In before lock. Just report them and move on—simple.
Hi everyone (we have been summoned!!)
Please, refrain from making GW2/WoW comparison. Remember that they are 2 different games, with different approaches. It’s good to make suggestions to improve the game but please don’t try to turn GW2 into a copy of WoW.
Thanks for your understanding
^See, I told you this would happen. lol
I don’t see where mounts and addons especially, would fit in this game. Pretty much every addon I think of that’s in other games I feel would not be needed in this game.
The only thing this game does need from other games in a dungeon finder, to stop the majority of the population in one city spamming the /map channel for a specific group.
Possibly, but there is a dragon timer tool online that helps players keep track of meta events. The problem with it is that other than the dragons, the smaller meta events seem to always be out of date.
That being said, I still don’t see how this would bring higher level players to lower level zones. They would show for the meta event then leave right after they’re done. To bring more people to lower level zones they would have to make a reason for them to show up and stick around. Low level areas just don’t offer that to higher level players unless they are working on world completion or gathering materials.
It is a shame that Guild Wars 2 has this system that allows players to level or do things together in any zone and still get rewarded, but no one seems to do so. You just have to leave it up to the person to go to lower level zones, I guess.
Should really bind your pet stuff. :P
All you have to do is hold down the right mouse button to angle your character towards the enemy- Holding left mouse button is not needed. Strafing is kind of annoying in this game compared to other games, in my opinion. Some games I have played your character has a 180 degree and strafing is super easy. In Guild Wars 2 you have to turn your character more and keep the enemy in line, or you’re not going to be doing anything.
Reading these posts makes me not even want to begin getting these for my legendary. -.-
Yeah, I don’t like the weapon you have to use. I usually run with the bombs. By the time I get up there and set it, I would have only fired about five shots. Plus, the bombs do like 10k damage while the charzooka only does 800-900 a hit.
Yes, agreed with EliteZ. I would like so see some awesome looking armor put in that actually takes time to get. It would make it more rewarding.
Or put them as different binds. Three as two or five as one. That’s the only alternative I can think of.
Yes, that’s how they work.
I do think legendary weapons are fine, but I still don’t see what’s so legendary about them. There isn’t a story behind them, so there isn’t any story of why they have the name they have or why they look the way they are. But with how some of these weapons look, I couldn’t imagine having the make up a story for them.
When I see someone with a legendary I automatically say “he/she must have a lot of gold”.
“Drops randomly from all foes in the Fractals of the Mists dungeon. "
http://wiki.guildwars2.com/wiki/Quiver_of_Swift_Flight
Here is the Mist Essence
http://wiki.guildwars2.com/wiki/Vial_of_Condensed_Mists_Essence
Dungeons with larger player cap, in my opinion, is something that would benefit the game. That’s all I’m saying.
I wouldn’t mind dungeons that scaled with the number of players. One of the things I really miss about Rift are their Chronicles, it allowed me to play through a lot of content I otherwise would have never seen and I didn’t have to worry about filling out a 5 man group to accomplish a dungeon (the latter part really annoys me for the last stage of my “personal” quest). If they had something similar in GW2 I think that’d be awesome.
I’m not sure if that’d give you the challenging/coordinated game play you seek, but if you could get a group of 20 in a dungeon that scaled to accommodate that many people maybe that’d satisfy your desire for large scale dungeons.
20 people? No, I don’t think that would happen in this game. Again, raiding wouldn’t be like in other games were they can go up to 40 people. I would at least ask for 10, maybe 15. I just want to play with more guild members in a instance area.
I think it’s funny how people say they are tired of not hearing from the Devs’, then when they finally do, they don’t stop complaining about what they say. Please, people, make up your mind.
Because the things they are saying now completely contradict the things they said then. If what they said then is not what they meant then they should have said what they meant the first time, or not said anything at all.
Most of us have been operating on the assumption that at this point in time the precursor scavenger hunt they said they’ve been working on for two or three months would be nearing it’s final stages of completion and would be done in the next month or two with their big updates.
Turns out that couldn’t be further from the truth.
So, no scavenger hunt, but they did they say “We are however working on expanding reward systems to make them more re-rewarding across all parts of the game, making the open world more rewarding, and adding new ways you can earn precursors as rewards via new reward systems taking advantage of our open persistent world.”
I agree, scavenger hunt would be nice since the precursor is the most annoying thing to obtain. But I feel more things need to be fixed and added into the game right now. Never know, the new system might be good. Don’t get your hopes up on most these patches until you see official plans on what they are doing within the next couple weeks.
Ah, yeah. I don’t see why the roster is the first tab anyway.
I think it’s funny how people say they are tired of not hearing from the Devs’, then when they finally do, they don’t stop complaining about what they say. Please, people, make up your mind.
Again, If raiding were to be introduced, those who choose to raid would not get anything special, just weapon and armor skins. Look at fractals, those reward better gear. So basically, they are getting the “best” gear even though there is small upgrade, it’s still the best. So, even if raids did come around they still wouldn’t have the best—fractals will, unless they added the ascended gear to raiding.
Well, unfortunately, you won’t have any control over what the rewards are. Odds are they would end up adding ascended gear to raids because people would question the logic of not doing so.*
Like I said, I really think other MMOs on the market would be your better option if you love raiding that much. Even if you love GW2 there’s still no reason you can’t supplement it with another game that is geared towards raiding. I still don’t see raiding in GW2 ultimately adding anything to the game, it’ll actually cause less of a differential between it and almost any other MMO. Especially since they all seem to end up with raiding at some point for lack of imagination to create any sort of alternative end game, which to be honest I would prefer to see. I’ve been subjected to raiding end game in every MMO I’ve played in excess of a decade, it’s past time for someone to do something new.
- Here’s a breakdown of what will probably happen: Fractals will become the prerequisite for raiding, the player base will see to that. Raiders will complain about raid drops being worse than what they can get in a 5-man when raiding requires more “skill”. Insert better gear/rewards into raids. People then complain that Anet isn’t living up to its manifesto of GW2 not being a gear grind. Casual players ultimately move on because GW2’s become yet another MMO with raiding being the best/only way to progress their character past level cap like almost every other MMO on the market.
Lol, obviously I have no control over what drops. I’m not leaving this game for another kitten mmo either. You have WvW where you can play with multiple friends, but pve has nothing. Sure, you can do those boring kitten events, but that’s about it.
Dungeons with larger player cap, in my opinion, is something that would benefit the game. That’s all I’m saying.
Pretty sure you already can. Go to guild panel and it’s the second tab on the left.
Hey guys,
Just a quick update on where the whole scavenger hunt system stands since I know that’s a topic many of you have brought up recently. We’re not currently actively working on building any sort of legendary precursor scavenger hunt, this is something we want to do in the future and we’re in the midst of designing how this would function, but no one is actively building this feature and you should not expect in the Jan/Feb/March releases at this point.
We are however working on expanding reward systems to make them more re-rewarding across all parts of the game, making the open world more rewarding, and adding new ways you can earn precursors as rewards via new reward systems taking advantage of our open persistent world.
Some of these additions will come as early as the January release, and will get covered in more detail in the next week or two as well release all the details about this release once testing has signed off it’s all ready to go in January. (we’ll also provide a high level summary of our goals with reward systems, etc. in our 2013 blog post, which should be out next week)
Thank you for the update. I was a bit disappointed while reading this at first, but then I read “We are however working on expanding reward systems to make them more re-rewarding across all parts of the game, making the open world more rewarding, and adding new ways you can earn precursors as rewards via new reward systems taking advantage of our open persistent world.”
Hope to see news soon!
jormag, tequatl, shatterer, pushing balth (balth being prob the best example)
I’m not a WoW guy so I could be wrong, but aren’t these similar to raids?
mindlessly bashing a big baddie for a long time with a bunch of people around?
Or are you looking for something more like a 100 person dungeon?
Heh, no they are not, not at all. I’m not asking for a 100 player dungeon either. Those dragons are nothing but a zerg. On Sunless, people hardly ever kill the walls or tentacles, as attended. They tunnel vision the boss until it’s down.
Beyond that there will be endless QQ about how raiding rewards need to be more “worth it”. So, again, we’re back to raiders ending up having the “best” everything and anyone who doesn’t like to raid just being at a loss.
Having said that, I have no problem with diversifying entertainment. The problem I have is that I’ve yet to see a game reward any other method of playing as much as they do raiding. Raiding has always been the creme de la creme of everything gear and vanity. Now, if you want to argue in favor of raiding while giving people who enjoy other aspects of the game (DEs, WvW, etc.) the same opportunities to obtain the same rewards then fine. I just don’t see that happening because I’ve simply never witnessed it. The few times I’ve even seen it come close the QQ starts up about “welfare” items.
Not all people who raid are the same, but enough of them demand to be a ‘cut above the rest’ that it usually happens.
Again, If raiding were to be introduced, those who choose to raid would not get anything special, just weapon and armor skins. Look at fractals, those reward better gear. So basically, they are getting the “best” gear even though there is small upgrade, it’s still the best. So, even if raids did come around they still wouldn’t have the best—fractals will, unless they added the ascended gear to raiding.
Even if you want something more difficult with higher player caps…
So they take a dungeon that takes an hour to complete with 5 people and change it to one that takes 3 hours to complete and you can have up to 15 players and the reward is tripled.
Is that what you want? Spending significantly more time waiting to group-up?
This would be a problem, but not if they actually brought in dungeon finder, which I can see happening in the future—no one wants to use that website forever. Yes, I would expect raids to be somewhat lengthy, but hopefully that will be because there is actually a challenge. I also think there should be some sort of lockout with the raids so people aren’t constantly farming them. I think this will keep people coming back.
The raids could work sort of like a explorable dungeon, but with more paths and more bosses in each path. I also think there should be some sort of lockout for bosses that were already killed so no one if farming the same path over and over like we see in dungeons today. I also think this will keep people coming back, because they won’t be so bored with it quick.
OP: We do not need closed raids, which is what you are refering to. This game has open raids now which people need to start organizing. Most DEs in Orr need to have core raid groups that will stay together and work through the various lines of the DE webs.
Do we need CLOSED raid? No!
Do we need people to organize core raid group to go through the DEs? Yes
Too bad that’s never going to happen. World events such as dragons are always going to be zerg and offer no challenge, because anyone can just walk in and join in—same with Orr events.
If you have a core group though they can figure out the web of event. So some parts get zerged. Maybe not all though. How will we know if no one steps up to do it. Only 77post on main so it cant be me
Problem is that doesn’t feel like raiding or dungeons at all—they aren’t even that long. People gear up in exotics through dungeons and then they don’t even need to touch Orr. They go to Cursed Shore and farm the two events.
OP: We do not need closed raids, which is what you are refering to. This game has open raids now which people need to start organizing. Most DEs in Orr need to have core raid groups that will stay together and work through the various lines of the DE webs.
Do we need CLOSED raid? No!
Do we need people to organize core raid group to go through the DEs? Yes
Too bad that’s never going to happen. World events such as dragons are always going to be zerg and offer no challenge, because anyone can just walk in and join in—same with Orr events.
Shortbow is kind of weak and you have to be max range to get good damage out of the longbow. I still prefer using bows, but if they would remove the range/damage difference with the longbow, I would like it even more.
Yea… I used to do Archery in real life. And the whole damage getting higher at range makes no sense… If anything the bow would do more damage at point blank range than it will at long range as it would be fired at a higher velocity
Lol, exactly. I looked at the tooltip and was wondering where they came up with that.
Shortbow is kind of weak and you have to be max range to get good damage out of the longbow. I still prefer using bows, but if they would remove the range/damage difference with the longbow, I would like it even more.
Know my problem with the game? PvE—There seems to be no character progression in it at all, because ANet said “no gear grind” or whatever. Yes, a gear treadmill is bad in other mmos and excludes a lot of players from raiding or doing certain dungeons. In Guild Wars 2, there’s nothing really.
You hit 80 and all the explorable dungeon rewards are to be the same. Some have power/precision/crit gear while other don’t, but that’s about the only difference other than looks. Why am I getting this gear to begin with? To get a little stat increase and kill things a bit quicker, or to get into FoTM to grind out even more useless gear?
That’s how I see it. I like the game, but it lacks and is missing it’s stick.
Rangers are…okay. I mean, I like them.
The most annoying thing, by far, is the pets. The tracking with them is so broken. I would take fixed tracking over a buff in survivability—and that’s saying a lot. If you know how to manage your pet, though, you can keep them alive. I make sure to switch my pet before he dies so the pet swap cooldown is 15 (20 without trait) instead of 45 (I assume 50 without trait). Plus swapping pets gives you and your pet two seconds of quickness if you spec into Zephyr’s Speed in the beastmaster tree.
I think any class you play is going to get boring at one point do to the lack of skills in this game. Having only five weapon skills really limits any sort rotation in the game. The skins would be the same as any other profession that wears medium armor. The bow skins seem to stay the same most the time while leveling— but again, Guild Wars 2 seems to lack with weapon skins in early levels.
I suggest using this website if you want to find out what armor looks like on a different race. http://www.gw2armorgallery.com/index.html
Use the search option please.
https://forum-en.gw2archive.eu/forum/game/suggestions/Dyes-Please-make-them-account-bound
I think we should have at least 3 legendary choices for each weapons, really.
Cute one.
Cool one.
Bad kitten one.
Pretty much this, lol. I would like the shortbow—but come on…really?
Before I get into anything I would like to congratulate all those who have obtained their legendary weapon(s). Congratulations! Also, I’m just shooting out ideas.
I feel there is something missing with legendary weapons. A story maybe? Yes! A story—a lore! How did this weapon get its name, why does it look that way…why is it here? This is one thing that has been bothering me. To start obtaining these weapons, the player should have been sent on a lengthy, lore-filled adventure or quest, not given a shopping list and sent on their way.
My idea for this quest would mainly be for obtaining the precursor. Right now the precursor is possibly the main thing that will stop a player in his tracks when trying to obtain a legendary weapon. Getting a legendary seems to come down to two things: How much coin you have and how lucky you are with the mystic forge. I don’t think obtaining a legendary should be like this at all—I don’t see what’s so legendary about it. When I see a player with a legendary I just think “Hey, that guy has a lot of gold.” I shouldn’t be thinking that, but it’s true.
Back to the quest part. To start, you simply talk to an NPC and select which weapon you wish to obtain. After you select, you will get a story mode like quest telling you to go meet someone. Depending on which weapon you have chosen will depend on who you talk to. This person you talk to will be at your side through your journey. In this quest you will be after a powerful enemy that wields the precursor specific to the weapon you are after. These bosses will be challenging to the player to test their skills to see if they are worthy of a legendary.
I understand ANet wants everyone to have a chance at getting a legendary weapon, so maybe that’s why they are the way they are. I’m just shooting out ideas, though. I would like to see something change with obtaining these legendary weapons or at least the precursor. 350g on top of other stuff you have to spend gold on is a bit much. Also, legendary weapons should not be able to be sold on the TP!
+1
(Message Body length must at least be 15.)
Yes, this sounds awesome. I am disappointed from the lack of particle effect weapons.
Yeah, I was wondering this, too. I editor where you can actually pick PvE items instead of pvp items. I tried looking but no luck. /:
About those clovers. Is it best to do the 10 recipe or just one?
Why is this in the suggestions?
I think you should just save the gold and buy it off the TP. People have thrown hundreds of exotics in the forge and have got nothing. I’m waiting for some change to come with obtaining precursor. I will still continue saving mats and gold, but I don’t see me getting 350 gold any time soon. I think they need to change or add more ways to get precursor.
Why is it so hard to understand?
People who are posting about wanting raids—for lack of a better word, since mission, quest, dungeon, and instance already mean something else—in GW2 simply want encounters which are higher-level coordination and higher player-cap. That’s it. Period.
They’re not asking for better gear (for the most part), not asking for better titles, or anything other than a new challenge with an ANet twist.
Please stop posting about how “traditional” raids don’t belong in GW2. It’s paranoid behavior, it’s annoying, and it’s not even what anyone is asking for. Crikey.
^ This.
Give me a dungeon with more players allowed to I can play with more guild members.
Give me a challenging experience. One that I will remember and share with those guild members and say “remember when”; And give me weapon and armor skins that really stand out so people will say “that guy completed that”.
Right now dungeons aren’t all too challenging. People do speed runs and pass as much enemies as they can. Where is the challenge in that?
Anet’s version of raids are on landscape content. and WvW.
I see no problem with this as long as they keep building and improving on both systems.
Anet’s doing something a little different, if you’re looking for something else go play another game. Don’t try to change this one, cause for the most part it’s great.
This game is easy. In fact, thats why the people are asking for challenging content that tests a group cooperation and not just random people running in blind to a temple. If you honestly think the temples are hard, do it with a group who knows what to do and you’ll see. It is easy to spot fools who don’t know what they’re doing and those who actually have a clue and the people who do have a clue, want to be tested. FoTM doesnt cut it for most of us since it’s just mostly 1 shot mechanics.
For wvw, not all of us like the clashing of dozens of people for hours on end. It really isn’t challenging unless you count who can survive longer than the other. THis post is about organized group events in an instance for guilds to have fun and challenge themselves, not about changing any of the currently existing dynamic events.
Exactly. Though I think you’re not reading what I actually wrote. Though, perhaps you meant to quote someone else, as what you’ve written at times doesn’t make sense?
Your point seems to boils down to ‘I don’t like this so it should be changed’. Which is perfectly fine, everyone’s allowed to have their opinion. Mine is; no, it should not be changed, raids in the traditional sense should never be added. The mechanics that the game already has are great, Anet should continue to build on those. They’ll continually tweak it of course, but I don’t think there should be any huge deviations from their ‘course’.
There are plenty of ways to test yourself in-game at the moment. Plenty.
And there are plenty of other games out there that accommodate those that want to raid.
I still don’t see why raids would be a problem. In Guild Wars 2 they would be just like dungeons but with a larger player cap. Also, the mechanics are not so great. Pretty much every boss and dragon/meta events I have done is just a zerg. Bosses have a big health pool which draws the fight out for a while, but with very few mechanics.
I would like to see larger player cap dungeons for those large guilds looking to do something else other than WvW. I just don’t see much challenge or group coordination in this game most the time.
I was/am attracted to the casual nature of GW2. Once raids are added games cease to be casual, IMO. Suddenly there’s a level of exclusivity. Raiders will always have the best everything: best gear, best titles, best vanity items, etc., basically leaving anyone who doesn’t like to raid inferior.
Are you still talking about Guild Wars 2 in this? In other MMO games this is true, but I don’t think it is, or has to be, in Guild Wars 2. All I’m saying is they should add larger player cap dungeons (raids) to the game. Larger community guilds have nothing to do other than WvW as a large group. Guilds like the one I’m in when there is 40-50 people on and we have to split up to do dungeons.
I’m a semi-hardcore player, but I understand where you’re coming from with casuals feeling excluded from the raiding scene, but I just don’t see that happening in Guild Wars 2. Look at dungeons. Do casual players do those? If they do, then I don’t see why they wouldn’t do larger player cap dungeons. You don’t have to do them since it will just be for weapon and armor skins like the dungeons. Raids would be like dungeons just with a larger player cap.
Nothing is happening on Isle of Janthir either. I tried talking to the NPCs’ at the tower but they have nothing to say—they don’t even open a box.
One of our goals for 2013 will be evaluating all of the bosses and creatures in the game, from open world to dungeons, to try and make them more exciting and fun to fight against.
In general if anything has a really high health pool, it needs to have unique abilities to make it exciting for the entire time, or actually change abilities/tactics as it goes down in health to ensure it stays fun and exciting to fight against.
We realize there are a number of bosses in the game, from the open world to instances that all can be more fun to fight than they are now. We’ll be tackling that this year in part of our goal to make our core game as strong as possible.
Thanks for finally responding with something!
I was a bit disappointed when I saw some of these bosses lacking mechanics and phases when seeing that they have such a high health pool. The fight gets too drawn out and boring. Hope to see these changes come soon.
In this post ColinJohanson responses to bosses lacking in PvE with:
One of our goals for 2013 will be evaluating all of the bosses and creatures in the game, from open world to dungeons, to try and make them more exciting and fun to fight against.
In general if anything has a really high health pool, it needs to have unique abilities to make it exciting for the entire time, or actually change abilities/tactics as it goes down in health to ensure it stays fun and exciting to fight against.
We realize there are a number of bosses in the game, from the open world to instances that all can be more fun to fight than they are now. We’ll be tackling that this year in part of our goal to make our core game as strong as possible.
I don’t really expect to see these changes in the upcoming months of content, but I’m still hoping. Thanks for responding!
They are probably still working on it so players can’t exploit it.
The guild I’m in now has 54 people on. 20 of them are in four groups of five doing fractals. With a large guild like this, I would like to see larger player cap instanced dungeons come, just to get more of the players together and not have to split up so much.
Maybe a bit of grind is what’s missing. It is pretty lame having eight dungeons (excluding Fractals) available at 80 that you can do, and not one of them gives better gear than the other. Depending on what stats you want you might have to do a different dungeons, but that’s about it.
I kind of miss the constant upgrading other games have. What is annoying is how those games are nothing but gear based and there is no skill involved with your class. All you needed to know was how to gear them and what rotation to use to get the most dps. I am glad ANet went down the path of making a game not all about gear and more about skill. But now I feel the game need something more.
(edited by domxnik.1453)
In my opinion, the problem with Gw2 is that it’s missing the challenge other mmo’s have. What I think would fix this? Possibly revamp dungeons, or add in larger player cap dungeons (raids) to the game. Make them challenging for those semi-hardcore/hardcore players; Add more boss mechanics and? phases, not just health and damage. Rewards? Satisfaction from downing something for once, and really kitten weapon and armor skins that are difficult to get and REALLY make you stand out.
I also think they did legendary weapons wrong in this game. There should have been some epic story line or lore behind them. Right now whoever has the most time to farm materials or whoever has the most gold has one, and I think that’s just lame. I’m not bowing down to anyone who has one.
I want this, too.
In my opinion, the “raid” as known by games like WoW appeal to a small percentage of the overall population of the game. That being said, the entire focus of the game shifts to it — that’s what drives everything and causes the game to be un-fun for anyone not a part of that elite group of hardcore players.
GW2’s model is great for both casual and hardcore players so I hope it doesn’t change. If Dungeons and Fractals (20+) aren’t hard enough … then WoW may be your best bet.
Yes, that’s raiding in World of Warcraft, but it doesn’t have to be in Guild Wars 2. If raiding (or larger player cap dungeons) were put into Guild Wars 2, you wouldn’t have to do them. The only reward they would offer is weapon and armor skins and more of a challenge for those that want it. I get zero satisfaction from downing a boss because it seems to be nothing but a zerg.
Currently there is nothing for large community guilds to do together other than wvw.
This is probably the only reason I’m not really working for my legendary right now.