This is pretty much how all MMO communities are. MOBAs are even worse, its the main reason why I wouldn’t touch LoL with a 10 yard stick.
I kind of prefer it this way. In today’s gaming world, we’re constantly being dragged by the nose through games like we’re idiots. Back in the day of the NES you just get thrown straight into a game and… that’s it, you;re on your own.
And it was good. Finding out what the heck was going on and figuring out how to do things was part of the experience and was a journey in itself.
In terms of dungeons, I tend to think they’re really level 80 content. I can’t see a party of lvl 35s actually going through AC’s exploration mode’s path 1 or 3.
It really depends on your tastes. The reaosn why GSs look more elaborate than other weapons is basically because they’re bigger and you actually can put that much detail onto it.
If you stuck too much detail unto a dagger, it’d just look like an elaborate mess.
The problem is that although it may seem like too much content to you, to a ‘hardcore’ gamer, the content’s nowhere near enough.
But, the quality of the updates are actually quite amazing given the rate they’re being released at. I just sometimes think that maybe, all that effort is going to the wrong places. They could’ve easily added a few more dungeons, easily continued the actual storyline more (I tend to consider the LS as a side-story), or sharpened a lot of things up such as skill-reward ratios in all the DEs. Would those have attracted more players to the game? Who knows.
Its possible. We know that the Shatterer is a title given to Kralk’s champion, and is given to another once the current one dies.
But for all we know, the thing we fought might not even be Zhaitan. For a start, the real Zhaitan knows everything his Risen knows, and we know that the Risen has some very, very powerful mesmers in their ranks. That Zhaitan we fought could easily just be an illusion.
Lets put it this way, they said early on in the games development that different professions will have themes and will use the same thing in different ways. One example is how elementalists can turn rocks into meteors (not just throw the rock really fast or something). Are you just annoyed at the general way mesmers use things (e.g. the torch, something that is a light source has a stealth ability)?
Not really. I just want more ways to costumize my characters (although, admittedly I think the way mesmers use the greatsword is quie amusing at best and annoyed that it doesn’t show the trail effects on Sunrise very well).
No. Those tags really help in the right hands. For example in an invasion yday, we had no commanders and the entire group was in discord with everyone shouting out random locations. On the other hand, you also have invasions where you can clearly see who’s an actual commander and who’s really not, as you got 3 commanders following another commander.
So, don’t remove them, but make it such that you need to earn them through a more appropriate system than just gold.
Your solution to Champion Loot is diminishing returns? And people agree with this absurd mentality? What the hell was the problem that we needed such a stupid “solution”?
I don’t want to live on this planet anymore…
The problem was champion loot completely going against the philosophy of reward beibg a measure risk/skill/effort, and making people play the game in ways it should not be ( failing events on purpose and everyone going straight to pirates in invasions, making them fail).
Legendaries will have stats sets which you can edit outside of battle, and will be scaled to Ascended level once those come out.
Source: article on what’s coming up in 2013 from Anet.
So clearly they are intended to be used as actual weapons.
Unfortunately some parts of GW2 seems to be skewed towards players that only have a couple of characters.
The legendary weapons, the gem store skins and unbreakable tools, etc.
The gem store skins and un breakable tools I understand, they want you to spend more money. Other gear I understand because it benefits the economy and gearing different characters is quite enjoyable. But Legendaries?
Making 77 clovers is a process that makes people lose their sanity so its neither fun nor enjoyable to make 2 if the same legendary, I doubt many people bust out their credit cards twice to spend £500 or whatever it is to buy a legendary by converting gems to cash, and Legendaries aren’t exactly a common commodity on the TP nor do many people make a living crafting them.
So, what benefits come out of making them Soulbound? Nothing apart from helping people sell multiples of them on whatever the RWT version of EBay is (we totally want that right?).
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The problem is, Legendary weapons aren’t supposed to be just skins, they supposed to be the best weapons of their type. So workaround like transmuting them really aren’t valid excuses to not make them account-bound.
Also, they shouldn’t even be tradable on the TP. They should be a sign that the wielder has gone through trials, went to the four corners of the world and found every secret Tyria has to offer, made a ton of cash (or farmed their kitten off) and gained the favour of every NPC out there, and thus is finally worthy of wielding a Legendary.
…..there’s nothing legendary about busting out your credit card and throwing money at the TP.
They should just make, like many have suggested, champion loot drop from end-of-event chests instead of champions themselves. Clean, no whining from farmers (apart from the ones that whines over everything), events get done and we still have players filling zones.
This idea should be extended to the harder events like Temples and make them drop a large number (25 to 30) champion boxes at completion to reward skill and effort.
Roll a Warrior? Sorry but sort of expected that the different professions would use the weapons…differently.
Well, let’s put it this way. Statisticians and scientists both use a computer but in different ways, but at the same time, different scientists use computers differently.
I don’t really want to see more weapons for each class, because frankly, I think we have enough choices as it is.
What I think is really missing is different ways to use certain weapons. For example, I want to actually use my greatsword as an actual sword instead of an Asura lazer cannon on my Mesmer.
To be honest, IMO debs should never listen to player feedback when it comes to balance. Why? Because there is just too much subjectivity.
You got people who just want their class to be the best, you got people who just can’t play against a certain style and thus calls said style OP, you got people who are just emotionally affected a bit too much after a loss to a certain class and thus begins a crusade to nerf that class to the ground, and the list just goes on and on.
In terms of class balancing, this is going to be a bit of a wild one but… what if we just got rid of classes altogether? Let everyone choose whatever skills to use for each weapon, whatever trait lines they want, and use a system to determine what armour you get to wear based on the above?
In all honesty, if a feature if another game is good, why not take it and improve upon it? Innovation purely for innovation’s sake us a rather un-worthwhile effort.
^
I’m kind of curious about how do you make a world fully evolving based on player choices in DEs. What happens to the other choices which players didn’t choose? If its a dynamic event, it can’t just be ‘hold on for a few months until we design the next part’ kind of thing.
I would imagine also that you would have problems of a similar nature to the problems with this game’s Living Story system. Players would complain that they’re being forced to play the game at a pace and to do certain things at certain times because otherwise it won’t be there anymore.
In terms if rewards, the core if the MMO player base will always be reward and progress driven. Look at this game for example, they made current endgame gear rather easy to obtain (a couple of dungeon runs) and removed the gear treadmill and look at what happened, people everywhere complain that there’s no endgame or character progression. I sometimes even wonder if grinds are actually an essential part if a ‘good’ MMO, but I degress.
And in terms of activities, looking at all the DEs avaliable to players, which ones do people do the most? The interesting ones with a story? Nope, the ones that are just basically ‘champion spawned out if nowhere, kill they kitten ’. No matter what you do, most players will always flock to activities with the most reward or income and farm them to heck.
I really like the invasions. I mean sure, they got a lot which could be improved (eg remove the ‘fake’ Scarlet’s event tags), but giving all the mobs patching would both defeat the strategic element of the event and turn it into a huge mess.
The whole idea was that the commanders in the group split the group effectively and divide-and-conquer the invasion, if the mobs all had pathing, all nearby invasion groups would gather to the nearest minizerg, overwhelming it and making it call for backup, which attracts more invasion groups. The process continues until you have a huge army of massively upscaled mobs against a huge zerg of players, ie, a total mess.
Anet boasted about their DEs before launch. I really, truly thought their consistent content updates would be new DEs replacing old ones as the face of Tyria changed. For instance…
- After a while, an oft-attacked camp would either become a fortified outpost or simply cease to be.
- Destroying centaur camps would drive them off, creating a human outpost with some grass growing to replace the hoof-trampled mud.
- The crystal scar running down Ascalon could grow as the tainted emotionlessly push through Charr lines.
- The Risen tear through a krait tower, corrupting them, and a new DE involves destroying Risen krait rather than freeing captured quaggan.
- The Nightmare Court, taking advantage of focus on Zhaitan, spread through parts of Maguuma, overrunning even Inquest bases. New DE involves actually helping the Inquest (still a legit asuran college) reclaim their tech from Nightmare Court.This is what I expected. For Tyria to actually evolve and for new DEs to replace old ones as the effects of our and NPC efforts were felt. Alas, it isn’t so.
This is basically what Everquest Next will be doing, essentially dragging out a DE to week/months with a macro goal post that involves numerous micro quests. I think it’s a great idea and one that Anet needs to look into.
I think that’s a terrible idea really.
1. If stepped into the middle if a long chain of DEs which took months, you wouldn’t have a clue on whats going on.
2. It would take months for you to experience a particular piece of content. Let’s say the Claw of Jormag took 2 months to complete, it would mean that if I missed the fight with the Claw, I’ll be waiting for 2 months to do it again.
The idea of full evolution would mean pieces of content becomes replaced, not something a lo of people prefer.
Besides, the biggest problem with DEs isn’t that they aren’t fun or well made, it’s more so that they simply aren’t rewarding enough. In a MMO, content is often judged on rewards, so having a long DE chain which doesn’t reward you with much still doesn’t help one bit.
GW2 is a MMO, it has to have some time-gated content to keep you playing.
Yea so I suppose fun content is out of the question then. Oy vey. ArenaNet. I give up. There are enough new and shiny things on the horizon. I don’t need this crap.
Time. Gated. Grind. Is. Not. Fun.
Edit: I suppose I could just spend some cash, buy gems, convert to gold, and get them on the Trading Post instead, without having to wait, right? And then, with my shiny new gear go do….
…what?
I’m actually starting to laugh at the absurdity of all this.
So what would you do in Anet’s position? You have a B2P game catered for casuals, about to release a set of gear which isn’t just cosmetic. You aim this to not be something people just get with ease in 2 days, so you got 3 options
1. Make it an endgame RNG-fest where theres a 1 in ten trillion chance said weapon would drop. I’m sure we’d like more of those.
2. Make it a common drop from a very hard encounter. This ends up being even more problematic as it’s rather hard to design reasonable encounters which people dont end up clearing very quickly after launch, making you resort to 1). Not FFXIV l-esque bosses that are basically impossible to kill.
3. Making the content time-gated and use it to revitalise a ton of dead features in the game such as the whole crafting system and most JPs.You say it like those are the only options.
I’d throw the tier gear in the recycle bin and make interesting content that’s skill-based and not gear-based. See Guild Wars for a good example.
For a start, there isn’t a gear-tier in this game, because you can easily get the best gear in the game from doing a couple of dungeon runs. It’s about as tier-free as you can get without throwing the whole concept of loot out of the window.
@ poster with suggestion of short and difficult dungeons. It would be a really good idea if they could pull it off, but like I was saying, ‘skill’ is a very, very delicate issue between balancing difficulty and being reasonable. I mean, you can achieve a non-gated but still time consuming method of getting Ascended gear if you made a JP that takes 15 mins to beat and is lined with perfect precision jumping/ridiculous traps/start over if you screw up but that would frustrate every player to no end.
GW2 is a MMO, it has to have some time-gated content to keep you playing.
Yea so I suppose fun content is out of the question then. Oy vey. ArenaNet. I give up. There are enough new and shiny things on the horizon. I don’t need this crap.
Time. Gated. Grind. Is. Not. Fun.
Edit: I suppose I could just spend some cash, buy gems, convert to gold, and get them on the Trading Post instead, without having to wait, right? And then, with my shiny new gear go do….
…what?
I’m actually starting to laugh at the absurdity of all this.
So what would you do in Anet’s position? You have a B2P game catered for casuals, about to release a set of gear which isn’t just cosmetic. You aim this to not be something people just get with ease in 2 days, so you got 3 options
1. Make it an endgame RNG-fest where theres a 1 in ten trillion chance said weapon would drop. I’m sure we’d like more of those.
2. Make it a common drop from a very hard encounter. This ends up being even more problematic as it’s rather hard to design reasonable encounters which people dont end up clearing very quickly after launch, making you resort to 1). Not FFXIV l-esque bosses that are basically impossible to kill.
3. Making the content time-gated and use it to revitalise a ton of dead features in the game such as the whole crafting system and most JPs.
GW2 is a MMO, it has to have some time-gated content to keep you playing.
^ unfortunately, that poster you quoted does have a point. It’s impossible to determine what each and person would do or be like to dungeon with, and thus there has to be some sort of a generalised filter.
Yes, you might not kick people for spots to sell, but behaviour like that does happen more often with teens, making age an effective filter.
Reward on failure is dependent on how many waves you got through.
I would not want 2 weeks of nothing. There isn’t really enough perm content to occupy a lot of people, especially the item hunters who aren’t interested in Legendaries.
And I think 45 mins is just about right to make the event feel like a huge invasion without it being so long that people get bored.
It’s supposed to be a massive invasion, if said massive invasion can be repelled by 5 people, it’be more like a small skirmish.
I really liked the achievements relating to Scarlet’s Funhouse, things like rescue Faren in 3 minutes make much better achievements than things which involve killing things x times.
If I’m going to be fairly blunt, compared to other AAA games with good cutscenes and cinematics, Guild Wars 2’s are very weak. Compare anything from GW2 to this:
StarCraft 2: Heart of the Swarm
http://youtu.be/L2o5dnVuxiI?t=3m15sMass Effect 2
http://www.youtube.com/watch?v=-PjTuSQNLI4Halo 4
http://youtu.be/GbjA6rB98Yk?t=51m58sGuild Wars 2 lacks:
- Unique animations for close ups of characters (i.e. characters in cinematics are using the same animations that they are when in open world)
- Good cinematography for cutscenes
- In depth facial animations/speech simulationThese things are some of many elements that are required for engaging cutscenes. I don’t blame the GW2 team – their living story content is not “replayable” therefore it doesn’t make much sense for them to invest a lot into cutscenes. Additionally, as an MMORPG, GW2 is going to place a lot more emphasis on gameplay over story. I suppose the day will come when story and narrative become more valuable in MMOs, but investing in these things has an opportunity cost that right now isn’t worth it for most companies (See: SWTOR).
Those are console games, they are one-off projects developed over a long period of time. MMO content are constantly updated, giving the devs less time for stuff like cutscenes.
Seen worse. On the extreme end, there’s the infamous 18 hour boss fight in FFXIV before they patched it down to a ‘sensible’ 3 hours (lol).
I reckon some of the items used to make Ascended stuff should only drop from metaevent chests. For example, you would need an item which drops only from an end chest the Balhazaar event with a fairly low chance to make the Ascended greatsword.
That would be a nice incentive.
^
Well, that’s what’s supposed to happen really. World boss shows up, all them heroes of Tyria gather to end its reign of terror, then goes back to whatever they were doing again.
What else is supposed to happen?
oh, and 3rd… if there’s any western product they REALLY enjoy, usually they just bootleg their own version of it and sell it back to themselves at a fraction of the price :p
So true. But then we kinda realise we’re really bad at making said bootlegged products.
At this rate, they really should make that obsidian shards guy appear in every temple. At least then when one Temple’s events get broken to the ground, at least there’s still some way to get them.
The wallet was from a combination of people saying inv. gets choked and you can’t transfer karma and the such.
Champion bags are from people saying champions drop junk all.
Mesmer getting nerfed in every patch for a while was from people crying they’re OP.
A lot of temp. content will get recycled later from people liking them so much.
etc.
No, because I actually want to see events completed.
That being the case, there would be a LOT of mad people out there because they can’t Liadri’s reward, if that reward was something awesome.
I wouldn’t be mad because Liadri’s hard if that happened, I would be mad that she’s temporary. They can only do so much rewards with temp. content because it’s simply not fair to people just starting the game.
Why would people waste there time on a world boss like Jormag 20 minutes for a yellow and some green and blue vendor trash. Champs didn’t kill world bosses the fact you can only loot them once a day killed world bosses. Champ boxes are the best thing that happened to this game yet. If they make champ bosses a daily watch the number of players decrease or simply go back to GW2 smoking gun WvW. You want players attentions give them rewards for their time. Why do you think people play wow and do the same raids over and over its the rewards they get.
Champion boxes are a great concept that was implemented really badly. Like I and many people have said over and over again, reward should be based on the time and skill it takes to finish an event. Champions take the least time and skill to finish out of all events in the entire game yet they are now the most rewarding; it doesn’t make any sense.
I’m not saying remove those boxes. If we take the Ember event as an example, a good solution would be instead of taking away the loot champions drop in that event, have the boxes drop in a chest at the completion of the event instead off each killed champion. That way, there would be an incentive to finishing the event.
Taking the Claw of Jormag for example, the event should have been much more rewarding than it is currently. They could just add 5 champion boxes to a chest which appears at the end of each pre-event and 15 boxes to the chest for killing the Claw itself.
to be fair the jormag event takes an hour for 1 rare and a bunch of junk gear.
and grenth needs a lot of coordination to keep some glass npc alive.while farming champions will literally give 100x more money, and lets face it precursors and other drops are the same from the trash mobs they kill while farming champs
Thus why I said they need to reconsider the rewards for the major DEs. Personally, I’d prefer a month without any LS content but they go and fix all the little (and not-so-little) things wrong with the game, such as zerker gear being the best for everything in PvE save Fractals at very high levels and DE’s having completely imbalanced rewards: time/difficulty ratios.
Why is zerker gear being the best PvE gear a problem in this game? You give up all passive damage mitigation in favour of preventing damage being a job entirely in your hands and in return you get to deal the maximum damage possible. It’s a win/win, bad players in zerker get slaughtered, good players get to clear content quickly.
Its because that’s not really the case. Most of PvE is designed around basically zerking everything. The attacks which don’t 1HKO you (or kill you so fast that it’s practically a 1HKO) are mostly trivial enough such that warriors/guardians can just tank them with zerker gear on, and the attacks which does 1HKO you will of course 1HKO you with whatever gear you have on, which makes zerker gear the best in all situations no matter what your skill level actually is.
There should always be gear which is better at doing some things better than other gear, but in an ideal game, there shouldn’t ever be a dominant strategy in terms of build/gear setup.
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Bump, because this needs attention.
(warning, might contradict the official lore)
We, the dragons have watched the world since before it was, burdened to watch over all existence for all eternity.
We are the silent observers, the seekers of the calm.
When the world first became, there was serenity, there was great order, all things were in harmony. The Great Stillness resonated across the waters, and the quiet winds sailed across our skies. The world was at peace.
Then came your gods.
They sought for dominance, they needed power, and of course …. they created war. Our waters were filled with blood, our skies tainted with flames, and we watched as our beloved world was ravaged. Our peace was destroyed.
We, the silent observers, was then silent no more. We fought against your gods, we threw war, their very creation, back at them and filled the Stillness with our roars. But they were strong, more powerful than us. We were beaten, we were hunted, even until they thought us extinct.
They were unwise. We have been awakened and reborn.
You carry out their will, you even to this day tarnish our still waters and scar our peaceful skies. We will fight you, we will make war against your kind until you are no more.
We will regain our peace.
(edited by Xae Isareth.1364)
to be fair the jormag event takes an hour for 1 rare and a bunch of junk gear.
and grenth needs a lot of coordination to keep some glass npc alive.while farming champions will literally give 100x more money, and lets face it precursors and other drops are the same from the trash mobs they kill while farming champs
Thus why I said they need to reconsider the rewards for the major DEs. Personally, I’d prefer a month without any LS content but they go and fix all the little (and not-so-little) things wrong with the game, such as zerker gear being the best for everything in PvE save Fractals at very high levels and DE’s having completely imbalanced rewards: time/difficulty ratios.
Another solution could be, as many have stated, link the drop of champion loot to actually completing the DEs. ie, if you fail the Ember event, no matter how many champion Embers you’ve killed, you won’t get anything as all the loot shows up in a chest at the end.
If you think the Breached wall was bad. Wait till you get to the Vizer tower.
Also, you are not required to get a skill point or vista. They are rewards for you if you did it. If you did not enjoy the difficulty of the challenge, you don’t have to get either of these.
Oh man. OH MAN. I couldn’t even figure out what the heck were you supposed to do on that tower until I watched a guide and found out you where supposed to jump unto that random branch of a tree which is about 2 mm wide. Then I made the mistake of opening the box that summoned the undead Vizier out before getting the Vista and skill point and had to switch servers and do it all over.
But come to think of it, its stuff like that which made games memorable for me, stuff that was hardcore but perfectly doable (ie, not stuff like those Temple escorts where the Pact troops die in 5 seconds from AoEs you can’t prevent and the NPCs are too stupid to dodge them).
and @ OP they’re supposed to be a challenge. If everything was handed to everyone on a silver platter, then you wouldn’t get a sense of accomplishment fro doing map comp. Also, try doing it with swift active, it makes JPs a lot easier.
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I found Gandara to be always full of people.
@Primernova the internet is only good at rounding up info when there are info available, that script for Breaking Bad you;ve got is either from someone at the studio who leaked it or from the producers themselves who leaked it on purpose to generate media coverage (like how you see a lot of games ‘leak’ info on future content to websites). With actual important data like financial figures or playerbase info, companies guard that with their lives, not something the internet can round up unless someone in one of those companies really don;t want their jobs and reputation in the industry anymore.
I don’t see FFXIV having much of an influence on GW2 because simply, their target audiences are very different. For a start it uses a, well, FF-based combat system (ie, no dodging etc) and GW2’s combat system is much more dynamic; appeals to different people and trinity/raids is something GW2 on purposely did away with. Of course there’s the MMO-hopping train which floods to every major game release out there but I think that train’s gone past GW2 now.
I can’t say too much about Wildstar as personally I have this skewed view of it being just WoW in space so anything I say about it would be quite biased.
I terms of future games though, I think the only real ‘threat’ to GW2’s player numbers is ESO, as the 2 games have a lot of similarities (dynamic combat, similar plot/lore and artstyle) but there’s quite a few things which I think ESO does better (if their fully costumizable character building delivers what it’s promising, that would be a major improvement upon GW2).
Regarding an utopian society, it isn’t even possible for that 1%. It’s like Communism in the sense that it requires absolutely everyone to put soul and heart into doing everything in a way which is believed to be ‘pure’. Humans have a tenancy to not do that at all and find ways to take advantage of every situation.
And again, I don’t really see why being profit-driven is ‘bad’. I don;t know exactly what happened back then, but if Blizzard didn’t accept the money from Vivendi it’s completely possible that Blizzard wouldn’t be like it is today. Without the funds to do so, even if you have the most amazing ideas in the world, they wouldn’t materialise.
Interesting but won’t stop the QQers as they will just say the game sold 3 million then promptly fell over and died.
What we could REALLY use when
arguing with negative Nancysdiscussing this is the total number of sales and also some hard numbers on concurrency.Unfortunately, the QQers are right on this game. It did fall over and die and then an Anet employ came, hit it with a sledge-hammer and then kicked it off the empire state building.
Sure, if Anet gave us accurate numbers on the exact amount of people playing at the moment, the number of people per server, and the people quitting daily, then I’d be happy. But Anet refuses to give us the numbers repeatedly. Why is that? Think hard. Why would they refuse to give us the number of players playing atm? Are they embarrassed? That’s what my theory is. The number of people on my server took a fall off a cliff a few weeks ago and the only people I see play on patch days for 5 minutes and then the log off.
No sensible publisher would ever give you all the numbers. It’s the same reason why companies only release figures in financial reports, and even then it’s often only because the law forces them to.
The numbers themselves don’t hold that much significance, it’s how they become interpreted. A good commentator can put pretty much any number in any light they wish to, and thus of they have the media and shudder the Internet that much data to play around with, no matter how ‘good’ those figures actually are, there will be well-known commentators out there putting them in a bad light and risking Anet a fall on public opinion and sales.
So any data any firm gives you will outside of legal requirements only be given once that firm is sure it won’t have any reasonable chance of causing a negative impact, and Anet is no exception.
@poster above
I’m afraid you’re talking about an utopian society which never existed. Human society was and always will be driven by incentives. MMOs need funding to be made, more funds than other games in fact, and since that funding only comes from firms who wish to maximise profits, of course it’s going to be profit driven. People don’t invest money into things for the hell of it, they need something to come out of the other end.
Also, there’s a good correlation between how good a game is and how much profit it makes. You don’t get people playing and paying for your game by sucking hard, and WoW isn’t the most successful MMO ever made by being terrible.
In terms of why MMOs are becoming so homogenous, it’s because of risk. The amount of money it takes to make a serious MMO (SWtoR, GW2, not those f2p trash you get for a pound a dozen), is astronomical, and competition out ther is huge. Creativity is often a gamble, and losing that gamble leads to huge losses.
Why does every MMO have the holy trinity? Because its tried and tested and it works. Why is the dreaded gear treadmill there? Because it gets people playing.
In the case of this game, GW2 is already being very bold taking both of those away, and that’s something to be celebrated. But as you can see already, a part of that is backfiring on them from everyone screaming how there’s no synergy in the combat system.
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I would love for it to come back, if nothing else, it was a really nice alternative way to get Obsidian Shards to watching every server failing Balth over and over again.
This really needs to be fixed. When you fail in a game, you want to know that there’s something you did wrong which caused you to fail, and that you can improve and get better to not fail next time.
The most frustrating thing that can happen in any game is you failing, then realising that you failed because the game felt like pooping all over you and there’s nothing you can do about it.
Or they could make underflow servers to match everyone in those zones into one server so those events do get played.