4 Warriors, 3 Rangers, 3 Mesmers, 2 Engineers, 2 Guardians, and Necro, Thf, Ele
-Beastygate Beast Milk, OG BG Veteran Native
Hello,
I would like to suggest to developers that, in future, they do not include achievements that are near to impossible to achieve. I find it completely unfair that those who completed the Belcher’s Bluff achievement line early (with the use of Peach Pie, which has since been removed) have the benefit of the achievement without the countless hours of grind against RNG that the rest of us now have to endure.
This is utterly bad form and I think the rest of us should be compensated somehow, as the reward is simply not relative to the effort. After 3 hours of trying today I’ve only managed to best the Asura and Sylvari. Surely this isn’t how the developers wanted this game to be? I’ve returned after 5 months of not playing GW2, and I want to be positive about the game again but this is….just not worth it.
Cheers
Bunny
Um… it’s still strategy. And you were compensated, they nerfed adnul. Some of us beat him without food BEFORE he got nerfed. The game isn’t supposed to be so easy that a monkey could do it. It’s a game that requires you to pay attention to what moves they are using and constantly calculate and evaluate what their next move might be.
You can buy the normal ones and charge them yourself. They did it to keep people from making tons of celestial gear immediately, as you can only charge 25/day. It’s intentional.
Who cares?
“Who cares?” was my first thought when I read your thread. But instead I tried to be constructive. Sorry that it wasn’t helpful to you.
Just wondering if there is a way to stop my t2 heavy chestpiece from glowing, I don’t like the glow. Will turning down characters normal body glow work?
You can buy the normal ones and charge them yourself. They did it to keep people from making tons of celestial gear immediately, as you can only charge 25/day. It’s intentional.
Oh, sorry, didn’t see it ^^"
Now, I don’t mean to be rude, but having read your suggestion, I daresay mine is a bit more simple [puffs chest out proudly].
Simple yet annoying. I honestly would rather not hold down ANOTHER button constantly. I already juggle many other things when playing WvW.
Autotargeting is a good thing.
It isn’t. It’s a crutch.
You’re wrong. It CAN be a crutch. But it can also get you killed with leap skills, or projectiles that are then fired into reflects you could have avoided. When utilized correctly it can be an extreme asset. I have 16 level 80s that are all used in wvw, some use auto target, others do not. It all depends on what their role is, what weapons they use, and how they operate. The point here is that using or not using auto target effectively will make you a better player, yes. But saying auto target is not good, that is incorrect.
YUP. It saddens me that ArenaNet has not put more work into the water combat system. It feels so flowly and natural, which most games NEVER get right when it comes to putting characters in water.
But yes, then we end up with certain classes that natural excel underwater (ranger), and others that refuse to even enter it (thief). I got into a staring contest with a thief the other day because I wanted to fight him in the water and he wanted to fight on land lol.
I think your idea is a good basis for starting to enhance the underwater experience. All the mechanics are there, and we have a separate underwater utility set… so lets take it to the next level!
In the future I would also like to see a portion of a wvw map that has an underwater (or mostly water) fortress, with underwater rams, harpoon guns (think ballistas). They could put them on floaties like the engi turrets. But a lot of work would need to be paid to the underwater balance first before that should happen. Many people don’t have a clue what their underwater abilities do.
I generally don’t care about stuff like this… but I have to admit, when I see a fun box with medusas head, I sprint to it, wait, and strike a fun pose. /cheer with an asura is the best as you become a levitating statue.
Yeah, can’t wear that on my asura, charr, norn, or sylvari. And it still goes past the knees….
How about some medium jackets that all races can use? There is 1. And it’s…. poofy.
I only kill cats. Cat Killer title please.
I often walked by the bank and said “Where the heck is the darned pool?!”
………….
No, I already extremely dislike the fact that anet is adding global skins like radiant and hellfire. Classes (light, medium, heavy) should have their own unique armor types and skins. It makes no sense for a ranger to wear heavy armor, it makes no sense for a warrior to wear light armor, etc etc.
Do I think we need more medium armor variety? YUP. Tired of my only choice being coats. I DONT WANT TO WEAR HUGE COATS ON EVERYTHING
Still being shot by guns or arrows while being invisible? Once an auto attack is initiated a person can still take damage while hidden. Can we make it so all attacks miss while invisible?
It’s nice to see someone suggest this. Thieves are normally at a disadvantage, mainly because of the mechanics of a charged skill following a stealth’d Thief.
Trait for blind on stealth and/or dodge roll. Thieves are NOT at a disadvantage while stealthed, in fact, it’s the complete opposite. If you’re getting defeated by channeled skills, then you need to go study up on other classes, what those skills do and how they operate. It’s a matter of knowledge, not mechanics. You cannot expect to beat others on a regular basis if you know nothing about their skills and operation.
I think they should allow it. And yes, it is easy to level alts. But I would have more like 8 characters instead of the 16 I currently have. ArenaNet keeps releasing content that is aimed towards players having only 1 or 2 characters…. like wvw ranks, ascended gear, 1 time obtainable items/skins that soulbind….
I rerolled a few of toons to asura or charr/norn for tactical reasons. I wouldn’t have needed to do that if there was a race change item available for purchase…. which I would have bought.
Anyways I think the biggest reason it will never happen and that people seem to forget, is that as an rpg this game is supposed to be immersive. Your character is supposed to be just that, a character, a person, in a real world. They aren’t just some cosmetic medium for you to use to get new stuff or whatever. And the race is NOT just a cosmetic feature of this game. It is a key point to the role-playing aspect and the story line.
Some of us don’t role-play. And this game has very little, if any… immersion. It takes almost no skill in PvE to accomplish anything, all the gear is easily obtainable, and there is no fear of dying, because there are no real repercussions for it.
Are you for people dying their armor pink? That’s not very immersive or realistic either, but then again… it is a FANTASY game.
There are alternatives to the direct race change. You could have a feature where you “retire” a character, and the new character you receive will have lesser weapons and armor, and they could have been “trained” by your main one! You could be allowed to do it once a month or something. If there is a will, there is a way.
EDIT: Also on the race comment, it’s not very immersive that your race Charr is exactly the same as the race asura when it comes to playing any of the 8 classes. A charr guardian can be EXACTLY the same as an asura guardian. That’s not very immersive, because then I don’t care so much about my race if it receives all the same benefits as the others. And racials skills are for the most part… unusable, and is no argument in this department.
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I actually just made a post about this sort of thing. Give it a look.
https://forum-en.gw2archive.eu/forum/game/suggestions/Selective-Auto-Targeting-skills/first#post2402510
Well it was worth a try :P . It’s not 1v1s that bother me it’s getting attacked by multiples. Stealthing to recover position and reengage but getting shot in the back and not being able to dodge from lack of endurance sucks. By the way I do use superior sigils of energy on both off hand weapons.
Practice using your dodges more efficiently then. It’s nice to always have 1 dodge available for wildcards.
It could be restricted to only wvw. No gold seller is going to spend 100g for a tag, only to be banned moments later after getting reported for their map message. Some trolls may buy one yes, but there is a block feature.
I will post this back up in my previous post.
+1 if they are spamming the same message, sure, as it could be a troll. But a commander simply typing orders constantly should not be suppressed. The current system is way over doing it.
EDIT: It could be restricted to only wvw. No gold seller is going to spend 100g for a tag, only to be banned moments later after getting reported for their map message. Some trolls may buy one yes, but there is a block feature.
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Still being shot by guns or arrows while being invisible? Once an auto attack is initiated a person can still take damage while hidden. Can we make it so all attacks miss while invisible?
Channeled skills or skills that are already in action prior to the target stealthing will still make contact. If this was removed, then thieves would fall back into the category of “OP” and it would result in eventual and substantial nerfs to the class. I doubt that is what you want. There is an alternative however, you can dodge roll. Trait for endurance returned on dodge, eat orrian truffle and meat stew. Problem solved.
Also when you say “all attacks [should] miss while invisible” that is worded very poorly. I assume you mean skills activated pre-stealth. But if you truly mean ALL attacks should miss, like a greatsword cleaving through your face… then you are going to be very disappointed with the responses in this thread. If I can predict where someone is going to be in stealth, I should be able to beat them up.
The idea here is to allow us to select which skills will auto-target.
The reasoning for this is that some skills are best utilized with auto-targeting, and others actually nullify the use of the skill if this setting is selected.
Example:
Rifle/Sword or /GS warrior
The rifle auto attack is best used (most of the time) with auto targeting selected, otherwise you lose a large chunk of your dps (mostly talking wvw here, lots of targets around, timing is crucial)
When you go to use the swords savage leap, or rush skill to move somewhere, it will auto target, and force you to fly at someone you did not intend to… which can very quickly result in a death.
The setting could allow us to select:
1. Which Main set weapon skills will auto target
2. Which secondary set weapon skills will auto target
3. Which utility and elite skills will auto target
And the absolute best thing would be if it would allow us to save these different settings and possibly name them so we can change between builds/characters and one-click to change our preferences for that.
Thanks for reading!
Thanks to TheAmpca.1753 for the great idea.
This setting would cause AoE loot to activate every second, allowing items to be auto deposited in your inventory. Looting is mainly an issue WvW players have, as we must constantly leave behind loot bags because we are busy fighting hordes of enemies. This setting would give players a choice of whether they want to do it manually or not. Many MMOs have adopted loot systems that place items directly into your inventory, and I, as well as many others, believe that GW2s current looting system is really bringing down the WvW experience. If it is an issue for the PvE environment, the setting could allow for AoE Loot Toggle to only function in WvW.
WvW loot retrieval has gotten MUCH better since beta, and the new AoE loot feature has helped dramatically, but the problem still persists. It should not be our job in WvW to pick up bags. There are no bags to be picked up in sPvP, they get to focus purely on combat, we deserve that as well.
Having to pick up bags is really bringing a damper on wvw, as players have to separate from their groups, turn around, go back, and pick up bags. This slows down WvW as a whole, and is a tedious and senseless act. Sure, we can spam the Loot key like crazy all the time in combat, but it’s just 1 more thing to worry about, and to be honest, it’s a pointless act. When you are a dedicated WvW player gaming for hours a day, you have to press that darn loot key hundreds or thousands of times a day (not over-exaggerating). It causes a lot of frustration when you cannot go back and retrieve your hard-earned loot bags, especially since WvWers do not get anywhere close to the same value loot rewards that PvE players do.
I believe this idea to be the simplest way to implement the feature, and ArenaNet has said themselves they are trying to work on the looting system for us. This idea just builds on the current system without having to remove anything currently implemented.
Thanks for reading!
P.S. Believe it or not, I do have the ability to press F, and I have been doing it for much longer and more frequently than most of you. The point here isn’t whether or not it is easy to press F, yes, it is easy. I take my index finger and depress it…. I’m not a complete moron (surprise!) The whole point is that we remove something we SHOULDN’T have to do while fighting players.
If someone told me when I first joined WvW that I would need to be spamming a random key on my keyboard solely for the purpose of picking up loot, and NOTHING battle related…. I would have told them that sounded incredibly stupid. It’s tedious, pointless, it detracts from the overall fun value in wvw, it slows gameplay, and it lowers skill level. Those that WANT to pick up their bags, COULD. Those that do not want to, could choose to have it deposit in their inventory. If arenanet continues to update it’s looting system sometime in the future you may find yourself saying “Wow remember when we had to run up to each and every bag and spam F the whole time while trying to kill players?”
(edited by WhiteAndMilky.2514)
For AoE loot, why would you need a macro? Just hit the new AoE loot key every couple seconds while in combat. It has a decent enough range that now I never miss bags!
Yeah it’s easier to pick up loot now. But when you play hours of wvw every day in tier 1, the last thing you need to worry about is pressing your loot key constantly, there are way more important things to think about. An AoE looping macro should be allowed in WvW since it has no negative effects and die hard players can worry about combat only.
You do know that other games require you to actually stop what you’re doing and loot the corpse (=> some games even have you kneel and not be able to do anything else) ?
The new loot option is great and imo none other is needed. Just use the key while fighting, you can even spam it.
I personally don’t think we should be spamming a random key to pick up bags while trying to defeat hordes of enemies.
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Indeed.. So, imagine you push your Macro-key and run around for 5 minutes, after which you push the key again:
- 2 actions on your side (pushing of key) <-> tons of actions on game-sideAnd this is against the rules of the game: One key should result in one action..
That’s why I posted this!
A lot has changed since GW2 started and we believe this needs to be brought up for discussion.
Triggering one action without having to push one key? Not legal, simple..
You would have to press one key.
Well, you would have to press one key and the resulting action will be repeating itself (without you having to push the key again).. So all actions (besides the first one) aren’t triggered by key..
Well you would have to push it again to turn it off.
Triggering one action without having to push one key? Not legal, simple..
You would have to press one key.
When you are blocked by a guardian who’s traited for it, you are set on fire. When you as a thief get blocked by anything, you should get revealed. Stealth traps apply the revealed condition so it shouldn’t be hard to program blocking to do the same.
I don’t think it’s tricky for the devs to program this.
It is not about how easy or hard it is to program something…it is a matter of balance. Is it truly fair to eliminate the main mechanic of a thief due that? Not just blocks, but it would most likely happen on blind and invulnerability too, not just blocking. If this is considered, I am sure they would have to balance by improving some of the effects or something to counter balance since it would then become even more crucial and harder to land the stealthed strike properly.
It would just reward skilled play, the players who pay attention would see little affect in their abilities. At the moment it is all too easy to play thief and get away with sloppy skill use. Speaking from experience.
EDIT: I use the word “play” too often. PLAYS REMOVED.
Though I do feel Milkys idea of making it cost a badge per level (100 ranks = 100 badges) would be a good way to stop that as it would burn through badges very quickly at higher ranks.
It isn’t my idea, I was just clarifying the OPs post.
Retraiting your wvw rank build: It would cost 50 badges (because you are rank 50) to reset a characters wvw rank build so they could re-assign points.
Thats a awesome idea, would you think that is should allow you to retrait individual lines instead of a straight full reset? Just assuming that at some point people will be upwards to 400+ rank points, it would suck to have to spend 400 badges just to change one trait line (assuming you wanted to just change one)
Very good point to bring up. I like your idea. We could have a button next to each trait line “Reset trait line. Cost: ____ Badges of Honor”
As that was posted 4 months ago and much has changed, this should be something Anet should review and get back to us about.
I used a piece of what you said and edited it into the main post.
On another note having autoloot just act as a toggle doesn’t sound so bad. It could tick every 1.3 seconds or something.
used this in main post
(edited by WhiteAndMilky.2514)
Make your rank account bound. Make point allocation soul bound. Give the option to retrait points. Cost of resetting points will be 1 badge per rank you have. Give us a leadership trait line akin to the one in Planetside 2.
^This. I don’t know what you are talking about in regard to planetside, but I agree on the other items. It’s incredibly annoying that all 16 of my characters (all wvw builds) must gain their own ranks. This pretty much means I don’t ever get to have the very nice end-of-the-line abilities, even despite constant dedication.
I will clarify for some that might not understand the OPs ideas. These are not my ideas.
Rank – Your total wvw rank, you will have 1 rank, and that is determined by how much you play wvw. All your characters will share this same rank. Lets say your rank is 50 for example purposes.
Soulbound allocation of points: Think of this like a characters wvw RANK build, each character has 50 points to spend because you are rank 50.
Retraiting your wvw rank build: It would cost 50 badges (because you are rank 50) to reset a characters wvw rank build so they could re-assign points.
Hope that helped
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I don’t see why auto-loot doesn’t simply put the loot into your bag for WvW.
This is because of the system lags when you do this for some technical reason.
On another note having autoloot just act as a toggle doesn’t sound so bad. It could tick every 1.3 seconds or something.
This is essentially exactly what the macro would do, this is why I hope anet would be ok with it. I would absolutely love it if they would implement it as a looping toggle feature in the settings, good idea!
I am looking to get an official Arenanet response on their policy on the use of AoE Loot macros now that there is a bindable key for AoE Loot. A lot has changed since GW2 started and we believe this needs to be brought up for discussion.
Many of us would like to use a looping key for this, as we play WvW and there are constantly bags dropping everywhere. We would like to focus on combat and not “Oh where did that bag go?” The new AoE loot system has helped us dramatically, and we really DO appreciate it greatly. But it would be nice if we could get an official reply post on taking it to the next level.
An looping AoE loot macro essentially makes an auto-loot feature where bags are opened and deposited in your inventory almost instantly. Die hard WvW players are going to start getting carpal tunnel syndrome soon!
Arenanet, please reply with a post either accepting or disapproving its use. Will continue to press F until a response is acquired!
On another note having autoloot just act as a toggle doesn’t sound so bad. It could tick every 1.3 seconds or something.
EDIT: Sorry, didn’t realize putting “ArenaNet” in title is against forum terms of use. Thanks for editing it!
(edited by WhiteAndMilky.2514)
Rampage is a very strange skill. I would never select it on warrior, but I do often roll it through elixir X on my engineer and it does have its uses.
-Long stability, good for moving through massive amounts of CC, or to get out of dodge.
-4 interrupts, good for disrupting dps classes.
-Throw boulder can be thrown backwards if a target is selected, good for escape.
-Dash = easy escape on a short cooldown, 2 dashes per rampage.
-doubles your power, toughness, and current HP. This means if you have retaliation on, you will deal massive damage and be very tanky.
-If you lead in with stomp, you can do another one right before it ends.
I recommend Warbanner over it though if you play wvw, and signet of rage if you need it, but warbanner is much more useful. Small combat hounds of Balthazar can be good, unless someone knows to dodge their landing attack.
It honestly isn’t a problem if you time your block correctly (don’t block right after they stealth, wait a second or 2.
Do I agree that it should unstealth them? I actually do, and thief is one of my mains. But this won’t happen anytime soon, as it will require them to revamp their entire combat detection system.
Did you know that blocking an attack doesn’t put you in combat? Did you know that taking a condition doesn’t put you in combat if it isn’t accompanied by direct damage? Revealed runs off the system of direct damage contact, and if you don’t make direct damage contact, you don’t get revealed.
Swoop is buggy too though, it will often freeze you in mid-air at the end of the skill for a second or 2. I agree that something needs to be done about rush though. One thing in particular that bugs me about it is that if I run auto-target, and I select a mob way off in the distance, rush will still run to a nearby mob and strike it, not towards the one I have targeted.
Zerk rifle warrior is perfectly viable in wvw. Do I think there are better builds/class to run? Yes. But let’s continue.
It does suffer from one thing, it takes an extremely skilled player to utilize it to its full potential, and there will be situations you cannot participate in fully because of how squishy you are. It is so incredibly reliant on positioning, timing, and reaction speed, that many discount it as a bad choice simply because they cannot or will not learn to do it.
There are ways to increase your tankyness, like carrying a sword, warhorn or shield, eating condition duration reduction food, tanky runes like melandru, health regen food like mango pie or omnom pie. 5 second weapon swap is a must.
Another thing to remember is that zerk rifle warrior is a SUPPORT class. You are dps support, and if you are by yourself, you are doing it wrong. Surround yourself with people who will protect and buff you, this will also help to mask when you are using your killshot. Always try to position yourself with an easy-out.
I started running signet of might with my zerk rifle warrior, and that unblockable killshot is amazing for putting people in the ground, like guardians. Most players never expect it.
Now I cannot watch this video here at work, but I can say that things like banner of discipline are a waste. You’re going to have to run For Great Justice, and then you will want to run other things like signet of might, signet of fury, shake it off, balanced stance, dolyak signet, etc.
EDIT: Also, your job isn’t to kill people, it’s to put them down.
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Do you have Aurora’s Remains in Brisban Wildlands? It has nothing in it needed for map completion so if often overlooked.
Wow you got it! Thanks so much!
EDIT: Problem solved thanks to lexy
I have 100% map completion on this character, and I just can’t find the last “area” undiscovered. This is the only spot I’ve found on my map that looks like a possibility, but I can’t get to it, even from the hidden garden.
Any ideas on where it might be? Any help is appreciated!
EDIT: It’s not the brisban wildlands guild puzzle entrance, already have that.
(edited by WhiteAndMilky.2514)
Power, Precision, Critical Damage. Power is the major stat.
It’s a no-brainer. It’s the dominion of the winds.
There’s even a tengu in the picture, I think. Look close.
Edit: make that two tengu. One is wearing very funky armor.Thats a charr and a tengu.
Honestly I only see two charr…..oh and a human or two.
2 charr 1 human, and possibly another human bottom left (just a head). No tengu.
The title is tied to the “Been There, Done That” achievement, not 100% World Completion. To finish the “Been There, Done That” achievement, you also need to visit EVERY area. You probably never got the “Been There, Done That” achievement.
To complete it, you’ll need to figure out what area’s you haven’t finished, look at your Explorer Tab and see which area’s have missing explored area’s (Ex. Ascalon Explorer 170/176 would need to be 176/176).
Since you’ve probably not finished those achievements, you’ll also need to 100% again (finish getting those last few new things) as those also count towards (or in this case, against) your title.
Yes but that’s just the thing, I DID have the title. I remember very well, as it was the only title I had.
Still kept the gold star next to your name?
Yup!
what combo finishers do you guys use after the patch (with the shield)?
I like to throw wrench and throw static shield through smoke bomb. Or ethereal fields and water fields if they are present.
magnetic blast for stealth, might, heal, chaos armor
Now I have to go back and get them again. What a pain in the…..
I wasn’t the one doing testing and it reduces all durations. I am not sure how you came to the conclusion that the post says it only applies to boosted durations.
Yep I realized right after I posted that with any condition reduction I simply walk out of entangle. Like I said I’m working right now, it’s over 100°, I’m outside all day on black asphalt and I think my brain is roasting. Please disregard insanity.
I just wish they would add in the rest of the already existing skins…
Commando set: Missing boots, gloves in pve/wvw
Stalwart set: Missing gloves, pants, boots, shoulders, hat in pve/wvw
Tribal set: exists only in sPvP
guild armor: with the exception of chest pieces, the rest only exists in sPvP
there’s probably some other stuff I am missing too….
I finished map completion on one of my characters months ago. I got my title and everything. But I’m not a title type of person, so I never put it on. I come to find recently that it shows in my achievements that I am now 99% complete and it stripped the Been There Done That title away from me in my title tab. Why did this change? I have my 2 map completion items sitting in my bank still.
Yeah it downlevels you but you will still one and 2 shot most anything in the low level zones. You definitely overpower everything and run 0 risk of death even versus many many many many mobs. A lot of the lower level mobs are balanced such that they expect a proper level character there to have bad/missing gear, no traits, no runes/sigils, and few weapons skills / utility skills. So they are very weak.
So while it does “downlevel” you, you wouldn’t really know it from playing. Dungeons are balanced differently, expecting you to have good gear above the level of the dungeon cap.
And higher level players farming low level events definitely ruin it for the lowbies that are actually trying to get credit for it. So if you’re into that, GW2 is your game!
If this is for WvW you want the most possible to counter people using +condition duration. If this is for general PvE -condition is mostly a waste anyway except possibly for a few of the bounty targets.
Exactly what I needed to know. Do you by chance however know if when it rounds to the nearest 1/4th second, does it round up to a higher reduction or down?
EDIT: Wait did you find in testing that condition reduction ONLY applies to those conditions which have had their duration BOOSTED? I always thought it reduced normal non-modified conditions as well.
(edited by WhiteAndMilky.2514)
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