What on earth… jeez… you must really like Fractals! I don’t understand how you could possibly play them that much… the repetition bores the snot out of me, I stopped around level 28.
New skill is terrible. Only situation in which it would actually be useful is to remove toxin, and it’s not even good there since places that apply toxin immediately reapply after removal. I tried using on the Tower of Nightmares 3rd floor and basically got myself killed… so useful to remove toxin and have it come back .000001 seconds later.
[IMG]http://i.imgur.com/2BDhrk1.jpg[/IMG]
NERF TERROR AND DHUUMFIRE ! BUFF BACKSTAB !
ps: an engineer complaining about necromancers, i can’t stop laughing…
Nice pure glass thief. I feel bad for the naked level 2 you backstabbed.
If that picture isn’t biased, I don’t know what is.
I am confused… i am saying that Dhuumfire ticking for 1328 damage per second + Terror ticking for 2000 damage per second, both calculated at exactly 4000 condition damage… this is OP… this can not be…
We all know how bad thieves are… i am asking for a nerf to the clearly OP necromancer, it’s absolutely ridiculous to do 3328 damage per second for a few seconds (damage that can be negated entirely) once you get to 4000 condition damage…
Thieves clearly have it so hard… please buff thieves… and bunker engineers…
Especially bunker engineers…
This skill – Automated Response: currently gives you PERMANENT IMMUNITY to conditions while under 25% health…
that’s wayyyyy to UP, i suggest a buff to 50% health. Engineers must be PERMANENTLY IMMUNE to condition damage while under 50% health…Make these two changes and nerf the necromancer and we are set for Esports… weeeeee i can’t wait…
I’m confused as to whether you’re being sarcastic or just trolling. Seeing as no one could ever get 4k condition damage…
I agree that it would be fine to pay the cost of an xmute crystal to pull something out of that achievement rewards panel. Whatever. Still much better than having to use two crystals to xmute onto a white item to get rid of soulbound (ugh), and I don’t have to waste bank space “just in case” I ever want to use something.
Really, the new gasmask skin looks REALLY good. But I’m afraid to use it because it’ll be stuck on that character. No one should ever be “afraid” to use a reward…
My favorite “personal” moment below
I got the Infinity Ball reference too. LOVED seeing that.
I also loved fighting Zojja/Sparkles and having Scarlet say something along the lines of “Oh, what, does your mentor not care about you? You haven’t invented anything good in a while, have you?”
These kind of personal touches actually made me feel involved in the story. MORE of this anet, please. Probably the first LS that has in any way interested me in terms of lore, simply because I actually felt like my character mattered.
I guess it’s that way because they don’t want you to be able to just rapid farm a single chamber? Want you to move between them?
I’d rather have it this way than the usual daily timer, anyway. At least I could come back a few hours later and do it again.
Agreed. I made my first gem purchase since LAST halloween, when I swore off gem purchases due to the black lion chest nonsense (that was the first event, when we were all suckers and didn’t know), just to buy the axe. The daggers and staff look great also.
Seriously. Show your support. Great skins, no RNG. I’m happy to drop some cash on that.
As for the RNG weapon skins, I quite honestly don’t care anymore. Last time I even bothered to preview their RNG weapon skins was the aetherized ones; they were so “meh” that I haven’t been motivated to care about where they are acquired. Nothing to get worked up about, imo.
I do support gem store armor skins. I haven’t ever bought a gem store armor skin set, however, for two reasons. One, I CAN’T PREVIEW THEM ON MY CHARACTER. Seriously arenanet – why would I just buy something costing 800 gems without being able to see what it would look like on my character? Stupid. You have the preview feature everywhere else in the game…. dunno why gem store can’t have it. Second, after going to look at Dulfy for the previews I can’t get in-game, I find that the gem store armors almost invariably look terrible (or if they don’t, they are decent on only one race/gender). I haven’t seen anything unique enough to make me want to spend gold or, god forbid, real money on them…
I didn’t level, but I did the Camp achievement as my fifth daily achievement, and it didn’t award a chest, but I got 5/5 done. Please fix this bug and of course give me my chest.
Same here. I think it’s something with the Camp achievement itself, not the WvW rank up, because I didn’t rank up today.
Same as Battista for me. I think it must have something to do with WvW Camp Capturer. It appeared twice on my tracker UI; some odd error with WvW achieves perhaps.
Same. Just finished mine but no chest, and I did 6 achievements. Is this potentially an issue with WvW achievements? I noticed that the only two WvW dailies today were Camp Capturer and Invasion Defender (usually there are a total of three), and “camp capturer” oddly showed up twice on my achievement tracker UI.
I think this is a great idea. The Obsidian Sanctum JP already runs on its own server; this would be a nice holdover until the 5th map is ready however many months from now. And it would also populate that JP, thus making it more fun (it’s meant to be a pvp jp, but often isn’t because no one is in there).
I’d much rather screw around in the EB JP while queued than twiddle my thumbs.
Problem will be solved sort of with the 5th map coming, good if you want to get WXP etc
They should have worked on the 5th map BEFORE doing the seasons thing. They must know by now that people flock to whatever content has new achievements. How could they not have known this would be an issue? It’s sort of a slap in the face saying “look, we’re working on a solution! It’ll be here in six months!”
We had that sort of thing with the “precursor scavenger hunt,” and look where that got us.
It’s great that they’ve gotten more people interested in wvw. They should’ve prepared for it, though…
Agree with all of the above. However, I cannot enjoy the scenery because my FPS takes an incredible dip after Slick/Sparki every single time. I tried lowering graphics and it did not help. I never have FPS problems anywhere in game except here. Poorly optimized lighting for the lose.
As title says… why does the “Hobby Dungeon Explorer” achievement not progress when you complete the aetherpath? Is this a bug, or intended?
I understand why fractals don’t contribute to the achievement (they have their own tracker achievement, Fractal Frequenter), but this is very clearly presented as a dungeon, so I’m not sure why it wouldn’t add to the achievement progress.
If it’s a bug, please fix soon, Anet! (along with the fix to Clockheart resetting his buff upon a wipe) Thanks!
I’m fine with it being open world. I’m fine with it being hard. What I’m not fine with is communities being totally split because of the overflow system. If I could actually get in with my home server, WHOSE TS INFORMATION IS FAMILIAR TO ME, this would not be such a problem. It’s the fact that random people from random servers are randomly thrown together that makes this so impossible; if you’re going to make something so hard that it requires coordination and voice chat, it is simply incompatible with the overflow system.
I agree it’s sad that the hardest part of the fight is just getting access to your main server. Usually I don’t have a problem with open world content because I’m on JQ and we have a good community, but when I can’t even play with that community because I don’t have 8+ hours to sit akitten the queue… well… that’s just badly designed.
I’d love to kill him to, but basically impossible when you can’t access anything but overflows.
Having specific guilds in order to do open world content show how bad the design of the encounter is.
While I applaud you guys for this as well, I can’t help but agreeing with this statement. One should NOT have to form two 500 person guilds to be able to beat an open world boss. Are we also to have a Jormag guild and a Shatterer guild, when those are revamped? Ludicrous.
If they want content requiring that level of coordination, it should be restricted to raid-style instances.
Again, not to diminish what you guys have done – it really is cool – but it should never have been necessary in the first place. I’m all for hard content, but difficulty imposed by the overflow system requiring this kind of “guild made just to kill a boss” guild is silly.
Copy/paste from another thread which has been lost to the depths of this forum (probably due to rather harsh title it was given by OP). Includes excellent suggestions for how to make the fight break up so that’s it not just a giant zerg following a blue dorito, making more focus on small group fights against adds, which would make conditions viable.
SonicTHI.3217:
Considering the above here is how an improved Tequatl fight would look like:
-Arcanist lab houses another power station and its event cannot be active during Tequatls. The quagan event provides extra NPCs for the north station. Completing the gorge quest reduces the number of mobs assaulting the SE station.
-Event starts, hordes of undead start spawning across the entire coast length and start walking inland. These mobs will continuously assault 10 points: 6 turrets and 4 power stations. Bloaters will head directly for the stations and try to blow up on them. Mob rank is adjusted according to the total of players in the entire area but never goes past veteran. With this system the event could be scaled all the way down to 20 players and still be just as challenging.
After 2 minutes Tequatl makes his entrance and starts spawning his fingers and small waves. Tequatl has a individual damage threshold on each of his 3 points that resets every few seconds – damaging all 3 points at the same time does the most damage. The undead increase in numbers and start running. Fingers spawn poison around them. Hylek turrets deal increased damage to Tequatl, bone walls and fingers and clense their poison. Batteries begin charging the laser. If a battery is destroyed the charging is slowed. If all 4 batteries are destroyed the laser will not fire and the event fails. Laser does 20% damage to Tequatl and fires every 2 minutes with all 4 stations charging it. It is the primary source of damage and stuns Tequatl.
After the stun ends Tequatl roars, spawns a wall and a champion for each of the stations. If the wall is not destroyed before the laser fires again it instead destroys the wall with no damage to the dragon.
If Tequatl is not defeated in 13 minutes he spawns the big wave, then destroys the laser. At this point a massive army of undead overruns the area and a new event spawns to recapture it.
End quote. The rest is from me.
This. Yes. This.
I worry that, because of the somewhat harsh tone of your first post, this thread will be deleted and/or people will skip over your second post, which is full of awesome ideas.
These are GREAT ideas for improving the fight. This is the kind of thing I thought Anet would actually do when they said they were “changing” the fight (since we didn’t really get a change; his damage and health just went up and the turrets actually became important, but otherwise this is the same basic fight).
What’s great about your ideas is that they break up the typical “zerg” mentality. Having to defend multiple points would make people split up into smaller, coordinated groups; several 5 man parties working to accomplish small tasks would be more important than blindly following a blue Dorito. Because there would be a large number of targets, you eliminate the issue that is common to most boss fights (i.e., classes that depend on crowd control, like necro with fear, are useless due to Defiant/Unshakeable, and conditions are useless due to the 25 condi caps).
Plus, it just makes absolute sense to me that the primary source of damage to a gigantic dragon would be an epic freaking laser. People hitting his knees with a scepter (I play necro) SHOULDN’T be capable of taking down something like that with autoattacks. And because we would be actively fighting the zombie hordes, we aren’t just “crippled” out of our class skills (like we were in the Zhaitan fight where we just shot fireworks), but can still feel important, and for other roles than the normal DPS cannon role (condi necros with epidemic would feel important! aoe cripple/immob to stop the advance of suicide bombing zombies, anyone?).
And finally, the dragon would still actually be threatening. He could still one shot people (power level appropriate to a dragon) if they’re stupid enough to stand where he could step on them or lean that big, long neck down and munch on them.
Please, Anet, listen to this man’s ideas. Even if you don’t apply them to Teq, you can apply them to other bosses in the future. Making something feel “epic” doesn’t just mean hitting a giant object; coordinating to achieve something like ten different objectives at the same time, as suggested here (defend turrets, defend arcanist lab, escort quaggans, clear gorge for reinforcements, defend charge batteries) would feel much more epic than hitting the kneecaps of a giant, immobile lizard and jumping over some waves/out of some poison.
Considering the above here is how an improved Tequatl fight would look like:
-Arcanist lab houses another power station and its event cannot be active during Tequatls. The quagan event provides extra NPCs for the north station. Completing the gorge quest reduces the number of mobs assaulting the SE station.
-Event starts, hordes of undead start spawning across the entire coast length and start walking inland. These mobs will continuously assault 10 points: 6 turrets and 4 power stations. Bloaters will head directly for the stations and try to blow up on them. Mob rank is adjusted according to the total of players in the entire area but never goes past veteran. With this system the event could be scaled all the way down to 20 players and still be just as challenging.
After 2 minutes Tequatl makes his entrance and starts spawning his fingers and small waves. Tequatl has a individual damage threshold on each of his 3 points that resets every few seconds – damaging all 3 points at the same time does the most damage. The undead increase in numbers and start running. Fingers spawn poison around them. Hylek turrets deal increased damage to Tequatl, bone walls and fingers and clense their poison. Batteries begin charging the laser. If a battery is destroyed the charging is slowed. If all 4 batteries are destroyed the laser will not fire and the event fails. Laser does 20% damage to Tequatl and fires every 2 minutes with all 4 stations charging it. It is the primary source of damage and stuns Tequatl.
After the stun ends Tequatl roars, spawns a wall and a champion for each of the stations. If the wall is not destroyed before the laser fires again it instead destroys the wall with no damage to the dragon.If Tequatl is not defeated in 13 minutes he spawns the big wave, then destroys the laser. At this point a massive army of undead overruns the area and a new event spawns to recapture it.
This. Yes. This.
I worry that, because of the somewhat harsh tone of your first post, this thread will be deleted and/or people will skip over your second post, which is full of awesome ideas.
These are GREAT ideas for improving the fight. This is the kind of thing I thought Anet would actually do when they said they were “changing” the fight (since we didn’t really get a change; his damage and health just went up and the turrets actually became important, but otherwise this is the same basic fight).
What’s great about your ideas is that they break up the typical “zerg” mentality. Having to defend multiple points would make people split up into smaller, coordinated groups; several 5 man parties working to accomplish small tasks would be more important than blindly following a blue Dorito. Because there would be a large number of targets, you eliminate the issue that is common to most boss fights (i.e., classes that depend on crowd control, like necro with fear, are useless due to Defiant/Unshakeable, and conditions are useless due to the 25 condi caps).
Plus, it just makes absolute sense to me that the primary source of damage to a gigantic dragon would be an epic freaking laser. People hitting his knees with a scepter (I play necro) SHOULDN’T be capable of taking down something like that with autoattacks. And because we would be actively fighting the zombie hordes, we aren’t just “crippled” out of our class skills (like we were in the Zhaitan fight where we just shot fireworks), but can still feel important, and for other roles than the normal DPS cannon role (condi necros with epidemic would feel important! aoe cripple/immob to stop the advance of suicide bombing zombies, anyone?).
And finally, the dragon would still actually be threatening. He could still one shot people (power level appropriate to a dragon) if they’re stupid enough to stand where he could step on them or lean that big, long neck down and munch on them.
Please, Anet, listen to this man’s ideas. Even if you don’t apply them to Teq, you can apply them to other bosses in the future. Making something feel “epic” doesn’t just mean hitting a giant object; coordinating to achieve something like ten different objectives at the same time, as suggested here (defend turrets, defend arcanist lab, escort quaggans, clear gorge for reinforcements, defend charge batteries) would feel much more epic than hitting the kneecaps of a giant, immobile lizard and jumping over some waves/out of some poison.
The problem isn’t time, coordinated servers have shown it can be done with plenty of time left. The problem is that a fight that requires such a large amount of people relies heavily on whether SIX people know what they are doing. It doesn’t matter how good the other hundred people fighting him are if the six guys in the cannons suck. You can’t design huge zerg fights that rely so heavily on the performance of such a small number of people.
Very much this.
I honestly don’t know why people are praising this fight so much. Yeah, it’s hard, and people have been asking for hard content for a while… but this is artificial difficulty. Do people not realize that this is the EXACT SAME FIGHT as before, except now it has a turret mechanic and the red rings teq drops actually do big damage? (and the 15 minute timer). The whole fight went from being dependent on a big zerg autoattacking his leg to being dependent on six people being pros on the turrets.
When they said they were changing Tequatl so he wouldn’t just be a giant, harmless, immobile stick, I was excited. I thought we’d have a new fight on our hands. Little did I know it would be the same fight, except he would become a giant, harmFUL, immobile stick.
I’d swear there was another thread (with dev response) about the new Meteorlogicus. I was reading it just this morning. However, I can’t find it (deleted by moderator, perhaps?), so I’m dredging up this one.
I finally managed to craft my Meteorlogicus today. Been working towards this since release (nearly 1 year of work, maybe a little less since I didn’t know about legendaries for a little while). I was so happy to pull the thing out of the forge… then I equipped it and was still happy… then I took a step. Not so happy anymore. The lightning footfalls just look terrible.
I knew this going in, I guess, since patch came out a week ago… but I already had Gift of Weather and precursor, so basically past the point of no return. Figured I might as well finish it. Point is, I spent this year crafting this weapon because I loved its skin. I still do. But the love for the skin is completely overwhelmed by the constant annoying lightning footfalls. The cloud part of the footfall is pretty good, but the lightning is awful. I think what makes it so awful is that while the other legendaries have sort of a “Random spatter” effect on their footfalls, each and every lightning footfall looks exactly the same and falls in the same exact place behind me.
I don’t know. This has been said by others. Just wanted to express my disappointment. Those footfalls are going to be a constant annoyance anytime I play. Will probably keep my non-legendary staff out while walking around just to avoid them…
I don’t mind the other changes. The night cycle thing is pretty cool. But please, for the love of god, either remove these footfalls or improve them. They are ruining this whole otherwise beautiful weapon for me.
Health potion "upgrade" is a downgrade...
in Super Adventure Box: Back to School
Posted by: ZBeeblebrox.4928
I’m loving the SAB thus far, but I am rather annoyed with the health potion “upgrade.” When I saw that there was a 300 bauble item that would make my health potions twice as effective, I jumped at the chance to get it. Little did I know that it would make my health potions cost 25 baubles instead of 5.
Why exactly would I want to be paying 25 baubles per two heart health potion when I could’ve paid 10 baubles for two hearts with the one heart potion? I understand it might be more convenient in combat (less potions to chug), but I honestly feel ripped off. It’s cheaper for me to buy extra lives (20 baubles) than it is to buy a health potion. Please rebalance this. I’d be fine even if the two heart potions cost 10 baubles (same price as before, just less things to chug), but 25 is crazy. As it is, it’s easier and cheaper to just let myself die than try to heal (was not the case with the 1 heart potions).
Ordinarily I wouldn’t bother posting such things in the forums, but Josh Foreman is a champ and I have faith that he’ll fix it.
27550kitteno.8047:I think the skritt is (yes this will sound like a joke) too intelligent, to be a pet. it’d be a slave! not a pet. ^^
Ever done the Skritt IQ test heart quest in Metrica Province? :P
Ever been to their city in Brisban Wildlands? Or done their part of the Personal Story (after you join an order)? They can be quite intelligent in large numbers. I think it’d be a little odd to have one as a pet.
I personally didn’t like those two, so I’m glad! Lol. But I feel you. If Southsun Survivor wasn’t there I wouldn’t be happy. I think they were trying to limit it because even with only one game per day, it’s rare that you get a full game (and when you do, it’s after 3-4 minutes have elapsed and someone has accrued an insurmountable lead). The idea was probably have only one game so that everyone interested in minigames gets smushed together and you have a halfway decent chance at a full game.
[EDIT] Duh, forgot my original point… anyway, so with only one game per day, they probably wanted to limit number of games so you didn’t have to wait a whole week to play the game you were interested in. Maybe that’s why no Aspect/Dragonball.
The amount of dailies has gotten quite excessive, especially for those OCD-inclined individuals. I doubt they’ll change it though. I sympathize (find myself addicted to getting laurels even though I hate grinding daily), but I don’t know how they could really fix it.
Before laurels wasn’t a problem for me. Oh well, lost some karma and mystic coin. I was fine with it. Laurels not being attainable anywhere else… it bothers me to miss.
This would be nice. I didn’t want to use my Shattered Dragon wings for a long time because I was like… it’s a back piece… so I can’t use the white item xmute trick to make it account bound and put it on another character… if I give it to one character I’m stuck. Ended up making it an SPvP item just so I’d never have to choose.
I think you can if you use one of those plush backpack sets. They come with a white back piece.
Probably, but that’s crazy expensive just to save a skin. :/ The real point is that it’s super frustrating having to “choose” all the time knowing that I can never get an item again. It’s all well and good for something to be rare… but one time only? Meh…
[Edit] I still haven’t chosen my Fused Gauntlets for that reason.
I don’t get why ppeople think it shouldn’t tAke them longer to gear 8 toons. it was your choice to make that many. You should not make your gear the same rate as everyone else on one character.
They’re not saying it shouldn’t take them longer to gear 8 toons. Look at it this way:
What you’re saying is, if it takes 1 hour to gear 1 toon, then it should take 8 hours to gear 8 toons. That’s fine and I don’t think anyone has a problem with that. However, it’s not how this game works. If it takes 1 hour of gameplay to gear a toon, it takes far longer than 8 hours to gear 8 toons due to artificial time gating.
TL;DR: What people are complaining about isn’t that it takes longer to gear multiple toons. What people are complaining about is that they can’t sit and binge on the game for 24 hrs straight and do it all at once. According to Anet it takes 2 weeks to make an ascended weapon. People are mad that they can’t put in extra effort during that time to do one ascended weapon per alt every 2 weeks; instead, they have to wait 2 weeks for every… single… one.
I think this idea is so they can be sold over trader, because some people have no need for karma.
Karma will still benefit from 5%/10% guild banners (which is a small bonus but is still handy if you’ve saved a few).
You can’t sell karma over BLTC?
Also, are you sure it will still benefit from banners? It seems to me like all boosts are simply out (50% Karma Booster, 15% utility, etc.).
+1 on getting rid of the items. I’m really sick of clicking all the dang things, especially when I’m opening Orrian boxes. As OP said, no point having them now with karma shared account wide and boosts having no effect.
This would be nice. I didn’t want to use my Shattered Dragon wings for a long time because I was like… it’s a back piece… so I can’t use the white item xmute trick to make it account bound and put it on another character… if I give it to one character I’m stuck. Ended up making it an SPvP item just so I’d never have to choose.
Josh Foreman: favorite Anet employee. Of. All. Time. SAB hasn’t even come back yet and already I must submit my approval.
Pretty sure Pavilion is closing. You ought to get what you want now, before the patch.
Watchwork Sprockets should still be usable for the awesome/unique recipes from this patch (like the Rune of Tormenting), so if you’ve bought the recipe you can continue to craft them.
And if you want the cultural weapons, just go buy them in the cities. The name is somewhat misleading. You could always buy any race’s cultural weapons; it’s only the armor which is limited. They’re 63k karma each, but that’s way cheaper than the gold they cost in the Pavilion.
Hope that helps clear it up for you.
Well assuming the new skins will still cost 50 Bauble Bubbles, this isn’t a huge deal. You could already get 7 of them per character per day before. You’ll have double the amount of zones to do daily now, so that’s probably 13 or 14 BBs. Even if it is only one set of daily bonus rewards per account, that’s only 3.5 days for a skin. Really not too bad, IMO.
Not to mention I’m sure they’ll maintain the old system where some skins rarely dropped and could be sold on BLTC, so you could always buy them with gold.
That said, I did the same – got four characters with all the SAB equipment, so having an account-wide daily reward system would sort of make using more than one pointless. Oh well; this isn’t really an “end of the world” change. Now if they make the skins cost more than 50 Bauble Bubbles or increase the paltry amount of gold they cost before (what was it – 1g?), THEN I’d have a problem. Better not cost 10g like some of the Sovereign skins!
I genuinely wish I could sell you my Fused Staff Skin. I have one in my bank because I got a Fused Weapon Ticket during F&F (out of the one and only box I opened) but hated all of the skins, except the Staff slightly less so than the others. I figured “guess I’d better use this ticket before the vendor disappears.” But I can’t trade it to you, because apparently people who actually spent their tickets don’t deserve the right to trade with other players (lolwut anet).
The issue isn’t requiring 7 Claim tickets; it’s not allowing players who have and don’t want these skins to sell them. Currently there are 6 Staff skins on the BLTC (being driven up in price by people who TP flip); there would probably be at least two or three dozen more on there (and this goes for the other weapons too) if previously bought skins weren’t magically untradable.
And sadly I don’t have 250g to buy a Fused Staff Skin and “unbind” mine to sell both… what a kittenty solution.
Get over yourselves. I, for one, was not at all interested in Abaddon (never played GW1, so don’t really care), but am very interested in Thaumanova. The world doesn’t revolve around you. To say that Thaumanova is “garbage” before it has even been released is ludicrous; but, it’s about what I’ve come to expect from the community of this game.
This is not funny. There are enough places in the world where legitimately elected leaders really are threatened with things like assassination; let’s not bring it into the video game world, please. Whether the voting was rigged or not, keep it civil.
Yes, as the above poster said. Even if the evidence did fit… Anet actually fitting details from the personal story into the LS? That’s a highly unlikely occurence.
Wow. I was lulled into a false sense of security with most people on the forums supporting this update. I was beginning to think that maybe the CoF farmers aren’t as bad as everyone thinks… I thank you for ridding me of this notion.
You guys are gonna be in for a rough ride with other dungeons. I advise that you start of with some slightly harder content like Open World PvE, y’know doing hearts and stuff? Careful it can be dangerous out there, some of those mobs even hit back
After a few months of this I think you might be ready for something like Sorrow’s Embrace….
Oh and can every ex-farmer please put the “Newbie” tag on all of their LFG’s? You’ll save us a world of effort. Hah… That’s win, I’m gonna make a thread with that in it.Im a cof farmer and thats all i doing in pve bc theres nothing else to do. If u think that cof farmers are skilless ppl, we can always meet for duel in pvp. Hf, and get back to ur troll cave
You sure you aren’t the one with the troll cave? “Nothing else to do” other than cof farm? Lulz…
This is a serious stretch… reminds me of the “Indoctrination Theory” that came out after the flop ending of Mass Effect 3. People can’t handle that a game they enjoy simply has bad writing… so they attempt to put meaning where there is none.
I agree with an earlier poster… “Mr. E” is probably only named such because of the pun (sounds like mystery). I doubt it has been thought through much farther than that. And given the personal story and the entirety of living world content thus far, I just don’t think Anet is capable of a twist like making their hero Kiel (who has been the hero in most every LS so far) into a villain.
So while this would be interesting… meh. Don’t expect to see anything beyond the shallow surface we have seen so far.
I’m excited about the changes to Solo Queue, because as it is now it’s not worth doing (you get 5 random noobs vs. an elite premade team on voicechat and just get stomped, not fun at all).
Here’s hoping the “Gladitorial Arena” (haven’t seen many details on this yet) really is for dueling.
The portal is a one-time use consumable
And just like that, I lose all interest in this item forever.
Wait, wait-wait-wait-wait-WAIT!
Were the gemstore portable crafting tables permanent!?
I avoided buying those BECAUSE I thought they were crappy one-shot items.Oh er, oops no. I misspoke. Crafting tables were temporary consumables. Which made them even more useless. I’m of the opinion that they would have been largely useless even as permanent items, though.
You would think the incredibly high prices for things like INFINITE tonics and PERMANENT black lion services and INFINITE gathering tools would be a wakeup call to Anet that people like that sort of thing. Guess not. Y u no want my $$$ Anet?
Once in a while, yes, but you just got really hard content with t3/4 (which most of us can’t complete now, since we didn’t take advantage of the exploit when it was available).
But t3/4 isn’t GOOD hard content. It’s content that is hard because it’s poorly designed. As you said, most people had to complete it by cheesing it and only killing the guys who steal the loot, because the spam of high-health veterans was too overpowered.
To clarify we had both QA and our internal core tests go through the content a whole bunch. The QA team focused on making sure that every profession could complete every boss (there are 12) with a reasonable level of skill and gear. The core testers mostly did what they do best and beat the pants off of the stuff we throw at them and tell us whether or not it was hard enough. I feel its worth mentioning that we would schedule tests for an hour or so and some of them would stay all day trying to beat it. But they were having fun, and that’s whats most important to me.
Queen’s Gauntlet is definitely the more challenging side of the Jubilee. That’s why it has its own achievement category and rewards. There’s even a gambit system wherein you can increase the difficulty for a better reward.
It’s not quite like anything we’ve ever done before. I think some of you are really going to have fun with it.
As long as it’s real difficulty and not artificial difficulty (i.e., the spam of stupidly high-health veterans along the lines of the Candidate Trials), I think you’re right.
I’m glad this is happening. It will spread people out to the other dungeons. I was trying to get Dungeon Master done about 2 weeks ago and had an incredibly hard time getting groups for several of the dungeons I needed, because everyone was just running “CoF ZOMG ZERK ONLY PING GEAR $$$.” Now with incentive to do the other dungeons (and even story modes, to help people open explorable for their alts, 50s isn’t terrible), maybe people will actually do them and finding groups will be possible again.
Agreed. I would be around level 50 in terms of WvW ranks… but it’s spread over three characters, so none of them are even above rank 20. I don’t always want to solo roam with my thief, and I don’t always want to zerg with my guard… would be nice if the rewards for doing those different activities were shared.
Dev response to this post would be lovely.
I would’ve much preferred the personal portal to be a free port to your race capital, like someone suggested (and to get some traffic off LA) or even a waypoint you can save to a waypoint of your choosing, sort of in LoTRO (1-hour cooldown). Either would’ve been a great addition.
Agreed. I was very interested in this item until I read the dev’s post about what it actually was. I’ve gone nearly a year just fine without having mesmer portals… I’m sure as heck not gonna spend what sounds like at least 50s for a stupid one-time-use version…
I assumed this would be an alternative to hubbing to Lion’s Arch through SPvP and WvW, which really appealed to me because I am incredibly sick and tired of being in that city. But no. Oh well.
Condition builds still have no other option which weighs up to 30/20/0/0/20
Yeah… no. I think the 20 in SR is really overrated. I run 30/30/0/10/0 in PvE/WvW (the 10 was in DM until greater marks got moved) and 30/0/20/15/5 in SPvP (granted, that’s a minionmancer condition build). The critical damage and life force capacity from SR are junk (if you’re using scepter/dagger and staff like any sensible condition necro), and all you’re really getting from that 20 points for a condition build is Master of Terror.
But then, I don’t see the obsession with Terror and extra seconds of fear, anyway. I guess I do too many dungeons where fear is useless. Still, wasting all those stats in SR just for slightly longer fear and an extra Terror tick… not worth it IMO.
In any case, whatever merits the 30/20/0/0/20 build may have, I don’t think you can say that it’s the ONLY worthwhile condition build…
The only thing I haven’t liked after playing it more is how some people just go scavenge rations and hide away on corners of the map, that alone should be reason to keep Karka, to kill the little wusses who just hide the whole game, makes everything really boring
This. I’ve played this minigame quite a lot in the past few days, and while I like it immensely, it’s starting to kitten me off how 99% of the time the winner is a guy who stocked 9 rations and ran away to hide in the southeast corner, or in the salamander cave.
There needs to be a better mechanic to drive the final few survivors towards the center where they will have to fight each other. Why should every single game end with ghosts killing survivors? Let the survivors fight each other. Someone in one of my earlier games suggested an easy solution: reduce the cap on rations (perhaps to 5) and have more passiflora spawn late in the game near the center of the map. That way, any survivors left alive will have to head to the center of the map if they want to win, because you couldn’t stock enough rations to outcamp someone willing to move.
That, or allow revenge motes to passively spawn on someone if they stand in one spot for too long (10 seconds?). That way ghosts could get enough to drop a karka on their lazy, boring head.
Edit: People compare this to the Hunger Games all the time. Well, in the Hunger Games they drop a “feast” in the center when there are only a few people left, to lure them into fighting each other. Dunno why that couldn’t happen here.
My one word for this, “nerf!”
Well yeah, if everyone is having to cheese it and avoid 99% of the spawns, I think something is wrong… :/
That said, I will be soloing it later today. Lulz.