Honestly, I suspect that they are understaffed. One post in particular stated that they don’t have the kind of staff necessary to really communicate with the community the way many in the community would like.
I imagine that it’s very difficult to know how important an issue really is and what percentage of players really are upset.
However, it might not make a difference to ANet whether it’s one person or 1 million who are having a certain problem with a game. If it’s something they think is a problem they’ll try to do something about it.
I think magic find is an inteseting stat but not as stat on gear. They either have to balance it so it’s inconsequential and not really worth it, or make you have a choice between being effective as a character or getting good loot. How is that fun? Then there is this group situation!
Keep it on boosts and food. Not gear.
Vayra! That is exactly what is happening! Thanks. It seems like mods or forum goers are deleting posts so if it drops down under 2 pages. The forum still directs people to the second page even though it doesn’t exist.
With my post about dungeon finder I kept getting directed to an empty page
https://forum-en.gw2archive.eu/forum/game/gw2/dungeon-finder-LFG-isn-t-in-the-works-currently-1/page/2#post771659
But if I change it to https://forum-en.gw2archive.eu/forum/game/gw2/dungeon-finder-LFG-isn-t-in-the-works-currently-1/page/1
It works. The thing is does that mean that my post is bugged for everyone else whoc clicks on it also?
I was ready to play GW2 instead of WoW. But now I’m not sure. Why not play WoW if I’m going to have to grind for gear anyway.
Originally they were going to have weekly achievements but something stopped them, so I don’t think they will add a weekly and a daily. That might mess up the economy and how fast they expect players to get rewards.
The way my proposition is structured you could still do the daily one a day and it would be exactly the same as it is now, except if you miss a day you would have a chance to catch up.
Oh kitten off. I play games to enjoy myself when I am not working. I do not pay for a game just for more work.
You will have to forgive him. WoW-type games have conditioned an awful lot of people to view this as acceptable.
Not even. The grind in WoW I think is actually more enjoyable because you are getting more “upgrades” along the way that you need to face challenges that are just a tiny bit harder. In WoW the grind might be longer and higher, but there are more steps along the way. In GW2 the grind is like three gigantic and long steps.
I do agree that there are some fans out there that are relentlessly positive and seemingly incapable of finding a single flaw with the game. However, the opposite isn’t helpful either. For feedback to be constructive it needs to be specific and not hyperbolic. What are the devs supposed to do with feedback that “FOM is a cancer”? What does that tell them?
With the new fractals of the mists I am more convinced than ever that this game needs a dungeon finder.
A dungeon finder could allow you to replace a dropped party member without the problem of people kicking party members for guild members, because it would replace them with a random player.
Also, I can’t help but worry that people who want the older dungeon sets are going to have a hard time sometimes finding people to run the older set of dungeons.
I’m a defensive player— I usually play a healer so I like to be at full health. Just because I wasn’t sure what to go for I ended up with a mix of stats. I almost always play staff.
I use all arcane utilities so I didn’t want to get critical chance, because it would be wasted on them. It seems like for critical chance to be meaningful you need a lot of it and then need the critical damage modifier to really make it count.
Basically I have vit/toughness/healing and then power/condition damage (carrion gear/clerics accessories). I’m lacking condition duration so I carry around a stack of rare veggie pizzas but I usually use omnomberry creams in groups.
Honestly I like it, even though I feel a bit spread thin statwise. I feel pretty sturdy and I like having condition damage because I can apply conditions and it applies consistent damage even if I’m moving around/ using support abilities/ dodging. Obviously in pve cleansing isn’t usually an issue but even in pvp I’m surprised by how often people don’t remove conditions. I’m planning to get a full set of clerics gear to try that out.
So Final Shielding and Arcane power/Arcane retribution are all bugged. It seems like Elemental Attunement, Arcane Mastery, and Elemental Surge are only options. I guess I could go with Blasting Staff, but I’m not sure how much bigger areas help, and in some cases, like Static Field, they actually seem to hurt.
I’m sticking with 30 Arcana but not with EA. It’s a waste. Without EA there is no reason to be close to an enemy and usually you dodge AWAY from people. I’m going to take Final Shielding or Elemental Surge. If you have arcane utility skills Elemental Surge does close to the same thing as Evasive Arcana does now, except it’s better because it’s ranged.
Does anyone have any experience with Arcane Retribution? The wiki doesn’t list a cooldown? Is Arcane Power still bugged?
I’m playing it because I wanted to play a scholar/light armor class and this is the one I chose to level to 80. I don’t want to level to 80 again so this is what I’m stuck with.
I originally chose elementalist because it seemed like it had the most potential to support or do damage depending on traits.
Even if they haven’t gone against their manifesto—- they haven’t fulfilled it either. Either it’s not possible, they just didn’t have the talent, they decided it wasn’t profitable, but the game described in the manifesto is not what we got. I’m not saying that GW2 isn’t fun, it’s just not the game that I thought it was going to be based on their description in the manifesto.
It might just be that the vision they had for the game didn’t quit translate into reality.
Wait until you are a high level to save up story so that you can do it continuously. I agree that it’s annoying to stop and start the story so much. I’d say about every 20 levels gives you a good chunk of story.
In the meantime check out the scouts and talk to npcs after events to hear the story of certain areas.
I agree. There patch notes should be much more robust and this philosophy of “leaving it up to the community to discover” is kind of dumb. Most of the community ends up reading it on a forum or wiki page any way but in the meantime when a patch launches it looks like they haven’t added very much.
You can buy skillpoints with tokens from the new dungeon.
Yeah but you need those tokens to buy the stuff to make ascended gear to even use an infusion.
Maybe you guys haven’t done it lately, but it does offer a jug of karma, which can give 4,500 karma and up to 7,000 karma with boosts. That’s close to 15 events worth of karma. If you care about your achievement point score it’s also an additional 10 points. One weeks worth of dailies buys you a piece of exotic gear.
I get that they probably want people to log in every day— that helps their gem store sales and keeps people playing but on the other hand it seems unfair to the players that can’t.
Maybe not, but they do start to add up over a while and it does reward achievement points also.
There is so much gambling in this game. I really hope they implement more minis in the future that you get as a result of an achievement or even as a dungeon drop.
I think that any mechanic that requires that players log in every single day is a little restrictive to modern day gamers.
So I think they should change the daily achievement to be reset on a weekly time frame, so that even if you couldn’t play a day, you could still do twice the amount on the next day and get 2 mystic coins, jugs of karma etc…
I think the easiest way to do this would be to have the daily reset (similar to how salvage master resets) every time you complete it, but you could only complete it 7 times in one week. That way if say you can only play on the weekends you could get the same amount of rewards as someone who is able to log in every day. It would be the same amount of effort— but gamers would just have more freedom to play when they can to complete the achievement tasks.
Personally I feel your pain. I think the daily achievements for both sPvP and PvE should be modified to either be easier to complete or more varied. Honestly, I think it would be more fair to players who really care about completing everything if the “dailies” were changed to “weeklies” so there wasn’t that pressure to log in every day.
Everyone else must lose out on 6 jugs of karma / sets of pvp rewards to suit your inexplicable need to gain achievement points whilst not wanting to play the game?
That’s rather unreasonable.
No.
I just think that they should multiple the requirements by 7, multiple the rewards by 7 and have it reset weekly instead of daily. That way if you couldn’t play on one day, you could catch up the next day.
Or maybe they could change it so that you could only earn the achievement 7 times in one week but it would reset every time you finished it, regardless of the time.
I know my OCD is my own problem, but I think that implementing a system like one of the above could be fun for a lot of people, without negatively impacting the game.
But…I want karma faster :\
The systems I described wouldn’t stop you from getting karma at the same rate that you are getting it now, but if you missed a day you wouldn’t miss out on that karma.
Personally I feel your pain. I think the daily achievements for both sPvP and PvE should be modified to either be easier to complete or more varied. Honestly, I think it would be more fair to players who really care about completing everything if the “dailies” were changed to “weeklies” so there wasn’t that pressure to log in every day.
Everyone else must lose out on 6 jugs of karma / sets of pvp rewards to suit your inexplicable need to gain achievement points whilst not wanting to play the game?
That’s rather unreasonable.
No.
I just think that they should multiple the requirements by 7, multiple the rewards by 7 and have it reset weekly instead of daily. That way if you couldn’t play on one day, you could catch up the next day.
Or maybe they could change it so that you could only earn the achievement 7 times in one week but it would reset every time you finished it, regardless of the time.
I know my OCD is my own problem, but I think that implementing a system like one of the above could be fun for a lot of people, without negatively impacting the game.
Personally I feel your pain. I think the daily achievements for both sPvP and PvE should be modified to either be easier to complete or more varied. Honestly, I think it would be more fair to players who really care about completing everything if the “dailies” were changed to “weeklies” so there wasn’t that pressure to log in every day.
Why don’t you like using the mix of shaman/clerics? That is what I was working towards. Right now I use Carrion gear + clerics accessories and it seems to work fine.
As support I don’t really stay in water attunement at all, because the most powerful thing is switching INTO water attunement for healing ripple and to remove conditions.
That seems like a crazy amount of grinding for one upgrade item.
It’s crazy to me that people DON’T want a LFG tool because they want to socialize. LFG is an amazing tool to quickly meet new people and see how fun it is to play with them! Spamming chat for a party can’t compete with the speed that a LFG tool can connect you to new players.
Doing dungeon after dungeon with the same people gets boring and to me promotes cliquish behavior. Once you have your group of dungeon friends what incentive is there to meet new players when it’s such a hassle? Eventually that will lead to a community that is unfriendly to new players because everyone has their “connections” that they turn to when they want to do a dungeon.
A good LFG tool that instantly puts together parties is like an icebreaker to get the social juices flowing in a dungeon. Claiming that it’s actually anti-social or anti-community is just crazy!
Though, now that I have had time to think about it… is it possible that the stats on the infusions only take effect when in the Fractals? In which case this is perfectly fine. Infusions wouldn’t affect PvE or PvP/WvW… you would only need better infusions to do Fractal OMFGHARDMODE
Just keep trying to find any reason to deny the truth. Over and over again arenanet says that they added this to give a sense of gear progression and that it’s a tier of gear higher and more powerful than exotics and people just won’t believe it.
It’s true. They have added something that’s better. It doesn’t just work in the fractals, the infusion doesn’t delete your runes, it’s not somehow mysteriously worse than exotic gear.
Sell it fast before the price drops. The price will drop so even if you want it for yourself you can just buy a new one for a discount.
I still think they might have a great base to build content from. However, I think they were way too ambitious for launch. There should have been less levels, less maps, personal story should have been much shorter. Then maybe they could have really delivered on their promises of a changing world where your character felt like a hero.
Geyser is basically pointless without a blast finisher.
Evasive arcana made playing a staff ele cool. It was really awesome and created a real reason to weave in and out of melee range to stack might with lava font. Now it’s just stand back and spam while waiting for arcane blast to come off cooldown.
I feel a lot less useful as a “support” elementalist (while still dealing damage) when I can’t provide the most important boons (might) and area healing. I was looking at my build trying to decide what to use in place of evasive arcana and decided it doesn’t really matter. None of the traits are really worth it. I feel like it doesn’t even matter what I choose.
There were other goals, but apparently they weren’t enough for some people.
This decision to add another tier of gear that has a statistical advantage has made me look at their mmo-manifesto again. I realize that the haters were right. ArenaNet didn’t really deliver on any of the promises in that video.
Did the personal story in GW2 make me feel like a hero? No. Were there any villagers that remember me? Nope. Did I log in to a map and dynamic events made it look completely different? Nope. Is there always something new going on in the game world? Not really. It’s the same events on a loop.
Maybe, maybe they delivered some fun combat and their art style is beautiful. I’ll give them that.
Now they are actually taking away something they did deliver? They are adding in a grind for a stat advantage— something they claimed over and over was a problem in other mmos and that it didn’t make them fun.
I keep thinking that it’s just the beginning and that they still have time to actually deliver on what they said— but I’m starting to lose faith.
That article was a good summary of what I thought guild wars 2 was already designed to combat.
Is there going to be a special consideration made for ascended gear when downleveling? Since the game was balanced with only exotic gear in mind, when we are downleveled won’t ascended gear causes us to be more powerful than intended in lower level zones?
Our power in lower level zones is already a little op, and I thought one of the selling points in the game is that there will still be a little bit of challenge even when visiting older zones.
There is in fact every reason to think they will….
[quotes description of various infusion types]I think there’s every reason to expect proliferation of new upgrades like these, which is fine. That doesn’t necessarily mean escalation: if new upgrades are kept situational and focused on a specific, different area of content (the way this set of upgrades is really useful only in the fractals), then you can add new mechanics and gear types til the cows come home without unbalancing the core game or obsoleting existing content.
If we have more and more gear slots that can fit infusions we will have more and more resistance to agony, meaning they will have to increase the effects of agony in new dungeons for it to be relevant.
If new dungeons are introduced that have a different type of debuff that we then need to get a new resistance to, what would stop us from fitting the new infusions into our old infusion slots? also that would make the old dungeons obsolete?
No matter what it sounds pretty messy to me.
Seems like players are divided.. sure would be nice to get a dev response to this.
Some players are a little bit delusional in their support of ANet. There is simply no denying that Ascended gear is better than exotic gear. In their description of Ascended gear ANet came right out and said it’s a new rarity type that is better than exotics, “This new rarity type falls between Exotic and Legendary on the spectrum of rarity and has slightly higher stats than Exotics.”
They only show one screenshot of a direction comparison but they also say, “rarer versions of the items also come with additional Agony Resistance built into them,” meaning that there are rarer versions of ascended gear with better stats.
Since ascended gear is able to be used in WvW that means that it’s better than exotics. People can argue that it doesn’t matter if it’s better or that exotics are good enough, but it’s clear that ascended gear is meant to be better than exotic gear.
I still can’t believe they gave up on their vision so soon. Is 2 months really long enough to see if it would work? I didn’t think ANet was so squeamish considering how innovative they’ve been so far. I thought I saw passion for making a new type of mmo when I watched the mmo-manifesto video but I guess those devs are just good at acting.
They really need to get this in the game, map spamming on dungeon maps and towns is silly, and also it would make finding groups alot quicker, just click the dungeon, auto grouped and sent to the dungeon.
Done and done.
I would not want dungeon finder, I would like group finder.
Dungeon finder makes games unsocial. Group finder would be better imo just because it could be used for anything. There is already “LFG” in-game but it only needs much work on it to be used by anyone
I still don’t see why people really think that dungeon finder makes thing unsocial. It is true that it would be nice to have a better way to find groups for all different kinds of content and not just dungeons though.
I can’t really hate Trahearne, because we really don’t know enough about him to form a solid opinion. Like most of the characters met in the personal story there isn’t much substance to him.
Agony implementation is a repeat of a mistake already made by ANet and then subsequently corrected in the first Guild Wars.
Read up on it in the wiki:
Wow. That makes this whole thing even more bizarre. It’s hard not to see similarities between the last line, “Prior to the June 8, 2005 update, it took five runs to infuse a set of armor,” and what we have here, which is running a dungeon multiple times to get infused gear.
What happens when you acquire your ring and back piece? Does all your enthusiasm for the game suddenly go out the window?
It’s two pieces of gear. I don’t see how that can work as motivation for very long. If it takes a significant amount of time to get each piece most will give up before they get it. If the amount of time is insignificant then people will get it and once again be out of stuff to do until ANet dribbles out the next few items.
The new gear is really the only thing we know about the patch so far though.
Basically my belief is that they saw how many people their game attracted, pulled a Blizzard and got money hungry, and are now trying to keep them playing.
WoW = subscription model
GW2 = microtransaction modelUntil they offer items and services that players actually want to pay for, they will not make money off of it. This gear change does nothing but piss off their core audience.
But maybe their numbers show that the “core audience” wasn’t big enough to sustain the game. More people playing increases the likelihood of people buying things from the store.
I think that’s why they introduced the new gear. When it comes down to it, they couldn’t make really fun dungeon content. If they had, perhaps players would be able to play just for the fun of it, instead of needing an incentive to get through the dungeon.
I want to know exactly how this dungeon is different. Is it going to have tons of trash mobs that players run through cause they can’t be bothered to spend time killing them? Is it going to have ledges for us to stand on to out range bosses and stand there spamming long range attacks over and over? Is it going to have instant death mechanics, where we just waypoint-zerg the boss to win?
It worries me that these 9 “mini-dungeons” aren’t going to be very high quality since it seems like they’ve come out with them pretty quickly.
Basically my belief is that they saw how many people their game attracted, pulled a Blizzard and got money hungry, and are now trying to keep them playing.
I don’t think so. Why would they change direction unless they saw some kind of reason to after release? There would be no reason to risk angering their customers unless there was a reason— like a drop in the amount of people playing. Or maybe low Gem sales during the halloween event.
There must have been a huge drop off in players and the Halloween event must not have brought them back. I just wish they would acknowledge that and thoroughly explain the reason for changing direction beyond a simple sentence that “many players have been asking for it.”
The last I heard there was no plan to implement a dungeon finder.
Regardless of the gear issue, this dungeon is going to have be a lot more fun than the dungeons we currently have if it’s going to have the longevity to grind it over and over again. I don’t see how agony increases the fun of the dungeon, or how it makes it truly more challenging in a skill based way. If it’s a constant debuff that can’t be cleared where does player skill come in?
I also hope the random paths are balanced so that there aren’t some that are super difficult while others only take 9 minutes. It would be pretty annoying if progress was blocked because the RNG didn’t like you and gave you that one dungeon that is impossible and your group breaks up.
This isn’t a grind. This is the risk/reward this game is missing. Bring us more depth. I know some of you enjoy standing around in LA with you entitlement exotic gear though.
That’s the attitude! The gear isn’t even the game yet but we are already feeling superior.