Given the mechanics of the classes, instead dungeons should be # of participant scaleable. Bring in any number from 5-25 and the dungeon scales in difficulty based upon the incoming number of players.
Why can’t the jumping puzzles that have things like timed disappearing platforms, or wind/other weather phenomena that blow you off or zap you off away be adaptable in their difficulty. If the puzzle detects you tried it n-times with no success the timers on such things should be adjusted. Us old farts (I’m 57) are not able do the mouse directed movement required for Spekk’s Laboratory for example, making the 3rd leg of doing it impossible.
For example, I defy anyone to do that one jumping puzzle with a large norm just by using WASD keys and no speed buffs and only using the mouse to reposition the camera. I bet no one at ArenaNet could do it.
I forget the bosses name, but he is the one (bomber) in the barn with the rangers/shooters up on platforms along 2 walls of the barn. When I run up to those platforms on 2 flights of stairs and we finish the first 2 shooters and walk/run over to take care of the long wall of shooters, there is a line that I can cross back and forth in which all the shooters on that long platform disappear and re-appear from my player’s perspective.
It seems there are some graphics glitches in which objects are obstructed inappropriately. I’ve seen this happen in some jumping puzzles as well.
10/0/10/20/30 – longer glamor duration, aoe blinds, additional bounce attack, clone death causes cripple are what I remember I have.
The additional bounce attack is awesome for staff and GS. Especially if you have this combination of sigils: +cond damage for each kill on staff and flame/burn aoe on crit with GS. I don’t have my full exotics or best accessories yet (only weapons and 2 armor pieces) but my +cond damage is already +1100 (should reach +1600 when I’m fully spec out).
NOTE: When farming, kill mobs at first with staff to max out to 25x +cond damage then from that point on use GS and you will be killing stuff pretty good.
I always spec those for dungeon runs and my party appreciates it. I always call out over vent, “Double speed” when I engage time warp so we can push out a lot of dps. Feed back is awesome. Always use it on the gun shooters or bomb lobbers and throw an illusion in addition on them to keep them busy, while the rest of the party concentrate on others. By the time my party gets around to working on the foe I bubbled, hp is noticeably down.
Don’t forget, in some dungeons portals are useful too along with mass invisibility.
The term is voluptuous :-)
I made my female norm mesmer the biggest she can be because her illusions block projectiles from hitting my party if they are behind them. See, sometimes being big is good!
My female norm mesmer has these verbals (out of others that I like):
“I did that!”
“I am awesome.”
Nothing like a big norm bragging. Its almost as good as the Asuri verbalizations.
The camera positioning and the need for 1st person perspective are apparent. Also, has anyone else notice it is harder to go from swimming on the surface of water under with a big norm character than an asuri? Its like the water tension is more pronounced.
My mesmer does just fine with her latest 2 additions (exotic – GS and staff). I have her spec for condition damage and traited for the additional bounce. In my staff I have the sigil that stacks condition damage per kill and on the sword is the sigil for flame blast on crit. I relish when each thrown sword bounce crits and explosions wrack multiple foes in the aoe. The chaos storm is awesome in the damage it puts out. I also spec’d it so each time a mob enters/exits my glamor spells boundaries they are blinded. The only time my mesmer has trouble is when you have multiple mobs that root you then it gets hairy.
Keep illusions up to distract. In many dungeons the illusions keep trash mobs and even bosses busy from hitting on your party.
Although I hate the latest patch increase CDs on our spells, that really hurts.
I love it when my female Norm Mesmer in a dungeon run says, “I did that!”
I love the lack of subscription (one of the reasons I dropped WoW, besides their decline in difficulty). I look forward to GW2 expansions whenever they happen.
I’m glad I left the cartoony world of WoW for GW2. This game is beautiful (not as gorgeous as Skyrim) but kitten good. I really enjoy it.
Crit bleed spec warriors are monsters. I’m waiting for them to get hit with the nerf bat. In PvP I saw one warrior using the 100 blades and kill 9 players instantly me included (even though I was on the opposing team it was impressive).
I was astounded last week when I salvaged a yellow level 64 and got an ecto from it with a master salvage kit.
Okay, I’ll bite into this discussion. First, my negative view that agrees, then my positive views to counter the above whining, and finally a suggestion:
I’ll agree the dungeon loot is not correct. There should be one guaranteed rare per dungeon run. The only thing you can do is (if you have bag space) is to collect the blues and mystic forge upgrade them (I usually sell). I have to admit in our guild chat a lot of folks complain that the dungeon loot is essentially garbage except for that rare time a dungeon mob drops a rare you can salvage for an ecto.
Positive countering view:
The end-game armor is fine. Those arguing for continual upgrade of stats and such at level 80 are fools and don’t realize the imbalance to the game it would cause between pvp and pve. I think ArenaNet’s approach is correct in permitting just cosmetic changes. Besides, if you are truly in to this game, you should have more than one armor set for your character for handling different situations (bosses, pvp, pve, etc.).
BIG SUGGESTION:
Please ArenaNet make the dungeons participation scaleable. What I mean, allow 5 up to 25 people run the same dungeon, by adjusting the difficulty depending on the number of people in the squad/party. I think this would not be difficult to do since your whole mantra is to break the holy trinity and not require certain classes in the dungeon fights.
Is this true?
Something I’ve noticed is that when you are partied up in the higher level zones the loot drops seem better. Is this some sort of subliminal way to get people to group up, if so I am for it.
would Mesmers be over powered if illusions persisted until out of combat?
in Mesmer
Posted by: curtegg.5216
Once I have 3 clones/illusions up I shatter. Its too bad that they miss on the shatter sometimes. I wish Anet would fix this issue. I still see shatters where the clone/illusion is next to me and not the mob I have targeted and shatter with 0 damage which makes me a sad.
Use GS 1 with time warp is pretty kitten good. GS 3 is not good unless applied at the right time (damage is an after thought on it).
The clone/illusion shatter still is bugged in my book. Several times during fights I see the clone/illusion shatter next to me instead of where the mob/boss is for no damage. Also, the latest CD increases suck.
One thing not mentioned in the above posts is Mesmer’s ability to stretch the fights out in dungeons. Many times I am the last to go down and even in the down state manage to keep the boss fight going long enough for people to run back. Mesmer’s survivability is key to drag the fight out if a lot of your group goes down. Having illusions/clones to keep the boss or mob busy is key to keeping damage off your buddies.
Also, the speed buff is uber, and warriors love it.
Some of the jumping puzzles require the mouse directed movement approach, whereas, myself (being an old fart) rely on using the standard keyboard directed movement approach so I can’t complete them. The vistas I’ve done (100% zone completion, just not all the puzzles).
One of the things I wish all these vid games would do is have an automatic adaptable skill level adjusting capability. For example: If you try the jumping puzzle n-times the difficulty level adjusts to an easier level the more times you fail, so eventually, you can complete it. However, as you adjust the level of easiness the rewards you earn drop. That way the uber fast young guns get more rewards for being so good at it, while us old slower farts still complete it, but just don’t get as much reward.
This game would lend itself to this pretty easy in the jumping puzzles (like where the platforms you jump from disappearance would gradually take longer the more times you fail, or the wind (etc.) doesn’t blow as much the more times you fail).
Some of the jumping puzzles require the mouse directed movement approach, whereas, myself (being an old fart) rely on using the standard keyboard directed movement approach so I can’t complete them. The vistas I’ve done (100% zone completion, just not all the puzzles).
One of the things I wish all these vid games would do is have an automatic adaptable skill level adjusting capability. For example: If you try the jumping puzzle n-times the difficulty level adjusts to an easier level the more times you fail, so eventually, you can complete it. However, as you adjust the level of easiness the rewards you earn drop. That way the uber fast young guns get more rewards for being so good at it, while us old slower farts still complete it, but just don’t get as much reward.
This game would lend itself to this pretty easy in the jumping puzzles (like where the platforms you jump from disappearance would gradually take longer the more times you fail, or the wind (etc.) doesn’t blow as much the more times you fail).
I want to praise the fact ArenaNet adjusts their dungeons difficulty constantly based from both player input and what stats they monitor from our runs. This is so much better than (the other) MMO in which the dungeons become easy-mode within two weeks and you farm them until you randomly hit the loot drops you want.
My only two complaints is:
1) the loot drops are so disappointing (so many blues), rarely get a yellow (only from dungeon mob drop).
2) Dungeon tokens should be included per successful boss fight completion and not held back till end of dungeon run. Maybe if you had a graduated increase of token drop the farther you get into the dungeon to prevent quick 1 or 2 boss dungeon farming for tokens.
It be nice if black lion keys would be included in dungeon loot drops. I’m getting sick of having over 50 of them in my bank.
Run CM (that is the easiest of the dungeons to learn). We often run a path in less than an hour. Build up your gear off that dungeon and the others will be easier. Thief or Necro’s make the mob pulls easy. Heed NetherDiver’s comments. You often get pots from those dungeons to help you on the next run.
I had only a few complaints of the Arah story mode at the end.
1) I kept getting thrown inside the gun turrets and getting stuck until I had to die. Another party member got stuck in the console manned by our Asuri guide (I managed to get her out thanks to mesmer portals). This bug needs to be fixed.
2) There was too much bouncing on the flight deck. I suspect from the dragon hitting the air ship I guess. If ArenaNet would lessen that particular action in the story as it played out it would have been much improved.
3) The gun turret targeting was pretty bad. Waiting for the target bullseye to show up on the dragons was sort of a let down, change to some other targeting method would have brought you more into the fight .
4) Camera positioning needs improvement as well.
5) Wow, lots of poisoning (my own rant, I hate poison).
However, that being said the magnitude and scope of Arah story mode at the end was awesome. I also liked the predecessor boss (with the giant mouth) fight. I hope Anet improves it some and wouldn’t mind rerunning story mode in Arah.
I’ve not seen one black lion key drop in over 2 weeks. That is ridiculous. I’ve got 40 of those black lion chests sitting in my bank collecting dust. I refuse to use gems to get them. Fix the drop rate.
I’ve noticed if you play a Norm character that the following behaviors show up in gameplay.
1) Its harder to break water surface if swimming on the surface to go underwater. Much easier with Asuri or human size. Why is this?
2) Jumping puzzles are much harder. Biggest issue is the graphic glitches that appear where you can’t see your surrounding environment in tight spaces. Has the developers run all jumping puzzles with the biggest Norm characters as a test? Asuri have a much easier time in jumping puzzles.
It would be cool if GW2 dungeons would allow 5 or more up to whatever the hardware would support to run. If 23 people entered a dungeon instance then the dungeon would scale for 23 people. If 5 people entered then the dungeon would scale in difficulty for five.
Several times we had to split into multiple group runs on the dungeons and 5 is sometimes just too small.
Maybe we could look forward to this in an expansion.
I’m on a dynamic IP so I am constantly having to authenticate with my email. How do I get rid of this?
Also, this is causing “Error: Invalid Authorization” on my Black Lion Trading dialog.
Why can’t you guys go to RSA security tokens and do login more securely that way.
Man I wish this was so.
Sceptor is still meh. Add bounce to it maybe like staff.
Mesmer cds need some work. I was blown away when leveling my alts (engineer and ranger) how much superior their dps was over my mesmer. Where my mesmer had trouble dealing with 3 or more in a mob at her level, I had no problem dealing with same number +3-4 levels over my toon with engineer and ranger.
Mesmer needs some work. Lift the condition count cap and shorten our cds.
The dungeon loot level scaling needs work too.
Please fix this issue. The font is bad in window mode (I’m on a 30" and use part of the screen for other things).
Spoiler alert: Don’t watch this if you wish to be surprised, but to be honest hearing what their comments makes me worry.
Please address the issues these guys bring up.
www.youtube.com/watch?v=5tlC-sAmGk4&feature=g-all-u
Nothing to click on sigh.
Norm personal story and the teleportation portal is behind a gate that stays locked?
No hint of how to get to it. Anyone done it yet?
Non-clickable or not being able to start it with “F”.
Please fix this is the only skill pt I lack in that zone.