When was the last time anyone had 1000 skill points? I hate the idea of “an appropriate amount of grind.” IMO, there is no such thing!
No. MMOs, actually – RPGs in general, aren’t designed to reward rarity without some amount of grind. With the 10 Clover recipe it’s fairly easy to get some T6 mats and some of the materials can be acquired at much cheaper prices using T5 conversions.
I’m not sure what games everyone else has been coming from but I can guarantee I haven’t played a RPG that rewarded anything of value that easily.
“RPGs in general, aren’t designed to reward rarity without some amount of grind.” is some weapons grade bullkitten.
Walls spawn at the location of where it was casted, the presumption is if a wall is nearby the enemy zerg then an educated guess would be that it is not a friendly wall.
There’s always someone to naysay, even if what they’re saying doesn’t make a lot of sense. Congrats! Today it’s you.
Maybe certain ones for doing world completion, PvP rank, gem store purchases, living story, special quest, etc.
Neat idea. After playing Ranger I thought it’d be neat if every class had things they could collect in the world to customize their character. Rangers collect pets, thieves collect, I don’t know, traps and thief guild guys, engineers collect new skins for gadgets, and so on.
I doubt it’ll ever happen, but it’d be neat. (I have a suspicion that anet is against implementing any idea proposed on the forum for some reason. Possibly “NIH” syndrome.)
I’d rather not have more RNG stuff. Tokens are better.
I said some time ago that it’d be neat if all classes had things in the world to collect like rangers can collect pets. Going out and doing something to get new styles for engineer kits, or warrior banners, or whatever could be neat. Something for people who like to collect everything to do.
The ‘are you ready’ fractal prompt takes focus out of chat, and it’s annoying. I think other pop ups like that do, too. It’s annoying and I don’t want it to happen anymore. Sometimes I accidentally fire skills (especially since I have my elite bound to e).
If they have a plan they are doing a kitten-poor job of communicating it. In the face of things that look like negligence or incompetence, I am not inclined to think of it as a plan.
I think I’ve done most of the dungeons without stacking or skipping. It was fun.
This quote is the only mature thing in your post, hence I will respond to it:
What are your examples trying to prove?
You used the words ‘tedium’ and ‘tedious’ to describe the usage of food. I used salvage kits, depositing collectible, swapping gear, and using toys, as a direct comparison. They are on the same level of ‘tedious’ as food, aka not tedious at all.
They’re tedious to manage and give an advantage to people who are willing to put up with that. They should be removed, or be something you unlock and can access from your inventory freely once you’ve discovered it.
-snip/combine-
Yes, because you shouldn’t reward tedium with power.
You then went on to say that this ‘tedious’ usage of food gives an advantage to players who are willing to go through the ‘tedium’ of using it.
You said this tedious advantage should be removed.
Players are allowed to carry extra sets of gear with them, to change stats as they please. Some people use this to their advantage, while others cannot be bothered to deal with the ‘tedium’.
Shall we remove the ability to carry multiple sets of gear, because some use it to their advantage while others do not use it? After all, it is just as tedious as using food, and it gives an advantage.
-this next part is not serious-
But where do we draw the line?
Combo Fields are tedious to use, some players use them to their advantage, others do not want to deal with the tedium. Should we remove combo fields?
Elementalists and Engineers have specific skill chain combos that work to great effect, but they are tedious to pull off (swapping attunements or kits), some players use this to their advantage, others do not want to go through the tedium. Should we remove Elementalists and Engineers?
(You now know why I didn’t respond to your question before.)
Salvage kits don’t contribute to power in a fight. You can’t change your armor in a fight. Different contexts than what I was thinking of.
Buying different sets of armor doesn’t seem as much of a chore to me because you buy the set once and then carry it around. Food needs to be restocked and reapplied. (Though you did get me- I’d rather armor had little to no stats like GW1. That’s off-topic, though.)
You sure do like running down the slippery slope. “This part of the game isn’t fun to maintain” shouldn’t lead to “let’s say we remove everything that is superficially tedious.” Also I would like to think that engineer skill chains are slightly more difficult to execute than buying food on the TP and double clicking it.
sPvP mostly. When it’s not frustrating from lopsided teams it’s fun. I’m not excited by grinding or farming. Sometimes I take alts or new builds through dungeons. I tried some Orr events to unlock traits, but it almost put me to sleep.
I feel like it would sit better with me (and other players) if it had been in since launch. This just seems like a step backwards.
Being able to buy them in the menu would also be a mild convenience.
They’re tedious to manage and give an advantage to people who are willing to put up with that. They should be removed, or be something you unlock and can access from your inventory freely once you’ve discovered it.
So because you’re to lazy to use them, everyone else should be punished.
’Gotcha.
Yes, because you shouldn’t reward tedium with power. Do you not agree? If you don’t, where do you draw the line? Like, would it be cool if waypointing to all the cities gave you +1000 power for the day?
Terrible hypothetical analogy.
Let me ask you some real questions:
Do you ever open your inventory and use salvage kits?
Do you ever open your inventory and ‘deposit collectibles’?
Do you ever open your inventory and swap weapons or armour or trinkets?
Do you ever open your inventory and use items like transformation tonics/kite/balloon or mini pets?
If you answered yes to any of those questions (which you did), then your argument is illogical and flawed.
You can use food, you choose not to, not because its ‘tedious’ but because you’re lazy or simply don’t want to.
Being “cheap” isn’t even an option, because some food costs 5c each.
This is the stupidest thing I’ve read all day. You should be embarrassed by yourself. Do you really not see the difference between inventory management and getting consumables that increase your stats? What are your examples trying to prove? And please don’t throw out words like “illogical” as if that makes you fancy. If you’re not going to actually make an argument, you just look like you’re trying too hard.
And you didn’t answer either of my questions.
It’s people like you that make it impossible for anet to have a reasonable conversation with its fans and customers.
I don’t mind the downed state, but it is really annoying when you down someone and their tanky buddy with stability and protection revives them before you can stomp or interrupt them. I’d probably make reviving easily interruptable.
bosses lack high frequency cleaving melee attacks
And I am so godkitten glad they do.
Why?
They’re tedious to manage and give an advantage to people who are willing to put up with that. They should be removed, or be something you unlock and can access from your inventory freely once you’ve discovered it.
So because you’re to lazy to use them, everyone else should be punished.
’Gotcha.
Yes, because you shouldn’t reward tedium with power. Do you not agree? If you don’t, where do you draw the line? Like, would it be cool if waypointing to all the cities gave you +1000 power for the day?
Has anet ever talked in detail about this?
It will never be fixed.
And just to say, if the instance owner goes offline after some minutes the game will autokick him from party, screwing every effort anyway, neat no?
Do you say it’ll never be fixed because anet said so, or pessimism (justified by experience, perhaps)?
Someone told me this was fixed, but apparently not? Has arena.net commented on the issue? It’s really frustrating to, say, be on the 4th fractal and get kicked out because someone had to leave suddenly.
I hate stacking because I usually see it in bad groups. They don’t use boons or anything fancy. Just stand there and attack and hope they don’t die. It’s frustrating and not fun.
As someone who only ever PUGs due to a dead guild, I can say that all of my PUGs successfully killed the spider queen, so no, it’s not “the end of casuals”.
General scenario, with about 10 runs, including one with a party including only two lvl 80s, is:
-someone may insist that we stack, resulting in a “learning wipe”
-group engages queen in the open space, and if people stay out of AoE (sometimes problematic if the queen camps inside an AoE circle or if someone runs out of condition removal just when he gets immobilized in a circle) the queen generally dies with 1-2 defeated people.Really, people on this board seem to mistake the idea that the meta way is the fastest way to do a dungeon with the misconception that it is the only way to finish one.
Also, it’s much more fun now.
Agreed so much. I really can’t stand people’s slavish devotion to prescribed methods of doing things.
I’ve done pretty much all the dungeons without cheese tactics or maximum efficiency. If you can’t beat a boss without stacking, you’re probably bad at this game. If you’re worried about doing it in 5 minutes instead of 10, in a PUG, I don’t even know what to tell you.
They’re tedious to manage and give an advantage to people who are willing to put up with that. They should be removed, or be something you unlock and can access from your inventory freely once you’ve discovered it.
All I see is kitten people complaining because gw2 isnt like WoW..
You won’t be missed so please stop posting on the forums about how bad the game is if you don’t even play it..
Who is comparing this to WoW? Do you even read?
On topic, it is very frustrating dealing with arenanet because there isn’t any good communication. Lots of PR nonsense from them, and anything good coming from the players is drowned out in the roar of everything talking at once.
http://i.imgur.com/ZdlUV7N.jpg
You’re welcome, anet.
(For non-clickers:
Take the game modes from TF2,
and put them in GW2)
What’s up with this? Most games I quick join are horrible landslides. Does anet even try to balance the teams based on anything other than size?
I wasn’t aware that there was even any particular attempts to balance according to team size. Solo matched often start with uneven numbers and once they are underway the chances of anyone joining the side with one man down are nil.
I’ve seen the autobalance thing pop up, where if you volunteer you get credit for winning. I assumed that was based on team size.
What’s up with this? Most games I quick join are horrible landslides. Does anet even try to balance the teams based on anything other than size? And why does it let you choose your team? I imagine people enter the game and just pick the winning team, or show up with their friends and all join the same team.
These are probably old topics, but I haven’t been following the forums lately.
Ascended was not a mistake, exotic was. It was too easy to obtain exotic. I just hope they lower the stat difference between exotic and ascended.
What’s wrong with easy to attain gear?
If I could do nothing else, I’d change it so you get a random 2 out of 4 challenges each run. First door/panel thing, door blow open thing, dredge boss, lava-bucket-boss. Then it wouldn’t be so long, and I wouldn’t dislike it so much.
Or, more ideally, I’d just redo the whole thing.
Celestial for life <3
And tbh the only upcoming competition is Wildstar and it’s a sub/box/cash shop game, it may not appeal that much.
I know there’s not really any competition. That’s why I’m still here.
Are you listening, anet?
Don’t focus the game so much on getting ‘stuff’. Make it about /doing/ stuff. You probably won’t have as many players, but you’ll have better ones.
they want, “profitable,” players, not necessarily, “better,” players.
This is sadly true, but I think there are profits to be made from other kinds of players. People would pay money for town clothes, for housing, for customization, for event hosting, for guild halls, and so on.
Yeah, ascended items stink, and gear grind stinks. But lots of players love that kitten, just like lots of people like slot machines and heroin.
If anet doesn’t get their kittens together (the tower LS is possibly a good sign), some other game will come along and do what they set out to do, but better. I expect to see a big player population drop if that ever happens, and anet will deserve every lost player.
Don’t focus the game so much on getting ‘stuff’. Make it about /doing/ stuff. You probably won’t have as many players, but you’ll have better ones.
I wish I could sit down and have a discussion with them face to face and explain to them why I believe the direction they are taking with this ascended gear is bad for the health of their game.
I would love for something like this to happen, but we’re never going to get past their wall of PR. That, and some of the people working at anet probably secretly wish it was more like WoW.
I’d be cool with it. Gear progression is boring. I feel bad for people who can’t have fun without goals and bigger being handed to them, but that seems to be a lot of people.
Stacking, mostly. It’s boring, and not always effective. I don’t like the whole culture of “do this thing I don’t enjoy as fast as possible” that anet is fostering.
The problem I have with zerker gear, is that everyone keeps preaching it, Yet I do not wear it, and notice the amount of damage the group loses from “me do um big leet damage” being downed. Then we lose more damage as I have to stop and get them up.
Non-Zerker gear gives you a higher margin of tolerance. But its not true that zerker = downed all the time. Good players will manage to stay alive in zerker. There are players better than me who keep running dungeons as zerker thieves and rarely get downed. I am not that good but on my zerker warrior I am doing very good and am quite often the last man standing (not like thats a feat, warriors are faceroll). Some people will not manage to stay alive even as warriors. It all depends from a player. That being said, as far as I can tell content is tuned to be completable by zerkers. Good player will run new TA path as a zerker and will manage well. Which means that a good player with zerker gear will always be a best option. That is a design flaw of this non-trinity system.
With the Tower of Nightmares at least they seem to be moving away from that a little, making it much more beneficial to have some defensive stats. You can’t say zerkers are fine in there, I’ve seen way too many be downed in practically one shot on the bosses and from the exploding plants and stuff. I’m sure the very elite players manage but for average players they get rocked in there. Hopefully there will be more of this kind of content in the future so gear will be a bit more diverse.
This would be more encouraging if gear was cheap. If other stat combos are going to become viable or important, I don’t want to do up to 25 dungeon runs for each alt (or get 50 gold, or whatever). That’s not even considering the ascended bullkitten.
Is the survivability of a warrior/guardian wearing full berserker gear as bad as thief/ele (squishy classes) when doing PVE (dungeon and fractals) ?
Your survivability is more reliant on your ability to press ‘V’ than anything else.
I’ve been on dungeons and fractals where the heavies are constantly down and the squishies stay up, and vice-versa. Thief, Guardian, Ele, whatever…..it doesn’t really matter as dodging is more important than class or gear when it comes to surviving in PvE.
Often a warrior can miss a dodge and stay up, but a thief won’t. Thief is kind of hard mode for some encounters.
-Mines that take off half your HP when they explode, requiring dodges or constant swiftness to avoid effectively. And sometimes that won’t work with enemies around, so stunbreaks are essential, otherwise one hit with these can just juggle you into another, than another, then..oh wait, you’re dead.
Half your hp? All my hp.
As usual, I’d like to see more cosmetic and horizontal-progression rewards than just more money and bigger numbers. Sweet skins, titles, that sort of thing. New animations for skills, maybe. New emotes.
I actually really liked the concept of the tower (aside from the third floor’s gimmick). It’s challenging, the event-gating, fake-golem-waypoints, and little instances help prevent it from turning into one giant zerg. That’s good.
My guildmate who’s usually very bitter and disinterested in LS stuff actually spent time doing it, and said he enjoyed it.
I don’t agree that the third floor is anti-social. If anything, it encourages commanders such as myself, to revive everyone, and leave no one behind. The third floor pretty much demands that players work together, and move as a group. That’s a good thing. If people leave players behind, then that’s simply a poor strategy on their part.
It doesn’t matter if the optimal solution is for people to work together. People won’t always do that, and the game needs to handle that case. The game should be designed so that even if people are just mucking around, they don’t make it a worse experience for other people. The game should encourage you to help other people (like it does in nearly all other parts of the game), not make stopping to help a big personal risk. That’s how nearly all the other parts of the game work.
The third floor of the tower is anti-social. Stopping to help other players is extremely risky. Players running past things bring monsters onto other players, causing strife and frustration. Players set off the mines and kill other players (ok, that’s all the floors). Hell, as I was writing this someone brought a whole mess of things to the purifier I was resting at, almost killed us all.
It’s annoying, and I hope future content doesn’t make me frustrated when other players show up. Seeing other players should always be a good thing. It’s a mixed bag in the tower.
It’s fixed:
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-November-12-2013/first#post3201227
I won’t play an MMO if it doesn’t have autogrouping and scaling. I want to play with my friends even if they put more time in, and I want to do this without rolling alts or having a huge power gap.
I won’t play an MMO that doesn’t let me dodge. I’m sick of getting stabbed from across the room.
I put something like "path x, no speed running, no “omg stack!11” in my lfg posts and haven’t had many problems. I usually run with at least one guild mate, and we don’t do CoF much, so maybe that helps.
Leveled a warrior by doing dungeons with guildmates. Sometimes use them for other content the guild wants to do because banners and shouts matter more in a group than solo.
Necromancer is the one I played when I started doing fractals, so they have the highest fractal rank (only 21). Sometimes poke around in other PvE with them.
Ranger I was also leveling by doing dungeons with guildmates. Got to 75 or so, not sure how I feel about the class.
Elementalist was my first, never got good at it. Sometimes I break it out for variety, or when I want to try something new.
Guardian sits in town crafting. I intend to play them more one day.
Just started playing my lowbie thief again. I die a lot, but it’s new to me.
Haven’t played engineer in months. Had fun with grenades, but that much mouse targeting is kitten the wrists.
Mesmer is closest to my ‘main’. I do spvp with them sometimes, and if the guild wants wvw I usually use the mesmer.
Right – because this is what the internet is lacking – sarcastic responses and useless posts to inquiring, intelligent discourse.
I don’t know what you expect from this thread. All the arguments have been had. Threads were locked. Some people quit.
My stance is that ascended items reward power for free time, and I don’t like that. I’d rather success come from skill and talent rather than numbers acquired by grinding/busywork. But other people disagree. Some people disagree so hard they think that MMOs are fundamentally about turning free time into bigger numbers, and nothing else.
This conversation has been had many, many times. Be prepared for people to simultaneously say that the stat bonus doesn’t matter but it shouldn’t be removed for reasons.
I never did champ trains because they seem boring, and I try not to spend hours doing boring kitten so I can get some external reward. I’m okay with them nerfing champ trains.
If nerfing champion rewards means people who only play to farm leave, and people who want actual content stay, maybe the game will be better off.
Many people do not want item progression. It was a selling point for the game. Getting max stats quickly was also a selling point.
The game was supposed to be “end game” from the start instead of making players go through a bunch of chores and timesinks before getting to the “real” game. If you’re bored, roll an alt or take a break.
I like it. It can potentially add some more complexity to combat.
