game via grinding/farming.
By grinding dungeons you only create inflation, since the items you buy at the TP must be farmed by someone else.
In the end, both method are on average equivalent (economic arbitrage). So I recommend to farm cursed shore, especially the temples and plinx (to limit inflation in the game).
Tunnel farm yields mostly champ bags that do not drop T6 as often as heavy bags.
+1, Silk is a big problem.
Could we hope for an official feedback about that ?
There won’t be any official feedback because there is no need to have one.
The entire point of placing such high requirements for ascended crafting, is to clear the market for T2 up to T5 raw materials.
Before ascended armor, I crafted bags of silk just because silk was sold at almost the same price as merchant price. This item was a pure junk. Now the problem is solved: silk has a market value.
It does not have to be logical or justified or whatever. This is NOT what matters for John Smith. As long as the market for silk has a real value (no massive speculation and no sink of the price), nothing needs to be changed.
Yeah, majory’s masterful come back as a necromancer with a giant katana (can’t remember the exact word for this weapon) inherited from her sister.
I already hear the screams of hater.
Another thread resurrecting the “Pale Tree is a dragon champion” theory.
Sigh. No.
I never said this personnaly. I merely said that the pale tree is a part of the eternal alchemy that is as important as the dragon since they are both shown in omadd’s machine.
Otherwise I mostly agree with what you said : glint has been freed from kralk and the pale tree is not a freed dragon champion unless we have solid evidences of the contrary in the future.
For PvE I guess full zerks is always better since damage is predictable…
I find myself happy to have my celestial armor when fighting the mordrem alone at Prosperity.
Usually I do as other said : glass canon armor for dungeons and celestial for everything else. I do not bind my level of satisfaction with the size of the numbers I see on my screen.
At high level fractal, you usually bring scale venom thus making your defensives stats relevant again (since you are getting 2 shot with tanky gear instead of one-shot with glass canon gear).
Besides, celestial ascended is cheaper now with all these quartz cristals in the market.
For PvP ? I don’t know. Conditions are fine here and should not be changed a lot.
For PvE ? Why not! I’d like to see how this turns out.