Showing Posts For Zenyatoo.4059:

Stuck on Krytan Explorer

in Players Helping Players

Posted by: Zenyatoo.4059

Zenyatoo.4059

Well, I’m just going through all the maps.

On the wiki it says ’’Swashbuckler’s Cave’’ is a location.
I’m not too sure if that means it should show up on your map as such, but it’s not doing so for me :O

I used the wiki map and have every white named place. I then did swashbucklers cave and didnt get another zone.

I too am stuck at 175/178

Give Everyone the Same Downed Abilities or Remove Them

in WvW

Posted by: Zenyatoo.4059

Zenyatoo.4059

Ah, sorry about my lack of knowledge regarding the warriors/necros/engineers guys. However, they’re still able to delay being finished by 1 player. More than ele’s can do when they first get downed ;__;

Help with Staff PVE Support Elementalist build.

in Elementalist

Posted by: Zenyatoo.4059

Zenyatoo.4059

30 arcane
evasive whatever it’s called
get the buff to cleansing wave in the water line

Whenever you want to heal an area throw down a geyser or mist whatever it’s called (staff water 5) and then roll into it. Cleansing wave will activate and combo with yourself to cleanse teammates of conditions in the area as well as heal them for ~2k

Get the arcane trait that gives allies boons when you change attunements.
Spam all your attunements all fight long to give teammates might, swiftness, regen and protection as much as you can

congrats, you are now a support ele.

Magic Find

in Guild Wars 2 Discussion

Posted by: Zenyatoo.4059

Zenyatoo.4059

from my understanding magic find is NOT:
finding more loot

but instead:
finding better quality loot when you do find loot

For example two players farm the same place for the same time
player a has 0% MF and finds 10 pieces of gear. 7 whites 2 blues and a green
player b has 100% MF and finds 10 pieces of gear. 1 white 3 blues 4 greens and 2 yellows

Obviously those numbers are made up. But they serve to show how I believe magic find works.

Give Everyone the Same Downed Abilities or Remove Them

in WvW

Posted by: Zenyatoo.4059

Zenyatoo.4059

The differences between downed skills and usefulness is staggering

guardian: skill 2 pushes everyone back. Prevents them from being finished off by any number of foes as soon as the guardian is downed.

warrior: skill 2 knocks down foes, prevents them from being finished off by a large number of foes as soon as the warrior is downed
skill 3: warrior gets back up and can live for a brief while. Although they will be instantly killed when it ends (unless they rally) this allows them to move to a safer location and hopefully be ressurected. It can be the difference between dying inside and outside of a tower or keep

Engineer gets the short end of the stick here
skill 2 pulls enemies TOWARDS you, making it easier for them to finish you off.
skill 3 knocks them backwards. But is on that obnoxious time limit before use. Even then it’s practically worthless. Engineers have to spend 8 seconds while downed, to get a skill that has the exact same usage that guardians get as soon as they are downed…

Thief
skill two: teleports, available immediately this lets them escape being finished off if they use it correct
skill 3: stealths them, allowing them to continue living for a while longer

elementalist also gets fairly shafted, though not as much as engineers
skill 2 immobilizes, but by the time you use it most people are already ontop of your corpse. It’s also a long channel, so god forbid you suddenly want to use a different skill
skill 3 mist form is great, invulnerability and movement, however it takes 8 seconds before you can use it, and you have no defense before you can. It also downs you after it ends, and rallies while you’re inside mist form only seem to work half the time (and no, its not trait based)

rangers:
skill 2 dazes foes, making them unable to finish you off, usable right away
skill 3 has a pet come revive you even if your pet was dead. Can be sort of buggy, but still very useful in application.

Mesmer
skill 2 makes a clone of you while downed. The clones distract quite well both in spvp and WvWvW. Usable right away

Necro
skill 2 fears enemies, allowing you to stop from being finished off by any number of people. useable right away.

Basically 2 classes, engineer and elementalist are completely defenseless for 8 seconds when they go down. Whereas every other class has some way to interrupt the finish him process. Now, admittedly elementalist has one of the better skill 3’s, but they’re defenseless for 8 seconds, so if you let them use it, then you’re crazy. Also they’ll just be downed again with less hp in about 3 seconds, so as long as they didnt escape into a tower they’re still probably dead. Engineers on the other hand are completely boned no matter what they do.

Eternal Battlegrounds jumping puzzle griefing.

in WvW

Posted by: Zenyatoo.4059

Zenyatoo.4059

while it’s a kitten move and I hate people who do it. It’s a valid tactic. The end reward chest grants 2 blueprints. Having done the jump puzzle plenty of times, im now starting to use those blueprints in WvWvW. Had a team prevented me from finishing the jump puzzle, I wouldnt have been able to use that siege (which in some cases meant the difference of capturing a keep or not [mine was the only siege there, and it was a very hasty zerg we put together])

During the 1 day battles it was kind of meh. But during the 7 day battles you have an opportunity to deny your enemies 14 free siege blueprints per battle, PER PERSON you stop. That’s a lot of free siege the enemies wont be getting if you shut them down in the sanctums. (especially the borderlands sanctums, you only need like 2-3 people camping those to keep everyone from doing them besides your own team)

Ganked. No more interest in WvW.

in WvW

Posted by: Zenyatoo.4059

Zenyatoo.4059

Only certain upgrades are worth it at this point, oil, cannons. Repairing the wall only worth it if the walls are damaged. Tougher walls and doors only delay attackers and cannot repell them.

Cannons are very strong, and arrow carts are broken against zergs (olol retaliation). When retaliation gets fixed you can put down enough arrow carts in advance as a force multiplier (make each individual on your team worth 3-4). Then setup a treb to make sure the enemy cant build siege against you.

Also get an ele with a staff to throw down lava fonts on the gate and meteor showers. You can hit rams through the gate and seeing as they cant be repaired… Lets just say i’ve lengthened the time it takes 20man zergs to break unguarded towers by about 5x by myself.

Movement Speed!

in Guild Wars 2 Discussion

Posted by: Zenyatoo.4059

Zenyatoo.4059

ele’s move faster than anyone

Dual dagger. Get the 10% from air. Then the one that can give you up to 25% in air. Then the 15% in arcane for having a dagger equipped, then the 10% passive from signet of air. And then have a dagger offhand for ride the lightning and updraft (updraft gives swiftness. However it rolls you away from the direction you are facing, OR your targeted enemy/neutral, you can use things like bunnies to roll you in the right direction, or bind a key to about face, while running press it, then 5 then press it again and voila, you’re running in swiftness without having to roll the wrong way)+

Hows does one use worldwide chat?

in Players Helping Players

Posted by: Zenyatoo.4059

Zenyatoo.4059

/m or /map brings you to a light red name which allows everyone in your current map to see it.

/t or /team allows everyone from your server in WvWvW to see your chat.
/m in WvWvW does the same thing, and regardless of what people say, no, the enemy server cannot see it.

Spam in main chat

in Suggestions

Posted by: Zenyatoo.4059

Zenyatoo.4059

There already is a chat filter. Have you tried looking for a group? You can say the same message 2-3 times in 5 minutes. Then it stops you repeating it for about 10.
Then you can switch it up slightly and it’ll be fine for another 2-3 messages, and so on.

TBH the chat filter is reallykittenstrict given that we have no other way to look for parties…

Add a confirm option for large purchases.

in Suggestions

Posted by: Zenyatoo.4059

Zenyatoo.4059

I’d have to agree, after all there is a confirm action for salvaging any item that is above fine(blue) level. There really should be one for large karma purchases but the question is what amount of karma?

Any karma purchase over 3k.
IIRC nothing besides the stuff that’s like 9k, 35k, 42k, ETC goes above that limit. Which is exactly the stuff you want a confirmation for.

Stop Asking For Tanks!

in Fractals, Dungeons & Raids

Posted by: Zenyatoo.4059

Zenyatoo.4059

Its a function of traits, Runes and weapon as well as utility! Any one can be ‘tanky.’ The worst players for a group are the glass cannon spec -meaning all traits and runes are DPS focused.

Play Earth Attunment and 30 in Toughness Trait and you have a ‘tank’ ele!

30 toughness isnt going to do kitten for you as a tank ele.

The most tanky ele is someone with something more like
30 arcane
and then other stuff (I know im running some crazy build like 10 fire 5 air 15 earth 20 water)
Then you attunement dance so that you have constant swiftness, regen, and protection. While rolling in water attunement for the 2.3k partywide heal it gives.

The problem with this is that a guardian tank is simply much more viable
more natural armor/toughness
better support skills (an AOE full heal? Yes please)
Tanking for them is simply easier. An ele player has to constantly stance dance revolution to compare, and find a perfect amount of rolling to heal as well as dodge (do I roll now and blow my heal while it’s not as effective, or take the hit, then try and live with the lower hp or roll to heal the damage but lose all my endurance?)

The main reason this can even happen is thekitten poor aggro mechanics. Bosses and even normal enemies will pick a player, and then go balls deep on said player. The player can do everything in their power to get out of aggro but the boss will not give even a single kitten. This means players with more survivability can tank because once the boss is going for them, they simply dont die, so the boss stays “stuck” on them for longer. Making them the de-facto tank of the party.

The other concern is that every fight goes better with a tank like this. For a game designed around removing trinity, fights go 10x better with a dedicated tank. If you want to see this in action, get an ele to 30 and start using the elite elemental (use the earth one) and watch how much easier it is to be fighting groups of 3+ enemies (including veterans). Then go say, tornado, and try the same thing.

is it worth doing dungeons?

in Fractals, Dungeons & Raids

Posted by: Zenyatoo.4059

Zenyatoo.4059

Some dungeons are worth it.
Im gonna keep bringing it up in all these threads you know!
Sorrows embrace military path
Length: about an hour
Difficulty: Challenging. Even on our second time through we were downing, but I dont think we ever wiped.
Shenanigan level: Low. Bosses telegraph quite well, and being 1 shot is pretty much your own fault
Fun level: high.

Now, while this dungeon is probably worth doing for its own sake, others are simply not. This is usually because of the shenanigan level. Or simply length. An example of the latter is the slavery path in Sorrows embrace. Fun bosses, unique ways to fight them, but so much trash clearing it took us 2 hours to do it all. Not a process Id want to repeat

The former is something like say citadel of flames 1st path (superweapon)
The final boss is basically unkillable without a specific setup that you probably wont have on your first time through. And even with this setup no one will be having fun (as 3 peoples entire fight is hitting crystals that constantly respawn and dont fight back. And 2 others fight a giant boss but if they slip up once then the boss is completely reset and everyones time is wasted)

MY biggest problem with that is that it wouldnt be difficult to fix. Make there be less maximum crystals at any one time, or make him spawn them less often, or make him spawn less crystals when he does spawn them, or give the players some way to wipe the room full of crystals, or make the regen not able to take him over a threshold (say 75%, 50%, 25%) so that if someone messes up once the entire fight isnt completely reset. ETC. There are so many ways to fix this instance and its just plain bad right now.

Length: medium, takes 30-1h to reach boss
difficulty: hard/impossible, dungeon was hard for us, though admittedly first timers to that path. However the final boss was impossible for us, and will be impossible for most parties.
shenanigan level: high, final boss is unkillable without a specific setup and a very nonfun fight.

So here’s where we reach a critical juncture. Most teams wont beat the final boss, so they wont bother with the dungeon unless there’s a specific reason for them to do it. This is where the niche of players who like playing for the dungeon turn into typical players

Reward: minimal. 15 tokens if you dont beat the final boss. You could get upwards of 5 times as much doing Magg runs in the same amount of time.
Fun: High/low. The dungeons first portions are interesting, different than ive seen in dungeons before, and actually prettykittenfun. However this is dampened by the final boss which ruins the experience, and then even if you can kill him, has the most unfun boss fight in the game. (at least that ive seen)

Thus there’s no reason to do the dungeon for anyone.

The problem is that most players are typical, and look for rewards quickly. They wont find them in dungeons.
As for the niche players looking for fun challenging experiences, you will only find some of it. Other dungeons are simply too long, boring, or just plain unfun.

tldr; normal players wont find anything, niche players will only find about half the dungeons palatable. Dungeons need some serious tweaking regarding the latter (who are the niche anet was working to make dungeons for)

Priory NPCs are stupid.

in Lore

Posted by: Zenyatoo.4059

Zenyatoo.4059

The other posters made valid points. But I want to play devils advocate here.

There’s a war on. A war versus giant magical dragons. The priory is thus dedicated to discovering ways to defeat them. To the priory, any research that probably wont have a practical usage is a waste of man power. Yes awesome things are discovered by accident, but you cant leave fighting a war to chance.

Problems with Charr Lore

in Lore

Posted by: Zenyatoo.4059

Zenyatoo.4059

wait what. You cared when rytlock insulted Aldebern? I didnt give even a single kitten.
1. Disowns prince who is trying to save ascalonian people
2. Later im pretty sure he blames you for sons death
3. whines at you for vanishing when he’s fighting the titans
4. brings 4 soldiers and himself to fight entire charr army in a tiny 4 man zone and the titans are there too, and you cant let him die! ;__;
5. kills all the ascalonians who survived the first fiery holocaust in another fiery holocaust, trapping their spirits for eternity

Why are each dungeon's token gear set to only a select few stats.

in Fractals, Dungeons & Raids

Posted by: Zenyatoo.4059

Zenyatoo.4059

you can craft an armor set, or buy the exotic one with the stats you need, then transmute for the looks.

If you’re short on cash, you wont be by the time you get the 1k tokens you need.

come on, Improve Leveling experience from WvW

in WvW

Posted by: Zenyatoo.4059

Zenyatoo.4059

Defense XP:
You must contribute to the kill of an enemy OR you must repair a wall or door AND the enemy must do damage to a wall or door. So fighting out in the field is worth almost no XP while a proper defense can reward a great deal of XP.

Offensive XP, of course, you just have to capture the thing. Running around with a small group flipping supply camps is easy and popular. Kill dolyaks along the way.

You can also kill the solo guards and flip NPC camps (quaggans, ogres, dredge, etc).

I went from 2-80 in WvW (about 98% of my XP was from WvW. I only went into PvE to farm up some skill points). Basically, WvW is good XP if you do it right.

If you’re not getting XP then you’re probably doing something wrong. (If your team has pushed both other teams completely off the map then what you are doing wrong is playing on the wrong server…)

defense exp is the best

One day on stonemist some treb in wildcreek I think? Was hitting the wall. Prompting the attacker event even though no one from that team was near the wall. I’d rush over and repair it. Go get more supply and so on. The treb couldnt damage the wall fast enough to deal with the supply income we had, but they kept firing it, which meant every 3 minutes I got gold medal event completion.

So thanks nameless invader and your trebuchet!

Dungeon Difficulty seems random

in Fractals, Dungeons & Raids

Posted by: Zenyatoo.4059

Zenyatoo.4059

Everything he does cause burning, it’s not hard to survive with condition removal.

As an elementalist i only had my healing skill with condition removal (i could have 2 of my slot skills with condition removal and didn’t do it) and i just got downed a few times.

Done it in first try. (also was in the first week i think)

The burning isnt really what was killing us. Even dodging every auto attack we could he would still usually down one of us simply because he had too much damage, then that person would be dead because there’s no way to revive anyone (he’d drop a lava font thing right ontop of them as soon as they went down)

It’s certainly a doable fight. But it’s not a fun fight. It’s not an interesting fight. There’s no mechanic that works well besides heal conditions and attempt not to die.

If we still had a trinity I would lump him in the “tank and spank” pile in a second. He’s just boring to fight against.

I mean, check the first golem you face in that same encounter. Living lightning damages your allies when you stand near them. That’s a new mechanic compared to most fights. You have to read the buff, understand it, then communicate with your teammates to not get each other killed. It’s an interesting fight.

Then consider the final boss who has a set attack pattern, as well as an environment you use to combat him (the steel plates that block his fire breath thing)

Basically it’s just not a fun fight compared to the entire rest of sorrows embrace (including the explorables) which made me sad.

Siege Golems are overpriced.

in WvW

Posted by: Zenyatoo.4059

Zenyatoo.4059

Do the jump puzzles
do the jump puzzles again
no seriously go do them
4 jump puzzles = 8 random blueprints per day per character. Oh and if there’s a maint you can do them all once more. In theory you could get 24 blueprints in 1 day on 1 character (all the sanctums. Then the daily resets. Then a maint happens)

I’ve already got 4 siege golems just chilling in my inventory, and i’ve used two others since I started doing the jump puzzles.

Dungeon Difficulty seems random

in Fractals, Dungeons & Raids

Posted by: Zenyatoo.4059

Zenyatoo.4059

Sorrows embrace is not hard you just need to put in your condition removal skills/traits.

The second golem F-4 in story mode is a right son of a…

Fire auto attack that gets shot at everyone in the room? Check
Spewing fire in melee range making certain classes feel useless the whole fight? Check
Spawning AOE death ontop of downed players so that they sit there miserably until they die because there’s no possibly chance of a rally or someone being able to revive them? Check

Maybe they changed him recently. But when I slogged through it he was probably the worst boss I had done at that point. Every auto attack he did was aimed at all of us. And you cant dodge forever (roll twice, arcane shield, mist form, take the hit, roll twice again, heal, roll once more and finally take 3 more hits and die) and when you did go down he would drop some lovely AOE on your face and laugh at your teammates sad attempts to rez you.

Also I felt worse for my warrior friend who couldnt even engage him with his primary weapon. Anytime he got close, WHOOSH FIRE RING. and suddenly there was nothing that could be done.

Basically SE story mode is 90% awesome and 10% terrible F-4 golem fighting.

My opinion: the Black Citadel is so bad to explore.

in Charr

Posted by: Zenyatoo.4059

Zenyatoo.4059

Its not that bad

the good:
single floor for everything that’s not in the center. This is very logical. Much crisper and cleaner than grove, rata sum and divinity

area’s that arent in the walls! Neat little explorable segments out there

the bad:
the multiple floor segment is very confusing during your first time through it.

The instances are not well designed. Particularly the ash legion one. Doors arent obvious, and in the ash legion instance the door up to the tribunes room is literally right infront of you, but based on how it spawns you into the instance, everyone ive talked to assumed it was the door out (as you must walk through the instance leaving trigger zone to get close to it)

Overall it’s still my favorite town. The trading outpost guy is very close to all the crafters, and if you get lost it’s because you’re not really paying much attention. (I fail to see how people cant find anything in imperators core which has all the stairs in a central location, but say navigating the grove is a cakewalk when there’s 4 layers and the ramps are all over the place)

Charr and Trenchcoats/Skirts

in Charr

Posted by: Zenyatoo.4059

Zenyatoo.4059

my biggest concern is sets that were designed specifically for charr, that still somehow manage to have horrible clipping (I’m looking at you Dungeon reward sets!)

The nature of Charr names

in Charr

Posted by: Zenyatoo.4059

Zenyatoo.4059

Ingame canon information:

If you’re part of the priory you can read a book titled “the might warband” in it there’s a few lines that give a bit of insight into naming.

One of the charr has a line that basically goes like this “We’ve won our first battle, now we can take our names. I choose mightarm” (or something like that)

The first big note here is that he mentions winning their first battle. This indicates that all surnamed charr are part of a warband that has won at least one battle.

Then another charr mentions that he should get to be mightarm because he’s stronger.

This means that surnames are often based around the warband itself (in this case might warband) and then a characteristic that the charr wanted.

Why is exploring all 3 Borderlands necessary?

in Guild Wars 2 Discussion

Posted by: Zenyatoo.4059

Zenyatoo.4059

Because all 3 of them are separate places :<

It makes sense from a gameplay perspective rather than an explorable one.
Each team should have its own home base area. If you were required to only explore one, then you would still find that either your team had to be winning by miles (in which case exploring the others would still be cakewalk) or you would have to wait until you were another color (in which case its still a cakewalk to explore the other areas, you just have to wait for the right color change)

also whats wrong with free exp? More Poi’s vistas and skillpoints for very little effort? Yes please.

Level 80 Player's Problems With the Undead (Orr/Risen) Zones

in Guild Wars 2 Discussion

Posted by: Zenyatoo.4059

Zenyatoo.4059

Doesnt really feel like a warzone.
There should be places where there are constantly respawning NPC’s and monsters. (remember that spot in ascalon in pre where you could see the charr and humans constantly fighting? Imagine that, on a larger scale, but players can fight too)

For example, near the entrance of each zone place a large-ish town full of strong NPC’s. Make it constantly respawn fairly beefy NPC’s who then run towards a position towards the other side of the map where there’s a large town full of strong risen NPC’s (preferably immortal) which have the same thing (respawning and then attacking troops)

Possibly give troops buffs the closer they are to their home base to prevent either base from being completely overrun (Risen should be slightly stronger than pact so that players dont imbalance everything. But Risen shouldnt just walk all over the humans 24/7 if no players are there. Likewise players shouldnt be able to easily push the risen back to home base)

Suddenly Orr feels like an actual war zone and players always have something to do. Waiting around near arah for a group? Head to the nearest NPC battle and fight.

Because right now Orr feels no different than say… queensdale. I’ve got a few towns full of helpless NPC’s (and they are helpless. They will get slaughtered instantly by any dynamic event of any kind) and then outside the towns are wild beasts. The risen feel like wild animals rather than an unstoppable undead army. They mill around outside places that have walls just because the places have walls. Then suddenly they realize “oh hey we can just waltz through this, lol lets do it” and dynamic event time (in which the NPC’s usually lose)

For what was meant to be a large scale war effort. I felt more like I was just a babysitter. Any town was there because I put it there. Any town still there after an hour was because some player saved it rather than because the pact did anything.

tldr; Pact NPC’s feel 100% useless. Risen feel like your average hyena or warg rather than a zombie army. And orr doesnt feel even the slightest like a warzone.

Cloaks

in Suggestions

Posted by: Zenyatoo.4059

Zenyatoo.4059

I understand maybe there is some clipping on the Charr model, but I mean come on? Don’t give them capes then. They can be the race that only uses back packs.

Why cant the rest of us have the option to have a cape? If you’re a charr you can’t. Whats the big deal? Are you worried about discrimination against the Charr?

Exactly! Just because charrs will have problems with capes don’t avoid the other races who can use capes, we realy need capes!

Id just settle for charr armor not clipping with EVERYTHING.

It’s made worse when it clips with armor DESIGNED FOR CHARR.
Seriously, the dungeon reward armor? It varies based on your race. But some how, some way, they still managed to completely bone it up. Check the sorrows embrace pants. your tail clips TWICE. Going through a fanny pack which A. didnt need to be there and B. was specifically included by someone who as far as I know had to be knowing he was designing this for a race with tales.

Im seriously astounded by how much armor (armor designed specifically for the race) manages to clip so badly.

wvw suggestion

in Suggestions

Posted by: Zenyatoo.4059

Zenyatoo.4059

“So what do you get for winning”
well, while your winning your server receives benefits. (it’s what you see on the B tab)

Right now the benefits are pretty small, but that’s because the matches are lasting 1/14th of how much they should.

Matchmaking - always against the same server

in WvW

Posted by: Zenyatoo.4059

Zenyatoo.4059

Assuming you’re suggesting what you think you are I dont think it’ll work. So if my post sounds confusing, just assume that I didnt really understand.

Several times the Fort Aspenwood server has won. (indeed, feel free to use us as a baseline for average seeing as we’re right smack dab in the middle of the ranking) However if im reading this right, you would then want us to be facing other servers who won in their respective bracket for that matchup.

The problem is that if you assume that say 1st ranked was fighting 2nd and 3rd. then 4rth was fighting 5th and 6th, you end up with a situation where the 4rth ranked team could then be fighting the 1st ranked. And there are some severe differences between 4rth ranked and 1st ranked.

Lets give named examples.
Say it was
FA vs Maguuma vs crystal desert and FA wins.
Dragonbrand vs isle vs GoM and GoM wins
Blackgate vs sea of sorrows vs eredon and eredon wins.

Now if I understood what you suggested correctly, you would then have FA vs GoM vs Eredon. (or if you want to get technical it would be GoM vs eredon vs HoD as the rankings would use the top spot as the starting place. but I digress)

This would be potentially pitting a rank 12 server vs a rank 4. Where the rank 12 server is clearly going to get slaughtered. Then they face off against 3rd ranked people. But they’ll then probably crush (as their ranking is now lower for losing, AND they’re paired with the other losers) Basically servers will come out of their currently (at least from the perspective here in FA) reasonably balanced brackets, and thrown to the wolves, or send to slaughter lambs, then ping pong to the other end of the spectrum.

Take. Out. The. Grub.

in WvW

Posted by: Zenyatoo.4059

Zenyatoo.4059

I was having a blast on Northern Shiverpeaks WvWvW in the Eternal Battlegrounds. Then, at one point, I realize that we are missing about 75% of our team. After a bit of looking I find that they are all fighting this worm. Nobody would leave it, the enemy team took the supply camp right NEXT to the worm and nobody even cared, and we lost a lot on that server. What makes it all worse is that after helping them kill it (at that point I had decided to help them finish it as fast as we could because we didn’t stand a chance w/o this huge group of players) all I got were 3 badges of honor…………. 3……. It took us 30 minutes…….. Just take it out please.

Right now NS has very little structure due to these free server transfers and a previously high queue time and so it is hard to communicate with all of these random people and convince them that that objective isn’t helpful.

So by your own admission, your server has massively outvoted you on if the worm should be in or not….

Re read your post, you are effectively saying your opinion on how to play is more important than 75% of the other players on the map……unless you bought everyone their account you dont get to make that decision. The only measure of whats important is what people do when givena free choice, in this case, the choose to fight the worm, that seams pretty clear cut to me, the worm stays.

At no point did I say “Everyone in that group also wants this”. I at no point spoke on behalf of the other players. I speak on my behalf, and my behalf only. You also say that somehow I don’t get to make the decision on what my opinion is because a majority of other players MIGHT have a different one… I feel like you really need to re-read BOTH of our posts because you obviously didn’t get it.

That might be the most unclear argument for anything that I have ever seen…. and I’m taking a class specifically for looking at poor arguments.

ummmm anyways…..
The worm took away from our server because it acted as a distraction to people who blindly followed it around even while they were being attacked by small contingents of enemies. This worm would not be a huge problem if it didn’t take that long for almost all of our combatants to take it down and still not get any WvWvW reward. I really don’t see much point in any PvE monsters besides the ones you can “recruit” like the Hylek. For the most part they just make elementalists constant dodging even more of a problem.

Tl;dr: If someone wants to fight a giant worm, go to Queensdale. If someone wants to fight other human players in a large scale battle for supremacy, feel free to stay and fight.

And P.S. Is this really only on one corner of the map? That might be the biggest disadvantage I have ever seen a developer give to a single side.

This is really just for the P.S. Note

The red team has a champion Arboreal spirit near speldan.

Im not sure if the green team has any boss monster near their stuff.
Honestly I think if any team has an advantage it’s green.
Their towers seem ridiculously easy to defend. Wildcreek has a murder pit to reach the gate, and the walls arent destroyable on the side where you come from the dredge. Red’s version, anz has a destroyable wall right on that side, and the gate is simply a straight wall. There’s no horrible pit of death that almost every green tower has.

As for keeps, most keeps can be assaulted from a variety of sides, and keeps have “hidden” entrances in which you usually pass underground to a gate that’s typically less defended. Wanna know where said gates are for the green keep? Under water. Directly to the sides of the main gate…

Green stuff in EBG seems much harder to assault into than anything else imo.

Is it impossible to fail a mission?

in Guild Wars 2 Discussion

Posted by: Zenyatoo.4059

Zenyatoo.4059

I dont mind this so much because it lets missions be harder (yes harder not easier)

Because you can try again, monsters can be more challenging, without the player feeling discouraged. You can also attempt several different strategies if your first doesnt work.

I know at one story quest I was facing a queen destroyer. She kept noming me to death over and over because my original strategy didnt work, and now I had to keep trying new ones. To be able to jump right back into the boss fight, rather than deal with all the shenanigans before hand (and there were plenty. Whoever designed destroyer crabs needs to double check those hitboxes. Something 2ft tall with pincers an inch long should not be able to hit me when im 4ft infront of it…)

Change the 25 bleed stack limit

in Suggestions

Posted by: Zenyatoo.4059

Zenyatoo.4059

Remove it for veteran or higher monsters only.

I assume that’s doable yes? That solves all problems.

In events where there are swarms of low level enemies you can get credit by trying to hit ones that arent simply being AOE’d down.

In events with bosses, they’ll be above veteran level and thus susceptible to more bleed and you’ll be able to get credit.

In PvP players wont be veteran ringed and thus immune to the change.

Why i dislike dungeons, and find them badly designed.

in Fractals, Dungeons & Raids

Posted by: Zenyatoo.4059

Zenyatoo.4059

Im fine with 1 shots if they’re reasonably.

Some reasonable examples:
Final boss of inquest path in SE. She plops down giant red circles that stay there for about 2 seconds. If you die to it then it’s quite clearly your fault. You can roll twice, or use a blocking skill. That’s at least 3 times in a row it should never hit you. She also doesnt spam it to the point where if someone does go down they cant ever be ressed.

Dredge boss in the military path. Dont remember his name. But he’ll start to tunnel, when he pops up, boom, there goes 25k hp if you werent rolling. But that’s why he telegraphs it with a fairly lengthy tunnel animation.

an example of a bad 1 shot:
The hunter fight in honor of the wave. He has an ability that summons birds to peck at you. They attack multiple times, so block spells dont affect them as much. There’s also no telegraph for when you should be rolling (at least none that my guildies noted) oh and the birds have a habit of literally straight killing someone. You will get downed and then die, purely to the damage they deal.

Jump puzzle rewards scaling with map levels

in Guild Wars 2 Discussion

Posted by: Zenyatoo.4059

Zenyatoo.4059

that’s what i was wondering too. if that’s the case, that they were level scaled, no one would be doing them until post 80. then again, if they maybe added time races, i.e. if you finish race within certain time, you get such rewards and that goes up in scale..

I know you can open them multiple times. I’ve done it before.
However i’ve only tested this under the following circumstances

WvWvW:
The chests reset when the map/points/combatants do

All Areas:
The chests reset after each maint

As far as I can figure the chests are considered open for you until the map is reset. This happens after maint, and in WvWvW every time the combatants change (which means that right now you can be doing all the sanctums daily and getting all those lovely siege blueprints!)

As for loot scaling. My level 80 charr did branded mine (a jump puzzle in a 30-40 zone) and received level 76 and 78 blues. So it did scale somewhat.

EDIT:
additonal conjecture – the chests may simply reset when the dailies do (as this is when the WvWvW map changes, it would fit all evidence) however I have not tested this. (if someone wants to, simply finish a jump puzzle before the dailies reset, then leave the map. Once the dailies reset go back and do it again and check if the chest has been restocked for you)

Elementalist elites seem lackluster

in Elementalist

Posted by: Zenyatoo.4059

Zenyatoo.4059

I agree, especially if you’re human since I don’t like the human elites either.

the charr elites are a bazooka which is worse than the firey greatsword in every way. And a warband call which is just a crappier version of the elemental elite (it calls 2 units to help out, but they both have so little health, and deal so little damage. Also a longer cooldown)

Tasks/hearts that go on for way too long

in Guild Wars 2 Discussion

Posted by: Zenyatoo.4059

Zenyatoo.4059

You get this sometimes. I have a rule of thumb. Most renown hearts ask you to do any of several tasks.
1 task – anything over 15 of this is fairly tedious based on what it is
2 tasks – dont go over 8 of each
3 tasks – if ive done 5 of each thing and my bar isnt full im a little dissapointed
4 tasks – 5 of each thing is still fairly decent for 4 tasks simply because of the variety.

Another issue is synergy or lack thereof with dynamic events. There was one renown heart in I believe harathi, there were 2 tasks. Kill centaurs or something else. The only problem was that the dynamic events had already been finished, meaning there were no centaurs nearby. So I had to do the other (very boring) task ~25 times (as it gave way less completion than killing would have, if there had been monsters around)

bad synergy between renown hearts and dynamic events makes me sad.

Sorrow's Embrace - Explorable Mode option #2 - No Waypoints.

in Fractals, Dungeons & Raids

Posted by: Zenyatoo.4059

Zenyatoo.4059

The lack of waypoints is kind of annoying, however all 3 sorrows embrace paths are quite doable.

I dont remember which the second option is, but I know the slavery one takes the longest. Some tips:

Slavery path
In the taskmaster area you can jump down to the left to fight him and avoid patrols

You can then run past the patrols to the big circular room. If you head up to the right most dredge will de-aggro. Use this as a staging ground to take out the mortars. You can rush in, kill a mortar and get out without holding aggro. Once the mortars are gone you can safely jump down to engage the mining suits.

Note: you have to kill both of the end bosses at the same time or they’ll repair themselves

Military path:
This one is pretty straight forward. On the boss that is right after the bridge segment, you can hit those mortars with certain AOE spells making the fight easier (or just have 1 person stand underneath each mortar. Usually itll aggro to them and they’ll be fine to dodge it while the other 3 fight the boss) watch your buff bar, he likes to put a flame shield on you that hurts allies. Jump in the geysers nearby if that happens.

The boss right before the final boss can usually be pulled without his guards.

The armored carrier can be sniped fairly reliably from the ledge in the south side of the room

The final boss is much easier if you ignore his adds. Focus him, and use the rooms natural elevation and ruined segments to kite everything.

Inquest path:
Try not to group up. Grenades hurt

The asuran boss is obnoxious, but if you split up well he will rarely hit everyone.

You can run through the tunnel with the spinning golems and the mines

Out of the E, F and T golems the F golem is the most dangerous, followed by the T golem. The F golem says he heals based on conditions, which is true, however he’s much easier to kill than in story mode. Generally speaking it’s easiest to just pile them on, he wont outheal your damage with them, making it worthwhile.

On the final boss just avoid the red circles and dont let her phantasms wtfpwn you.

SE is probably my favorite dungeon. Pretty much every boss fight seems well designed. Notable exception is kudu in story mode, which only 1/5 people ever needs to actually do.

Oh and while we’re on the subject. There’s a point of interest on the map, south of redflicker. You cant seem to get to it. The military path takes you closest, but its walled off. There is a path north of it, but it’s apparently up an unclimbable hill. Anyone got any ideas?

EDIT: for those looking to farm the armor set, the inquest path is the easiest. PM me if you want a more detailed walkthrough for it.

(edited by Zenyatoo.4059)

I haven't felt this disappointed since High School prom

in Personal Story

Posted by: Zenyatoo.4059

Zenyatoo.4059

Better yet is when they introduce characters who you dont know because you havent met them based on the story path you took. Then they’re there for 1 mission because… things happen. And you’re meant to feel bad about it I guess? Like, gurl I dont even know you how am I supposed to care.

We need Outward Scaling, not just Upward.

in Dynamic Events

Posted by: Zenyatoo.4059

Zenyatoo.4059

You notice this a lot if you’re doing Cathedral of Flames (there’s a defend event that has to be done)

With a small group its very challenging and interesting (you have to defend 2 sides, one of which has a champion spawn on it. Meaning parties of 5 have to split properly, and 3 or so people are fighting a boss fight)

with large groups of 20+ people it’s just silly. Instead of 4 charr per wave, we get 30, but they all still get hit by AOE’s and just explode. And the champion monster which used to be dangerous is now laughable. Anyone who goes down can be instantly brought back while the other 8 people standing there distract the boss.

Devona, Mhenlo , Aidan, Cynn, and Eve

in Lore

Posted by: Zenyatoo.4059

Zenyatoo.4059

I only want to know what ever happened to Razah. I think, by all means, he should still be around, somewhere…

I would like someone to explain why ritualists are no longer part of the game? (As well as dervishes. . . . I’m giving ANet the benefit of the doubt that paragons are subsumed by guardians and assassins are thiefs.)

It seems odd that an entire discipline known by the human race was completely forgotten or wiped out in only 250 years.

Well, ritualists came from canatha, and cantha has been locked off from the world for the last while, so it’s probable that the knowledge has been lost to the outside world.

The priory has a book all about stuff master togo did. And he was like, totally a ritualist teacher and stuff.

Physiology/culture of the non-human races

in Lore

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Zenyatoo.4059

In the first guild wars game there’s a quest chain relating to a norn (either male or female depending on your gender) who uh “suggests” that you get married. The logic behind it is that you are now a hero of enough renown to be a worthy mate, and so they basically just demand that you marry them. The way to finish the quest is to go slay a giant wurm, turning yourself into a greater legend than they are and shaming them entirely at which point they decide not to try and force you to marry them.

tldr; norn courtship seems to be based on partners with relatively same renown, and also some kind of compulsion of the physical sort?

The Giant Assault event in Diessa Plateau

in Dynamic Events

Posted by: Zenyatoo.4059

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I know Kol Skullcrusher can be dodged with ease. Even as an ele. Roll twice, arcane shield the next stomp. Mist form the next one if you cant roll, rinse repeat. Easiest champion monster ive ever fought.

Jeremy Soule´s soundtrack

in Audio

Posted by: Zenyatoo.4059

Zenyatoo.4059

Jeremy does some great stuff. But I dont think you can argue that he isnt a little repetitive. I mean, check some of the stuff from this game

97 (thunderstorm)
http://www.youtube.com/watch?v=lzoLP8Hb66k

92 (No idea what it’s called. But IIRC it’s used during big boss battles. I know ive heard it a few times during dungeon explorables vs the end bosses)
http://www.youtube.com/watch?v=YuKsDVNuRjs

in 97, just before the first minute, compare that to 92 at around 30 seconds. They’re incredibly similar.

Dwarves in Expansion?

in Lore

Posted by: Zenyatoo.4059

Zenyatoo.4059

I think I read somewhere saying not all dwarves underwent the rite. Mainly the Deldrimor dwarves did, but let’s remember the Stone Summit would have no interest of doing so. Let’s remember Slaver’s Exile plot taken place after the main plot of EotN is finished. In theory there may be organic dwarves somewhere, most likely the descendent of Stone Summit dwarves.

I recall it being mentioned somewhere that eventually ALL Dwarves underwent the right, even the Stone Summit.

IIRC a bunch of stone summit fight you right before you do the rite.

Also slavers exile can only be done after you beat the game because story wise the stone summit leader duncan the black wants to use the great destroyers death as a power source.

Essentially if the stone summit are gone its because we murdered them all. Good job hero!

Deep Sea Dragon - Does Tyria know?

in Lore

Posted by: Zenyatoo.4059

Zenyatoo.4059

There’s a charr in the priory who mentions the 5 races that fought the 6 dragons (mentioned in the tome of rubicon)

she says something like
“Five against six, doesnt seem fair”
What do you mean? – your character
“Mursaat, jotun, dwarves, seer, forgotten, the races that fought against the elder dragons and won as written in the tome of rubicon”

So at the very least, the priory knows that theres a 6th dragon.

Dungeon Difficulty seems random

in Fractals, Dungeons & Raids

Posted by: Zenyatoo.4059

Zenyatoo.4059

I didnt see it listed, but sorrows embrace is quite fun. With the exception of 1 boss fight in story mode (broken into 6 phases, all of them pretty terrible)

Best way to get Globs of Ectoplasm

in Crafting

Posted by: Zenyatoo.4059

Zenyatoo.4059

Rares (or better) of a certain level can be salvaged into ecto if you’re lucky.

and no you do not need a specific kit (ive gotten ecto from the 88copper kit before) but I believe the higher salvage rate will help.

I feel several of the underlying premises behind dungeon design are flawed

in Fractals, Dungeons & Raids

Posted by: Zenyatoo.4059

Zenyatoo.4059

All of this was pointed out in early alpha tests with press putting a lot of this information out and telling arena net personally. If they haven’t changed it since then, I don’t see it coming quickly. Also, there is still a reward to doing things the right way (small repair bills and less rage). The game is called GUILD wars and I feel as if the dungeons were meant to be done in groups of people who know each other and can work together. I’ve done the dungeons with friends and it runs much smoother and is an overall better experience (mentally, as well as doing things efficiently) where as PUGS generally fail or make a lot of hate. That same thing gets rid of your problem with finding group members, you can use your guild/friends and make it a much quicker and enjoyable experience.

The thing is, I did the dungeons with my guild, and it is pretty enjoyable to be on skype with them as we go through, laughing, cracking jokes, ETC. But it’s going to get draining doing it 60 more times. There’s only so many puns that can be made about the dredge names before they get stale ya know.

About the Zhaitan Fight [end game spoiler]

in Fractals, Dungeons & Raids

Posted by: Zenyatoo.4059

Zenyatoo.4059

This argument could really go either way with a fight of this size. On the one hand, it’s not very enjoyable to just sit and mash the “shoot” button on a turret to take down the boss, and on the other it’s not very realistic or epic to just wail away on a dragons toenail until it dies. I personally think that there hasn’t been such an enormous fight like this truly done justice. That’s not to say I didn’t like the dungeon, in fact I thought that it was worth going through the whole dungeon just to see that mind-blowingly incredible model that they made for Zhaitan. They could have just let him fly around while we watched him tear up the coast of Orr and I would have been satisfied with that. The fight, however, was certainly lackluster – there’s no arguing that. I loved the dungeon to death and had a good time, but probably won’t do it again because the fight wasn’t really that engaging. I’m really just looking forward to the kinds of fights that they will develop in future dungeons as they refine exactly what they want boss fights to be like in this game.

There’s a lot of grandiosity to the fight, but to really utilize it properly is another story. I’m excited to see more.

@ the whacking at the toenail comment. The thing is, there are plenty of ways to deal with that. Have you done the world boss in Sparkfly? The fight consists of players destroying bone walls and fighting risen that drop from him until the mega laser charges shoots, takes off a chunk of his health, then charges again. Essentially the fight is less “whacking at his toenail” and more “Making him vulnerable, and protecting the weapon of mass destruction we have aimed at his face” Something similar could easily have been done in Arah. We had a fleet of airships and plenty of guns. I’m sure there would have been a way to make a fight vs zhaitan feel climatic without having us hit his big toe for a bit.

The nature of Charr names

in Charr

Posted by: Zenyatoo.4059

Zenyatoo.4059

So, part of the Surname of a Charr is based on their Warband? In that case, could someone tell me what the name of the Warband is your Charr serves in, so I can keep “in character” a bit more?

occasionally. There are some charr who seem to have surnames that dont reflect a warband at all. This may be because they’re no longer a part of one, or because we never see the others. Some notable warband examples have already been listed (Pyre’s warband all had “fierce” as a surname.) You also have things like bonfaz Burntfur and hierophant burntsoul. Whether these names indicate they were in the same warband, or if perhaps it’s simply a flame legion honorific for high ranking shamans is unknown. (Though, with the addition of Baelfire and his lack of the “burnt” it’s possible that it was the warband rather than simply an honorific, or Baelfire would probably have it too)

I feel several of the underlying premises behind dungeon design are flawed

in Fractals, Dungeons & Raids

Posted by: Zenyatoo.4059

Zenyatoo.4059

I’m fine with dungeons being difficult, and as of right now i’ve completed them all in Story mode besides crucible. As for explorable modes i’ve done magg obviously, tried the superweapon which was uh, completely impossible for my team. I’ve also done every path in sorrows embrace (it didnt count the destroyer of worlds path for some reason, so im apparently about to slog through that again)

I have to say this on the subject, imo to balance out the tokens there should be a bonus for finishing all the explorable paths, a repeatable bonus.

For example, in Guild wars 1, when you did the domain of anguish, you could pick the starting zone of 4. Then you could chain them together if you wanted. If you did all 4 in a row, the reward kept increasing (first chest gave 1 gem, next gave 2, next gave 3 and so on)

Something similar could be done for dungeons. Make it so that if you complete every explorable path you get a large bonus of tokens, maybe 100+ of them. (this bonus could be earned multiple times) With luck this will De-incentivise running one path over and over, because while it’s easier, it may no longer be the fastest token reward. It will also help cut down on the overall grind for those players who actually wish to challenge themselves and tackle all the explorable paths.

I know my friend was thoroughly disappointing with sorrows embrace rewards, having finished all 3 paths, only to realize we had 90 of the 1380 tokens needed for a full armor set we were kind of discouraged.

Which is not to say the dungeons arent fun. We have had a pretty great time in sorrows embrace, and I actually recommend it to players as one of the better put together dungeons (from a difficulty to fun ratio. It’s still a little buggy in the starting area, but meh) just not such a great time that we’d want to repeat the process 15 or so more times to get an armor set.